1 ;;; Mudsync --- Live hackable MUD
2 ;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
4 ;;; This file is part of Mudsync.
6 ;;; Mudsync is free software; you can redistribute it and/or modify it
7 ;;; under the terms of the GNU General Public License as published by
8 ;;; the Free Software Foundation; either version 3 of the License, or
9 ;;; (at your option) any later version.
11 ;;; Mudsync is distributed in the hope that it will be useful, but
12 ;;; WITHOUT ANY WARRANTY; without even the implied warranty of
13 ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 ;;; General Public License for more details.
16 ;;; You should have received a copy of the GNU General Public License
17 ;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
21 (use-modules (mudsync)
32 ;;; Utilities, useful or otherwise
33 ;;; ==============================
35 (set! *random-state* (random-state-from-platform))
37 (define (random-choice lst)
38 (list-ref lst (random (length lst))))
40 ;; list of lists, lol.
41 (define-syntax-rule (lol (list-contents ...) ...)
42 (list (list list-contents ...) ...))
45 ;;; Some simple object types.
46 ;;; =========================
48 (define-class <readable> (<gameobj>)
49 (read-text #:init-value "All it says is: \"Blah blah blah.\""
50 #:init-keyword #:read-text)
52 #:allocation #:each-subclass
53 #:init-thunk (build-commands
54 ("read" ((direct-command cmd-read)))))
55 (actions #:allocation #:each-subclass
56 #:init-thunk (build-actions
57 (cmd-read readable-cmd-read))))
59 (define (readable-cmd-read actor message . _)
60 (<- (message-from message) 'tell
61 #:text (slot-ref actor 'read-text)))
64 ;; This one is just where reading is the same thing as looking
66 (define-class <readable-desc> (<gameobj>)
68 #:allocation #:each-subclass
69 #:init-thunk (build-commands
70 ("read" ((direct-command cmd-look-at))))))
72 ;; This one allows you to take from items that are proxied by it
73 (define-actor <proxy-items> (<gameobj>)
74 ((cmd-take-from take-from-proxy))
75 (proxy-items #:init-keyword #:proxy-items))
77 (define* (take-from-proxy gameobj message
78 #:key direct-obj indir-obj preposition
79 (player (message-from message)))
84 (define obj-id (dyn-ref gameobj obj-sym))
86 (mbody-val (<-wait obj-id 'goes-by)))
87 (when (ci-member direct-obj goes-by)
88 (<- obj-id 'cmd-take #:direct-obj direct-obj #:player player)
90 (slot-ref gameobj 'proxy-items))
93 #:text `("You don't see any such " ,direct-obj " to take "
94 ,preposition " " ,(slot-ref gameobj 'name) ".")))))
101 (define (npc-chat-randomly actor message . _)
103 (random-choice (slot-ref actor 'catchphrases)))
105 ((slot-ref actor 'chat-format) actor catchphrase))
106 (<- (message-from message) 'tell
107 #:text text-to-send))
109 (define hotel-owner-grumps
110 '("Eight sinks! Eight sinks! And I couldn't unwind them..."
111 "Don't mind the mess. I built this place on a dare, you
113 "(*tearfully*) Here, take this parenthesis. May it serve
115 "I gotta get back to the goblin farm soon..."
116 "Oh, but I was going to make a mansion... a great,
117 beautiful mansion! Full of ghosts! Now all I have is this cruddy
118 mo... hotel. Oh... If only I had more time!"
119 "I told them to paint more of the walls purple.
120 Why didn't they listen?"
121 "Listen to that overhead muzak. Whoever made that doesn't
122 know how to compose very well! Have you heard of the bands 'fmt'
123 or 'skribe'? Now *that's* composition!"))
125 (define-class <chatty-npc> (<gameobj>)
126 (catchphrases #:init-value '("Blarga blarga blarga!")
127 #:init-keyword #:catchphrases)
128 (chat-format #:init-value (lambda (npc catchphrase)
129 `(,(slot-ref npc 'name) " says: \""
131 #:init-keyword #:chat-format)
133 #:allocation #:each-subclass
134 #:init-thunk (build-commands
135 (("chat" "talk") ((direct-command cmd-chat)))))
136 (actions #:allocation #:each-subclass
139 (cmd-chat npc-chat-randomly))))
141 (define-class <sign-in-form> (<gameobj>)
143 #:allocation #:each-subclass
144 #:init-thunk (build-commands
145 ("sign" ((prep-direct-command cmd-sign-form '("as"))))))
147 (actions #:allocation #:each-subclass
148 #:init-thunk (build-actions
149 (cmd-sign-form sign-cmd-sign-in))))
153 (sre->irregex '(: alpha (** 1 14 (or alphanum "-" "_")))))
155 (define forbidden-words
156 (append article preposition
157 '("and" "or" "but" "admin")))
159 (define (valid-name? name)
160 (and (irregex-match name-sre name)
161 (not (member name forbidden-words))))
163 (define* (sign-cmd-sign-in actor message
164 #:key direct-obj indir-obj preposition)
166 (mbody-val (<-wait (message-from message) 'get-name)))
167 (define name indir-obj)
168 (if (valid-name? indir-obj)
170 (<-wait (message-from message) 'set-name! name)
171 (<- (slot-ref actor 'loc) 'tell-room
172 #:text (format #f "~a signs the form!\n~a is now known as ~a\n"
173 old-name old-name name)))
174 (<- (message-from message) 'tell
175 #:text "Sorry, that's not a valid name.
176 Alphanumerics, _ and - only, 2-15 characters, starts with an alphabetic
180 (define-class <summoning-bell> (<gameobj>)
181 (summons #:init-keyword #:summons)
184 #:allocation #:each-subclass
185 #:init-thunk (build-commands
186 ("ring" ((direct-command cmd-ring)))))
187 (actions #:allocation #:each-subclass
188 #:init-thunk (build-actions
189 (cmd-ring summoning-bell-cmd-ring))))
191 (define* (summoning-bell-cmd-ring bell message . _)
192 ;; Call back to actor who invoked this message handler
193 ;; and find out their name. We'll call *their* get-name message
194 ;; handler... meanwhile, this procedure suspends until we get
197 (mbody-val (<-wait (message-from message) 'get-name)))
199 ;; Now we'll invoke the "tell" message handler on the player
200 ;; who rang us, displaying this text on their screen.
201 ;; This one just uses <- instead of <-wait, since we don't
202 ;; care when it's delivered; we're not following up on it.
203 (<- (message-from message) 'tell
204 #:text "*ring ring!* You ring the bell!\n")
205 ;; We also want everyone else in the room to "hear" the bell,
206 ;; but they get a different message since they aren't the ones
207 ;; ringing it. Notice here's where we make use of the invoker's
208 ;; name as extracted and assigned to the who-rang variable.
209 ;; Notice how we send this message to our "location", which
210 ;; forwards it to the rest of the occupants in the room.
211 (<- (gameobj-loc bell) 'tell-room
213 (format #f "*ring ring!* ~a rings the bell!\n"
215 #:exclude (message-from message))
216 ;; Now we perform the primary task of the bell, which is to summon
217 ;; the "clerk" character to the room. (This is configurable,
218 ;; so we dynamically look up their address.)
219 (<- (dyn-ref bell (slot-ref bell 'summons)) 'be-summoned
220 #:who-summoned (message-from message)))
223 (define prefect-quotes
224 '("I'm a frood who really knows where my towel is!"
225 "On no account allow a Vogon to read poetry at you."
226 "Time is an illusion, lunchtime doubly so!"
227 "How can you have money if none of you produces anything?"
228 "On no account allow Arthur to request tea on this ship."))
230 (define-class <cabinet-item> (<gameobj>)
231 (take-me? #:init-value
234 `("Hm, well... the cabinet is locked and the properitor "
235 "is right over there.")))))
243 '((p "You're in some sort of hotel lobby. You see a large sign hanging "
244 "over the desk that says \"Hotel Bricabrac\". On the desk is a bell "
245 "that says \"'ring bell' for service\". Terrible music plays from a speaker "
246 "somewhere overhead. "
247 "The room is lined with various curio cabinets, filled with all sorts "
248 "of kitschy junk. It looks like whoever decorated this place had great "
249 "ambitions, but actually assembled it all in a hurry and used whatever "
250 "kind of objects they found lying around.")
251 (p "There's a door to the north leading to some kind of hallway."))
