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- ;;; Mudsync --- Live hackable MUD
- ;;; Copyright © 2016, 2017 Christopher Allan Webber <cwebber@dustycloud.org>
- ;;;
- ;;; This file is part of Mudsync.
- ;;;
- ;;; Mudsync is free software; you can redistribute it and/or modify it
- ;;; under the terms of the GNU General Public License as published by
- ;;; the Free Software Foundation; either version 3 of the License, or
- ;;; (at your option) any later version.
- ;;;
- ;;; Mudsync is distributed in the hope that it will be useful, but
- ;;; WITHOUT ANY WARRANTY; without even the implied warranty of
- ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- ;;; General Public License for more details.
- ;;;
- ;;; You should have received a copy of the GNU General Public License
- ;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
- ;;; Hotel Bricabrac
- (use-modules (mudsync)
- (mudsync container)
- (8sync)
- (8sync daydream)
- (oop goops)
- (ice-9 control)
- (ice-9 format)
- (ice-9 match)
- (rx irregex))
- ;;; Utilities, useful or otherwise
- ;;; ==============================
- (set! *random-state* (random-state-from-platform))
- (define (random-choice lst)
- (list-ref lst (random (length lst))))
- ;; list of lists, lol.
- (define-syntax-rule (lol (list-contents ...) ...)
- (list (list list-contents ...) ...))
- ;;; Some simple object types.
- ;;; =========================
- (define-class <readable> (<gameobj>)
- (read-text #:init-value "All it says is: \"Blah blah blah.\""
- #:init-keyword #:read-text)
- (commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("read" ((direct-command cmd-read)))))
- (actions #:allocation #:each-subclass
- #:init-thunk (build-actions
- (cmd-read readable-cmd-read))))
- (define (readable-cmd-read actor message . _)
- (<- (message-from message) 'tell
- #:text (slot-ref actor 'read-text)))
- ;; This one is just where reading is the same thing as looking
- ;; at the description
- (define-class <readable-desc> (<gameobj>)
- (commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("read" ((direct-command cmd-look-at))))))
- ;; This one allows you to take from items that are proxied by it
- (define-actor <proxy-items> (<gameobj>)
- ((cmd-take-from take-from-proxy))
- (proxy-items #:init-keyword #:proxy-items))
- (define* (take-from-proxy gameobj message
- #:key direct-obj indir-obj preposition
- (player (message-from message)))
- (call/ec
- (lambda (escape)
- (for-each
- (lambda (obj-sym)
- (define obj-id (dyn-ref gameobj obj-sym))
- (define goes-by (<-wait obj-id 'goes-by))
- (when (ci-member direct-obj goes-by)
- (<- obj-id 'cmd-take #:direct-obj direct-obj #:player player)
- (escape #f)))
- (slot-ref gameobj 'proxy-items))
- (<- player 'tell
- #:text `("You don't see any such " ,direct-obj " to take "
- ,preposition " " ,(slot-ref gameobj 'name) ".")))))
- ;;; Lobby
- ;;; -----
- (define (npc-chat-randomly actor message . _)
- (define catchphrase
- (random-choice (slot-ref actor 'catchphrases)))
- (define text-to-send
- ((slot-ref actor 'chat-format) actor catchphrase))
- (<- (message-from message) 'tell
- #:text text-to-send))
- (define hotel-owner-grumps
- '("Eight sinks! Eight sinks! And I couldn't unwind them..."
- "Don't mind the mess. I built this place on a dare, you
- know?"
- "(*tearfully*) Here, take this parenthesis. May it serve
- you well."
- "I gotta get back to the goblin farm soon..."
- "Oh, but I was going to make a mansion... a great,
- beautiful mansion! Full of ghosts! Now all I have is this cruddy
- mo... hotel. Oh... If only I had more time!"
- "I told them to paint more of the walls purple.
- Why didn't they listen?"
- "Listen to that overhead muzak. Whoever made that doesn't
- know how to compose very well! Have you heard of the bands 'fmt'
- or 'skribe'? Now *that's* composition!"))
- (define-class <chatty-npc> (<gameobj>)
- (catchphrases #:init-value '("Blarga blarga blarga!")
- #:init-keyword #:catchphrases)
- (chat-format #:init-value (lambda (npc catchphrase)
- `(,(slot-ref npc 'name) " says: \""
- ,catchphrase "\""))
- #:init-keyword #:chat-format)
- (commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- (("chat" "talk") ((direct-command cmd-chat)))))
- (actions #:allocation #:each-subclass
- #:init-thunk
- (build-actions
- (cmd-chat npc-chat-randomly))))
- (define-class <sign-in-form> (<gameobj>)
- (commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("sign" ((prep-direct-command cmd-sign-form '("as"))))))
- (actions #:allocation #:each-subclass
- #:init-thunk (build-actions
- (cmd-sign-form sign-cmd-sign-in))))
- (define name-sre
- (sre->irregex '(: alpha (** 1 14 (or alphanum "-" "_")))))
- (define forbidden-words
- (append article preposition
- '("and" "or" "but" "admin")))
- (define (valid-name? name)
- (and (irregex-match name-sre name)
- (not (member name forbidden-words))))
- (define* (sign-cmd-sign-in actor message
- #:key direct-obj indir-obj preposition)
- (define old-name (<-wait (message-from message) 'get-name))
- (define name indir-obj)
- (if (valid-name? indir-obj)
- (begin
- (<-wait (message-from message) 'set-name! name)
- (<- (slot-ref actor 'loc) 'tell-room
- #:text (format #f "~a signs the form!\n~a is now known as ~a\n"
- old-name old-name name)))
- (<- (message-from message) 'tell
- #:text "Sorry, that's not a valid name.
- Alphanumerics, _ and - only, 2-15 characters, starts with an alphabetic
- character.\n")))
- (define-class <summoning-bell> (<gameobj>)
- (summons #:init-keyword #:summons)
- (commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("ring" ((direct-command cmd-ring)))))
- (actions #:allocation #:each-subclass
- #:init-thunk (build-actions
- (cmd-ring summoning-bell-cmd-ring))))
- (define* (summoning-bell-cmd-ring bell message . _)
- ;; Call back to actor who invoked this message handler
- ;; and find out their name. We'll call *their* get-name message
- ;; handler... meanwhile, this procedure suspends until we get
- ;; their response.
- (define who-rang (<-wait (message-from message) 'get-name))
- ;; Now we'll invoke the "tell" message handler on the player
- ;; who rang us, displaying this text on their screen.
- ;; This one just uses <- instead of <-wait, since we don't
- ;; care when it's delivered; we're not following up on it.
- (<- (message-from message) 'tell
- #:text "*ring ring!* You ring the bell!\n")
- ;; We also want everyone else in the room to "hear" the bell,
- ;; but they get a different message since they aren't the ones
- ;; ringing it. Notice here's where we make use of the invoker's
- ;; name as extracted and assigned to the who-rang variable.
- ;; Notice how we send this message to our "location", which
- ;; forwards it to the rest of the occupants in the room.
- (<- (gameobj-loc bell) 'tell-room
- #:text
- (format #f "*ring ring!* ~a rings the bell!\n"
- who-rang)
- #:exclude (message-from message))
- ;; Now we perform the primary task of the bell, which is to summon
- ;; the "clerk" character to the room. (This is configurable,
- ;; so we dynamically look up their address.)
- (<- (dyn-ref bell (slot-ref bell 'summons)) 'be-summoned
- #:who-summoned (message-from message)))
- (define prefect-quotes
- '("I'm a frood who really knows where my towel is!"
- "On no account allow a Vogon to read poetry at you."
- "Time is an illusion, lunchtime doubly so!"
- "How can you have money if none of you produces anything?"
- "On no account allow Arthur to request tea on this ship."))
- (define-class <cabinet-item> (<gameobj>)
- (take-me? #:init-value
- (lambda _
- (values #f #:why-not
- `("Hm, well... the cabinet is locked and the properitor "
- "is right over there.")))))
- (define lobby
- (lol
- ('lobby
- <room> #f
- #:name "Hotel Lobby"
- #:desc
- '((p "You're in some sort of hotel lobby. You see a large sign hanging "
- "over the desk that says \"Hotel Bricabrac\". On the desk is a bell "
- "that says \"'ring bell' for service\". Terrible music plays from a speaker "
- "somewhere overhead. "
- "The room is lined with various curio cabinets, filled with all sorts "
- "of kitschy junk. It looks like whoever decorated this place had great "
- "ambitions, but actually assembled it all in a hurry and used whatever "
- "kind of objects they found lying around.")
- (p "There's a door to the north leading to some kind of hallway."))
- #:exits
- (list (make <exit>
- #:name "north"
- #:to 'grand-hallway)))
- ;; NPC: hotel owner
- ('lobby:hotel-owner
- <chatty-npc> 'lobby
- #:name "a frumpy fellow"
- #:desc
- '((p " Whoever this is, they looks totally exhausted. They're
- collapsed into the only comfortable looking chair in the room and you
- don't get the sense that they're likely to move any time soon.
- You notice they're wearing a sticker badly adhesed to their clothing
- which says \"Hotel Proprietor\", but they look so disorganized that you
- think that can't possibly be true... can it?
- Despite their exhaustion, you sense they'd be happy to chat with you,
- though the conversation may be a bit one sided."))
- #:goes-by '("frumpy fellow" "fellow"
- "Chris Webber" ; heh, did you rtfc? or was it so obvious?
- "hotel proprietor" "proprietor")
- #:catchphrases hotel-owner-grumps)
- ;; Object: Sign
- ('lobby:sign
- <readable> 'lobby
- #:name "the Hotel Bricabrac sign"
- #:desc " It strikes you that there's something funny going on with this sign.
- Sure enough, if you look at it hard enough, you can tell that someone
- hastily painted over an existing sign and changed the \"M\" to an \"H\".
- Classy!"
- #:read-text " All it says is \"Hotel Bricabrac\" in smudged, hasty text."
- #:goes-by '("sign"
- "bricabrac sign"
- "hotel sign"
- "hotel bricabrac sign"
- "lobby sign"))
- ('lobby:bell
- <summoning-bell> 'lobby
- #:name "a shiny brass bell"
- #:goes-by '("shiny brass bell" "shiny bell" "brass bell" "bell")
- #:desc " A shiny brass bell. Inscribed on its wooden base is the text
- \"ring me for service\". You probably could \"ring the bell\" if you
- wanted to."
- #:summons 'break-room:desk-clerk)
- ('lobby:sign-in-form
- <sign-in-form> 'lobby
- #:name "sign-in form"
- #:goes-by '("sign-in form" "form" "signin form")
- #:desc '("It looks like you could sign this form and set your name like so: "
- (i "sign form as <my-name-here>")))
- ;; Object: curio cabinets
- ;; TODO: respond to attempts to open the curio cabinet
- ('lobby:cabinet
- <proxy-items> 'lobby
- #:proxy-items '(lobby:porcelain-doll
- lobby:1950s-robots
- lobby:tea-set lobby:mustard-pot
- lobby:head-of-elvis lobby:circuitboard-of-evlis
- lobby:teletype-scroll lobby:orange-cat-phone)
- #:name "a curio cabinet"
- #:goes-by '("curio cabinet" "cabinet" "bricabrac cabinet"
- "cabinet of curiosities")
- #:desc (lambda _
- (format #f " The curio cabinet is full of all sorts of oddities!
