# [[file:../../../projects/mud.org::*Shell][Shell:4]]
# # -*- mode:ruby; -*-
# Shell:4 ends here


# Can I rename myself?


# [[file:../../../projects/mud.org::*Character: Dabble][Character: Dabble:1]]
@name self = Dabbler;gnome;old gnome
# Character: Dabble:1 ends here



# And a good description that I can rework:


# [[file:../../../projects/mud.org::*Character: Dabble][Character: Dabble:2]]
@desc self = A small, hunched old man with a gray vandyke and an eye twinkle.

Spectacles perched precariously on the end of his hooked nose, wobble with his head. A jaunty crimson cap contrasts with his dark brown cloak.
# Character: Dabble:2 ends here


# Would love to have the following /introduction/. So edit [[file:~/src/moss-n-puddles/server/conf/connection_screens.py::CONNECTION_SCREEN = """][connection_screens.py]]:

# #+begin_example
# Wha...what is this place?

# You followed his instructions. Head to the city park, and on the woodsy side, turn left at the lamp post. Peer in the brambles and when you see the red handkerchief tied to branch, follow it ...

# Just keep following the red kerchiefs, until...
# #+end_example

# To give someone a special _log on_ message the /first time/, I have updated the =Character= [[file:~/src/moss-n-puddles/typeclasses/characters.py::def at_object_creation(self):][creation function]] to give them a letter.

# Or some help:


# [[file:../../../projects/mud.org::*World: Moss and Puddles][World: Moss and Puddles:1]]
@sethelp start;me start = Again, welcome to my cozy little game.

To |wplay this game|n, you typically type a |w<verb>|b for an action, or |w<verb> <object>|b combinations. For instance, type |blook|n to look around the area, and |blook tree|n to examine the trees in particular. The more you look, the more you explore.

What verbs are available depends on where you are and what you might be holding. Type |bhelp|n with so other option to get a list. Then type |bhelp look|n to get details on how to use the |wlook|n verb.

This is a multi-user game, you might run into other characters, and they may look at you, so let's use some special verbs to affect the world from outside the storybook.
Type:

  |w@setdesc A frumpy, but spry person with large ears and a dark blue cloak.|n

You see what people see when they look at you by typing:

  |wlook self|n

What is the goal of this game? Just to escape the chaos of the world and explore an idyllic setting. Feel free to find me to chat, but good luck finding me, as I may be hiding.
# World: Moss and Puddles:1 ends here



# And a bit about renaming yourself.


# [[file:../../../projects/mud.org::*World: Moss and Puddles][World: Moss and Puddles:2]]
@sethelp rename = When you created your account, my game creates a character with the same name. If you want to rename yourself, you create a new character. Follow these steps.

First, delete your introductory letter, using the |bburn|n command:

   |wburn letter|n

Next, leave your current character by typing:

   |wooc|n

Then delete your old character with:

   |wchardelete <original-name>|n

This only deletes the character of that name, not your account with that name.

Next, create a new character by typing:

   |wcharcreate Rambler = A frumpy, but spry person with large ears and dark blue cloak.|n

And now, assume that character by typing:

   |wic Rambler|n
# World: Moss and Puddles:2 ends here


# Rename the Limbo (or starting place) with the name *Forest*. Note the term =mp01= as a global label that matches my map.


# [[file:../../../projects/mud.org::*The Forest][The Forest:1]]
@name here = The Forest;mp01
# The Forest:1 ends here



# The description will take advantage of the /seasons/ and /times/ of the day:


# [[file:../../../projects/mud.org::*The Forest][The Forest:2]]
@desc here = A giant, moss-covered boulder stands among immense trees that etch the sky and slice the clouds in the <evening>darkening twilight</evening><morning>awakening dawn</morning><afternoon>lazy afternoon</afternoon><night>night sky</night>.


Since it is <morning>morning, you can hear the dawn chorus of birds</morning><afternoon>afternoon, you can hear the buzzing of insects around giant colorful flowers</afternoon><evening>evening, you can hear much as most of the forest creatures are settling down for the night</evening><night>night, you can hear crickets and an occassional owl</night>.


