Defining north between two rooms with the low engine
My summary of this post is quite a lot better than looking at this post:
While there isn't any high level interface to my engine, In hypothetical high-level I did this:
@create $room named start-locn
@create $room named forest
LISP> (push 'screwtape (get 'start-locn :inhabitants))
@verb $room is (com-north (progn #<find 'north in exits and move PLAYER there>)
north
You head north to FOREST.
LISPMOO2/MAIN> (symbol-plist 'forest)
(:OWNER SCREWTAPE :PARENTS ($ROOM $OBJECT) :CONTENTS NIL :INHABITANTS (SCREWTAPE) :EXITS NIL) LISPMOO2/MAIN>
This devlog is a bit of a catastrophe, but I did reverse-engineer (my own) moonclimb in order to create two $room derivatives, and have an exit north from one to the other, and have a general-purpose com-north command @verbed on $room.
As you can see, moonclimb is basically the bottom-most level of interaction- a kernel, and some primitives to pull us upward. If we are a sprouting plant, we are still deep in the mud.
Anyway it was at least a partial success if a very very scrappy one.
1. @creating start-locn
LISPMOO2/MAIN> (push (verb-plist :verb 'com-@create :dobj '$room :prep :named :iobj 'start-locn) (get 'screwtape :Queue)) ((:VERB COM-@CREATE :DOBJ $ROOM :PREP :NAMED :IOBJ START-LOCN :HERE NIL :CALLER NIL :PLAYER NIL :PASSES 0)) LISPMOO2/MAIN> (funcall *krnl* :push-now 'screwtape) NIL LISPMOO2/MAIN> (funcall *krnl*) ;;; fifty quiggilion lines of warnings LISPMOO2/MAIN> (inspect 'start-locn) The object is a SYMBOL. 0. Name: "START-LOCN" 1. Package: #<PACKAGE "LISPMOO2/MAIN"> 2. Value: #<APPLICATION-PANE START-LOCN {100594EFA3}> 3. Function: "unbound" 4. Plist: (:OWNER SCREWTAPE :PARENTS ($ROOM $OBJECT) :CONTENTS NIL :INHABITANTS NIL :EXITS NIL) > q ; No value LISPMOO2/MAIN>
alright the fifty million compiler warnings notwithstanding, I guess I made a a $room named start-locn.
2. @create $room named forest
Very similarly.
LISPMOO2/MAIN> (push (verb-plist :verb 'com-@create :dobj '$room :prep :named :iobj 'forest) (get 'screwtape :Queue)) ((:VERB COM-@CREATE :DOBJ $ROOM :PREP :NAMED :IOBJ FOREST :HERE NIL :CALLER NIL :PLAYER NIL :PASSES 0)) LISPMOO2/MAIN> (funcall *krnl* :push-now 'screwtape) NIL LISPMOO2/MAIN> (funcall *krnl*)
forest.
3. Connect start-locn -> forest
LISPMOO2/MAIN> (push '(north . forest) (get 'start-locn :exits)) ((NORTH . FOREST))
I just kinda guessed where I was going with the $room :exits property.
4. A verb to follow that connection
Okay so now I think I can do this
LISPMOO2/MAIN> (push (verb-plist :verb 'com-@verb :dobj 'start-lcon :prep :is :iobj '(com-north (let* ((exits (get here :exits)) (dest (cdr (assoc 'north exits)))) (if dest (progn (format t "You head north to ~a." dest) (setf (get player :room) dest) (setf (get here :inhabitants) (remove player (get here :inhabitants))) (setf (get dest :inhabitants) (append (get dest :inhabitants) (list player))) ) (format t "You can't or don't want to go north.")))) ) (get 'screwtape :queue)) LISPMOO2/MAIN> (funcall *krnl* :push-now 'screwtape) NIL LISPMOO2/MAIN> (funcall *krnl*)
5. Finally
well I can't say I'm exceedingly happy but it seems like we did get from start-locn to forest via com-north (on $room, as it happened).
LISPMOO2/MAIN> (push 'screwtape (get 'start-locn :inhabitants)) (SCREWTAPE) LISPMOO2/MAIN> (setf (get 'screwtape :room) 'start-locn) START-LOCN LISPMOO2/MAIN> (push (verb-plist :verb 'com-north :here 'start-locn :player 'screwtape) (get 'screwtape :queue)) ((:VERB COM-NORTH :DOBJ NIL :PREP NIL :IOBJ NIL :HERE START-LOCN :CALLER NIL :PLAYER SCREWTAPE :PASSES 0)) LISPMOO2/MAIN> (funcall *krnl* :push-now 'screwtape) NIL LISPMOO2/MAIN> (funcall *krnl*) You head north to FOREST. (SCREWTAPE) LISPMOO2/MAIN> (symbol-plist 'forest) (:OWNER SCREWTAPE :PARENTS ($ROOM $OBJECT) :CONTENTS NIL :INHABITANTS (SCREWTAPE) :EXITS NIL) LISPMOO2/MAIN>
Get lispmoo2
lispmoo2
Status | Prototype |
Author | screwtape |
Tags | common-lisp, emacs, lisp, mcclim, moo, new-kind-of-society, swank, Text based |
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