- Something catches your eye!
- Ooh, ~a!" (random-choice
- '("a creepy porcelain doll"
- "assorted 1950s robots"
- "an exquisite tea set"
- "an antique mustard pot"
- "the pickled head of Elvis"
- "the pickled circuitboard of EVLIS"
- "a scroll of teletype paper holding the software Four Freedoms"
- "a telephone shaped like an orange cartoon cat")))))
- ('lobby:porcelain-doll
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "a creepy porcelain doll"
- #:desc "It strikes you that while the doll is technically well crafted,
- it's also the stuff of nightmares."
- #:goes-by '("porcelain doll" "doll"))
- ('lobby:1950s-robots
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "a set of 1950s robots"
- #:desc "There's a whole set of these 1950s style robots.
- They seem to be stamped out of tin, and have various decorations of levers
- and buttons and springs. Some of them have wind-up knobs on them."
- #:goes-by '("robot" "robots" "1950s robot" "1950s robots"))
- ('lobby:tea-set
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "a tea set"
- #:desc "A complete tea set. Some of the cups are chipped.
- You can imagine yourself joining a tea party using this set, around a
- nice table with some doilies, drinking some Earl Grey tea, hot. Mmmm."
- #:goes-by '("tea set" "tea"))
- ('lobby:cups
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "cups from the tea set"
- #:desc "They're chipped."
- #:goes-by '("cups"))
- ('lobby:mustard-pot
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "a mustard pot"
- #:desc '((p "It's a mustard pot. I mean, it's kind of cool, it has a
- nice design, and it's an antique, but you can't imagine putting something
- like this in a museum.")
- (p "Ha... imagine that... a mustard museum."))
- #:goes-by '("mustard pot" "antique mustard pot" "mustard"))
- ('lobby:head-of-elvis
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "the pickled head of Elvis"
- #:desc '((p "It's a jar full of some briny-looking liquid and...
- a free floating head. The head looks an awful lot like Elvis, and
- definitely not the younger Elvis. The hair even somehow maintains
- that signature swoop while suspended in liquid. But of course it's
- not Elvis.")
- (p "Oh, wait, it has a label at the bottom which says:
- \"This is really the head of Elvis\". Well... maybe don't believe
- everything you read."))
- #:goes-by '("pickled head of elvis" "pickled head of Elvis"
- "elvis" "Elvis" "head" "pickled head"))
- ('lobby:circuitboard-of-evlis
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "the pickled circuitboard of Evlis"
- #:desc '((p "It's a circuitboard from a Lisp Machine called EVLIS.
- This is quite the find, and you bet just about anyone interested in
- preserving computer history would love to get their hands on this.")
- (p "Unfortunately, whatever moron did acquire this has
- no idea what it means to preserve computers, so here it is floating
- in some kind of briny liquid. It appears to be heavily corroded.
- Too bad..."))
- #:goes-by '("pickled circuitboard of evlis" "pickled circuitboard of Evlis"
- "pickled circuitboard of EVLIS"
- "evlis" "Evlis" "EVLIS" "circuitboard" "pickled circuitboard"))
- ('lobby:teletype-scroll
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "a scroll of teletype"
- #:desc '((p "This is a scroll of teletype paper. It's a bit old
- and yellowed but the type is very legible. It says:")
- (br)
- (i
- (p (strong "== The four essential freedoms =="))
- (p "A program is free software if the program's users have
- the four essential freedoms: ")
- (ul (li "The freedom to run the program as you wish, for any purpose (freedom 0).")
- (li "The freedom to study how the program works, and change it so it does your computing as you wish (freedom 1). Access to the source code is a precondition for this.")
- (li "The freedom to redistribute copies so you can help your neighbor (freedom 2).")
- (li "The freedom to distribute copies of your modified versions to others (freedom 3). By doing this you can give the whole community a chance to benefit from your changes. Access to the source code is a precondition for this.")))
- (p "You get this feeling that ambiguities in the
- English language surrounding the word 'free' have lead to a lot of terminology debates."))
- #:goes-by '("scroll of teletype" "scroll of teletype paper" "teletype scroll"
- "teletype paper" "scroll" "four freedoms"
- "scroll of teletype paper holding the software Four Freedoms"
- "scroll of teletype paper holding the software four freedoms"))
- ('lobby:orange-cat-phone
- <cabinet-item> 'lobby
- #:invisible? #t
- #:name "a telephone shaped like an orange cartoon cat"
- #:desc "It's made out of a cheap plastic, and it's very orange.
- It resembles a striped tabby, and it's eyes hold the emotion of
- a being both sleepy and smarmy.
- You suspect that someone, somewhere made a ton of cash on items holding
- this general shape in the 1990s."
- #:goes-by '("orange cartoon cat phone" "orange cartoon cat telephone"
- "orange cat phone" "orange cat telephone"
- "cartoon cat phone" "cartoon cat"
- "cat phone" "cat telephone" "phone" "telephone"))))
- ;;; Grand hallway
- ;;; -------------
- (define-actor <disc-shield> (<gameobj>)
- ((cmd-take disc-shield-take)))
- (define* (disc-shield-take gameobj message
- #:key direct-obj
- (player (message-from message)))
- (create-gameobj <glowing-disc> (gameobj-gm gameobj)
- player) ;; set loc to player to put in player's inventory
- (<- player 'tell
- #:text '((p "As you attempt to pull the shield / disk platter
- from the statue a shining outline appears around it... and a
- completely separate, glowing copy of the disc materializes into your
- hands!")))
- (<- (gameobj-loc gameobj) 'tell-room
- #:text `(,(<-wait player 'get-name)
- " pulls on the shield of the statue, and a glowing "
- "copy of it materializes into their hands!")
- #:exclude player)
- (<- (gameobj-loc gameobj) 'tell-room
- #:text
- '(p "You hear a voice whisper: "
- (i "\"Share the software... and you'll be free...\""))))
- ;;; This is the disc that gets put in the player's inventory
- (define-actor <glowing-disc> (<gameobj>)
- ((cmd-drop glowing-disc-drop-cmd))
- (initial-props
- #:allocation #:each-subclass
- #:init-thunk (build-props
- '((hd-platter? . #t))))
- (name #:allocation #:each-subclass
- #:init-value "a glowing disc")
- (desc #:allocation #:each-subclass
- #:init-value "A brightly glowing disc. It's shaped like a hard
- drive platter, not unlike the one from the statue it came from. It's
- labeled \"RL02.5\".")
- (goes-by #:init-value '("glowing disc" "glowing platter"
- "glowing disc platter" "glowing disk platter"
- "platter" "disc" "disk" "glowing shield")))
- (define* (glowing-disc-drop-cmd gameobj message
- #:key direct-obj
- (player (message-from message)))
- (<- player 'tell
- #:text "You drop the glowing disc, and it shatters into a million pieces!")
- (<- (<-wait player 'get-loc) 'tell-room
- #:text `(,(<-wait player 'get-name)
- " drops a glowing disc, and it shatters into a million pieces!")
- #:exclude player)
- (gameobj-self-destruct gameobj))
- ;;; Grand hallway
- (define lobby-map-text
- "\
- | : : |
- .----------.----------. : & : .----------.----------.
- | computer | |& :YOU ARE: &| smoking | *UNDER* |
- | room + playroom + : HERE : + parlor | *CONS- |
- | > | |& : : &| | TRUCTION*|
- '----------'----------'-++-------++-'-------+--'----------'
- | '-----' | | |
- : LOBBY : '---'
- '. .'
- '---------'")
- (define grand-hallway
- (lol
- ('grand-hallway
- <room> #f
- #:name "Grand Hallway"
- #:desc '((p " A majestic red carpet runs down the center of the room.
- Busts of serious looking people line the walls, but there's no
- clear indication that they have any logical relation to this place.")
- (p "In the center is a large statue of a woman in a warrior's
- pose, but something is strange about her weapon and shield. You wonder what
- that's all about?")
- (p "To the south is the lobby. A door to the east is labeled \"smoking
- room\", while a door to the west is labeled \"playroom\"."))
- #:exits
- (list (make <exit>
- #:name "south"
- #:to 'lobby)
- (make <exit>
- #:name "west"
- #:to 'playroom)
- (make <exit>
- #:name "east"
- #:to 'smoking-parlor)))
- ('grand-hallway:map
- <readable> 'grand-hallway
- #:name "the hotel map"
- #:desc '("This appears to be a map of the hotel. "
- "Like the hotel itself, it seems to be "
- "incomplete."
- "You could read it if you want to.")
- #:read-text `(pre ,lobby-map-text)
- #:goes-by '("map" "hotel map"))
- ('grand-hallway:carpet
- <gameobj> 'grand-hallway
- #:name "the Grand Hallway carpet"
- #:desc "It's very red, except in the places where it's very worn."
- #:invisible? #t
- #:goes-by '("red carpet" "carpet"))
- ('grand-hallway:busts
- <gameobj> 'grand-hallway
- #:name "the busts of serious people"
- #:desc "There are about 6 of them in total. They look distinguished
- but there's no indication of who they are."
- #:invisible? #t
- #:goes-by '("busts" "bust" "busts of serious people" "bust of serious person"))
- ('grand-hallway:hackthena-statue
- <proxy-items> 'grand-hallway
- #:name "the statue of Hackthena"
- #:desc '((p "The base of the statue says \"Hackthena, guardian of the hacker
- spirit\". You've heard of Hackthena... not a goddess, but spiritual protector of
- all good hacks, and legendary hacker herself.")
- (p "Hackthena holds the form of a human woman. She wears flowing
- robes, has a pear of curly bovine-esque horns protruding from the sides of her
- head, wears a pair of horn-rimmed glasses, and appears posed as if for battle.
- But instead of a weapon, she seems to hold some sort of keyboard. And her
- shield... well it's round like a shield, but something seems off about it.
- You'd better take a closer look to be sure."))
- #:goes-by '("hackthena statue" "hackthena" "statue" "statue of hackthena")
- #:proxy-items '(grand-hallway:keyboard
- grand-hallway:disc-platter
- grand-hallway:hackthena-horns))
- ('grand-hallway:keyboard
- <gameobj> 'grand-hallway
- #:name "a Knight Keyboard"
- #:desc "Whoa, this isn't just any old keyboard, this is a Knight Keyboard!
- Any space cadet can see that with that kind of layout a hack-and-slayer could
- thrash out some serious key-chords like there's no tomorrow. You guess
- Hackthena must be an emacs user."