A footpath winds around the giant, moss-covered tree roots to the East and West. To the south, a dock lounges on a large pond.
# The Forest:2 ends here



# Need to add weather and time data to this:

# [[file:../../../projects/mud.org::*The Forest][The Forest:3]]
# from evennia.contrib.tutorials.tutorial_world.rooms import WeatherRoom
@update here = typeclasses.rooms_weather.TimeWeatherRoom
# The Forest:3 ends here



# Derived from the original [[~/src/moss-n-puddles/.venv/lib/python3.12/site-packages/evennia/contrib/tutorials/tutorial_world/rooms.py][rooms.py]], but now stored in [[file:~/src/moss-n-puddles/typeclasses/rooms_weather.py][rooms_weather.py]].

# Describe the trees:

# [[file:../../../projects/mud.org::*The Forest][The Forest:4]]
@detail tree;trees = You feel dwarfed by colossal trees whose moss-covered roots are difficult to peer over. An occassional breeze often smells of flowers and other times earthy.  While the leafy canopy hides the sky, you certainly can |wfeel|n the weather.
# The Forest:4 ends here



# And the flowers:

# [[file:../../../projects/mud.org::*The Forest][The Forest:5]]
@detail flower;flowers = Beautiful, but giant flowers look down on you and nod a friendly greeting.
# The Forest:5 ends here


# More details about the room that describes aspects of the boulder in the =desc= above. First, the symbol:

# [[file:../../../projects/mud.org::*Boulder][Boulder:1]]
@detail symbol = You move an ivy runner to see three curves join together as if it were three legs.
# Boulder:1 ends here



# The moss is purdy:

# [[file:../../../projects/mud.org::*Boulder][Boulder:2]]
@detail moss = "Even in this light, the moss radiates a surreal color of green."
# Boulder:2 ends here



# And the ivy is … uh.

# [[file:../../../projects/mud.org::*Boulder][Boulder:3]]
@detail ivy = "You see...well, ivy. Uhm, it's green, and..."
# Boulder:3 ends here



# The runes use multibyte unicode which screws up the =telnet= client.

# [[file:../../../projects/mud.org::*Boulder][Boulder:4]]
@detail runes;rune = The runes read ᛞ ᚪ ᛒ ᛚ ᚱ
# Boulder:4 ends here



# The top of the boulder should be another room, accessible by the =climb=, but maybe it isn’t “seen” until the boulder has been looked? First, we put some weather at the top of the boulder:


# [[file:../../../projects/mud.org::*Boulder][Boulder:5]]
@dig Top of Boulder;mp02 : typeclasses.rooms_weather.TimeWeatherRoom = boulder,climb
# Boulder:5 ends here



# The ability to /climb/ the boulder isn’t immediately obvious, so let’s make it a bit of a secret:

# [[file:../../../projects/mud.org::*Boulder][Boulder:6]]
@desc boulder = A boulder with patches of moss and delicate clover. A carved symbol and even some runes try to hide behind tendrils of ivy as if keeping a secret.

Wait! You notice a foot hold, and then another. You can |bclimb|n this boulder!
# Boulder:6 ends here



# To take advantage of our [[Hidden Things]], we put the right tag on it:

# [[file:../../../projects/mud.org::*Boulder][Boulder:7]]
@lock boulder = view:tag(hidden_boulder, mp)
# Boulder:7 ends here



# And give it some aliases:

# [[file:../../../projects/mud.org::*Boulder][Boulder:8]]
@name boulder = boulder;climb;climb up
# Boulder:8 ends here

# [[file:../../../projects/mud.org::*Boulder][Boulder:9]]
@set boulder/traverse_msg = "You move some ivy out of the way and pick your way up the boulder from one hold to another..."
# Boulder:9 ends here



# Let’s jump to the top of the boulder to proceed:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:1]]
@teleport mp02
# @name here = Top of Boulder;mp02
# Top of Boulder:1 ends here



