+(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
+ (mbody-val (<-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
+ <gameobj> '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"))
+
+ ;; TODO: Cigar dispenser
+ ))
+
+\f
+
+;;; 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 clerk-help-topics
+ '(("changing name" .
+ "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!")
+ ("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.")))
+
+
+(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 (pk 'indir 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
+ (mbody-val (<-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))
+ (8sleep (+ (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)))
+ (8sleep (+ (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 (pk 'break-room (dyn-ref clerk 'break-room)))
+ (tell-room clerk-return-to-slacking-text)
+ ;; annnnnd back to slacking
+ (slot-set! clerk 'state 'slacking)
+ (8sleep (+ (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"))))
+