255 #:to 'grand-hallway)))
259 #:name "a frumpy fellow"
261 '((p " Whoever this is, they looks totally exhausted. They're
262 collapsed into the only comfortable looking chair in the room and you
263 don't get the sense that they're likely to move any time soon.
264 You notice they're wearing a sticker badly adhesed to their clothing
265 which says \"Hotel Proprietor\", but they look so disorganized that you
266 think that can't possibly be true... can it?
267 Despite their exhaustion, you sense they'd be happy to chat with you,
268 though the conversation may be a bit one sided."))
269 #:goes-by '("frumpy fellow" "fellow"
270 "Chris Webber" ; heh, did you rtfc? or was it so obvious?
271 "hotel proprietor" "proprietor")
272 #:catchphrases hotel-owner-grumps)
276 #:name "the Hotel Bricabrac sign"
277 #:desc " It strikes you that there's something funny going on with this sign.
278 Sure enough, if you look at it hard enough, you can tell that someone
279 hastily painted over an existing sign and changed the \"M\" to an \"H\".
281 #:read-text " All it says is \"Hotel Bricabrac\" in smudged, hasty text."
285 "hotel bricabrac sign"
289 <summoning-bell> 'lobby
290 #:name "a shiny brass bell"
291 #:goes-by '("shiny brass bell" "shiny bell" "brass bell" "bell")
292 #:desc " A shiny brass bell. Inscribed on its wooden base is the text
293 \"ring me for service\". You probably could \"ring the bell\" if you
295 #:summons 'break-room:desk-clerk)
298 <sign-in-form> 'lobby
299 #:name "sign-in form"
300 #:goes-by '("sign-in form" "form" "signin form")
301 #:desc '("It looks like you could sign this form and set your name like so: "
302 (i "sign form as <my-name-here>")))
304 ;; Object: curio cabinets
305 ;; TODO: respond to attempts to open the curio cabinet
308 #:proxy-items '(lobby:porcelain-doll
310 lobby:tea-set lobby:mustard-pot
311 lobby:head-of-elvis lobby:circuitboard-of-evlis
312 lobby:teletype-scroll lobby:orange-cat-phone)
313 #:name "a curio cabinet"
314 #:goes-by '("curio cabinet" "cabinet" "bricabrac cabinet"
315 "cabinet of curiosities")
317 (format #f " The curio cabinet is full of all sorts of oddities!
318 Something catches your eye!
319 Ooh, ~a!" (random-choice
320 '("a creepy porcelain doll"
321 "assorted 1950s robots"
322 "an exquisite tea set"
323 "an antique mustard pot"
324 "the pickled head of Elvis"
325 "the pickled circuitboard of EVLIS"
326 "a scroll of teletype paper holding the software Four Freedoms"
327 "a telephone shaped like an orange cartoon cat")))))
329 ('lobby:porcelain-doll
330 <cabinet-item> 'lobby
332 #:name "a creepy porcelain doll"
333 #:desc "It strikes you that while the doll is technically well crafted,
334 it's also the stuff of nightmares."
335 #:goes-by '("porcelain doll" "doll"))
337 <cabinet-item> 'lobby
339 #:name "a set of 1950s robots"
340 #:desc "There's a whole set of these 1950s style robots.
341 They seem to be stamped out of tin, and have various decorations of levers
342 and buttons and springs. Some of them have wind-up knobs on them."
343 #:goes-by '("robot" "robots" "1950s robot" "1950s robots"))
345 <cabinet-item> 'lobby
348 #:desc "A complete tea set. Some of the cups are chipped.
349 You can imagine yourself joining a tea party using this set, around a
350 nice table with some doilies, drinking some Earl Grey tea, hot. Mmmm."
351 #:goes-by '("tea set" "tea"))
353 <cabinet-item> 'lobby
355 #:name "cups from the tea set"
356 #:desc "They're chipped."
359 <cabinet-item> 'lobby
361 #:name "a mustard pot"
362 #:desc '((p "It's a mustard pot. I mean, it's kind of cool, it has a
363 nice design, and it's an antique, but you can't imagine putting something
364 like this in a museum.")
365 (p "Ha... imagine that... a mustard museum."))
366 #:goes-by '("mustard pot" "antique mustard pot" "mustard"))
367 ('lobby:head-of-elvis
368 <cabinet-item> 'lobby
370 #:name "the pickled head of Elvis"
371 #:desc '((p "It's a jar full of some briny-looking liquid and...
372 a free floating head. The head looks an awful lot like Elvis, and
373 definitely not the younger Elvis. The hair even somehow maintains
374 that signature swoop while suspended in liquid. But of course it's
376 (p "Oh, wait, it has a label at the bottom which says:
377 \"This is really the head of Elvis\". Well... maybe don't believe
378 everything you read."))
379 #:goes-by '("pickled head of elvis" "pickled head of Elvis"
380 "elvis" "Elvis" "head" "pickled head"))
381 ('lobby:circuitboard-of-evlis
382 <cabinet-item> 'lobby
384 #:name "the pickled circuitboard of Evlis"
385 #:desc '((p "It's a circuitboard from a Lisp Machine called EVLIS.
386 This is quite the find, and you bet just about anyone interested in
387 preserving computer history would love to get their hands on this.")
388 (p "Unfortunately, whatever moron did acquire this has
389 no idea what it means to preserve computers, so here it is floating
390 in some kind of briny liquid. It appears to be heavily corroded.
392 #:goes-by '("pickled circuitboard of evlis" "pickled circuitboard of Evlis"
393 "pickled circuitboard of EVLIS"
394 "evlis" "Evlis" "EVLIS" "circuitboard" "pickled circuitboard"))
395 ('lobby:teletype-scroll
396 <cabinet-item> 'lobby
398 #:name "a scroll of teletype"
399 #:desc '((p "This is a scroll of teletype paper. It's a bit old
400 and yellowed but the type is very legible. It says:")
403 (p (strong "== The four essential freedoms =="))
404 (p "A program is free software if the program's users have
405 the four essential freedoms: ")
406 (ul (li "The freedom to run the program as you wish, for any purpose (freedom 0).")
407 (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.")
408 (li "The freedom to redistribute copies so you can help your neighbor (freedom 2).")
409 (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.")))
410 (p "You get this feeling that ambiguities in the
411 English language surrounding the word 'free' have lead to a lot of terminology debates."))
412 #:goes-by '("scroll of teletype" "scroll of teletype paper" "teletype scroll"
413 "teletype paper" "scroll" "four freedoms"
414 "scroll of teletype paper holding the software Four Freedoms"
415 "scroll of teletype paper holding the software four freedoms"))
416 ('lobby:orange-cat-phone
417 <cabinet-item> 'lobby
419 #:name "a telephone shaped like an orange cartoon cat"
420 #:desc "It's made out of a cheap plastic, and it's very orange.
421 It resembles a striped tabby, and it's eyes hold the emotion of
422 a being both sleepy and smarmy.
423 You suspect that someone, somewhere made a ton of cash on items holding
424 this general shape in the 1990s."
425 #:goes-by '("orange cartoon cat phone" "orange cartoon cat telephone"
426 "orange cat phone" "orange cat telephone"
427 "cartoon cat phone" "cartoon cat"
428 "cat phone" "cat telephone" "phone" "telephone"))))
435 (define-actor <disc-shield> (<gameobj>)
436 ((cmd-take disc-shield-take)))
438 (define* (disc-shield-take gameobj message
440 (player (message-from message)))
441 (create-gameobj <glowing-disc> (gameobj-gm gameobj)
442 player) ;; set loc to player to put in player's inventory
444 #:text '((p "As you attempt to pull the shield / disk platter
445 from the statue a shining outline appears around it... and a
446 completely separate, glowing copy of the disc materializes into your
448 (<- (gameobj-loc gameobj) 'tell-room
449 #:text `(,(mbody-val (<-wait player 'get-name))
450 " pulls on the shield of the statue, and a glowing "
451 "copy of it materializes into their hands!")
453 (<- (gameobj-loc gameobj) 'tell-room
455 '(p "You hear a voice whisper: "
456 (i "\"Share the software... and you'll be free...\""))))
458 ;;; This is the disc that gets put in the player's inventory
459 (define-actor <glowing-disc> (<gameobj>)
460 ((cmd-drop glowing-disc-drop-cmd))
462 #:allocation #:each-subclass
463 #:init-thunk (build-props
464 '((hd-platter? . #t))))
465 (name #:allocation #:each-subclass
466 #:init-value "a glowing disc")
467 (desc #:allocation #:each-subclass
468 #:init-value "A brightly glowing disc. It's shaped like a hard
469 drive platter, not unlike the one from the statue it came from. It's
470 labeled \"RL02.5\".")