# And the description:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:2]]
@desc here = While high, the trees still tower over you. Still, a nice view. Lots of patches of moss to sit down and relax.
# Top of Boulder:2 ends here



# Describe the climb down:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:3]]
@name climb = climb back down;climb down;climb;down
# Top of Boulder:3 ends here


# And a description of the climb:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:4]]
@desc climb = The climb seemed easy, but you're not sure you can handle the footholds going the other way around.
# Top of Boulder:4 ends here


# And describe the journey:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:5]]
@set climb/traverse_msg = "You crawl backwards, feeling with your foot for a hold. Got it! Then another one...hoping the moss' rhizoids hold..."
# Top of Boulder:5 ends here



# Let’s make a nice spot to sit down on:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:6]]
@create/drop moss;patch:typeclasses.sittables.Sittable
# Top of Boulder:6 ends here


# With a nice description:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:7]]
@desc moss = A cushioned patch of moss of the most vibrant green.
# Top of Boulder:7 ends here


# Can’t take the moss with you:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:8]]
@lock moss = get:false()
# Top of Boulder:8 ends here


# Can we hide it too?

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:9]]
@lock moss = view:tag(hidden_moss, mp)
# Top of Boulder:9 ends here


# And a lovely message about why you can’t steal moss:

# [[file:../../../projects/mud.org::*Top of Boulder][Top of Boulder:10]]
@set moss/get_err_msg = The moss is a bryophyte, and as such, has attached itself to boulder by rhizoids, which are one cell thick root structures. While this helps with water absorption, you didn't think you were going to get a biology lesson, did you? tl;dr You can't get it.
# Top of Boulder:10 ends here


# To the east, let’s make a nice meadow. Start at the Forest:

# [[file:../../../projects/mud.org::*Field][Field:1]]
@teleport mp01
# Field:1 ends here



# And we use the =tunnel= command this time:

# [[file:../../../projects/mud.org::*Field][Field:2]]
@tunnel e = path
# Field:2 ends here


# And a nice journey message to go east out of the forest:

# [[file:../../../projects/mud.org::*Field][Field:3]]
@set east/traverse_msg = "The mossy tree roots that borders this footpath begin to thin out to clover and flowers..."
# Field:3 ends here



# Before we label it, we follow =east=:

# [[file:../../../projects/mud.org::*Field][Field:4]]
east
# Field:4 ends here



# And we give this area a name:

# [[file:../../../projects/mud.org::*Field][Field:5]]
@name here = Meadow;mp05
# Field:5 ends here



# And a description that takes advantage of the time of day. We should get busy and get some seasonal description here.


# [[file:../../../projects/mud.org::*Field][Field:6]]
@desc here = The giant trees ring this meadow full of tall grass and large yellow flowers, who nod their heads to you as you pass by in the <evening>darkening twilight</evening><morning>awakening dawn</morning><afternoon>lazy afternoon</afternoon><night>night sky</night>. A gap in the trees show how you can return to the footpath in the forest.
# Field:6 ends here



# Since we use the =tunnel= command, we need to update the weather system:

# [[file:../../../projects/mud.org::*Field][Field:7]]
@update here = typeclasses.rooms_weather.TimeWeatherRoom
# Field:7 ends here


# And describe the way out:

# [[file:../../../projects/mud.org::*Field][Field:8]]
@name west = footpath;forest;west
# Field:8 ends here


# Along with a mesage:

# [[file:../../../projects/mud.org::*Field][Field:9]]
@set footpath/traverse_msg = "You leave the open meadow for the footpath through the giant trees. The yellow flowers nod goodbye to you..."
# Field:9 ends here


# The dock leads out into the large pond. The break in the trees lets you see the sky. Looks like a nice place to relax.

# Return to the Forest:

# [[file:../../../projects/mud.org::*The Dock][The Dock:1]]
@teleport mp01
# The Dock:1 ends here


# And tunnel to the pond:

# [[file:../../../projects/mud.org::*The Dock][The Dock:2]]
@tunnel s = dock
# The Dock:2 ends here


# With a mesage about leaving the trees so that I don’t have to repeat that in the room description:

# [[file:../../../projects/mud.org::*The Dock][The Dock:3]]
@set south/traverse_msg = "You follow a path down and step out from under giant trees to see the sky."
# The Dock:3 ends here


