Sandbox — 1 of 1

Gwen Isilith

Release 0

Volume - Extensions

Include Enhanced Route Finding 10 by Daniel Stelzer.

Volume - Release

Book - Bibliography

The story title is "Sandbox".

The story author is "Gwen Isilith".

The story headline is "An Adult Interactive Fiction".

The story genre is "Erotica".

The release number is 0.

The decimal release is always 0.08.

The story description is "An Erotic Sandbox Life Sim".

The story creation year is 2022.

Book - Release With

Release along with an interpreter.

Release along with the source text.

Release along with the library card.

Volume - Format

Section - Fixing Apostrophes

After reading a command:

let the command read be "[the player's command]";

replace the text "'s" in the command read with " [']s";

change the text of the players command to the command read.

Part - Status Line

When play begins:

now the left hand status line is "[current day of the week] [current month] [current numerical day][if the current numerical day is 1]st[otherwise if the current numerical day is 2]nd[otherwise if the current numerical day is 3]rd[otherwise]th[end if] [current year]";

now the right hand status line is "[the time of day]".

Section - Truncation Bug Fix

To retokenise: (- VM_Tokenise(buffer, parse); players_command = 100 + WordCount(); -).

First after reading a command:

retokenise.

Volume - Activities

To print (the text - a text) for (the person - a person):

if the person is the player:

say "[the text]".

Volume - Systems

Book - Date and Time

Part - Days

A day of the week is a kind of value. The plural of a day of the week is days of the week. The days of the week are Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday.

The current numerical day is a number that varies. The current numerical day is 1.

The current day of the week is a day of the week that varies. The current day of the week is Saturday.

Section - Advancing Time

This is the next day rule:

if the time of day is 12:00 AM:

now the current day of the week is the day of the week after the current day of the week;

increment the current numerical day;

if the current numerical day > the days of the month of the current month:

now the current numerical day is 1;

now the current month is the month after the current month;

if the current month is January:

increment the current year.

The next day rule is listed in the every turn rules.

Part - Times of Day

Sunrise is a time that varies. Sunrise is 8 am.

Sunset is a time that varies. Sunset is 8 pm.

Moonrise is a time that varies.

Moonset is a time that varies.

A daytime is a kind of value. The daytime are late night, early morning, morning, midday, evening and night.

To decide which daytime is the current daytime:

if the time of day is less than 4:00 AM:

decide on late night;

otherwise if the time of day is less than 8:00 AM:

decide on early morning;

otherwise if the time of day is less than 12:00 PM:

decide on morning;

otherwise if the time of day is less than 4:00 PM:

decide on midday;

otherwise if the time of day is less than 8:00 PM:

decide on evening;

otherwise:

decide on night.

The Sky is a backdrop. The sky is everywhere. The description is "[Sky-Description]".

To say Sky-Description:

if the current daytime is early morning:

if the time of day is less than sunrise:

say "The sky is still a dark grey as it anticipates the sunrise.";

otherwise:

say "The sun just begins to illuminate the early morning sky.";

otherwise if the current daytime is morning:

say "The sun shines bright just over the horizon.";

otherwise if the current daytime is midday:

say "The sun shines high in the sky.";

otherwise if the current daytime is evening:

if the time of day is less than sunset:

say "The sun begins to retreat beneath the horizon.";

otherwise:

say "Darkness fills the sky as the sun retreats beneath the horizon.";

otherwise if the current daytime is night:

say "The sky is dark without the sun's illumination.".

Part - Months

A month is a kind of value. The months are January, February, March, April, May, June, July, August, September, October, November, December.

A month has a number called days of the month. The days of the month of a month is usually 31. The days of the month of April is 30. The days of the month of June is 30. The days of the month of September is 30. The days of the month of November is 30. The days of the month of February is 28.

The current month is a month that varies. The current month is January.

Part - Years

The current year is a number that varies. The current year is 2022.

Book - Weather

Part - Seasons

A season is a kind of value. The seasons are Spring, Summer, and Fall and Winter.

To decide what season is the current season:

if the current month is less than March:

decide on Winter;

otherwise if the current month is greater than February:

if the current month is less than June:

decide on Spring;

otherwise if the current month is greater than May:

if the current month is less than September:

decide on Summer;

otherwise if the current month is greater than August:

if the current month is less than December:

decide on Fall;

otherwise if the current month is December:

decide on Winter.