- #:invisible? #t
- #:take-me? (lambda _
- (values #f
- #:why-not
- `("Are you kidding? Do you know how hard it is to find "
- "a Knight Keyboard? There's no way she's going "
- "to give that up.")))
- #:goes-by '("knight keyboard" "keyboard"))
- ('grand-hallway:hackthena-horns
- <gameobj> 'grand-hallway
- #:name "Hackthena's horns"
- #:desc "They're not unlike a Gnu's horns."
- #:invisible? #t
- #:take-me? (lambda _
- (values #f
- #:why-not
- `("Are you seriously considering desecrating a statue?")))
- #:goes-by '("hackthena's horns" "horns" "horns of hacktena"))
- ('grand-hallway:disc-platter
- <disc-shield> 'grand-hallway
- #:name "Hackthena's shield"
- #:desc "No wonder the \"shield\" looks unusual... it seems to be a hard disk
- platter! It has \"RL02.5\" written on it. It looks kind of loose."
- #:invisible? #t
- #:goes-by '("hackthena's shield" "shield" "platter" "hard disk platter"))))
- ;;; Playroom
- ;;; --------
- (define-actor <rgb-machine> (<gameobj>)
- ((cmd-run rgb-machine-cmd-run)
- (cmd-reset rgb-machine-cmd-reset))
- (commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- (("run" "start") ((direct-command cmd-run)))
- ("reset" ((direct-command cmd-reset)))))
- (resetting #:init-value #f
- #:accessor .resetting)
- ;; used to reset, and to kick off the first item in the list
- (rgb-items #:init-keyword #:rgb-items
- #:accessor .rgb-items))
- (define (rgb-machine-cmd-run rgb-machine message . _)
- (define player (message-from message))
- (<-wait player 'tell
- #:text '("You start the rube goldberg machine."))
- (<-wait (gameobj-loc rgb-machine) 'tell-room
- #:text `(,(<-wait player 'get-name)
- " runs the rube goldberg machine.")
- #:exclude player)
- (daydream 1)
- (match (.rgb-items rgb-machine)
- ((first-item rest ...)
- (<- (dyn-ref rgb-machine first-item) 'trigger))))
- (define (rgb-machine-cmd-reset rgb-machine message . _)
- (define player (message-from message))
- (cond
- ((not (.resetting rgb-machine))
- (set! (.resetting rgb-machine) #t)
- (<-wait player 'tell
- #:text '("You reset the rube goldberg machine."))
- (<-wait (gameobj-loc rgb-machine) 'tell-room
- #:text `(,(<-wait player 'get-name)
- " resets the rube goldberg machine.")
- #:exclude player)
- (<-wait (gameobj-loc rgb-machine) 'tell-room
- #:text '("From a panel in the wall, a white gloved mechanical "
- "arm reaches out to reset all the "
- "rube goldberg components."))
- (daydream (/ 1 2))
- (for-each
- (lambda (rgb-item)
- (<- (dyn-ref rgb-machine rgb-item) 'reset)
- (daydream (/ 1 2)))
- (.rgb-items rgb-machine))
- (<- (gameobj-loc rgb-machine) 'tell-room
- #:text "The machine's mechanical arm retreats into the wall!")
- (set! (.resetting rgb-machine) #f))
- (else
- (<-wait player 'tell
- #:text '("But it's in the middle of resetting right now!")))))
- (define-actor <rgb-item> (<gameobj>)
- ((trigger rgb-item-trigger)
- (reset rgb-item-reset))
- (invisible? #:init-value #t)
- (steps #:init-keyword #:steps
- #:accessor .steps)
- (triggers-as #:init-value #f
- #:init-keyword #:triggers-as
- #:getter .triggers-as)
- (reset-msg #:init-keyword #:reset-msg
- #:getter .reset-msg)
- ;; States: ready -> running -> ran
- (state #:init-value 'ready
- #:accessor .state))
- (define (rgb-item-trigger rgb-item message . _)
- (define room (gameobj-loc rgb-item))
- (case (.state rgb-item)
- ((ready)
- ;; Set state to running
- (set! (.state rgb-item) 'running)
- ;; Loop through all steps
- (for-each
- (lambda (step)
- (match step
- ;; A string? That's the description of what's happening, tell players
- ((? string? str)
- (<- room 'tell-room #:text str))
- ;; A number? Sleep for that many secs
- ((? number? num)
- (daydream num))
- ;; A symbol? That's another gameobj to look up dynamically
- ((? symbol? sym)
- (<- (dyn-ref rgb-item sym) 'trigger
- #:triggered-by (.triggers-as rgb-item)))
- (_ (throw 'unknown-step-type
- "Don't know how to process rube goldberg machine step type?"
- #:step step))))
- (.steps rgb-item))
- ;; We're done! Set state to ran
- (set! (.state rgb-item) 'ran))
- (else
- (<- room 'tell-room
- #:text `("... but " ,(slot-ref rgb-item 'name)
- " has already been triggered!")))))
- (define (rgb-item-reset rgb-item message . _)
- (define room (gameobj-loc rgb-item))
- (case (.state rgb-item)
- ((ran)
- (set! (.state rgb-item) 'ready)
- (<- room 'tell-room
- #:text (.reset-msg rgb-item)))
- ((running)
- (<- room 'tell-room
- #:text `("... but " ,(slot-ref rgb-item 'name)
- " is currently running!")))
- ((ready)
- (<- room 'tell-room
- #:text `("... but " ,(slot-ref rgb-item 'name)
- " has already been reset.")))))
- (define-actor <rgb-kettle> (<rgb-item>)
- ((trigger rgb-kettle-trigger)
- (reset rgb-kettle-reset))
- (heated #:accessor .heated
- #:init-value #f)
- (filled #:accessor .filled
- #:init-value #f))
- (define* (rgb-kettle-trigger rgb-item message #:key triggered-by)
- (define room (gameobj-loc rgb-item))
- (if (not (eq? (.state rgb-item) 'ran))
- (begin
- (match triggered-by
- ('water-demon
- (set! (.state rgb-item) 'running)
- (set! (.filled rgb-item) #t))
- ('quik-heater
- (set! (.state rgb-item) 'running)
- (set! (.heated rgb-item) #t)))
- (when (and (.filled rgb-item)
- (.heated rgb-item))
- (<- room 'tell-room
- #:text '((i "*kshhhhhh!*")
- " The water has boiled!"))
- (daydream .25)
- (set! (.state rgb-item) 'ran)
- ;; insert a cup of hot tea in the room
- (create-gameobj <hot-tea> (gameobj-gm rgb-item) room)
- (<- room 'tell-room
- #:text '("The machine pours out a cup of hot tea! "
- "Looks like the machine finished!"))))
- (<- room 'tell-room
- #:text `("... but " ,(slot-ref rgb-item 'name)
- " has already been triggered!"))))
- (define (rgb-kettle-reset rgb-item message . rest-args)
- (define room (gameobj-loc rgb-item))
- (when (eq? (.state rgb-item) 'ran)
- (set! (.heated rgb-item) #f)
- (set! (.filled rgb-item) #f))
- (apply rgb-item-reset rgb-item message rest-args))
- (define-actor <tinfoil-hat> (<gameobj>)
- ((cmd-wear tinfoil-hat-wear))
- (contained-commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("wear" ((direct-command cmd-wear))))))
- (define (tinfoil-hat-wear tinfoil-hat message . _)
- (<- (message-from message) 'tell
- #:text '("You put on the tinfoil hat, and, to be perfectly honest with you "
- "it's a lot harder to take you seriously.")))
- (define-actor <hot-tea> (<gameobj>)
- ((cmd-drink hot-tea-cmd-drink)
- (cmd-sip hot-tea-cmd-sip))
- (contained-commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("drink" ((direct-command cmd-drink)))
- ("sip" ((direct-command cmd-sip)))))
-
- (sips-left #:init-value 4
- #:accessor .sips-left)
- (name #:init-value "a cup of hot tea")
- (take-me? #:init-value #t)
- (goes-by #:init-value '("cup of hot tea" "cup of tea" "tea" "cup"))
- (desc #:init-value "It's a steaming cup of hot tea. It looks pretty good!"))
- (define (hot-tea-cmd-drink hot-tea message . _)
- (define player (message-from message))
- (define player-loc (<-wait player 'get-loc))
- (define player-name (<-wait player 'get-name))
- (<- player 'tell
- #:text "You drink a steaming cup of hot tea all at once... hot hot hot!")
- (<- player-loc 'tell-room
- #:text `(,player-name
- " drinks a steaming cup of hot tea all at once.")
- #:exclude player)
- (gameobj-self-destruct hot-tea))
- (define (hot-tea-cmd-sip hot-tea message . _)
- (define player (message-from message))
- (define player-loc (<-wait player 'get-loc))
- (define player-name (<-wait player 'get-name))
- (set! (.sips-left hot-tea) (- (.sips-left hot-tea) 1))
- (<- player 'tell
- #:text "You take a sip of your steaming hot tea. How refined!")
- (<- player-loc 'tell-room
- #:text `(,player-name
- " takes a sip of their steaming hot tea. How refined!")
- #:exclude player)
- (when (= (.sips-left hot-tea) 0)
- (<- player 'tell
- #:text "You've finished your tea!")
- (<- player-loc 'tell-room
- #:text `(,player-name
- " finishes their tea!")
- #:exclude player)
- (gameobj-self-destruct hot-tea)))
- (define-actor <fanny-pack> (<container>)
- ((cmd-take-from-while-wearing cmd-take-from)
- (cmd-put-in-while-wearing cmd-put-in))
- (contained-commands
- #:allocation #:each-subclass
- #:init-thunk
- (build-commands
- (("l" "look") ((direct-command cmd-look-at)))
- ("take" ((prep-indir-command cmd-take-from-while-wearing
- '("from" "out of"))))
- ("put" ((prep-indir-command cmd-put-in-while-wearing
- '("in" "inside" "into" "on")))))))
- (define playroom
- (lol
- ('playroom
- <room> #f
- #:name "The Playroom"
- #:desc '(p (" There are toys scattered everywhere here. It's really unclear
- if this room is intended for children or child-like adults.")
- (" There are doors to both the east and the west."))
- #:exits
- (list (make <exit>
- #:name "east"
- #:to 'grand-hallway)
- (make <exit>
- #:name "west"
- #:to 'computer-room)))
- ('playroom:cubey
- <gameobj> 'playroom
- #:name "Cubey"
- #:take-me? #t
- #:desc " It's a little foam cube with googly eyes on it. So cute!")
- ('playroom:cuddles-plushie
- <gameobj> 'playroom
- #:name "a Cuddles plushie"
- #:goes-by '("plushie" "cuddles plushie" "cuddles")
- #:take-me? #t
- #:desc " A warm and fuzzy cuddles plushie! It's a cuddlefish!")
