X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=worlds%2Fbricabrac.scm;h=6bdadca3e6c6af9a39b898f74e354f314767452b;hb=refs%2Fheads%2F8sync-fibers;hp=8ea7451a7701608bf32d132dc514bc794a0adc02;hpb=5ceaf7cba470a311d5ebcacfb471eab1a1e0418a;p=mudsync.git diff --git a/worlds/bricabrac.scm b/worlds/bricabrac.scm index 8ea7451..6bdadca 100644 --- a/worlds/bricabrac.scm +++ b/worlds/bricabrac.scm @@ -21,6 +21,7 @@ (use-modules (mudsync) (mudsync container) (8sync) + (8sync daydream) (oop goops) (ice-9 control) (ice-9 format) @@ -82,8 +83,7 @@ (for-each (lambda (obj-sym) (define obj-id (dyn-ref gameobj obj-sym)) - (define goes-by - (mbody-val (<-wait obj-id 'goes-by))) + (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))) @@ -162,8 +162,7 @@ or 'skribe'? Now *that's* composition!")) (define* (sign-cmd-sign-in actor message #:key direct-obj indir-obj preposition) - (define old-name - (mbody-val (<-wait (message-from message) 'get-name))) + (define old-name (<-wait (message-from message) 'get-name)) (define name indir-obj) (if (valid-name? indir-obj) (begin @@ -193,8 +192,7 @@ character.\n"))) ;; 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 - (mbody-val (<-wait (message-from message) 'get-name))) + (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. @@ -446,10 +444,10 @@ 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 `(,(mbody-val (<-wait player 'get-name)) - " pulls on the shield of the statue, and a glowing " - "copy of it materializes into their hands!") - #:exclude player) + #: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: " @@ -477,8 +475,8 @@ labeled \"RL02.5\".") (player (message-from message))) (<- player 'tell #:text "You drop the glowing disc, and it shatters into a million pieces!") - (<- (mbody-val (<-wait player 'get-loc)) 'tell-room - #:text `(,(mbody-val (<-wait player 'get-name)) + (<- (<-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)) @@ -597,6 +595,243 @@ platter! It has \"RL02.5\" written on it. It looks kind of loose." ;;; Playroom ;;; -------- +(define-actor () + ((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 () + ((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 () + ((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 (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 () + ((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 () + ((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 () + ((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 @@ -636,8 +871,7 @@ if this room is intended for children or child-like adults.") ,(if (eq? contents '()) " nothing! It's empty!" `(ul ,(map (lambda (occupant) - `(li ,(mbody-val - (<-wait occupant 'get-name)))) + `(li ,(<-wait occupant 'get-name))) (gameobj-occupants toy-chest)))))))) #:take-from-me? #t #:put-in-me? #t) @@ -648,7 +882,137 @@ if this room is intended for children or child-like adults.") #:name "a rubber duck" #:goes-by '("rubber duck" "duck") #:take-me? #t - #:desc "It's a yellow rubber duck with a bright orange beak."))) + #:desc "It's a yellow rubber duck with a bright orange beak.") + + ('playroom:toy-chest: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 + '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 + '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 + '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 + '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 + '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 + '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 + '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 + '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 + '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 + 'playroom + #:name "the kettle" + #:goes-by '("kettle") + #:reset-msg '("The kettle is emptied.")))) @@ -680,7 +1044,7 @@ if this room is intended for children or child-like adults.") (define* (furniture-cmd-sit actor message #:key direct-obj) (define player-name - (mbody-val (<-wait (message-from message) 'get-name))) + (<-wait (message-from message) 'get-name)) (<- (message-from message) 'tell #:text (format #f "You ~a ~a.\n" (slot-ref actor 'sit-phrase) @@ -905,7 +1269,7 @@ You can ask me about the following: (define* (clerk-cmd-dismiss clerk message . _) (define player-name - (mbody-val (<-wait (message-from message) 'get-name))) + (<-wait (message-from message) 'get-name)) (match (slot-ref clerk 'state) ('on-duty (<- (gameobj-loc clerk) 'tell-room @@ -967,7 +1331,7 @@ if you need further help.") (match (slot-ref clerk 'state) ('slacking (tell-room (random-choice clerk-slacking-texts)) - (8sleep (+ (random 20) 15)) + (daydream (+ (random 20) 15)) (loop-if-not-destructed)) ('on-duty (if (> (slot-ref clerk 'patience) 0) @@ -976,7 +1340,7 @@ if you need further help.") (tell-room (random-choice clerk-working-impatience-texts)) (slot-set! clerk 'patience (- (slot-ref clerk 'patience) (+ (random 2) 1))) - (8sleep (+ (random 60) 40)) + (daydream (+ (random 60) 40)) (loop-if-not-destructed)) ;; Back to slacking (begin @@ -986,7 +1350,7 @@ if you need further help.") (tell-room clerk-return-to-slacking-text) ;; annnnnd back to slacking (slot-set! clerk 'state 'slacking) - (8sleep (+ (random 30) 15)) + (daydream (+ (random 30) 15)) (loop-if-not-destructed)))))) @@ -1054,7 +1418,7 @@ the paint, but the wires themselves seem to be unusually sturdy." #:accessor .state)) (define (hard-drive-act-get-state hard-drive message) - (<-reply message (.state hard-drive))) + (.