Part - Temperature

A temperature is a kind of value. -1F specifies a temperature.

The current temperature is a temperature that varies.

Book - Timed Actions

After an actor timed action:

now the time of the last action of the actor is the time of day;

now the minutes the current action takes of the actor is the minutes to complete;

continue the action.

Before reading a command:

now the minutes the current action takes of the player is 0.

This is the advance time until the player can act again rule:

unless the time of day >= the time of the last action of the player + the minutes the current action takes of the player minutes:

follow the turn sequence rules.

The advance time until the player can act again rule is listed last in the turn sequence rules.

This is the fix timed actions rule:

if the time of day is 12:00 AM:

if the minutes the current action takes of the player is 0:

now the time of the last action of the player is the time of day.

The fix timed actions rule is listed in the turn sequence rules.

Volume - Kinds of Things

Book - Kinds of Regions

Part - Buildings

A Building is a kind of region. A building has a room called entrance.

Chapter - Apartment

An Apartment is a kind of building.

Chapter - Dormitories

A Dormitory is a kind of building.

Chapter - Houses

A House is a kind of building.

Understand "[something related by reversed living in]'s house" as a house.

Chapter - Lecture Halls

A Lecture Hall is a kind of building.

Chapter - Stores

A Store is a kind of building.

Chapter - Temples

A Temple is a kind of building.

Book - Kinds of Furniture

Part - Beds

A bed is a kind of thing.

A bed can be sittable. A bed is always sittable.

A bed can be layable. A bed is always layable.

A bed has a number called occupancy limit. The occupancy limit of a bed is usually one.

Part - Chairs

A chair is a kind of thing.

A chair can be sittable. A chair is always sittable.

A chair has a number called occupancy limit. The occupancy limit of a chair is usually one.

Part - Doors

A door can be either key locked or keyless locked. A door is usually keyless locked. A door has a room called lockable side.

Chapter - Front Doors

A Front Door is a kind of door.

Rule for printing the name of a front door (called the door):

say "[the map region of the back side of the door] Front Door".

Understand "[something related by building containment] Front Door" as a front door.

Understand "front door" as a front door.

Chapter - Bedroom Doors

A Bedroom Door is a kind of door.

Rule for printing the name of a bedroom door:

say "Bedroom Door".

Understand "bedroom door" as a bedroom door.

Part - Windows

A Window is a kind of door. A window is lockable.

Book - Kinds of Rooms

A room can be indoors or outdoors. A room is usually indoors.

Part - Bedroom

A Bedroom is a kind of room. A Bedroom has a list of people called occupants.

Rule for printing the name of a bedroom (called the bedroom):

say "[occupants of the bedroom]'s Bedroom".

Part - Cafeterias

A Cafeteria is a kind of room.

Understand "[something related by reversed regional-containment] Cafeteria" as a cafeteria.

Rule for printing the name of a cafeteria (called the cafeteria):

say "[the map region of the cafeteria] Cafeteria".

Part - Intersection

An Intersection is a kind of room. An intersection is always outdoors.

Part - Living Room

A Living Room is a kind of room. The printed name of a living room is usually "Living Room".

Part - Street Front

A Street front is a kind of room. A street front is always outdoors.

Chapter - Hall Entrance

A Hall Entrance is a kind of street front.

Chapter - Parking Lot

A Parking Lot is a kind of street front.

Chapter - Store Front

A Store front is a kind of street front.

Chapter - Temple Entrance

A Temple Entrance is a kind of street front.

Chapter - Trail Entrance

A Trail Entrance is a kind of street front.

Chapter - Yards

A Yard is a kind of room.

Section - Back Yard

A Back Yard is a kind of yard.

Section - Front Yard

A Front Yard is a kind of yard.

Book - Kinds of Objects

Part - Books

A book is a kind of thing.

A book has a table name called contents.

The Help Book is a book. Help Book has contents Table of Help Book Contents.

Table of Help Book Contents

Page Contents

1 "This book is meant to document all of the actions of the game and their grammar in the parser to help you understand what you can do as the player and how to do it. First to go over how to use this book, the simplest means will be to use 'Next page' and 'Previous page'. Once you are finished reading you can use the STOP action to 'Stop reading'. If you then wish to consult this book again you can either use the HELP action with 'Help' or the READING action with either 'Read the help book' or 'Read page [bracket]a number[close bracket] from the help book' to open a specific page.[paragraph break]The contents of this book are sorted alphabetically with each action getting it's own page. The next page is a table of contents which lists what action is on what page for quick reference."