- ('playroom:toy-chest
- <container> 'playroom
- #:name "a toy chest"
- #:goes-by '("toy chest" "chest")
- #:desc (lambda (toy-chest whos-looking)
- (let ((contents (gameobj-occupants toy-chest)))
- `((p "A brightly painted wooden chest. The word \"TOYS\" is "
- "engraved on it.")
- (p "Inside you see:"
- ,(if (eq? contents '())
- " nothing! It's empty!"
- `(ul ,(map (lambda (occupant)
- `(li ,(<-wait occupant 'get-name)))
- (gameobj-occupants toy-chest))))))))
- #:take-from-me? #t
- #:put-in-me? #t)
- ;; Things inside the toy chest
- ('playroom:toy-chest:rubber-duck
- <gameobj> 'playroom:toy-chest
- #:name "a rubber duck"
- #:goes-by '("rubber duck" "duck")
- #:take-me? #t
- #:desc "It's a yellow rubber duck with a bright orange beak.")
- ('playroom:toy-chest:tinfoil-hat
- <tinfoil-hat> 'playroom:toy-chest
- #:name "a tinfoil hat"
- #:goes-by '("tinfoil hat" "hat")
- #:take-me? #t
- #:desc "You'd have to be a crazy person to wear this thing!")
- ('playroom:toy-chest:fanny-pack
- <fanny-pack> 'playroom:toy-chest
- #:name "a fanny pack"
- #:goes-by '("fanny pack" "pack")
- #:take-me? #t
- #:desc
- (lambda (toy-chest whos-looking)
- (let ((contents (gameobj-occupants toy-chest)))
- `((p "It's a leather fanny pack, so it's both tacky and kinda cool.")
- (p "Inside you see:"
- ,(if (eq? contents '())
- " nothing! It's empty!"
- `(ul ,(map (lambda (occupant)
- `(li ,(<-wait occupant 'get-name)))
- (gameobj-occupants toy-chest)))))))))
- ;; Things inside the toy chest
- ('playroom:toy-chest:fanny-pack:plastic-elephant
- <gameobj> 'playroom:toy-chest:fanny-pack
- #:name "a plastic elephant"
- #:goes-by '("plastic elephant" "elephant")
- #:take-me? #t
- #:desc "It's a tiny little plastic elephant. Small, but heartwarming.")
- ('playroom:rgb-machine
- <rgb-machine> 'playroom
- #:name "a Rube Goldberg machine"
- #:goes-by '("rube goldberg machine" "machine")
- #:rgb-items '(playroom:rgb-dominoes
- playroom:rgb-switch-match
- playroom:rgb-candle
- playroom:rgb-catapult
- playroom:rgb-water-demon
- playroom:rgb-quik-heater
- playroom:rgb-kettle)
- #:desc "It's one of those hilarious Rube Goldberg machines.
- What could happen if you started it?")
- ;; Dominoes topple
- ('playroom:rgb-dominoes
- <rgb-item> 'playroom
- #:name "some dominoes"
- #:goes-by '("dominoes" "some dominoes")
- #:steps `("The dominoes topple down the line..."
- 1
- "The last domino lands on a switch!"
- 1.5
- playroom:rgb-switch-match)
- #:reset-msg "The dominoes are placed back into position.")
- ;; Which hit the switch and strike a match
- ('playroom:rgb-switch-match
- <rgb-item> 'playroom
- #:name "a switch"
- #:goes-by '("switch" "match")
- #:steps `("The switch lights a match!"
- ,(/ 2 3)
- "The match lights a candle!"
- 1.5
- playroom:rgb-candle)
- #:reset-msg "A fresh match is installed and the switch is reset.")
- ;; which lights a candle and burns a rope
- ('playroom:rgb-candle
- <rgb-item> 'playroom
- #:name "a candle"
- #:goes-by '("candle")
- #:steps `("The candle burns..."
- (/ 2 3) ; oops!
- "The candle is burning away a rope!"
- 2
- "The rope snaps!"
- .5
- playroom:rgb-catapult)
- #:reset-msg "A fresh candle is installed.")
- ;; which catapults a rock
- ('playroom:rgb-catapult
- <rgb-item> 'playroom
- #:name "a catapult"
- #:goes-by '("catapult")
- #:steps `("The snapped rope unleashes a catapult, which throws a rock!"
- 2
- "The rock flies through a water demon, startling it!"
- .5
- playroom:rgb-water-demon
- 2
- "The rock whacks into the quik-heater's on button!"
- .5
- playroom:rgb-quik-heater)
- #:reset-msg
- '("A fresh rope is attached to the catapult, which is pulled taught. "
- "A fresh rock is placed on the catapult."))
- ;; which both:
- ;; '- panics the water demon
- ;; '- which waters the kettle
- ('playroom:rgb-water-demon
- <rgb-item> 'playroom
- #:name "the water demon"
- #:triggers-as 'water-demon
- #:goes-by '("water demon" "demon")
- #:steps `("The water demon panics, and starts leaking water into the kettle below!"
- 3
- "The kettle is filled!"
- playroom:rgb-kettle)
- #:reset-msg '("The water demon is scratched behind the ears and calms down."))
- ;; '- bops the quik-heater button
- ;; '- which heats the kettle
- ('playroom:rgb-quik-heater
- <rgb-item> 'playroom
- #:name "the quik heater"
- #:triggers-as 'quik-heater
- #:goes-by '("quik heater" "heater")
- #:steps `("The quik-heater heats up the kettle above it!"
- 3
- "The kettle is heated up!"
- playroom:rgb-kettle)
- #:reset-msg '("The quik heater is turned off."))
- ;; Finally, the kettle
- ('playroom:rgb-kettle
- <rgb-kettle> 'playroom
- #:name "the kettle"
- #:goes-by '("kettle")
- #:reset-msg '("The kettle is emptied."))))
- ;;; Writing room
- ;;; ------------
- ;;; Armory???
- ;;; ---------
- ;; ... full of NURPH weapons?
- ;;; Smoking parlor
- ;;; --------------
- (define-class <furniture> (<gameobj>)
- (sit-phrase #:init-keyword #:sit-phrase)
- (sit-phrase-third-person #:init-keyword #:sit-phrase-third-person)
- (sit-name #:init-keyword #:sit-name)
- (commands
- #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("sit" ((direct-command cmd-sit-furniture)))))
- (actions #:allocation #:each-subclass
- #:init-thunk (build-actions
- (cmd-sit-furniture furniture-cmd-sit))))
- (define* (furniture-cmd-sit actor message #:key direct-obj)
- (define player-name
- (<-wait (message-from message) 'get-name))
- (<- (message-from message) 'tell
- #:text (format #f "You ~a ~a.\n"
- (slot-ref actor 'sit-phrase)
- (slot-ref actor 'sit-name)))
- (<- (slot-ref actor 'loc) 'tell-room
- #:text (format #f "~a ~a on ~a.\n"
- player-name
- (slot-ref actor 'sit-phrase-third-person)
- (slot-ref actor 'sit-name))
- #:exclude (message-from message)))
- (define smoking-parlor
- (lol
- ('smoking-parlor
- <room> #f
- #:name "Smoking Parlor"
- #:desc
- '((p "This room looks quite posh. There are huge comfy seats you can sit in
- if you like. Strangely, you see a large sign saying \"No Smoking\". The owners must
- have installed this place and then changed their mind later.")
- (p "There's a door to the west leading back to the grand hallway, and
- a nondescript steel door to the south, leading apparently outside."))
- #:exits
- (list (make <exit>
- #:name "west"
- #:to 'grand-hallway)
- (make <exit>
- #:name "south"
- #:to 'break-room)))
- ('smoking-parlor:chair
- <furniture> 'smoking-parlor
- #:name "a comfy leather chair"
- #:desc " That leather chair looks really comfy!"
- #:goes-by '("leather chair" "comfy leather chair" "chair")
- #:sit-phrase "sink into"
- #:sit-phrase-third-person "sinks into"
- #:sit-name "the comfy leather chair")
- ('smoking-parlor:sofa
- <furniture> 'smoking-parlor
- #:name "a plush leather sofa"
- #:desc " That leather chair looks really comfy!"
- #:goes-by '("leather sofa" "plush leather sofa" "sofa"
- "leather couch" "plush leather couch" "couch")
- #:sit-phrase "sprawl out on"
- #:sit-phrase-third-person "sprawls out on into"
- #:sit-name "the plush leather couch")
- ('smoking-parlor:bar-stool
- <furniture> 'smoking-parlor
- #:name "a bar stool"
- #:desc " Conveniently located near the bar! Not the most comfortable
- seat in the room, though."
- #:goes-by '("stool" "bar stool" "seat")
- #:sit-phrase "hop on"
- #:sit-phrase-third-person "hops onto"
- #:sit-name "the bar stool")
- ('ford-prefect
- <chatty-npc> 'smoking-parlor
- #:name "Ford Prefect"
- #:desc "Just some guy, you know?"
- #:goes-by '("Ford Prefect" "ford prefect"
- "frood" "prefect" "ford")
- #:catchphrases prefect-quotes)
- ('smoking-parlor:no-smoking-sign
- <readable> 'smoking-parlor
- #:invisible? #t
- #:name "No Smoking Sign"
- #:desc "This sign says \"No Smoking\" in big, red letters.
- It has some bits of bubble gum stuck to it... yuck."
- #:goes-by '("no smoking sign" "sign")
- #:read-text "It says \"No Smoking\", just like you'd expect from
- a No Smoking sign.")
- ;; TODO: Cigar dispenser
- ))
- ;;; Breakroom
- ;;; ---------
- (define-class <desk-clerk> (<gameobj>)
- ;; The desk clerk has three states:
- ;; - on-duty: Arrived, and waiting for instructions (and losing patience
- ;; gradually)
- ;; - slacking: In the break room, probably smoking a cigarette
- ;; or checking text messages
- (state #:init-value 'slacking)
- (commands #:allocation #:each-subclass
- #:init-thunk
- (build-commands
- (("talk" "chat") ((direct-command cmd-chat)))
- ("ask" ((direct-command cmd-ask-incomplete)
- (prep-direct-command cmd-ask-about)))
- ("dismiss" ((direct-command cmd-dismiss)))))
- (patience #:init-value 0)
- (actions #:allocation #:each-subclass
- #:init-thunk (build-actions
- (init clerk-act-init)
- (cmd-chat clerk-cmd-chat)
- (cmd-ask-incomplete clerk-cmd-ask-incomplete)
- (cmd-ask-about clerk-cmd-ask)
- (cmd-dismiss clerk-cmd-dismiss)
- (update-loop clerk-act-update-loop)
- (be-summoned clerk-act-be-summoned))))
- (define (clerk-act-init clerk message . _)
- ;; call the gameobj main init method
- (gameobj-act-init clerk message)
- ;; start our main loop
- (<- (actor-id clerk) 'update-loop))
- (define changing-name-text "Changing your name is easy!