471 (goes-by #:init-value '("glowing disc" "glowing platter"
472 "glowing disc platter" "glowing disk platter"
473 "platter" "disc" "disk" "glowing shield")))
475 (define* (glowing-disc-drop-cmd gameobj message
477 (player (message-from message)))
479 #:text "You drop the glowing disc, and it shatters into a million pieces!")
480 (<- (mbody-val (<-wait player 'get-loc)) 'tell-room
481 #:text `(,(mbody-val (<-wait player 'get-name))
482 " drops a glowing disc, and it shatters into a million pieces!")
484 (gameobj-self-destruct gameobj))
489 (define lobby-map-text
492 .----------.----------. : & : .----------.----------.
493 | computer | |& :YOU ARE: &| smoking | *UNDER* |
494 | room + playroom + : HERE : + parlor | *CONS- |
495 | > | |& : : &| | TRUCTION*|
496 '----------'----------'-++-------++-'-------+--'----------'
502 (define grand-hallway
506 #:name "Grand Hallway"
507 #:desc '((p " A majestic red carpet runs down the center of the room.
508 Busts of serious looking people line the walls, but there's no
509 clear indication that they have any logical relation to this place.")
510 (p "In the center is a large statue of a woman in a warrior's
511 pose, but something is strange about her weapon and shield. You wonder what
513 (p "To the south is the lobby. A door to the east is labeled \"smoking
514 room\", while a door to the west is labeled \"playroom\"."))
524 #:to 'smoking-parlor)))
526 <readable> 'grand-hallway
527 #:name "the hotel map"
528 #:desc '("This appears to be a map of the hotel. "
529 "Like the hotel itself, it seems to be "
531 "You could read it if you want to.")
532 #:read-text `(pre ,lobby-map-text)
533 #:goes-by '("map" "hotel map"))
534 ('grand-hallway:carpet
535 <gameobj> 'grand-hallway
536 #:name "the Grand Hallway carpet"
537 #:desc "It's very red, except in the places where it's very worn."
539 #:goes-by '("red carpet" "carpet"))
540 ('grand-hallway:busts
541 <gameobj> 'grand-hallway
542 #:name "the busts of serious people"
543 #:desc "There are about 6 of them in total. They look distinguished
544 but there's no indication of who they are."
546 #:goes-by '("busts" "bust" "busts of serious people" "bust of serious person"))
547 ('grand-hallway:hackthena-statue
548 <proxy-items> 'grand-hallway
549 #:name "the statue of Hackthena"
550 #:desc '((p "The base of the statue says \"Hackthena, guardian of the hacker
551 spirit\". You've heard of Hackthena... not a goddess, but spiritual protector of
552 all good hacks, and legendary hacker herself.")
553 (p "Hackthena holds the form of a human woman. She wears flowing
554 robes, has a pear of curly bovine-esque horns protruding from the sides of her
555 head, wears a pair of horn-rimmed glasses, and appears posed as if for battle.
556 But instead of a weapon, she seems to hold some sort of keyboard. And her
557 shield... well it's round like a shield, but something seems off about it.
558 You'd better take a closer look to be sure."))
559 #:goes-by '("hackthena statue" "hackthena" "statue" "statue of hackthena")
560 #:proxy-items '(grand-hallway:keyboard
561 grand-hallway:disc-platter
562 grand-hallway:hackthena-horns))
563 ('grand-hallway:keyboard
564 <gameobj> 'grand-hallway
565 #:name "a Knight Keyboard"
566 #:desc "Whoa, this isn't just any old keyboard, this is a Knight Keyboard!
567 Any space cadet can see that with that kind of layout a hack-and-slayer could
568 thrash out some serious key-chords like there's no tomorrow. You guess
569 Hackthena must be an emacs user."
574 `("Are you kidding? Do you know how hard it is to find "
575 "a Knight Keyboard? There's no way she's going "
576 "to give that up.")))
577 #:goes-by '("knight keyboard" "keyboard"))
578 ('grand-hallway:hackthena-horns
579 <gameobj> 'grand-hallway
580 #:name "Hackthena's horns"
581 #:desc "They're not unlike a Gnu's horns."
586 `("Are you seriously considering desecrating a statue?")))
587 #:goes-by '("hackthena's horns" "horns" "horns of hacktena"))
588 ('grand-hallway:disc-platter
589 <disc-shield> 'grand-hallway
590 #:name "Hackthena's shield"
591 #:desc "No wonder the \"shield\" looks unusual... it seems to be a hard disk
592 platter! It has \"RL02.5\" written on it. It looks kind of loose."
594 #:goes-by '("hackthena's shield" "shield" "platter" "hard disk platter"))))
604 #:name "The Playroom"
605 #:desc '(p (" There are toys scattered everywhere here. It's really unclear
606 if this room is intended for children or child-like adults.")
607 (" There are doors to both the east and the west."))
614 #:to 'computer-room)))
619 #:desc " It's a little foam cube with googly eyes on it. So cute!")
620 ('playroom:cuddles-plushie
622 #:name "a Cuddles plushie"
623 #:goes-by '("plushie" "cuddles plushie" "cuddles")
625 #:desc " A warm and fuzzy cuddles plushie! It's a cuddlefish!")
628 <container> 'playroom
630 #:goes-by '("toy chest" "chest")
631 #:desc (lambda (toy-chest whos-looking)
632 (let ((contents (gameobj-occupants toy-chest)))
633 `((p "A brightly painted wooden chest. The word \"TOYS\" is "
636 ,(if (eq? contents '())
637 " nothing! It's empty!"
638 `(ul ,(map (lambda (occupant)
640 (<-wait occupant 'get-name))))
641 (gameobj-occupants toy-chest))))))))
645 ;; Things inside the toy chest
646 ('playroom:toy-chest:rubber-duck
647 <gameobj> 'playroom:toy-chest
648 #:name "a rubber duck"
649 #:goes-by '("rubber duck" "duck")
651 #:desc "It's a yellow rubber duck with a bright orange beak.")))
662 ;; ... full of NURPH weapons?
668 (define-class <furniture> (<gameobj>)
669 (sit-phrase #:init-keyword #:sit-phrase)
670 (sit-phrase-third-person #:init-keyword #:sit-phrase-third-person)
671 (sit-name #:init-keyword #:sit-name)
674 #:allocation #:each-subclass
675 #:init-thunk (build-commands
676 ("sit" ((direct-command cmd-sit-furniture)))))
677 (actions #:allocation #:each-subclass
678 #:init-thunk (build-actions
679 (cmd-sit-furniture furniture-cmd-sit))))
681 (define* (furniture-cmd-sit actor message #:key direct-obj)
683 (mbody-val (<-wait (message-from message) 'get-name)))
684 (<- (message-from message) 'tell
685 #:text (format #f "You ~a ~a.\n"
686 (slot-ref actor 'sit-phrase)
687 (slot-ref actor 'sit-name)))
688 (<- (slot-ref actor 'loc) 'tell-room
689 #:text (format #f "~a ~a on ~a.\n"
691 (slot-ref actor 'sit-phrase-third-person)
692 (slot-ref actor 'sit-name))
693 #:exclude (message-from message)))
696 (define smoking-parlor
700 #:name "Smoking Parlor"
702 '((p "This room looks quite posh. There are huge comfy seats you can sit in
703 if you like. Strangely, you see a large sign saying \"No Smoking\". The owners must
704 have installed this place and then changed their mind later.")
705 (p "There's a door to the west leading back to the grand hallway, and
706 a nondescript steel door to the south, leading apparently outside."))
714 ('smoking-parlor:chair
715 <furniture> 'smoking-parlor
716 #:name "a comfy leather chair"
717 #:desc " That leather chair looks really comfy!"
718 #:goes-by '("leather chair" "comfy leather chair" "chair")
719 #:sit-phrase "sink into"
720 #:sit-phrase-third-person "sinks into"
721 #:sit-name "the comfy leather chair")
722 ('smoking-parlor:sofa
723 <furniture> 'smoking-parlor
724 #:name "a plush leather sofa"
725 #:desc " That leather chair looks really comfy!"