# And move ourselves there:

# [[file:../../../projects/mud.org::*The Dock][The Dock:4]]
south
# The Dock:4 ends here



# Since we are on a dock in the pond, we’ll emphasize that:

# [[file:../../../projects/mud.org::*The Dock][The Dock:5]]
@name here = Lazy Dock;mp06
# The Dock:5 ends here


# And describe this.

# [[file:../../../projects/mud.org::*The Dock][The Dock:6]]
@desc here = The dock you stand on juts into an immense pond. Someone has set a nice chair for viewing.
# The Dock:6 ends here



# And describe the walk back into the forest:

# [[file:../../../projects/mud.org::*The Dock][The Dock:7]]
@set north/traverse_msg = "You walk up a path and back into the forest of giant trees."
# The Dock:7 ends here


# A nice chair to sit on the dock by the bay, watching the clouds as they drift away.

# [[file:../../../projects/mud.org::*Chair][Chair:1]]
@create/drop chair;lounge chair:typeclasses.sittables.Sittable
# Chair:1 ends here



# How descriptive:

# [[file:../../../projects/mud.org::*Chair][Chair:2]]
@desc chair = A cushioned wood chair of craftsmanship.
Looks good for being out in the weather.
# Chair:2 ends here



# Can’t steal this chair either:

# [[file:../../../projects/mud.org::*Chair][Chair:3]]
@lock chair = get:false()
# Chair:3 ends here

# [[file:../../../projects/mud.org::*Chair][Chair:4]]
@set chair/get_err_msg = "It's way too heavy for you to lift."
# Chair:4 ends here



# Return to the forest:

# [[file:../../../projects/mud.org::*Forest Path][Forest Path:1]]
@teleport mp01
# Forest Path:1 ends here


# Let’s travel west along the path in the forest:

# [[file:../../../projects/mud.org::*Forest Path][Forest Path:2]]
@tunnel w = path
# Forest Path:2 ends here


# With a nice message about wandering:

# [[file:../../../projects/mud.org::*Forest Path][Forest Path:3]]
@set west/traverse_msg = "You meander between mossy tree roots along a footpath for a while..."
# Forest Path:3 ends here


# And some aliases:

# [[file:../../../projects/mud.org::*Forest Path][Forest Path:4]]
@name west = west;w;footpath
# Forest Path:4 ends here



# Jump into the new room:

# [[file:../../../projects/mud.org::*Forest Path][Forest Path:5]]
west
# Forest Path:5 ends here


# And name it:

# [[file:../../../projects/mud.org::*Forest Path][Forest Path:6]]
@name here = Forest Path;mp04
# Forest Path:6 ends here



# And describe the tree and the door:


# [[file:../../../projects/mud.org::*Forest Path][Forest Path:7]]
@desc here = Moss-covered tree roots border the meandering footpath. A red door with a round top lies at the base of a giant tree, a carved sign over it reads, Dabblers.
# Forest Path:7 ends here


# The berry bush is a [[file:~/src/moss-n-puddles/typeclasses/consumables.py::class Producer(Object):][producer]] that makes /berries/, which is something to eat and use to feed the wildlife.


# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:1]]
@create/drop berry bush;bush : typeclasses.consumables.Producer
# Berry Bush:1 ends here



# With a description:

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:2]]
@desc bush = A bush laden with bright red brambleberries. You've heard that they are good.
# Berry Bush:2 ends here



# We have to have the bush describe what it /makes/:

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:3]]
@set bush/make_name = "berries"
# Berry Bush:3 ends here


# Including some plural aliases:

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:4]]
@set bush/make_aliases = ["berry", "brambleberry", "brambleberries"]
# Berry Bush:4 ends here



# And a verb when they /get/ the consumable:

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:5]]
@set bush/make_verb = "pick some"
# Berry Bush:5 ends here