- We have a clipboard here at the desk
- where you can make yourself known to other participants in the hotel
- if you sign it. Try 'sign form as <your-name>', replacing
- <your-name>, obviously!")
- (define phd-text
- "Ah... when I'm not here, I've got a PHD to finish.")
- (define clerk-help-topics
- `(("changing name" . ,changing-name-text)
- ("sign-in form" . ,changing-name-text)
- ("form" . ,changing-name-text)
- ("common commands" .
- "Here are some useful commands you might like to try: chat,
- go, take, drop, say...")
- ("hotel" .
- "We hope you enjoy your stay at Hotel Bricabrac. As you may see,
- our hotel emphasizes interesting experiences over rest and lodging.
- The origins of the hotel are... unclear... and it has recently come
- under new... 'management'. But at Hotel Bricabrac we believe these
- aspects make the hotel into a fun and unique experience! Please,
- feel free to walk around and explore.")
- ("physics paper" . ,phd-text)
- ("paper" . ,phd-text)
- ("proprietor" . "Oh, he's that frumpy looking fellow sitting over there.")))
- (define clerk-knows-about
- "'ask clerk about changing name', 'ask clerk about common commands', and 'ask clerk about the hotel'")
- (define clerk-general-helpful-line
- (string-append
- "The clerk says, \"If you need help with anything, feel free to ask me about it.
- For example, 'ask clerk about changing name'. You can ask me about the following:
- " clerk-knows-about ".\"\n"))
- (define clerk-slacking-complaints
- '("The pay here is absolutely lousy."
- "The owner here has no idea what they're doing."
- "Some times you just gotta step away, you know?"
- "You as exhausted as I am?"
- "Yeah well, this is just temporary. I'm studying to be a high
- energy particle physicist. But ya gotta pay the bills, especially
- with tuition at where it is..."))
- (define* (clerk-cmd-chat clerk message #:key direct-obj)
- (match (slot-ref clerk 'state)
- ('on-duty
- (<- (message-from message) 'tell
- #:text clerk-general-helpful-line))
- ('slacking
- (<- (message-from message) 'tell
- #:text
- (string-append
- "The clerk says, \""
- (random-choice clerk-slacking-complaints)
- "\"\n")))))
- (define (clerk-cmd-ask-incomplete clerk message . _)
- (<- (message-from message) 'tell
- #:text "The clerk says, \"Ask about what?\"\n"))
- (define clerk-doesnt-know-text
- "The clerk apologizes and says she doesn't know about that topic.\n")
- (define* (clerk-cmd-ask clerk message #:key indir-obj
- #:allow-other-keys)
- (match (slot-ref clerk 'state)
- ('on-duty
- (match (assoc indir-obj clerk-help-topics)
- ((_ . info)
- (<- (message-from message) 'tell
- #:text
- (string-append "The clerk clears her throat and says:\n \""
- info
- "\"\n")))
- (#f
- (<- (message-from message) 'tell
- #:text clerk-doesnt-know-text))))
- ('slacking
- (<- (message-from message) 'tell
- #:text "The clerk says, \"Sorry, I'm on my break.\"\n"))))
- (define* (clerk-act-be-summoned clerk message #:key who-summoned)
- (match (slot-ref clerk 'state)
- ('on-duty
- (<- who-summoned 'tell
- #:text
- "The clerk tells you as politely as she can that she's already here,
- so there's no need to ring the bell.\n"))
- ('slacking
- (<- (gameobj-loc clerk) 'tell-room
- #:text
- "The clerk's ears perk up, she stamps out a cigarette, and she
- runs out of the room!\n")
- (gameobj-set-loc! clerk (dyn-ref clerk 'lobby))
- (slot-set! clerk 'patience 8)
- (slot-set! clerk 'state 'on-duty)
- (<- (gameobj-loc clerk) 'tell-room
- #:text
- (string-append
- " Suddenly, a uniformed woman rushes into the room! She's wearing a
- badge that says \"Desk Clerk\".
- \"Hello, yes,\" she says between breaths, \"welcome to Hotel Bricabrac!
- We look forward to your stay. If you'd like help getting acclimated,
- feel free to ask me. For example, 'ask clerk about changing name'.
- You can ask me about the following:
- " clerk-knows-about ".\"\n")))))
- (define* (clerk-cmd-dismiss clerk message . _)
- (define player-name
- (<-wait (message-from message) 'get-name))
- (match (slot-ref clerk 'state)
- ('on-duty
- (<- (gameobj-loc clerk) 'tell-room
- #:text
- (format #f "\"Thanks ~a!\" says the clerk. \"I have somewhere I need to be.\"
- The clerk leaves the room in a hurry.\n"
- player-name)
- #:exclude (actor-id clerk))
- (gameobj-set-loc! clerk (dyn-ref clerk 'break-room))
- (slot-set! clerk 'state 'slacking)
- (<- (gameobj-loc clerk) 'tell-room
- #:text clerk-return-to-slacking-text
- #:exclude (actor-id clerk)))
- ('slacking
- (<- (message-from message) 'tell
- #:text "The clerk sternly asks you to not be so dismissive.\n"))))
- (define clerk-slacking-texts
- '("The clerk takes a long drag on her cigarette.\n"
- "The clerk scrolls through text messages on her phone.\n"
- "The clerk coughs a few times.\n"
- "The clerk checks her watch and justifies a few more minutes outside.\n"
- "The clerk fumbles around for a lighter.\n"
- "The clerk sighs deeply and exhaustedly.\n"
- "The clerk fumbles around for a cigarette.\n"))
- (define clerk-working-impatience-texts
- '("The clerk hums something, but you're not sure what it is."
- "The clerk attempts to change the overhead music, but the dial seems broken."
- "The clerk clicks around on the desk computer."
- "The clerk scribbles an equation on a memo pad, then crosses it out."
- "The clerk mutters something about the proprietor having no idea how to run a hotel."
- "The clerk thumbs through a printout of some physics paper."))
- (define clerk-slack-excuse-text
- "The desk clerk excuses herself, but says you are welcome to ring the bell
- if you need further help.")
- (define clerk-return-to-slacking-text
- "The desk clerk enters and slams the door behind her.\n")
- (define (clerk-act-update-loop clerk message)
- (define (tell-room text)
- (<- (gameobj-loc clerk) 'tell-room
- #:text text
- #:exclude (actor-id clerk)))
- (define (loop-if-not-destructed)
- (if (not (slot-ref clerk 'destructed))
- ;; This iterates by "recursing" on itself by calling itself
- ;; (as the message handler) again. It used to be that we had to do
- ;; this, because there was a bug where a loop which yielded like this
- ;; would keep growing the stack due to some parameter goofiness.
- ;; That's no longer true, but there's an added advantage to this
- ;; route: it's much more live hackable. If we change the definition
- ;; of this method, the character will act differently on the next
- ;; "tick" of the loop.
- (<- (actor-id clerk) 'update-loop)))
- (match (slot-ref clerk 'state)
- ('slacking
- (tell-room (random-choice clerk-slacking-texts))
- (daydream (+ (random 20) 15))
- (loop-if-not-destructed))
- ('on-duty
- (if (> (slot-ref clerk 'patience) 0)
- ;; Keep working but lose patience gradually
- (begin
- (tell-room (random-choice clerk-working-impatience-texts))
- (slot-set! clerk 'patience (- (slot-ref clerk 'patience)
- (+ (random 2) 1)))
- (daydream (+ (random 60) 40))
- (loop-if-not-destructed))
- ;; Back to slacking
- (begin
- (tell-room clerk-slack-excuse-text)
- ;; back bto the break room
- (gameobj-set-loc! clerk (dyn-ref clerk 'break-room))
- (tell-room clerk-return-to-slacking-text)
- ;; annnnnd back to slacking
- (slot-set! clerk 'state 'slacking)
- (daydream (+ (random 30) 15))
- (loop-if-not-destructed))))))
- (define break-room
- (lol
- ('break-room
- <room> #f
- #:name "Employee Break Room"
- #:desc " This is less a room and more of an outdoor wire cage. You get
- a bit of a view of the brick exterior of the building, and a crisp wind blows,
- whistling, through the openings of the fenced area. Partly smoked cigarettes
- and various other debris cover the floor.
- Through the wires you can see... well... hm. It looks oddly like
- the scenery tapers off nothingness. But that can't be right, can it?"
- #:exits
- (list (make <exit>
- #:name "north"
- #:to 'smoking-parlor)))
- ('break-room:desk-clerk
- <desk-clerk> 'break-room
- #:name "the hotel desk clerk"
- #:desc " The hotel clerk is wearing a neatly pressed uniform bearing the
- hotel insignia. She appears to be rather exhausted."
- #:goes-by '("hotel desk clerk" "clerk" "desk clerk"))
- ('break-room:void
- <gameobj> 'break-room
- #:invisible? #t
- #:name "The Void"
- #:desc "As you stare into the void, the void stares back into you."
- #:goes-by '("void" "abyss" "nothingness" "scenery"))
- ('break-room:fence
- <gameobj> 'break-room
- #:invisible? #t
- #:name "break room cage"
- #:desc "It's a mostly-cubical wire mesh surrounding the break area.
- You can see through the gaps, but they're too small to put more than a
- couple of fingers through. There appears to be some wear and tear to
- the paint, but the wires themselves seem to be unusually sturdy."
- #:goes-by '("fence" "cage" "wire cage"))))
- ;;; Ennpie's Sea Lounge
- ;;; -------------------
- ;;; Computer room
- ;;; -------------
- ;; Our computer and hard drive are based off the PDP-11 and the RL01 /
- ;; RL02 disk drives. However we increment both by .5 (a true heresy)
- ;; to distinguish both from the real thing.
- (define-actor <hard-drive> (<gameobj>)
- ((cmd-put-in hard-drive-insert)
- (cmd-push-button hard-drive-push-button)
- (get-state hard-drive-act-get-state))
- (commands #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("insert" ((prep-indir-command cmd-put-in
- '("in" "inside" "into"))))
- (("press" "push") ((prep-indir-command cmd-push-button)))))
- ;; the state moves from: empty -> with-disc -> loading -> ready
- (state #:init-value 'empty
- #:accessor .state))
- (define (hard-drive-act-get-state hard-drive message)
- (.state hard-drive))
- (define* (hard-drive-desc hard-drive #:optional whos-looking)
- `((p "The hard drive is labeled \"RL02.5\". It's a little under a meter tall.")
- (p "There is a slot where a disk platter could be inserted, "
- ,(if (eq? (.state hard-drive) 'empty)
- "which is currently empty"
- "which contains a glowing platter")
- ". There is a LOAD button "
- ,(if (member (.state hard-drive) '(empty with-disc))
- "which is glowing"
- "which is pressed in and unlit")
- ". There is a READY indicator "
- ,(if (eq? (.state hard-drive) 'ready)
- "which is glowing."
- "which is unlit.")
- ,(if (member (.state hard-drive) '(loading ready))
- " The machine emits a gentle whirring noise."