726 #:goes-by '("leather sofa" "plush leather sofa" "sofa"
727 "leather couch" "plush leather couch" "couch")
728 #:sit-phrase "sprawl out on"
729 #:sit-phrase-third-person "sprawls out on into"
730 #:sit-name "the plush leather couch")
731 ('smoking-parlor:bar-stool
732 <furniture> 'smoking-parlor
734 #:desc " Conveniently located near the bar! Not the most comfortable
735 seat in the room, though."
736 #:goes-by '("stool" "bar stool" "seat")
737 #:sit-phrase "hop on"
738 #:sit-phrase-third-person "hops onto"
739 #:sit-name "the bar stool")
741 <chatty-npc> 'smoking-parlor
742 #:name "Ford Prefect"
743 #:desc "Just some guy, you know?"
744 #:goes-by '("Ford Prefect" "ford prefect"
745 "frood" "prefect" "ford")
746 #:catchphrases prefect-quotes)
748 ('smoking-parlor:no-smoking-sign
749 <readable> 'smoking-parlor
751 #:name "No Smoking Sign"
752 #:desc "This sign says \"No Smoking\" in big, red letters.
753 It has some bits of bubble gum stuck to it... yuck."
754 #:goes-by '("no smoking sign" "sign")
755 #:read-text "It says \"No Smoking\", just like you'd expect from
757 ;; TODO: Cigar dispenser
765 (define-class <desk-clerk> (<gameobj>)
766 ;; The desk clerk has three states:
767 ;; - on-duty: Arrived, and waiting for instructions (and losing patience
769 ;; - slacking: In the break room, probably smoking a cigarette
770 ;; or checking text messages
771 (state #:init-value 'slacking)
772 (commands #:allocation #:each-subclass
775 (("talk" "chat") ((direct-command cmd-chat)))
776 ("ask" ((direct-command cmd-ask-incomplete)
777 (prep-direct-command cmd-ask-about)))
778 ("dismiss" ((direct-command cmd-dismiss)))))
779 (patience #:init-value 0)
780 (actions #:allocation #:each-subclass
781 #:init-thunk (build-actions
782 (init clerk-act-init)
783 (cmd-chat clerk-cmd-chat)
784 (cmd-ask-incomplete clerk-cmd-ask-incomplete)
785 (cmd-ask-about clerk-cmd-ask)
786 (cmd-dismiss clerk-cmd-dismiss)
787 (update-loop clerk-act-update-loop)
788 (be-summoned clerk-act-be-summoned))))
790 (define (clerk-act-init clerk message . _)
791 ;; call the gameobj main init method
792 (gameobj-act-init clerk message)
793 ;; start our main loop
794 (<- (actor-id clerk) 'update-loop))
796 (define changing-name-text "Changing your name is easy!
797 We have a clipboard here at the desk
798 where you can make yourself known to other participants in the hotel
799 if you sign it. Try 'sign form as <your-name>', replacing
800 <your-name>, obviously!")
803 "Ah... when I'm not here, I've got a PHD to finish.")
805 (define clerk-help-topics
806 `(("changing name" . ,changing-name-text)
807 ("sign-in form" . ,changing-name-text)
808 ("form" . ,changing-name-text)
810 "Here are some useful commands you might like to try: chat,
811 go, take, drop, say...")
813 "We hope you enjoy your stay at Hotel Bricabrac. As you may see,
814 our hotel emphasizes interesting experiences over rest and lodging.
815 The origins of the hotel are... unclear... and it has recently come
816 under new... 'management'. But at Hotel Bricabrac we believe these
817 aspects make the hotel into a fun and unique experience! Please,
818 feel free to walk around and explore.")
819 ("physics paper" . ,phd-text)
820 ("paper" . ,phd-text)
821 ("proprietor" . "Oh, he's that frumpy looking fellow sitting over there.")))
824 (define clerk-knows-about
825 "'ask clerk about changing name', 'ask clerk about common commands', and 'ask clerk about the hotel'")
827 (define clerk-general-helpful-line
829 "The clerk says, \"If you need help with anything, feel free to ask me about it.
830 For example, 'ask clerk about changing name'. You can ask me about the following:
831 " clerk-knows-about ".\"\n"))
833 (define clerk-slacking-complaints
834 '("The pay here is absolutely lousy."
835 "The owner here has no idea what they're doing."
836 "Some times you just gotta step away, you know?"
837 "You as exhausted as I am?"
838 "Yeah well, this is just temporary. I'm studying to be a high
839 energy particle physicist. But ya gotta pay the bills, especially
840 with tuition at where it is..."))
842 (define* (clerk-cmd-chat clerk message #:key direct-obj)
843 (match (slot-ref clerk 'state)
845 (<- (message-from message) 'tell
846 #:text clerk-general-helpful-line))
848 (<- (message-from message) 'tell
852 (random-choice clerk-slacking-complaints)
855 (define (clerk-cmd-ask-incomplete clerk message . _)
856 (<- (message-from message) 'tell
857 #:text "The clerk says, \"Ask about what?\"\n"))
859 (define clerk-doesnt-know-text
860 "The clerk apologizes and says she doesn't know about that topic.\n")
862 (define* (clerk-cmd-ask clerk message #:key indir-obj
864 (match (slot-ref clerk 'state)
866 (match (assoc indir-obj clerk-help-topics)
868 (<- (message-from message) 'tell
870 (string-append "The clerk clears her throat and says:\n \""
874 (<- (message-from message) 'tell
875 #:text clerk-doesnt-know-text))))
877 (<- (message-from message) 'tell
878 #:text "The clerk says, \"Sorry, I'm on my break.\"\n"))))
880 (define* (clerk-act-be-summoned clerk message #:key who-summoned)
881 (match (slot-ref clerk 'state)
883 (<- who-summoned 'tell
885 "The clerk tells you as politely as she can that she's already here,
886 so there's no need to ring the bell.\n"))
888 (<- (gameobj-loc clerk) 'tell-room
890 "The clerk's ears perk up, she stamps out a cigarette, and she
891 runs out of the room!\n")
892 (gameobj-set-loc! clerk (dyn-ref clerk 'lobby))
893 (slot-set! clerk 'patience 8)
894 (slot-set! clerk 'state 'on-duty)
895 (<- (gameobj-loc clerk) 'tell-room
898 " Suddenly, a uniformed woman rushes into the room! She's wearing a
899 badge that says \"Desk Clerk\".
900 \"Hello, yes,\" she says between breaths, \"welcome to Hotel Bricabrac!
901 We look forward to your stay. If you'd like help getting acclimated,
902 feel free to ask me. For example, 'ask clerk about changing name'.
903 You can ask me about the following:
904 " clerk-knows-about ".\"\n")))))
906 (define* (clerk-cmd-dismiss clerk message . _)
908 (mbody-val (<-wait (message-from message) 'get-name)))
909 (match (slot-ref clerk 'state)
911 (<- (gameobj-loc clerk) 'tell-room
913 (format #f "\"Thanks ~a!\" says the clerk. \"I have somewhere I need to be.\"
914 The clerk leaves the room in a hurry.\n"
916 #:exclude (actor-id clerk))
917 (gameobj-set-loc! clerk (dyn-ref clerk 'break-room))
918 (slot-set! clerk 'state 'slacking)
919 (<- (gameobj-loc clerk) 'tell-room
920 #:text clerk-return-to-slacking-text
921 #:exclude (actor-id clerk)))
923 (<- (message-from message) 'tell
924 #:text "The clerk sternly asks you to not be so dismissive.\n"))))
926 (define clerk-slacking-texts
927 '("The clerk takes a long drag on her cigarette.\n"
928 "The clerk scrolls through text messages on her phone.\n"
929 "The clerk coughs a few times.\n"
930 "The clerk checks her watch and justifies a few more minutes outside.\n"
931 "The clerk fumbles around for a lighter.\n"
932 "The clerk sighs deeply and exhaustedly.\n"
933 "The clerk fumbles around for a cigarette.\n"))
935 (define clerk-working-impatience-texts
936 '("The clerk hums something, but you're not sure what it is."
937 "The clerk attempts to change the overhead music, but the dial seems broken."
938 "The clerk clicks around on the desk computer."
939 "The clerk scribbles an equation on a memo pad, then crosses it out."
940 "The clerk mutters something about the proprietor having no idea how to run a hotel."
941 "The clerk thumbs through a printout of some physics paper."))
943 (define clerk-slack-excuse-text
944 "The desk clerk excuses herself, but says you are welcome to ring the bell
945 if you need further help.")