# And the bush needs to know the /description/ of the Consumable, so that it can attach that:

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:7]]
@set bush/make_desc = "Bright red berry with flecks of [purple|violet|orange]."
# Berry Bush:7 ends here



# How many berries are there when you pick them?

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:8]]
@set bush/make_amount = 10
# Berry Bush:8 ends here



# How many berries do you eat at a time:

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:9]]
@set bush/make_eat_amount = 3
# Berry Bush:9 ends here


# We can either have a single /eat/ message:

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:10]]
@set bush/make_eat_msg = "Sweet and slightly tart. [Delicious|Tangy|Mmmm]."
# Berry Bush:10 ends here



# Or many messages that can be randomly selected:

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:11]]
@set bush/make_eat_msgs = [ "Sweet and slightly tart.", "[Delicious|Tangy|Mmmm].", "Ooo...that one was sour.", "That was a bit ripe, but still good.", "So sweet with a hint of [orange|maple]." ]
# Berry Bush:11 ends here



# Let the user know when they consumed them all.

# [[file:../../../projects/mud.org::*Berry Bush][Berry Bush:12]]
@set bush/make_finish_msg = "Those were [delicious|great]."
# Berry Bush:12 ends here


# The knocker has the ability to make the door “open” using [[https://www.evennia.com/docs/latest/api/evennia.objects.objects.html][on_traverse]] hooks?

# Most of the work of the /knocker/ is in the Python code:

# [[file:../../../projects/mud.org::*Knocker][Knocker:1]]
@create/drop knocker:typeclasses.things.Knocker
# Knocker:1 ends here


# If it /looks/ like a goblin…

# [[file:../../../projects/mud.org::*Knocker][Knocker:2]]
@name knocker = door knocker;knocker;goblin
# Knocker:2 ends here



# The knocker shouldn’t be stealable:

# [[file:../../../projects/mud.org::*Knocker][Knocker:3]]
@lock knocker = get:false()
#
@set knocker/get_err_msg = "It appears firmly attached to the door."
# Knocker:3 ends here



# Since we can remove the ring, let’s create it:

# [[file:../../../projects/mud.org::*Knocker][Knocker:4]]
@create ring = typeclasses.things.Returnable
# Knocker:4 ends here



# And give it an alias:

# [[file:../../../projects/mud.org::*Knocker][Knocker:5]]
@name ring = brass ring;ring
# Knocker:5 ends here



# And a description:

# [[file:../../../projects/mud.org::*Knocker][Knocker:6]]
@desc ring = A brass ring that should be in the door knocker's mouth. How else are you going to knock on a door?
# Knocker:6 ends here



# Although we can interact with it, let’s not make it obvious that it is an object:

# [[file:../../../projects/mud.org::*Knocker][Knocker:7]]
@lock ring = view:tag(hidden_ring, mp)
# Knocker:7 ends here



# And put the ring in the knocker’s mouth:

# [[file:../../../projects/mud.org::*Knocker][Knocker:8]]
@give ring to knocker
# Knocker:8 ends here



# The description is dynamic from the Python code, so we don’t need this statement:

# [[file:../../../projects/mud.org::*Knocker][Knocker:9]]
@desc knocker = The brass face looks at you and winks.
# Knocker:9 ends here



# In order for us to /knock/ on the door, we have to give a =knock= command to the /room/.


# [[file:../../../projects/mud.org::*Knocker][Knocker:10]]
@update here = typeclasses.rooms_weather.KnockableOutsideRoom
# Knocker:10 ends here



# The python object has all the knowledge about knocking and whatnot, but we should have the descriptions here. First, what the knocker reads:


# [[file:../../../projects/mud.org::*Knocker][Knocker:11]]
@set here/knock_msg = "You grab the ring and knock firmly on the door."
# Knocker:11 ends here



# Then, what the other’s in the room read:

# [[file:../../../projects/mud.org::*Knocker][Knocker:12]]
@set here/knock_other_msg = "grabs the ring and knocks firmly on the door."
# Knocker:12 ends here