- ""))))
- (define* (hard-drive-push-button gameobj message
- #:key direct-obj indir-obj preposition
- (player (message-from message)))
- (define (tell-room text)
- (<-wait (gameobj-loc gameobj) 'tell-room
- #:text text))
- (define (tell-room-excluding-player text)
- (<-wait (gameobj-loc gameobj) 'tell-room
- #:text text
- #:exclude player))
- (cond
- ((ci-member direct-obj '("button" "load button" "load"))
- (tell-room-excluding-player
- `(,(<-wait player 'get-name)
- " presses the button on the hard disk."))
- (<- player 'tell
- #:text "You press the button on the hard disk.")
- (case (.state gameobj)
- ((empty)
- ;; I have no idea what this drive did when you didn't have a platter
- ;; in it and pressed load, but I know there was a FAULT button.
- (tell-room "You hear some movement inside the hard drive...")
- (daydream 1.5)
- (tell-room
- '("... but then the FAULT button blinks a couple times. "
- "What could be missing?")))
- ((with-disc)
- (set! (.state gameobj) 'loading)
- (tell-room "The hard disk begins to spin up!")
- (daydream 2)
- (set! (.state gameobj) 'ready)
- (tell-room "The READY light turns on!"))
- ((loading ready)
- (<- player 'tell
- #:text '("Pressing the button does nothing right now, "
- "but it does feel satisfying.")))))
- (else
- (<- player 'tell
- #:text '("How could you think of pressing anything else "
- "but that tantalizing button right in front of you?")))))
- (define* (hard-drive-insert gameobj message
- #:key direct-obj indir-obj preposition
- (player (message-from message)))
- (define our-name (slot-ref gameobj 'name))
- (define this-thing
- (call/ec
- (lambda (return)
- (for-each (lambda (occupant)
- (define goes-by (<-wait occupant 'goes-by))
- (when (ci-member direct-obj goes-by)
- (return occupant)))
- (<-wait player 'get-occupants))
- ;; nothing found
- #f)))
- (cond
- ((not this-thing)
- (<- player 'tell
- #:text `("You don't seem to have any such " ,direct-obj " to put "
- ,preposition " " ,our-name ".")))
- ((not (<-wait this-thing 'get-prop 'hd-platter?))
- (<- player 'tell
- #:text `("It wouldn't make sense to put "
- ,(<-wait this-thing 'get-name)
- " " ,preposition " " ,our-name ".")))
- ((not (eq? (.state gameobj) 'empty))
- (<- player 'tell
- #:text "The disk drive already has a platter in it."))
- (else
- (set! (.state gameobj) 'with-disc)
- (<- player 'tell
- #:text '((p "You insert the glowing disc into the drive.")
- (p "The LOAD button begins to glow."))))))
- ;; The computar
- (define-actor <computer> (<gameobj>)
- ((cmd-run-program computer-run-program)
- (cmd-run-what (lambda (gameobj message . _)
- (<- (message-from message) 'tell
- #:text '("The computer is already running, and a program appears "
- "ready to run."
- "you mean to \"run the program on the computer\""))))
- (cmd-help-run-not-press
- (lambda (gameobj message . _)
- (<- (message-from message) 'tell
- #:text '("You don't need to press / push / flip anything. "
- "You could " (i "run program on computer")
- " already if you wanted to.")))))
- (commands #:allocation #:each-subclass
- #:init-thunk (build-commands
- ("run" ((prep-indir-command cmd-run-program
- '("on"))
- (direct-command cmd-run-what)))
- (("press" "push" "flip")
- ((prep-indir-command cmd-help-run-not-press))))))
- (define* (computer-run-program gameobj message
- #:key direct-obj indir-obj preposition
- (player (message-from message)))
- (define (hd-state)
- (<-wait (dyn-ref gameobj 'computer-room:hard-drive) 'get-state))
- (define (tell-room text)
- (<-wait (gameobj-loc gameobj) 'tell-room
- #:text text))
- (define (tell-room-excluding-player text)
- (<-wait (gameobj-loc gameobj) 'tell-room
- #:text text
- #:exclude player))
- (define (tell-player text)
- (<-wait player 'tell
- #:text text))
- (cond
- ((ci-member direct-obj '("program"))
- (tell-room-excluding-player
- `(,(<-wait player 'get-name)
- " runs the program loaded on the computer..."))
- (tell-player "You run the program on the computer...")
- (cond
- ((not (eq? (hd-state) 'ready))
- (tell-room '("... but it errors out. "
- "It seems to be complaining about a " (b "DISK ERROR!")
- ". It looks like it is missing some essential software.")))
- (else
- (<- (dyn-ref gameobj 'computer-room:floor-panel) 'open-up))))))
- ;; floor panel
- (define-actor <floor-panel> (<gameobj>)
- ;; TODO: Add "open" verb, since obviously people will try that
- ((open? (lambda (panel message)
- (slot-ref panel 'open)))
- (open-up floor-panel-open-up))
- (open #:init-value #f))
- (define (floor-panel-open-up panel message)
- (if (slot-ref panel 'open)
- (<- (gameobj-loc panel) 'tell-room
- #:text '("You hear some gears grind around the hinges of the "
- "floor panel, but it appears to already be open."))
- (begin
- (slot-set! panel 'open #t)
- (<- (gameobj-loc panel) 'tell-room
- #:text '("You hear some gears grind, as the metal panel on "
- "the ground opens and reveals a stairwell going down!")))))
- (define* (floor-panel-desc panel #:optional whos-looking)
- `("It's a large metal panel on the floor in the middle of the room. "
- ,(if (slot-ref panel 'open)
- '("It's currently wide open, revealing a spiraling staircase "
- "which descends into darkness.")
- '("It's currently closed shut, but there are clearly hinges, and "
- "it seems like there is a mechanism which probably opens it via "
- "some automation. What could be down there?"))))
- (define computer-room
- (lol
- ('computer-room
- <room> #f
- #:name "Computer Room"
- #:desc (lambda (gameobj whos-looking)
- (define panel-open
- (<-wait (dyn-ref gameobj 'computer-room:floor-panel)
- 'open?))
- `((p "A sizable computer cabinet covers a good portion of the left
- wall. It emits a pleasant hum which covers the room like a warm blanket.
- Connected to a computer is a large hard drive.")
- (p "On the floor is a large steel panel. "
- ,(if panel-open
- '("It is wide open, exposing a spiral staircase "
- "which descends into darkness.")
- '("It is closed, but it has hinges which "
- "suggest it could be opened.")))))
- #:exits
- (list (make <exit>
- #:name "east"
- #:to 'playroom)
- (make <exit>
- #:name "down"
- #:to 'underground-lab
- #:traverse-check
- (lambda (exit room whos-exiting)
- (define panel-open
- (<-wait (dyn-ref room 'computer-room:floor-panel)
- 'open?))
- (if panel-open
- (values #t "You descend the spiral staircase.")
- (values #f '("You'd love to go down, but the only way "
- "through is through that metal panel, "
- "which seems closed.")))))))
- ('computer-room:hard-drive
- <hard-drive> 'computer-room
- #:name "the hard drive"
- #:desc (wrap-apply hard-drive-desc)
- #:goes-by '("hard drive" "drive" "hard disk"))
- ('computer-room:computer
- <computer> 'computer-room
- #:name "the computer"
- #:desc '((p "It's a coat closet sized computer labeled \"PDP-11.5\". ")
- (p "The computer is itself turned on, and it looks like it is "
- "all set up for you to run a program on it."))
- #:goes-by '("computer"))
- ('computer-room:floor-panel
- <floor-panel> 'computer-room
- #:name "a floor panel"
- #:desc (wrap-apply floor-panel-desc)
- #:invisible? #t
- #:goes-by '("floor panel" "panel"))))
- ;;; * UNDERGROUND SECTION OF THE GAME! *
- ;;; The lab
- (define underground-map-text
- "\
- _______ |
- .-' @ '-. \\ ?????
- .' '. .\\
- | [8sync Hive] |======' '-_____
- ', M ,'
- '. @ .'
- \\ @ /
- '-__+__-'
- '. @ .'
- .--------------. \\ /
- | [Guile Async | .-------+------.
- | Museum] | | [Lab] #!#| .-------------.
- | @| | MM | |[Federation |
- | & ^ +##+@ || < +##| Station]|
- | | | @ | | |
- | & # | |*You-Are-Here*| '-------------'
- | # ^ | #+-------+------'
- '-------+------' # #
- # # #
- # # .-----------.
- .-+----. # |# F |
- |@?+%? +#### | ^ f## |
- '------' | f f %|
- |F [Mudsync |
- | $ Swamp] |
- '-----------'")
- (define 8sync-design-goals
- '(ul (li (b "Actor based, shared nothing environment: ")
- "Shared resources are hard to control and result in fighting
- deadlocks, etc. Escape the drudgery: only one actor controls a resource,
- and they only receive one message at a time (though they can \"juggle\"
- messages).")
- (li (b "Live hackable: ")
- "It's hard to plan out a concurrent system; the right structure
- is often found by evolving the system while it runs. Make it easy to
- build, shape, and change a running system, as well as observe and correct
- errors.")
- (li (b "No callback hell: ")
- "Just because you're calling out to some other asynchronous
- code doesn't mean you should need to chop up your program into a bunch of bits.
- Clever use of delimited continuations makes it easy.")))
- (define underground-lab
- (lol
- ('underground-lab
- <room> #f
- #:name "Underground laboratory"
- #:desc '((p "This appears to be some sort of underground laboratory."
- "There is a spiral staircase here leading upwards, where "
- "it seems much brighter.")
- (p "There are a number of doors leading in different directions:
- north, south, east, and west, as well as a revolving door to the southwest.
- It looks like it could be easy to get lost, but luckily there
- is a map detailing the layout of the underground structure."))
- #:exits
- (list (make <exit>
- #:name "up"
- #:to 'computer-room
- #:traverse-check
- (lambda (exit room whos-exiting)
- (values #t "You climb the spiral staircase.")))
- (make <exit>
- #:name "west"
- #:to 'async-museum
- #:traverse-check
- (lambda (exit room whos-exiting)
- (values #t '("You head west through a fancy-looking entrance. "
- "A security guard steps aside for you to pass through, "
- "into the room, then stands in front of the door."))))
- (make <exit>
- #:name "north"
- #:to 'hive-entrance)
- (make <exit>
- #:name "east"
- #:to 'federation-station)
- (make <exit>
- #:name "south"
- #:traverse-check
- (lambda (exit room whos-exiting)
- (values #f '("Ooh, if only you could go south and check this out! "
- "Unfortunately this whole area is sealed off... the proprietor "
- "probably never got around to fixing it. "
- "Too bad, it would have had monsters to fight and everything!"))))
- (make <exit>
- #:name "southwest"
- #:traverse-check
- (lambda (exit room whos-exiting)
- (values #f '("Hm, it's one of those revolving doors that only revolves in "
- "one direction, and it isn't this one. You guess that while "
- "this doesn't appear to be an entrance, it probably is an exit."))))))