2 "Table of Contents[paragraph break]3. Examining[line break]4. Going[line break]5. Looking[line break]6. Locking/Unlocking[line break]7. Lying/Sitting/Standing[line break]8. Opening/Closing[line break]9. Reading[line break]10. Stopping[line break]11.Sleeping[line break]12. Waiting"

3 "Examining[paragraph break]Grammar[line break]'Examine [bracket]a thing[close bracket]'[line break]'the door to unlock [bracket]a thing[close bracket]'[line break]Requires light.[paragraph break]Summary[line break]Examining is used to get a description of objects and people in the world. (As opposed to looking which is used to get a description of the world itself.) It takes one in game minute to complete."

4 "Going[paragraph break]Grammar[line break]'Go [bracket]direction[close bracket]'[line break]'[bracket]Direction[close bracket]'[paragraph break]Summary[line break]Going is used to move from one room to an adjacent room using the cardinal directions (Such as North and South and Southeast and Northwest as well as up and down for vertical movement). Directions may also be abbreviated such as using n for north or sw for south west. Going takes 5 in game minutes to complete."

5 "Looking[paragraph break]Grammar[line break]'[bracket]Look[close bracket]'[paragraph break] Summary[line break]Looking is used to get a description of the room you are in. It is typically done automatically when entering a new room. Looking takes 1 in game minute to complete when done manually."

6 "Locking/Unlocking[paragraph break]Grammar[line break]'(Un)Lock [bracket]a thing[close bracket]'[line break]'(Un)Lock [bracket]a thing[close bracket] with [bracket]a key[close bracket]'[paragraph break]Summary[line break]Locking and Unlocking is used to lock and unlock different objects, such as doors, containers or even windows. This is usually done automatically when the player has the key to a door (or is on the lockable side of a door without a key) they are trying to go through but locking and unlocking can also be done manually by the player such as to keep NPCs who don't have the key out of certain areas, or to open a locked door to LOOK through. Locking and Unlocking takes 1 minute when done manually."

7 "Lying/Sitting/Standing[paragraph break]Grammar[line break]'Sit in/on [bracket]something[close bracket]'[paragraph break]Summary[line break]Sitting and lying allow for interactions with furniture. Standing then stops the interactions and returns the actor to the standing position. An actor with automatically lie down before sleeping. Sitting, Standing and Laying down takes one minute."

8 "Opening/Closing[paragraph break]Grammar[line break]'Open/Close [bracket]a thing[close bracket]'[paragraph break]Summary[line break]Opening and Closing is usually used automatically on doors when going through them if they are unlocked or the player can unlock them (such as with a key). The action can also be used manually such as to open a door to look into the other room or into a container or to close a door to stop others from looking into the room the player is in. Opening and Closing takes 1 minute when done manually."

9 "Reading[paragraph break]Grammar[line break]'Read [bracket]a book[close bracket]'[line break]'Read page [bracket] a number[close bracket] from/of/in [bracket]a book[close bracket]'[line break]'Flip/turn to the/-- next/previous page'[line break]'Next/previous page'[paragraph break]Summary[line break]Reading is used to read the contents of pages of a book. Reading from a book without specifying a page will open it to the first page of the book, where reading a specific page will open the book to that page. Once you've opened a book to a page you can flip or turn to the next or previous page until you stop reading, at which point you will have to reopen the book to continue reading. Reading 1 page takes 1 minute."

10 "Stopping[paragraph break]Grammar[line break]'Stop [bracket]an action[close bracket]'[paragraph break]Summary[line break]Stopping is used to stop actions which by default continue until the player stops them (these are called continuous actions). Currently reading is the only continuous action. Stopping takes 1 minute. Stopping has been removed, this page is being kept temporarily in case I see a need to re implement stopping with slightly different behavior. (Continuous Actions now also work differently)"

11 "Sleeping[paragraph break]Grammar[line break]'Sleep for [bracket]a number[close bracket] hour(s) [bracket]a number[close bracket] minute(s)'[paragraph break]Summary[line break]Sleeping is currently the same as waiting except it requires you to be lying down or if you aren't lying down automatically tries to lie down first. Every turn/minute waited is still simulated for the rest of the world and NPC's"

12 "Waiting[paragraph break]Grammar[line break]'Wait'[line break]'Wait [bracket]a number[close bracket] hour(s) [bracket]a number[close bracket] minute(s)'[paragraph break]Summary[line break]Waiting is used to wait either 1 turn (1 minute) or to wait a specified amount of time in hours and minutes (if one wants to wait 1 hour 0 minutes one simply types 'wait 1 hour'). Every turn/minute waited is still simulated for the rest of the world and NPCs."