# And an error message if the ring is not with the goblin:

# [[file:../../../projects/mud.org::*Knocker][Knocker:13]]
@set here/knock_err_msg = "This door knocker is defective, as it doesn't have a ring to...er, do the knockin'."
# Knocker:13 ends here

# [[file:../../../projects/mud.org::*Cozy Tea House][Cozy Tea House:1]]
@dig house = red door;door;house;inside,outside;leave
# Cozy Tea House:1 ends here


# The door description should match the artwork on the website:

# [[file:../../../projects/mud.org::*Red Door][Red Door:1]]
@desc red door = A painted red door where the round top of the door fits snugly in the bark of the tree. Along with a large brass doorknob, the door sports the most curious door knocker in the shape of a goblin's face.
# Red Door:1 ends here



# This exit should be special. First, it is locked unless a character has the =open_red_door= tag.

# [[file:../../../projects/mud.org::*Red Door][Red Door:2]]
@lock door = traverse:tag(open_red_door, mp)
# Red Door:2 ends here


# Needs a message why one can’t walk through:

# [[file:../../../projects/mud.org::*Red Door][Red Door:3]]
@set door/err_traverse = "The door seems locked."
# Red Door:3 ends here



# If you do figure out how to get through the door:

# [[file:../../../projects/mud.org::*Red Door][Red Door:4]]
@set door/traverse_msg = "You stoop as you step through the doorway..."
# Red Door:4 ends here



# Fix the inside of the “House”:

# [[file:../../../projects/mud.org::*Inside][Inside:1]]
@teleport red door
# Inside:1 ends here


# Add the Python /special-ness/ for [[file:~/src/moss-n-puddles/typeclasses/rooms.py::class DabblersRoom(Room):][this room]]:

# [[file:../../../projects/mud.org::*Inside][Inside:2]]
@update here = typeclasses.rooms.DabblersRoom
# Inside:2 ends here


# Give it a title:

# [[file:../../../projects/mud.org::*Inside][Inside:3]]
@name here = Dabbler's House;mp03
# Inside:3 ends here


# Might as well stay a while:

# [[file:../../../projects/mud.org::*Inside][Inside:4]]
@sethome here
# Inside:4 ends here



# And the best description ever:

# [[file:../../../projects/mud.org::*Inside][Inside:5]]
@desc here = An enormous stone hearth overshadows this round room with dark paneling. A subtle smell of tea and incense. Large, overstuffed chairs sit invitingly by the fireplace. Oddly angled shelves with books and knickknackery adorn the walls while a trolley supports a large kettle, cups and scones.
# Inside:5 ends here



# Since we want the description to include the state of the fire, we need some /parts/ to assemble. Still not sure how this should be done.


# [[file:../../../projects/mud.org::*Inside][Inside:6]]
@set here/initial_desc = "You found a cozy, cornerless room."

# Ravenous State
@set here/fire_out = "The room is dim, but you see large, overstuffed chairs placed by a dark fireplace in a large stone hearth. Perhaps you could light a fire?"

# Hungry State
@set here/fire_dim = "Large, overstuffed chairs sit invitingly close to the dimly glowing embers in the fireplace of a stone hearth."

# Fed State
@set here/fire_on = "Large, overstuffed chairs sit invitingly by a fire casting shadows that dance on the dark paneling."

# Full State
@set here/fire_full = "Large, overstuffed chairs slightly shield you from the bright light of the roaring fire in the fireplace of a stone hearth."

# And a final description:
@set here/final_desc = "Oddly angled shelves with books and knickknackery adorn the walls around a tapestry. The subtle smell of wood smoke, incense and tea leads you to a trolley supporting a large teapot, cups and freshly baked scones."
# Inside:6 ends here



# Granted, none of the dynamic description will work until we create the [[Fire]].

# Let’s come up with a lot of descriptions:

# [[file:../../../projects/mud.org::*Inside][Inside:7]]
@detail tapestry = The muted colors of the tapestry either show its age or its location over the sometimes smokey hearth. It shows a gallant stag surrounded by woodland creatures. A racoon holds aloft a gold box while a wolf has a gnarled staff. A raven perched on the stag's antlers grips a blue ball in its beak.
# Inside:7 ends here