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.") @@ -1087,7 +1451,7 @@ the paint, but the wires themselves seem to be unusually sturdy." (cond ((ci-member direct-obj '("button" "load button" "load")) (tell-room-excluding-player - `(,(mbody-val (<-wait player 'get-name)) + `(,(<-wait player 'get-name) " presses the button on the hard disk.")) (<- player 'tell #:text "You press the button on the hard disk.") @@ -1097,14 +1461,14 @@ the paint, but the wires themselves seem to be unusually sturdy." ;; 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...") - (8sleep 1.5) + (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!") - (8sleep 2) + (daydream 2) (set! (.state gameobj) 'ready) (tell-room "The READY light turns on!")) ((loading ready) @@ -1124,10 +1488,10 @@ the paint, but the wires themselves seem to be unusually sturdy." (call/ec (lambda (return) (for-each (lambda (occupant) - (define goes-by (mbody-val (<-wait occupant 'goes-by))) + (define goes-by (<-wait occupant 'goes-by)) (when (ci-member direct-obj goes-by) (return occupant))) - (mbody-val (<-wait player 'get-occupants))) + (<-wait player 'get-occupants)) ;; nothing found #f))) (cond @@ -1135,10 +1499,10 @@ the paint, but the wires themselves seem to be unusually sturdy." (<- player 'tell #:text `("You don't seem to have any such " ,direct-obj " to put " ,preposition " " ,our-name "."))) - ((not (mbody-val (<-wait this-thing 'get-prop 'hd-platter?))) + ((not (<-wait this-thing 'get-prop 'hd-platter?)) (<- player 'tell #:text `("It wouldn't make sense to put " - ,(mbody-val (<-wait this-thing 'get-name)) + ,(<-wait this-thing 'get-name) " " ,preposition " " ,our-name "."))) ((not (eq? (.state gameobj) 'empty)) (<- player 'tell @@ -1175,7 +1539,7 @@ the paint, but the wires themselves seem to be unusually sturdy." #:key direct-obj indir-obj preposition (player (message-from message))) (define (hd-state) - (mbody-val (<-wait (dyn-ref gameobj 'computer-room:hard-drive) 'get-state))) + (<-wait (dyn-ref gameobj 'computer-room:hard-drive) 'get-state)) (define (tell-room text) (<-wait (gameobj-loc gameobj) 'tell-room #:text text)) @@ -1189,7 +1553,7 @@ the paint, but the wires themselves seem to be unusually sturdy." (cond ((ci-member direct-obj '("program")) (tell-room-excluding-player - `(,(mbody-val (<-wait player 'get-name)) + `(,(<-wait player 'get-name) " runs the program loaded on the computer...")) (tell-player "You run the program on the computer...") @@ -1206,7 +1570,7 @@ the paint, but the wires themselves seem to be unusually sturdy." (define-actor () ;; TODO: Add "open" verb, since obviously people will try that ((open? (lambda (panel message) - (<-reply message (slot-ref panel 'open)))) + (slot-ref panel 'open))) (open-up floor-panel-open-up)) (open #:init-value #f)) @@ -1237,8 +1601,8 @@ the paint, but the wires themselves seem to be unusually sturdy." #:name "Computer Room" #:desc (lambda (gameobj whos-looking) (define panel-open - (mbody-val (<-wait (dyn-ref gameobj 'computer-room:floor-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.") @@ -1258,8 +1622,8 @@ the paint, but the wires themselves seem to be unusually sturdy." #:traverse-check (lambda (exit room whos-exiting) (define panel-open - (mbody-val (<-wait (dyn-ref room 'computer-room:floor-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 " @@ -1367,8 +1731,22 @@ is a map detailing the layout of the underground structure.")) #:to 'hive-entrance) (make #:name "east" - #:to 'federation-station))) - + #:to 'federation-station) + (make + #: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 + #: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 'underground-lab @@ -1381,7 +1759,7 @@ is a map detailing the layout of the underground structure.")) ('underground-lab:8sync-sign 'underground-lab #:name "a sign labeled \"8sync design goals\"" - #:goes-by '("sign" "8sync design goals sign" "8sync sign") + #: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)))) @@ -1561,11 +1939,18 @@ as well as an exit leading to the south.")) ('gift-shop #f #:name "Museum Gift Shop" - #:desc "foo" + #: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 #:name "northeast" - #:to 'underground-lab) + #:to 'underground-lab + #:traverse-check + (lambda (exit room whos-exiting) + (values #t '("The revolving door spins as you walk through it. Whee!")))) (make #:name "north" #:to 'async-museum)))))