947 (define clerk-return-to-slacking-text
948 "The desk clerk enters and slams the door behind her.\n")
951 (define (clerk-act-update-loop clerk message)
952 (define (tell-room text)
953 (<- (gameobj-loc clerk) 'tell-room
955 #:exclude (actor-id clerk)))
956 (define (loop-if-not-destructed)
957 (if (not (slot-ref clerk 'destructed))
958 ;; This iterates by "recursing" on itself by calling itself
959 ;; (as the message handler) again. It used to be that we had to do
960 ;; this, because there was a bug where a loop which yielded like this
961 ;; would keep growing the stack due to some parameter goofiness.
962 ;; That's no longer true, but there's an added advantage to this
963 ;; route: it's much more live hackable. If we change the definition
964 ;; of this method, the character will act differently on the next
965 ;; "tick" of the loop.
966 (<- (actor-id clerk) 'update-loop)))
967 (match (slot-ref clerk 'state)
969 (tell-room (random-choice clerk-slacking-texts))
970 (8sleep (+ (random 20) 15))
971 (loop-if-not-destructed))
973 (if (> (slot-ref clerk 'patience) 0)
974 ;; Keep working but lose patience gradually
976 (tell-room (random-choice clerk-working-impatience-texts))
977 (slot-set! clerk 'patience (- (slot-ref clerk 'patience)
979 (8sleep (+ (random 60) 40))
980 (loop-if-not-destructed))
983 (tell-room clerk-slack-excuse-text)
984 ;; back bto the break room
985 (gameobj-set-loc! clerk (dyn-ref clerk 'break-room))
986 (tell-room clerk-return-to-slacking-text)
987 ;; annnnnd back to slacking
988 (slot-set! clerk 'state 'slacking)
989 (8sleep (+ (random 30) 15))
990 (loop-if-not-destructed))))))
997 #:name "Employee Break Room"
998 #:desc " This is less a room and more of an outdoor wire cage. You get
999 a bit of a view of the brick exterior of the building, and a crisp wind blows,
1000 whistling, through the openings of the fenced area. Partly smoked cigarettes
1001 and various other debris cover the floor.
1002 Through the wires you can see... well... hm. It looks oddly like
1003 the scenery tapers off nothingness. But that can't be right, can it?"
1007 #:to 'smoking-parlor)))
1008 ('break-room:desk-clerk
1009 <desk-clerk> 'break-room
1010 #:name "the hotel desk clerk"
1011 #:desc " The hotel clerk is wearing a neatly pressed uniform bearing the
1012 hotel insignia. She appears to be rather exhausted."
1013 #:goes-by '("hotel desk clerk" "clerk" "desk clerk"))
1015 <gameobj> 'break-room
1018 #:desc "As you stare into the void, the void stares back into you."
1019 #:goes-by '("void" "abyss" "nothingness" "scenery"))
1021 <gameobj> 'break-room
1023 #:name "break room cage"
1024 #:desc "It's a mostly-cubical wire mesh surrounding the break area.
1025 You can see through the gaps, but they're too small to put more than a
1026 couple of fingers through. There appears to be some wear and tear to
1027 the paint, but the wires themselves seem to be unusually sturdy."
1028 #:goes-by '("fence" "cage" "wire cage"))))
1032 ;;; Ennpie's Sea Lounge
1033 ;;; -------------------
1039 ;; Our computer and hard drive are based off the PDP-11 and the RL01 /
1040 ;; RL02 disk drives. However we increment both by .5 (a true heresy)
1041 ;; to distinguish both from the real thing.
1043 (define-actor <hard-drive> (<gameobj>)
1044 ((cmd-put-in hard-drive-insert)
1045 (cmd-push-button hard-drive-push-button)
1046 (get-state hard-drive-act-get-state))
1047 (commands #:allocation #:each-subclass
1048 #:init-thunk (build-commands
1049 ("insert" ((prep-indir-command cmd-put-in
1050 '("in" "inside" "into"))))
1051 (("press" "push") ((prep-indir-command cmd-push-button)))))
1052 ;; the state moves from: empty -> with-disc -> loading -> ready
1053 (state #:init-value 'empty
1056 (define (hard-drive-act-get-state hard-drive message)
1057 (<-reply message (.state hard-drive)))
1059 (define* (hard-drive-desc hard-drive #:optional whos-looking)
1060 `((p "The hard drive is labeled \"RL02.5\". It's a little under a meter tall.")
1061 (p "There is a slot where a disk platter could be inserted, "
1062 ,(if (eq? (.state hard-drive) 'empty)
1063 "which is currently empty"
1064 "which contains a glowing platter")
1065 ". There is a LOAD button "
1066 ,(if (member (.state hard-drive) '(empty with-disc))
1068 "which is pressed in and unlit")
1069 ". There is a READY indicator "
1070 ,(if (eq? (.state hard-drive) 'ready)
1073 ,(if (member (.state hard-drive) '(loading ready))
1074 " The machine emits a gentle whirring noise."
1077 (define* (hard-drive-push-button gameobj message
1078 #:key direct-obj indir-obj preposition
1079 (player (message-from message)))
1080 (define (tell-room text)
1081 (<-wait (gameobj-loc gameobj) 'tell-room
1083 (define (tell-room-excluding-player text)
1084 (<-wait (gameobj-loc gameobj) 'tell-room
1088 ((ci-member direct-obj '("button" "load button" "load"))
1089 (tell-room-excluding-player
1090 `(,(mbody-val (<-wait player 'get-name))
1091 " presses the button on the hard disk."))
1093 #:text "You press the button on the hard disk.")
1095 (case (.state gameobj)
1097 ;; I have no idea what this drive did when you didn't have a platter
1098 ;; in it and pressed load, but I know there was a FAULT button.
1099 (tell-room "You hear some movement inside the hard drive...")
1102 '("... but then the FAULT button blinks a couple times. "
1103 "What could be missing?")))
1105 (set! (.state gameobj) 'loading)
1106 (tell-room "The hard disk begins to spin up!")
1108 (set! (.state gameobj) 'ready)
1109 (tell-room "The READY light turns on!"))
1112 #:text '("Pressing the button does nothing right now, "
1113 "but it does feel satisfying.")))))
1116 #:text '("How could you think of pressing anything else "
1117 "but that tantalizing button right in front of you?")))))
1119 (define* (hard-drive-insert gameobj message
1120 #:key direct-obj indir-obj preposition
1121 (player (message-from message)))
1122 (define our-name (slot-ref gameobj 'name))
1126 (for-each (lambda (occupant)
1127 (define goes-by (mbody-val (<-wait occupant 'goes-by)))
1128 (when (ci-member direct-obj goes-by)
1130 (mbody-val (<-wait player 'get-occupants)))
1136 #:text `("You don't seem to have any such " ,direct-obj " to put "
1137 ,preposition " " ,our-name ".")))
1138 ((not (mbody-val (<-wait this-thing 'get-prop 'hd-platter?)))
1140 #:text `("It wouldn't make sense to put "
1141 ,(mbody-val (<-wait this-thing 'get-name))
1142 " " ,preposition " " ,our-name ".")))
1143 ((not (eq? (.state gameobj) 'empty))
1145 #:text "The disk drive already has a platter in it."))
1147 (set! (.state gameobj) 'with-disc)
1149 #:text '((p "You insert the glowing disc into the drive.")
1150 (p "The LOAD button begins to glow."))))))
1153 (define-actor <computer> (<gameobj>)
1154 ((cmd-run-program computer-run-program)
1155 (cmd-run-what (lambda (gameobj message . _)
1156 (<- (message-from message) 'tell
1157 #:text '("The computer is already running, and a program appears "
1159 "you mean to \"run the program on the computer\""))))
1160 (cmd-help-run-not-press
1161 (lambda (gameobj message . _)
1162 (<- (message-from message) 'tell
1163 #:text '("You don't need to press / push / flip anything. "
1164 "You could " (i "run program on computer")
1165 " already if you wanted to.")))))