# We should describe all the objects in the tapestry, eh?

# [[file:../../../projects/mud.org::*Inside][Inside:8]]
@detail raven = The raven winks at you, and says, “Nevermore.” Really? It probably didn't. Your eyes must be playing trickster.
# Inside:8 ends here



# And the other animals:

# [[file:../../../projects/mud.org::*Inside][Inside:9]]
@detail wolf = The gnarled staff the wolf holds looks a lot like the staff the gnome, Dabbler, has.
#
@detail stag =  A majestic looking deer with gold fur and antlers that look more like tree branches.
#
@detail raccoon = The box he's holding seems to be a distraction, for he's pocketing a gold coin with his other paw.
# Inside:9 ends here



# Will this staff get confused at some point?

# [[file:../../../projects/mud.org::*Inside][Inside:10]]
@detail staff = A gnarled staff made of oak has a dark petina from age. Three small leaves has sprouted from the side.
# Inside:10 ends here



# Touch up the exit:

# [[file:../../../projects/mud.org::*Inside][Inside:11]]
@desc leave = A wood door with a large brass knob leads to the outside.
#
@set leave/traverse_msg = "You open the door and step outside..."
# Inside:11 ends here


# And a fire in the fireplace is a type of /pet/, since we can feed it:

# [[file:../../../projects/mud.org::*Fireplace][Fireplace:1]]
@create/drop fireplace : typeclasses.pets.Fire
# Fireplace:1 ends here


# How about some aliases:

# [[file:../../../projects/mud.org::*Fireplace][Fireplace:2]]
@name fireplace = fireplace;fire;embers
# Fireplace:2 ends here


# And a description that will be overridden:

# [[file:../../../projects/mud.org::*Fireplace][Fireplace:3]]
@desc fireplace = A stone fireplace with a carved wooden mantel supporting small pictures, some books and a black statue.
# Fireplace:3 ends here


# Since we mentioned some details, we better mention them:

# [[file:../../../projects/mud.org::*Fireplace][Fireplace:4]]
@detail pictures = Two small framed pictures perch above the fireplace mantle. One is of a satyr playing a saxophone, and the other is of a fish with a big smile.
# Fireplace:4 ends here



# This reference in this detail is obviously, only for me:

# [[file:../../../projects/mud.org::*Fireplace][Fireplace:5]]
@detail statue = A small, black statue of a salamander curled around a book, engraved with a title, "Seeing Stones".
# Fireplace:5 ends here



# I imagine a giant picture over the fireplace … need to do something interesting with it.

# [[file:../../../projects/mud.org::*Fireplace][Fireplace:6]]
@detail picture = Above the fireplace is a large, somewhat abstract painting stretching its arm-like branches with shadowing that looks like a yawn.
# Fireplace:6 ends here


# What sort of non-books do we want to look at?

# In the meantime, let’s just have some descriptions:


# [[file:../../../projects/mud.org::*Knickknacks][Knickknacks:1]]
@detail knickknacks;things;knick-knacks;doodads;stuff;crap = An odd assortment of knickknacks and doodads that decorate the minimal space between the askewed books on the skewampus shelves.
# Knickknacks:1 ends here



# We mentioned shelves of books:

# [[file:../../../projects/mud.org::*Books][Books:1]]
@detail shelves;bookshelf;bookshelves = Shelves at various angles embellish the walls of this small, cozy room. Leatherbound books weigh each shelf, while some stacks of books support other shelves. Dabbler has decorated some shelves with odd trinkets.
# Books:1 ends here



# This should be an object of “books”, but looking should pull up a random list of books.

# [[file:../../../projects/mud.org::*Books][Books:2]]
@create/drop books:typeclasses.readables.Books
# Books:2 ends here


# I start with the name, =books=, but when we look in the room, I want to see /collection/:

# [[file:../../../projects/mud.org::*Books][Books:3]]
@name books = collection of books;books
# Books:3 ends here



# With a good description:

# [[file:../../../projects/mud.org::*Books][Books:4]]
@desc books = Books of different sizes and colors. So many books. Perhaps you want to simply |blook|n at a |bbook|n at random?
# Books:4 ends here


# The trolley [[file:~/src/moss-n-puddles/typeclasses/consumables.py::class Producer(Object):][produces]] random scones, which, like the [[Berry Trolley][berries]] can be eaten or fed to the wildlife.