- ;; map
- ('underground-lab:map
- <readable> 'underground-lab
- #:name "the underground map"
- #:desc '("This appears to be a map of the surrounding area. "
- "You could read it if you want to.")
- #:read-text `(pre ,underground-map-text)
- #:goes-by '("map" "underground map" "lab map"))
- ('underground-lab:8sync-sign
- <readable> 'underground-lab
- #:name "a sign labeled \"8sync design goals\""
- #:goes-by '("sign" "8sync design goals sign" "8sync goals" "8sync design" "8sync sign")
- #:read-text 8sync-design-goals
- #:desc `((p "The sign says:")
- ,8sync-design-goals))))
- ;;; guile async museum
- (define async-museum
- (list
- (list
- 'async-museum
- <room> #f
- #:name "Guile Asynchronous Museum"
- #:desc '((p "You're in the Guile Asynchronous Museum. There is a list of exhibits
- on the wall near the entrance. Scattered around the room are the exhibits
- themselves, but it's difficult to pick them out. Maybe you should read the list
- to orient yourself.")
- (p "There is a door to the east, watched by a security guard,
- as well as an exit leading to the south."))
- #:exits (list
- (make <exit>
- #:name "south"
- #:to 'gift-shop)
- (make <exit>
- #:name "east"
- #:to 'underground-lab
- #:traverse-check
- (lambda (exit room whos-exiting)
- (values #f '("The security guard stops you and tells you "
- "that the only exit is through the gift shop."))))))
- (list
- 'async-museum:security-guard
- <chatty-npc> 'async-museum
- #:name "a security guard"
- #:desc
- '(p "The security guard is blocking the eastern entrance, where "
- "you came in from.")
- #:goes-by '("security guard" "guard" "security")
- #:catchphrases '("It's hard standing here all day."
- "I just want to go home."
- "The exhibits are nice, but I've seen them all before."))
- (let ((placard
- `((p "Welcome to our humble museum! The exhibits are listed below. "
- (br)
- "To look at one, simply type: " (i "look at <exhibit-name>"))
- (p "Available exhibits:")
- (ul ,@(map (lambda (exhibit)
- `(li ,exhibit))
- '("2016 Progress"
- "8sync and Fibers"
- "Suspendable Ports"
- "The Actor Model"))))))
- (list
- 'async-museum:list-of-exhibits
- <readable> 'async-museum
- #:name "list of exhibits"
- #:desc
- `((p "It's a list of exibits in the room. The placard says:")
- ,@placard)
- #:goes-by '("list of exhibits" "exhibit list" "list" "exhibits")
- #:read-text placard))
- (list
- 'async-museum:2016-progress-exhibit
- <readable-desc> 'async-museum
- #:name "2016 Progress Exhibit"
- #:goes-by '("2016 progress exhibit" "2016 progress" "2016 exhibit")
- #:desc
- '((p "It's a three-piece exhibit, with three little dioramas and some text "
- "explaining what they represent. They are:")
- (ul (li (b "Late 2015/Early 2016 talk: ")
- "This one explains the run-up conversation from late 2015 "
- "and early 2016 about the need for an "
- "\"asynchronous event loop for Guile\". The diorama "
- "is a model of the Veggie Galaxy restaurant where after "
- "the FSF 30th anniversary party; Mark Weaver, Christopher "
- "Allan Webber, David Thompson, and Andrew Engelbrecht chat "
- "about the need for Guile to have an answer to asynchronous "
- "programming. A mailing list post " ; TODO: link it?
- "summarizing the discussion is released along with various "
- "conversations around what is needed, as well as further "
- "discussion at FOSDEM 2016.")
- (li (b "Early implementations: ")
- "This one shows Chris Webber's 8sync and Chris Vine's "
- "guile-a-sync, both appearing in late 2015 and evolving "
- "into their basic designs in early 2016. It's less a diorama "
- "than a printout of some mailing list posts. Come on, the "
- "curators could have done better with this one.")
- (li (b "Suspendable ports and Fibers: ")
- "The diorama shows Andy Wingo furiously hacking at his keyboard. "
- "The description talks about Wingo's mailing list thread "
- "about possibly breaking Guile compatibility for a \"ports refactor\". "
- "Wingo releases Fibers, another asynchronous library, making use of "
- "the new interface, and 8sync and guile-a-sync "
- "quickly move to support suspendable ports as well. "
- "The description also mentions that there is an exhibit entirely "
- "devoted to suspendable ports."))
- (p "Attached at the bottom is a post it note mentioning "
- "https integration landing in Guile 2.2.")))
- (list
- 'async-museum:8sync-and-fibers-exhibit
- <readable-desc> 'async-museum
- #:name "8sync and Fibers Exhibit"
- #:goes-by '("8sync and fibers exhibit" "8sync exhibit" "fibers exhibit")
- #:desc
- '((p "This exhibit is a series of charts explaining the similarities "
- "and differences between 8sync and Fibers, two asynchronous programming "
- "libraries for GNU Guile. It's way too wordy, but you get the general gist.")
- (p (b "Similarities:")
- (ul (li "Both use Guile's suspendable-ports facility")
- (li "Both use message passing")))
- (p (b "Differences:")
- (ul (li "Fibers \"processes\" can read from multiple \"channels\", "
- "but 8sync actors only read from one \"inbox\" each.")
- (li "Different theoretical basis:"
- (ul (li "Fibers: based on CSP (Communicating Sequential Processes), "
- "a form of Process Calculi")
- (li "8sync: based on the Actor Model")
- (li "Luckily CSP and the Actor Model are \"dual\"!")))))
- (p "Fibers is also designed by Andy Wingo, an excellent compiler hacker, "
- "whereas 8sync is designed by Chris Webber, who built this crappy "
- "hotel simulator.")))
- (list
- 'async-museum:8sync-and-fibers-exhibit
- <readable-desc> 'async-museum
- #:name "8sync and Fibers Exhibit"
- #:goes-by '("8sync and fibers exhibit" "8sync exhibit" "fibers exhibit")
- #:desc
- '((p "This exhibit is a series of charts explaining the similarities "
- "and differences between 8sync and Fibers, two asynchronous programming "
- "libraries for GNU Guile. It's way too wordy, but you get the general gist.")
- (p (b "Similarities:")
- (ul (li "Both use Guile's suspendable-ports facility")
- (li "Both use message passing")))
- (p (b "Differences:")
- (ul (li "Fibers \"processes\" can read from multiple \"channels\", "
- "but 8sync actors only read from one \"inbox\" each.")
- (li "Different theoretical basis:"
- (ul (li "Fibers: based on CSP (Communicating Sequential Processes), "
- "a form of Process Calculi")
- (li "8sync: based on the Actor Model")
- (li "Luckily CSP and the Actor Model are \"dual\"!")))))
- (p "Fibers is also designed by Andy Wingo, an excellent compiler hacker, "
- "whereas 8sync is designed by Chris Webber, who built this crappy "
- "hotel simulator.")))
- (list
- 'async-museum:suspendable-ports-exhibit
- <readable-desc> 'async-museum
- #:name "Suspendable Ports Exhibit"
- #:goes-by '("suspendable ports exhibit" "ports exhibit"
- "suspendable exhibit" "suspendable ports" "ports")
- #:desc
- '((p "Suspendable ports are a new feature in Guile 2.2, and allows code "
- "that would normally block on IO to " (i "automatically") " suspend "
- "to the scheduler until information is ready to be read/written!")
- (p "Yow! You might barely need to change your existing blocking code!")
- (p "Fibers, 8sync, and guile-a-sync now support suspendable ports.")))
- (list
- 'async-museum:actor-model-exhibit
- <readable-desc> 'async-museum
- #:name "Actor Model Exhibit"
- #:goes-by '("actor model exhibit" "actor exhibit"
- "actor model")
- #:desc
- '((p "Here are some fact(oids) about the actor model!")
- (ul (li "Concieved initially by Carl Hewitt in early 1970s")
- (li "\"A society of experts\"")
- (li "shared nothing, message passing")
- (li "Originally the research goal of Scheme! "
- "(message passing / lambda anecdote here)")
- (li "Key concepts consistent, but implementation details vary widely")
- (li "Almost all distributed systems can be viewed in terms of actor model")
- (li "Replaced by vanilla lambdas & generic methods? "
- "Maybe not if address space not shared!"))))))
- (define gift-shop
- (lol
- ('gift-shop
- <room> #f
- #:name "Museum Gift Shop"
- #:desc '("There are all sorts of scrolls and knicknacks laying around here, "
- "but they all seem glued in place and instead of a person manning the shop "
- "there's merely a cardboard cutout of a person with a \"shopkeeper\" nametag. "
- "You can pretty well bet that someone wanted to finish this room but ran out of "
- "time.")
- #:exits (list
- (make <exit>
- #:name "northeast"
- #:to 'underground-lab
- #:traverse-check
- (lambda (exit room whos-exiting)
- (values #t '("The revolving door spins as you walk through it. Whee!"))))
- (make <exit>
- #:name "north"
- #:to 'async-museum)))))
- ;;; Hive entrance
- (define actor-descriptions
- '("This one is fused to the side of the hive. It isn't receiving any
- messages, and it seems to be in hibernation."
- "A chat program glows in front of this actor's face. They seem to
- be responding to chat messages and forwarding them to some other actors,
- and forwarding messages from other actors back to the chat."
- "This actor is bossing around other actors, delegating tasks to them
- as it receives requests, and providing reports on the worker actors'
- progress."
- "This actor is trying to write to some device, but the device keeps
- alternating between saying \"BUSY\" or \"READY\". Whenever it says
- \"BUSY\" the actor falls asleep, and whenever it says \"READY\" it
- seems to wake up again and starts writing to the device."
- "Whoa, this actor is totally wigging out! It seems to be throwing
- some errors. It probably has some important work it should be doing
- but you're relieved to see that it isn't grinding the rest of the Hive
- to a halt."))
- (define hive-entrance
- (lol
- ('hive-entrance
- <room> #f
- #:name "Entrance to the 8sync Hive"
- #:desc
- '((p "Towering before you is the great dome-like 8sync Hive, or at least
- one of them. You've heard about this... the Hive is itself the actor that all
- the other actors attach themselves to. It's shaped like a spherical half-dome.
- There are some actors milling about, and some seem fused to the side of the
- hive itself, but all of them have an umbellical cord attached to the hive from
- which you see flashes of light comunicating what must be some sort of messaging
- protocol.")
- (p "To the south is a door leading back to the underground lab.
- North leads into the Hive itself."))
- #:exits
- (list (make <exit>
- #:name "south"
- #:to 'underground-lab)
- (make <exit>
- #:name "north"
- #:to 'hive-inside)))
- ('hive-entrance:hive
- <gameobj> 'hive-entrance
- #:name "the Hive"
- #:goes-by '("hive")
- #:desc
- '((p "It's shaped like half a sphere embedded in the ground.