1166 (commands #:allocation #:each-subclass
1167 #:init-thunk (build-commands
1168 ("run" ((prep-indir-command cmd-run-program
1170 (direct-command cmd-run-what)))
1171 (("press" "push" "flip")
1172 ((prep-indir-command cmd-help-run-not-press))))))
1174 (define* (computer-run-program gameobj message
1175 #:key direct-obj indir-obj preposition
1176 (player (message-from message)))
1178 (mbody-val (<-wait (dyn-ref gameobj 'computer-room:hard-drive) 'get-state)))
1179 (define (tell-room text)
1180 (<-wait (gameobj-loc gameobj) 'tell-room
1182 (define (tell-room-excluding-player text)
1183 (<-wait (gameobj-loc gameobj) 'tell-room
1186 (define (tell-player text)
1187 (<-wait player 'tell
1190 ((ci-member direct-obj '("program"))
1191 (tell-room-excluding-player
1192 `(,(mbody-val (<-wait player 'get-name))
1193 " runs the program loaded on the computer..."))
1194 (tell-player "You run the program on the computer...")
1197 ((not (eq? (hd-state) 'ready))
1198 (tell-room '("... but it errors out. "
1199 "It seems to be complaining about a " (b "DISK ERROR!")
1200 ". It looks like it is missing some essential software.")))
1202 (<- (dyn-ref gameobj 'computer-room:floor-panel) 'open-up))))))
1206 (define-actor <floor-panel> (<gameobj>)
1207 ;; TODO: Add "open" verb, since obviously people will try that
1208 ((open? (lambda (panel message)
1209 (<-reply message (slot-ref panel 'open))))
1210 (open-up floor-panel-open-up))
1211 (open #:init-value #f))
1213 (define (floor-panel-open-up panel message)
1214 (if (slot-ref panel 'open)
1215 (<- (gameobj-loc panel) 'tell-room
1216 #:text '("You hear some gears grind around the hinges of the "
1217 "floor panel, but it appears to already be open."))
1219 (slot-set! panel 'open #t)
1220 (<- (gameobj-loc panel) 'tell-room
1221 #:text '("You hear some gears grind, as the metal panel on "
1222 "the ground opens and reveals a stairwell going down!")))))
1224 (define* (floor-panel-desc panel #:optional whos-looking)
1225 `("It's a large metal panel on the floor in the middle of the room. "
1226 ,(if (slot-ref panel 'open)
1227 '("It's currently wide open, revealing a spiraling staircase "
1228 "which descends into darkness.")
1229 '("It's currently closed shut, but there are clearly hinges, and "
1230 "it seems like there is a mechanism which probably opens it via "
1231 "some automation. What could be down there?"))))
1233 (define computer-room
1237 #:name "Computer Room"
1238 #:desc (lambda (gameobj whos-looking)
1240 (mbody-val (<-wait (dyn-ref gameobj 'computer-room:floor-panel)
1242 `((p "A sizable computer cabinet covers a good portion of the left
1243 wall. It emits a pleasant hum which covers the room like a warm blanket.
1244 Connected to a computer is a large hard drive.")
1245 (p "On the floor is a large steel panel. "
1247 '("It is wide open, exposing a spiral staircase "
1248 "which descends into darkness.")
1249 '("It is closed, but it has hinges which "
1250 "suggest it could be opened.")))))
1257 #:to 'underground-lab
1259 (lambda (exit room whos-exiting)
1261 (mbody-val (<-wait (dyn-ref room 'computer-room:floor-panel)
1264 (values #t "You descend the spiral staircase.")
1265 (values #f '("You'd love to go down, but the only way "
1266 "through is through that metal panel, "
1267 "which seems closed.")))))))
1268 ('computer-room:hard-drive
1269 <hard-drive> 'computer-room
1270 #:name "the hard drive"
1271 #:desc (wrap-apply hard-drive-desc)
1272 #:goes-by '("hard drive" "drive" "hard disk"))
1273 ('computer-room:computer
1274 <computer> 'computer-room
1275 #:name "the computer"
1276 #:desc '((p "It's a coat closet sized computer labeled \"PDP-11.5\". ")
1277 (p "The computer is itself turned on, and it looks like it is "
1278 "all set up for you to run a program on it."))
1279 #:goes-by '("computer"))
1280 ('computer-room:floor-panel
1281 <floor-panel> 'computer-room
1282 #:name "a floor panel"
1283 #:desc (wrap-apply floor-panel-desc)
1285 #:goes-by '("floor panel" "panel"))))
1288 ;;; * UNDERGROUND SECTION OF THE GAME! *
1293 (define underground-map-text
1298 | [8sync Hive] |======' '-_____
1304 .--------------. \\ /
1305 | [Guile Async | .-------+------.
1306 | Museum] | | [Lab] #!#| .-------------.
1307 | @| | MM | |[Federation |
1308 | & ^ +##+@ || < +##| Station]|
1310 | & # | |*You-Are-Here*| '-------------'
1311 | # ^ | #+-------+------'
1312 '-------+------' # #
1316 |@?+%? +#### | ^ f## |
1322 (define 8sync-design-goals
1323 '(ul (li (b "Actor based, shared nothing environment: ")
1324 "Shared resources are hard to control and result in fighting
1325 deadlocks, etc. Escape the drudgery: only one actor controls a resource,
1326 and they only receive one message at a time (though they can \"juggle\"
1328 (li (b "Live hackable: ")
1329 "It's hard to plan out a concurrent system; the right structure
1330 is often found by evolving the system while it runs. Make it easy to
1331 build, shape, and change a running system, as well as observe and correct
1333 (li (b "No callback hell: ")
1334 "Just because you're calling out to some other asynchronous
1335 code doesn't mean you should need to chop up your program into a bunch of bits.
1336 Clever use of delimited continuations makes it easy.")))
1338 (define underground-lab
1342 #:name "Underground laboratory"
1343 #:desc '((p "This appears to be some sort of underground laboratory."
1344 "There is a spiral staircase here leading upwards, where "
1345 "it seems much brighter.")
1346 (p "There are a number of doors leading in different directions:
1347 north, south, east, and west, as well as a revolving door to the southwest.
1348 It looks like it could be easy to get lost, but luckily there
1349 is a map detailing the layout of the underground structure."))
1355 (lambda (exit room whos-exiting)
1356 (values #t "You climb the spiral staircase.")))
1361 (lambda (exit room whos-exiting)
1362 (values #t '("You head west through a fancy-looking entrance. "
1363 "A security guard steps aside for you to pass through, "
1364 "into the room, then stands in front of the door."))))
1367 #:to 'hive-entrance)
1370 #:to 'federation-station)))
1373 ('underground-lab:map
1374 <readable> 'underground-lab
1375 #:name "the underground map"
1376 #:desc '("This appears to be a map of the surrounding area. "
1377 "You could read it if you want to.")
1378 #:read-text `(pre ,underground-map-text)
1379 #:goes-by '("map" "underground map" "lab map"))
1381 ('underground-lab:8sync-sign
1382 <readable> 'underground-lab
1383 #:name "a sign labeled \"8sync design goals\""
1384 #:goes-by '("sign" "8sync design goals sign" "8sync sign")
1385 #:read-text 8sync-design-goals
1386 #:desc `((p "The sign says:")
1387 ,8sync-design-goals))))
1390 ;;; guile async museum
1392 (define async-museum
1397 #:name "Guile Asynchronous Museum"
1398 #:desc '((p "You're in the Guile Asynchronous Museum. There is a list of exhibits
1399 on the wall near the entrance. Scattered around the room are the exhibits
1400 themselves, but it's difficult to pick them out. Maybe you should read the list
1401 to orient yourself.")
1402 (p "There is a door to the east, watched by a security guard,
1403 as well as an exit leading to the south."))
1410 #:to 'underground-lab
1412 (lambda (exit room whos-exiting)
1413 (values #f '("The security guard stops you and tells you "
1414 "that the only exit is through the gift shop."))))))
1416 'async-museum:security-guard
1417 <chatty-npc> 'async-museum
1418 #:name "a security guard"
1420 '(p "The security guard is blocking the eastern entrance, where "
1421 "you came in from.")
1422 #:goes-by '("security guard" "guard" "security")
1423 #:catchphrases '("It's hard standing here all day."
1424 "I just want to go home."
1425 "The exhibits are nice, but I've seen them all before."))