# [[file:../../../projects/mud.org::*Trolley of Scones][Trolley of Scones:1]]
@create/drop trolley;trolly : typeclasses.consumables.Trolley
# Trolley of Scones:1 ends here



# We mentioned a /trolley/ with tea, cups and scones:

# [[file:../../../projects/mud.org::*Trolley of Scones][Trolley of Scones:2]]
@desc trolley = A tea trolley, complete with a small collection of teacups, a magical teapot, as well as a daily assortment of scones.
# Trolley of Scones:2 ends here



# We have to have the trolley bake something with the Python command:

# [[file:../../../projects/mud.org::*Trolley of Scones][Trolley of Scones:3]]
py here.search("trolley").do_bake()
# Trolley of Scones:3 ends here



# And let’s not clutter up the scene too much:


# [[file:../../../projects/mud.org::*Trolley of Scones][Trolley of Scones:4]]
@lock trolley = view:tag(hidden_ring, mp)
# Trolley of Scones:4 ends here



# The “room” gives the teacups, and the “teapot” fills the cups, so we just need descriptions:

# [[file:../../../projects/mud.org::*Tea Service][Tea Service:1]]
@detail teacups = An odd, yet interesting assortment of teacups. Take one.
#
@detail teacup = Each cup is unique. Take one to look further.
# Tea Service:1 ends here



# A [[file:~/src/moss-n-puddles/typeclasses/drinkables.py::class Teapot(Object):][teapot]] will contain a type of tea … either given or randomly chosen.
# A teapot will “fill” a teacup forever, until it is “remade”.


# [[file:../../../projects/mud.org::*Tea Service][Tea Service:2]]
@create/drop teapot;pot;tea pot:typeclasses.drinkables.Teapot
#
@desc teapot = An adorable brown teapot, waiting for you to |bmake|n some tea.
# Tea Service:2 ends here


# And of course, you can’t steal the tea pot:

# [[file:../../../projects/mud.org::*Tea Service][Tea Service:3]]
@lock teapot = get:false()
#
@set teapot/get_err_msg = "You don't need to carry it around to make tea."
# Tea Service:3 ends here


# And [[file:~/src/moss-n-puddles/typeclasses/sittables.py::class Sittables(Sittable):][the chairs]] is a /plural/ location to sit, allowing anyone to sit down.


# [[file:../../../projects/mud.org::*Chairs][Chairs:1]]
@create/drop chairs:typeclasses.sittables.Sittables
# Chairs:1 ends here


# Add aliases afterwards:

# [[file:../../../projects/mud.org::*Chairs][Chairs:2]]
@name chairs = few overstuffed chairs;overstuffed chairs;chairs;chair
# Chairs:2 ends here


# And the description:

# [[file:../../../projects/mud.org::*Chairs][Chairs:3]]
@desc chairs = A few, dark leather, overstuffed chairs, each with a soft, colorful blanket and pillow. An invitation for a cozy nap.
# Chairs:3 ends here



# Can’t steal ‘em:

# [[file:../../../projects/mud.org::*Chairs][Chairs:4]]
@lock chairs = get:false()
#
@set chairs/get_err_msg = "It's way too heavy for you to lift."
# Chairs:4 ends here



# And textual descriptions the object can use:

# [[file:../../../projects/mud.org::*Chairs][Chairs:5]]
@set chairs/adjective = "in"
#
@set chairs/article = "the"
#
@set chairs/singular = "an overstuffed chair"
#
@set chairs/extra = "This feels [|very|quite] [nice|cozy|comfortable].|n"
# Chairs:5 ends here