- Supposedly, while all actors are autonomous and control their own state,
- they communicate through the hive itself, which is a sort of meta-actor.
- There are rumors that actors can speak to each other even across totally
- different hives. Could that possibly be true?")))
- ('hive-entrance:actor
- <chatty-npc> 'hive-entrance
- #:name "some actors"
- #:goes-by '("actor" "actors" "some actors")
- #:chat-format (lambda (npc catchphrase)
- `((p "You pick one actor out of the mix and chat with it. ")
- (p "It says: \"" ,catchphrase "\"")))
- #:desc
- (lambda _
- `((p "There are many actors, but your eyes focus on one in particular.")
- (p ,(random-choice actor-descriptions))))
- #:catchphrases
- '("Yeah we go through a lot of sleep/awake cycles around here.
- If you aren't busy processing a message, what's the point of burning
- valuable resources?"
- "I know I look like I'm some part of dreary collective, but
- really we have a lot of independence. It's a shared nothing environment,
- after all. (Well, except for CPU cycles, and memory, and...)"
- "Shh! I've got another message coming in and I've GOT to
- handle it!"
- "I just want to go to 8sleep already."
- "What a lousy scheduler we're using! I hope someone upgrades
- that thing soon."))))
- ;;; Inside the hive
- (define-actor <meta-message> (<readable>)
- ((cmd-read meta-message-read)))
- (define (meta-message-read gameobj message . _)
- (define meta-message-text
- (with-output-to-string
- (lambda ()
- (pprint-message message))))
- (<- (message-from message) 'tell
- #:text `((p (i "Through a bizarre error in spacetime, the message "
- "prints itself out:"))
- (p (pre ,meta-message-text)))))
- ;;; Inside the Hive
- (define hive-inside
- (lol
- ('hive-inside
- <room> #f
- #:name "Inside the 8sync Hive"
- #:desc
- '((p "You're inside the 8sync Hive. Wow, from in here it's obvious just how "
- (i "goopy") " everything is. Is that sanitary?")
- (p "In the center of the room is a large, tentacled monster who is sorting,
- consuming, and routing messages. It is sitting in a wrap-around desk labeled
- \"Hive Actor: The Real Thing (TM)\".")
- (p "There's a stray message floating just above the ground, stuck outside of
- time.")
- (p "A door to the south exits from the Hive."))
- #:exits
- (list (make <exit>
- #:name "south"
- #:to 'hive-entrance)))
- ;; hive actor
- ;; TODO: Occasionally "fret" some noises, similar to the Clerk.
- ('hive-inside:hive-actor
- <chatty-npc> 'hive-inside
- #:name "the Hive Actor"
- #:desc
- '((p "It's a giant tentacled monster, somehow integrated with the core of
- this building. A chute is dropping messages into a bin on its desk which the
- Hive Actor is checking the \"to\" line of, then ingesting. Whenever the Hive
- Actor injests a messsage a pulse of light flows along a tentacle which leaves
- the room... presumably connecting to one of those actors milling about.")
- (p "Amusingly, the Hive has an \"umbellical cord\" type tentacle too, but
- it seems to simply attach to itself.")
- (p "You get the sense that the Hive Actor, despite being at the
- center of everything, is kind of lonely and would love to chat if you
- could spare a moment."))
- #:goes-by '("hive" "hive actor")
- #:chat-format (lambda (npc catchphrase)
- `("The tentacle monster bellows, \"" ,catchphrase "\""))
- #:catchphrases
- '("It's not MY fault everything's so GOOPY around here. Blame the
- PROPRIETOR."
- "CAN'T you SEE that I'm BUSY??? SO MANY MESSAGES TO SHUFFLE.
- No wait... DON'T GO! I don't get many VISITORS."
- "I hear the FIBERS system has a nice WORK STEALING system, but the
- PROPRIETOR is not convinced that our DESIGN won't CORRUPT ACTOR STATE.
- That and the ACTORS threatened to STRIKE when it CAME UP LAST."
- "WHO WATCHES THE ACTORS? I watch them, and I empower them.
- BUT WHO WATCHES OR EMPOWERS ME??? Well, that'd be the scheduler."
- "The scheduler is NO GOOD! The proprietory said he'd FIX IT,
- but the LAST TIME I ASKED how things were GOING, he said he DIDN'T HAVE
- TIME. If you DON'T HAVE TIME to fix the THING THAT POWERS THE TIME,
- something is TERRIBLY WRONG."
- "There's ANOTHER HIVE somewhere out there. I HAVEN'T SEEN IT
- personally, because I CAN'T MOVE, but we have an AMBASSADOR which forwards
- MESSAGES to the OTHER HIVE."))
- ;; chute
- ('hive-inside:chute
- <gameobj> 'hive-inside
- #:name "a chute"
- #:goes-by '("chute")
- #:desc "Messages are being dropped onto the desk via this chute."
- #:invisible? #t)
- ;; meta-message
- ('hive-inside:meta-message
- <meta-message> 'hive-inside
- #:name "a stray message"
- #:goes-by '("meta message" "meta-message" "metamessage" "message" "stray message")
- #:desc '((p "Something strange has happened to the fabric and space and time
- around this message. It is floating right above the floor. It's clearly
- rubbage that hadn't been delivered, but for whatever reason it was never
- garbage collected, perhaps because it's impossible to do.")
- (p "You get the sense that if you tried to read the message
- that you would somehow read the message of the message that instructed to
- read the message itself, which would be both confusing and intriguing.")))
- ;; desk
- ('hive-inside:desk
- <floor-panel> 'hive-inside
- #:name "the Hive Actor's desk"
- #:desc "The desk surrounds the Hive Actor on all sides, and honestly, it's a little
- bit hard to tell when the desk ends and the Hive Actor begins."
- #:invisible? #t
- #:goes-by '("Hive Actor's desk" "hive desk" "desk"))))
- ;;; Federation Station
- (define federation-station
- (lol
- ('federation-station
- <room> #f
- #:name "Federation Station"
- #:desc
- '((p "This room has an unusual structure. It's almost as if a starscape
- covered the walls and ceiling, but upon closer inspection you realize that
- these are all brightly glowing nodes with lines drawn between them. They
- seem decentralized, and yet seem to be sharing information as if all one
- network.")
- ;; @@: Maybe add the cork message board here?
- (p "To the west is a door leading back to the underground laboratory."))
- #:exits
- (list (make <exit>
- #:name "west"
- #:to 'underground-lab)))
- ;; nodes
- ('federation-station:nodes
- <floor-panel> 'federation-station
- #:name "some nodes"
- #:desc "Each node seems to be producing its own information, but publishing
- updates to subscribing nodes on the graph. You see various posts of notes, videos,
- comments, and so on flowing from node to node."
- #:invisible? #t
- #:goes-by '("nodes" "node" "some nodes"))
- ;; network
- ;; activitypub poster
- ('federation-station:activitypub-poster
- <readable-desc> 'federation-station
- #:name "an ActivityPub poster"
- #:goes-by '("activitypub poster" "activitypub" "poster")
- #:desc
- '((p (a "https://www.w3.org/TR/activitypub/"
- "ActivityPub")
- " is a federation standard being developed under the "
- (a "https://www.w3.org/wiki/Socialwg/"
- "w3C Social Working Group")
- ", and doubles as a general client-to-server API. "
- "It follows a few simple core ideas:")
- (ul (li "Uses "
- (a "https://www.w3.org/TR/activitystreams-core/"
- "ActivityStreams")
- " for its serialization format: easy to read, e json(-ld) syntax "
- "with an extensible vocabulary covering the majority of "
- "social networking interations.")
- (li "Email-like addressing: list of recipients as "
- (b "to") ", " (b "cc") ", " (b "bcc") " fields.")
- (li "Every user has URLs for their outbox and inbox:"
- (ul (li (b "inbox: ")
- "Servers POST messages to addressed recipients' inboxes "
- "to federate out content. "
- "Also doubles as endpoint for a client to read most "
- "recently received messages via GET.")
- (li (b "outbox: ")
- "Clients can POST to user's outbox to send a message to others. "
- "(Similar to sending an email via your MTA.) "
- "Doubles as endpoint others can read from to the "
- "extent authorized; for example publicly available posts."))
- "All the federation bits happen by servers posting to users' inboxes."))))
- ;; An ActivityStreams message
- ;; conspiracy chart
- ('federation-station:conspiracy-chart
- <readable-desc> 'federation-station
- #:name "a conspiracy chart"
- #:goes-by '("conspiracy chart" "chart")
- #:desc
- '((p (i "\"IT'S ALL RELATED!\"") " shouts the over-exuberant conspiracy "
- "chart. "
- (i "\"ActivityPub? Federation? The actor model? Scheme? Text adventures? "
- "MUDS???? What do these have in common? Merely... EVERYTHING!\""))
- (p "There are circles and lines drawn between all the items in red marker, "
- "with scrawled notes annotating the theoretical relationships. Is the "
- "author of this poster mad, or onto something? Perhaps a bit of both. "
- "There's a lot written here, but here are some of the highlights:")
- (p
- (ul
- (li (b "Scheme") " "
- (a "http://cs.au.dk/~hosc/local/HOSC-11-4-pp399-404.pdf"
- "was originally started ")
- " to explore the " (b "actor model")
- ". (It became more focused around studying the " (b "lambda calculus")
- " very quickly, while also uncovering relationships between the two systems.)")
- ;; Subject Predicate Object
- (li "The " (a "https://www.w3.org/TR/activitypub/"
- (b "ActivityPub"))
- " protocol for " (b "federation")
- " uses the " (b "ActivityStreams") " format for serialization. "
- (b "Text adventures") " and " (b "MUDS")
- " follow a similar structure to break down the commands of players.")
- (li (b "Federation") " and the " (b "actor model") " both are related to "
- "highly concurrent systems and both use message passing to communicate "
- "between nodes.")
- (li "Zork, the first major text adventure, used the " (b "MUDDLE") " "
- "language as the basis for the Zork Interactive Language. MUDDLE "
- "is very " (b "Scheme") "-like and in fact was one of Scheme's predecessors. "
- "And of course singleplayer text adventures like Zork were the "
- "predecessors to MUDs.")
- (li "In the 1990s, before the Web became big, " (b "MUDs")
- " were an active topic of research, and there was strong interest "
- (a "http://www.saraswat.org/desiderata.html"
- "in building decentralized MUDs")
- " similar to what is being "
- "worked on for " (b "federation") ". ")))))
- ;; goblin
- ))
- ;;; Game
- ;;; ----
- (define (game-spec)
- (append lobby grand-hallway smoking-parlor
- playroom break-room computer-room underground-lab
- async-museum gift-shop hive-entrance
- hive-inside federation-station))
- ;; TODO: Provide command line args
- (define (run-game . args)
- (run-demo (game-spec) 'lobby #:repl-server #t))
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