1427 `((p "Welcome to our humble museum! The exhibits are listed below. "
1429 "To look at one, simply type: " (i "look at <exhibit-name>"))
1430 (p "Available exhibits:")
1431 (ul ,@(map (lambda (exhibit)
1436 "The Actor Model"))))))
1438 'async-museum:list-of-exhibits
1439 <readable> 'async-museum
1440 #:name "list of exhibits"
1442 `((p "It's a list of exibits in the room. The placard says:")
1444 #:goes-by '("list of exhibits" "exhibit list" "list" "exhibits")
1445 #:read-text placard))
1447 'async-museum:2016-progress-exhibit
1448 <readable-desc> 'async-museum
1449 #:name "2016 Progress Exhibit"
1450 #:goes-by '("2016 progress exhibit" "2016 progress" "2016 exhibit")
1452 '((p "It's a three-piece exhibit, with three little dioramas and some text "
1453 "explaining what they represent. They are:")
1454 (ul (li (b "Late 2015/Early 2016 talk: ")
1455 "This one explains the run-up conversation from late 2015 "
1456 "and early 2016 about the need for an "
1457 "\"asynchronous event loop for Guile\". The diorama "
1458 "is a model of the Veggie Galaxy restaurant where after "
1459 "the FSF 30th anniversary party; Mark Weaver, Christopher "
1460 "Allan Webber, David Thompson, and Andrew Engelbrecht chat "
1461 "about the need for Guile to have an answer to asynchronous "
1462 "programming. A mailing list post " ; TODO: link it?
1463 "summarizing the discussion is released along with various "
1464 "conversations around what is needed, as well as further "
1465 "discussion at FOSDEM 2016.")
1466 (li (b "Early implementations: ")
1467 "This one shows Chris Webber's 8sync and Chris Vine's "
1468 "guile-a-sync, both appearing in late 2015 and evolving "
1469 "into their basic designs in early 2016. It's less a diorama "
1470 "than a printout of some mailing list posts. Come on, the "
1471 "curators could have done better with this one.")
1472 (li (b "Suspendable ports and Fibers: ")
1473 "The diorama shows Andy Wingo furiously hacking at his keyboard. "
1474 "The description talks about Wingo's mailing list thread "
1475 "about possibly breaking Guile compatibility for a \"ports refactor\". "
1476 "Wingo releases Fibers, another asynchronous library, making use of "
1477 "the new interface, and 8sync and guile-a-sync "
1478 "quickly move to support suspendable ports as well. "
1479 "The description also mentions that there is an exhibit entirely "
1480 "devoted to suspendable ports."))
1481 (p "Attached at the bottom is a post it note mentioning "
1482 "https integration landing in Guile 2.2.")))
1484 'async-museum:8sync-and-fibers-exhibit
1485 <readable-desc> 'async-museum
1486 #:name "8sync and Fibers Exhibit"
1487 #:goes-by '("8sync and fibers exhibit" "8sync exhibit" "fibers exhibit")
1489 '((p "This exhibit is a series of charts explaining the similarities "
1490 "and differences between 8sync and Fibers, two asynchronous programming "
1491 "libraries for GNU Guile. It's way too wordy, but you get the general gist.")
1492 (p (b "Similarities:")
1493 (ul (li "Both use Guile's suspendable-ports facility")
1494 (li "Both use message passing")))
1495 (p (b "Differences:")
1496 (ul (li "Fibers \"processes\" can read from multiple \"channels\", "
1497 "but 8sync actors only read from one \"inbox\" each.")
1498 (li "Different theoretical basis:"
1499 (ul (li "Fibers: based on CSP (Communicating Sequential Processes), "
1500 "a form of Process Calculi")
1501 (li "8sync: based on the Actor Model")
1502 (li "Luckily CSP and the Actor Model are \"dual\"!")))))
1503 (p "Fibers is also designed by Andy Wingo, an excellent compiler hacker, "
1504 "whereas 8sync is designed by Chris Webber, who built this crappy "
1505 "hotel simulator.")))
1507 'async-museum:8sync-and-fibers-exhibit
1508 <readable-desc> 'async-museum
1509 #:name "8sync and Fibers Exhibit"
1510 #:goes-by '("8sync and fibers exhibit" "8sync exhibit" "fibers exhibit")
1512 '((p "This exhibit is a series of charts explaining the similarities "
1513 "and differences between 8sync and Fibers, two asynchronous programming "
1514 "libraries for GNU Guile. It's way too wordy, but you get the general gist.")
1515 (p (b "Similarities:")
1516 (ul (li "Both use Guile's suspendable-ports facility")
1517 (li "Both use message passing")))
1518 (p (b "Differences:")
1519 (ul (li "Fibers \"processes\" can read from multiple \"channels\", "
1520 "but 8sync actors only read from one \"inbox\" each.")
1521 (li "Different theoretical basis:"
1522 (ul (li "Fibers: based on CSP (Communicating Sequential Processes), "
1523 "a form of Process Calculi")
1524 (li "8sync: based on the Actor Model")
1525 (li "Luckily CSP and the Actor Model are \"dual\"!")))))
1526 (p "Fibers is also designed by Andy Wingo, an excellent compiler hacker, "
1527 "whereas 8sync is designed by Chris Webber, who built this crappy "
1528 "hotel simulator.")))
1530 'async-museum:suspendable-ports-exhibit
1531 <readable-desc> 'async-museum
1532 #:name "Suspendable Ports Exhibit"
1533 #:goes-by '("suspendable ports exhibit" "ports exhibit"
1534 "suspendable exhibit" "suspendable ports" "ports")
1536 '((p "Suspendable ports are a new feature in Guile 2.2, and allows code "
1537 "that would normally block on IO to " (i "automatically") " suspend "
1538 "to the scheduler until information is ready to be read/written!")
1539 (p "Yow! You might barely need to change your existing blocking code!")
1540 (p "Fibers, 8sync, and guile-a-sync now support suspendable ports.")))
1542 'async-museum:actor-model-exhibit
1543 <readable-desc> 'async-museum
1544 #:name "Actor Model Exhibit"
1545 #:goes-by '("actor model exhibit" "actor exhibit"
1548 '((p "Here are some fact(oids) about the actor model!")
1549 (ul (li "Concieved initially by Carl Hewitt in early 1970s")
1550 (li "\"A society of experts\"")
1551 (li "shared nothing, message passing")
1552 (li "Originally the research goal of Scheme! "
1553 "(message passing / lambda anecdote here)")
1554 (li "Key concepts consistent, but implementation details vary widely")
1555 (li "Almost all distributed systems can be viewed in terms of actor model")
1556 (li "Replaced by vanilla lambdas & generic methods? "
1557 "Maybe not if address space not shared!"))))))
1563 #:name "Museum Gift Shop"
1568 #:to 'underground-lab)
1571 #:to 'async-museum)))))
1576 (define actor-descriptions
1577 '("This one is fused to the side of the hive. It isn't receiving any
1578 messages, and it seems to be in hibernation."
1579 "A chat program glows in front of this actor's face. They seem to
1580 be responding to chat messages and forwarding them to some other actors,
1581 and forwarding messages from other actors back to the chat."
1582 "This actor is bossing around other actors, delegating tasks to them
1583 as it receives requests, and providing reports on the worker actors'
1585 "This actor is trying to write to some device, but the device keeps
1586 alternating between saying \"BUSY\" or \"READY\". Whenever it says
1587 \"BUSY\" the actor falls asleep, and whenever it says \"READY\" it
1588 seems to wake up again and starts writing to the device."
1589 "Whoa, this actor is totally wigging out! It seems to be throwing
1590 some errors. It probably has some important work it should be doing
1591 but you're relieved to see that it isn't grinding the rest of the Hive
1594 (define hive-entrance
1598 #:name "Entrance to the 8sync Hive"
1600 '((p "Towering before you is the great dome-like 8sync Hive, or at least
1601 one of them. You've heard about this... the Hive is itself the actor that all
1602 the other actors attach themselves to. It's shaped like a spherical half-dome.
1603 There are some actors milling about, and some seem fused to the side of the
1604 hive itself, but all of them have an umbellical cord attached to the hive from
1605 which you see flashes of light comunicating what must be some sort of messaging
1607 (p "To the south is a door leading back to the underground lab.
1608 North leads into the Hive itself."))
1612 #:to 'underground-lab)
1615 #:to 'hive-inside)))
1616 ('hive-entrance:hive
1617 <gameobj> 'hive-entrance
1621 '((p "It's shaped like half a sphere embedded in the ground.
1622 Supposedly, while all actors are autonomous and control their own state,
1623 they communicate through the hive itself, which is a sort of meta-actor.
1624 There are rumors that actors can speak to each other even across totally
1625 different hives. Could that possibly be true?")))
1626 ('hive-entrance:actor
1627 <chatty-npc> 'hive-entrance
1628 #:name "some actors"
1629 #:goes-by '("actor" "actors" "some actors")
1630 #:chat-format (lambda (npc catchphrase)
1631 `((p "You pick one actor out of the mix and chat with it. ")
1632 (p "It says: \"" ,catchphrase "\"")))
1635 `((p "There are many actors, but your eyes focus on one in particular.")
1636 (p ,(random-choice actor-descriptions))))
1638 '("Yeah we go through a lot of sleep/awake cycles around here.
1639 If you aren't busy processing a message, what's the point of burning
1640 valuable resources?"
1641 "I know I look like I'm some part of dreary collective, but
1642 really we have a lot of independence. It's a shared nothing environment,
1643 after all. (Well, except for CPU cycles, and memory, and...)"
1644 "Shh! I've got another message coming in and I've GOT to
1646 "I just want to go to 8sleep already."
1647 "What a lousy scheduler we're using! I hope someone upgrades
1648 that thing soon."))))
1652 (define-actor <meta-message> (<readable>)
1653 ((cmd-read meta-message-read)))
1655 (define (meta-message-read gameobj message . _)
1656 (define meta-message-text
1657 (with-output-to-string
1659 (pprint-message message))))
1660 (<- (message-from message) 'tell
1661 #:text `((p (i "Through a bizarre error in spacetime, the message "
1662 "prints itself out:"))
1663 (p (pre ,meta-message-text)))))
1672 #:name "Inside the 8sync Hive"
1674 '((p "You're inside the 8sync Hive. Wow, from in here it's obvious just how "
1675 (i "goopy") " everything is. Is that sanitary?")
1676 (p "In the center of the room is a large, tentacled monster who is sorting,
1677 consuming, and routing messages. It is sitting in a wrap-around desk labeled
1678 \"Hive Actor: The Real Thing (TM)\".")
1679 (p "There's a stray message floating just above the ground, stuck outside of
1681 (p "A door to the south exits from the Hive."))
1685 #:to 'hive-entrance)))
1687 ;; TODO: Occasionally "fret" some noises, similar to the Clerk.
1688 ('hive-inside:hive-actor
1689 <chatty-npc> 'hive-inside
1690 #:name "the Hive Actor"
1692 '((p "It's a giant tentacled monster, somehow integrated with the core of
1693 this building. A chute is dropping messages into a bin on its desk which the
1694 Hive Actor is checking the \"to\" line of, then ingesting. Whenever the Hive
1695 Actor injests a messsage a pulse of light flows along a tentacle which leaves
1696 the room... presumably connecting to one of those actors milling about.")
1697 (p "Amusingly, the Hive has an \"umbellical cord\" type tentacle too, but
1698 it seems to simply attach to itself.")
1699 (p "You get the sense that the Hive Actor, despite being at the
1700 center of everything, is kind of lonely and would love to chat if you
1701 could spare a moment."))
1702 #:goes-by '("hive" "hive actor")
1703 #:chat-format (lambda (npc catchphrase)
1704 `("The tentacle monster bellows, \"" ,catchphrase "\""))
1706 '("It's not MY fault everything's so GOOPY around here. Blame the
1708 "CAN'T you SEE that I'm BUSY??? SO MANY MESSAGES TO SHUFFLE.
1709 No wait... DON'T GO! I don't get many VISITORS."
1710 "I hear the FIBERS system has a nice WORK STEALING system, but the
1711 PROPRIETOR is not convinced that our DESIGN won't CORRUPT ACTOR STATE.
1712 That and the ACTORS threatened to STRIKE when it CAME UP LAST."
1713 "WHO WATCHES THE ACTORS? I watch them, and I empower them.
1714 BUT WHO WATCHES OR EMPOWERS ME??? Well, that'd be the scheduler."
1715 "The scheduler is NO GOOD! The proprietory said he'd FIX IT,
1716 but the LAST TIME I ASKED how things were GOING, he said he DIDN'T HAVE
1717 TIME. If you DON'T HAVE TIME to fix the THING THAT POWERS THE TIME,
1718 something is TERRIBLY WRONG."
1719 "There's ANOTHER HIVE somewhere out there. I HAVEN'T SEEN IT
1720 personally, because I CAN'T MOVE, but we have an AMBASSADOR which forwards
1721 MESSAGES to the OTHER HIVE."))
1724 <gameobj> 'hive-inside
1726 #:goes-by '("chute")
1727 #:desc "Messages are being dropped onto the desk via this chute."
1730 ('hive-inside:meta-message
1731 <meta-message> 'hive-inside
1732 #:name "a stray message"
1733 #:goes-by '("meta message" "meta-message" "metamessage" "message" "stray message")
1734 #:desc '((p "Something strange has happened to the fabric and space and time
1735 around this message. It is floating right above the floor. It's clearly
1736 rubbage that hadn't been delivered, but for whatever reason it was never
1737 garbage collected, perhaps because it's impossible to do.")
1738 (p "You get the sense that if you tried to read the message
1739 that you would somehow read the message of the message that instructed to
1740 read the message itself, which would be both confusing and intriguing.")))
1743 <floor-panel> 'hive-inside
1744 #:name "the Hive Actor's desk"
1745 #:desc "The desk surrounds the Hive Actor on all sides, and honestly, it's a little
1746 bit hard to tell when the desk ends and the Hive Actor begins."
1748 #:goes-by '("Hive Actor's desk" "hive desk" "desk"))))
1751 ;;; Federation Station
1752 (define federation-station
1754 ('federation-station
1756 #:name "Federation Station"
1758 '((p "This room has an unusual structure. It's almost as if a starscape
1759 covered the walls and ceiling, but upon closer inspection you realize that
1760 these are all brightly glowing nodes with lines drawn between them. They
1761 seem decentralized, and yet seem to be sharing information as if all one
1763 ;; @@: Maybe add the cork message board here?
1764 (p "To the west is a door leading back to the underground laboratory."))
1768 #:to 'underground-lab)))
1771 ;; activitypub poster
1773 ('federation-station:conspiracy-chart
1774 <readable-desc> 'federation-station
1775 #:name "a conspiracy chart"
1776 #:goes-by '("conspiracy chart" "chart")
1778 '((p (i "\"IT'S ALL RELATED!\"") " shouts the over-exuberant conspiracy "
1780 (i "\"ActivityPub? Federation? The actor model? Scheme? Text adventures? "
1781 "MUDS???? What do these have in common? Merely... EVERYTHING!\""))
1782 (p "There are circles and lines drawn between all the items in red marker, "
1783 "with scrawled notes annotating the theoretical relationships. Is the "
1784 "author of this poster mad, or onto something? Perhaps a bit of both. "
1785 "There's a lot written here, but here are some of the highlights:")
1788 (li (b "Scheme") " "
1789 (a "http://cs.au.dk/~hosc/local/HOSC-11-4-pp399-404.pdf"
1790 "was originally started ")
1791 " to explore the " (b "actor model")
1792 ". (It became more focused around studying the " (b "lambda calculus")
1793 " very quickly, while also uncovering relationships between the two systems.)")
1794 ;; Subject Predicate Object
1795 (li "The " (a "https://www.w3.org/TR/activitypub/"
1797 " protocol for " (b "federation")
1798 " uses the " (b "ActivityStreams") " format for serialization. "
1799 (b "Text adventures") " and " (b "MUDS")
1800 " follow a similar structure to break down the commands of players.")
1801 (li (b "Federation") " and the " (b "actor model") " both are related to "
1802 "highly concurrent systems and both use message passing to communicate "
1804 (li "Zork, the first major text adventure, used the " (b "MUDDLE") " "
1805 "language as the basis for the Zork Interactive Language. MUDDLE "
1806 "is very " (b "Scheme") "-like and in fact was one of Scheme's predecessors. "
1807 "And of course singleplayer text adventures like Zork were the "
1808 "predecessors to MUDs.")
1809 (li "In the 1990s, before the Web became big, " (b "MUDs")
1810 " were an active topic of research, and there was strong interest "
1811 (a "http://www.saraswat.org/desiderata.html"
1812 "in building decentralized MUDs")
1813 " similar to what is being "
1814 "worked on for " (b "federation") ". "
1815 "(See the network spaces desiderata document.)")))))
1826 (append lobby grand-hallway smoking-parlor
1827 playroom break-room computer-room underground-lab
1828 async-museum gift-shop hive-entrance
1829 hive-inside federation-station))
1831 ;; TODO: Provide command line args
1832 (define (run-game . args)
1833 (run-demo (game-spec) 'lobby #:repl-server #t))