The player carries the help book.

Part - Keys

A key is a kind of thing.

Volume - Relations

Book - Map Relations

Part - Building Relations

Building containment relates various things to one building. The verb to be building contained by means the building containment relation.

Book - Relations between people

Part - Family Relations

Family relates various people to each other. The verb to be related to means the family relation.

Book - Relations between things

Chapter - Unlocking Relation

Key-unlocking relates various keys to various doors. The verb to key-unlock means the key-unlocking relation.

Book - Relations of people to things

Part - Activities

Chapter - Postures

Section - Laying Relation

Lying on relates various people to one thing. The verb to lie on means the lying on relation. The verb to be laid on by means the reversed lying on relation.

Section - Sitting Relation

Sitting on relates various people to one thing. The verb to sit on means the sitting on relation. The verb to be sat on by means the reversed sitting on relation.

Chapter - Reading

Reading relates one person to one book. The verb to read means the reading relation. The verb to be studied by means the reversed reading relation.

Reading page relates one person to one number. The verb to read page means the reading page relation. The verb to be page read by means the reversed reading page relation.

Part - Possessions

Chapter - Living in Relation

Living in relates various people to one building. The verb to live in means the living in relation.

Part - Travel

Chapter - Traversability

Traversability relates doors (called the door) to people (called the person) when the door is open or the door is unlocked and the door is openable[ or the door is locked and the door is keyless locked and the person is on the lockable side of the door or the door is locked and the door is key locked and the person is carrying a key that key-unlocks the door]. The verb to be traversable by means the traversability relation.

Volume - Definitions and Decisions

Part - Lists

Section - Random Member of a List

To decide what K is a random member of (list - list of values of kind K):

let the count be the number of entries in the list;

let the index be a random number between one and the count;

decide on entry index of the list.

Part - Locations

Section - Indoors/Outdoors

Definition:

A thing is outdoors:

if the location of it is outdoors, yes;

no.

Definition:

A thing is indoors:

if the location of it is indoors, yes;

no.

Section - Best Direction

Section - Occupation

Definition:

A thing is occupied:

if the number of entries of the list of people who relate to it by the sitting on relation is at least the occupancy limit of it, yes;

no.

Section - Posture

Definition:

A person(called the person) is sitting:

if the person sits on something, yes;

no.

Definition:

A person(called the person) is not sitting:

if the person sits on something, no;

yes.

Definition:

A person(called the person) is lying:

if the person lies on something, yes;

no.

Definition:

A person(called the person) is not lying:

if the person lies on something, no;

yes.

Definition:

A person(called the person) is standing:

if the person is sitting, no;

if the person is lying, no;

yes.

Definition:

A person(called the person) is not standing:

if the person is sitting, yes;

if the person is lying, yes;

no.

Section - Reading

Definition:

A person(called the person) is reading:

if the person is reading something, yes;

no.

Definition:

A person(called the person) is not reading:

if the person is reading nothing, yes;

no.

To decide which number is the current page of (the person - a person):

let the page be the number to which the person relates by the reading page relation;

decide on the page.

Volume - Map

Book - Downtown

Downtown is a region.

Part - Main and Summit

The intersection 20 is an intersection in downtown.

It has printed name "Main and Summit". Understand "Summit and Main" as intersection 20.

It is north of intersection 19.

Chapter - 0792 Main Street [Seedy Bar]

0792 Main Street is a building in downtown.

The entrance is Store Front 01.

Section - Store Front 01

Store Front 01 is a Store Front in the 0792 Main Street.

The Store Front 01 is northwest of intersection 20.

Chapter - 0818 Main Street [Ray's]

0818 Main Street is a building in downtown.

The entrance is Store Front 02.

Section - Store Front 02

Store Front 02 is a Store Front in the 0818 Main Street .

It is southwest of intersection 20.

Chapter - 0777 Main Street [Art Gallery]

0777 Main Street is a building in downtown.

The entrance is Store Front 03.

Section - Store Front 03

Store Front 03 is a Store Front in the 0777 Main Street.

It is northeast of intersection 20.

Chapter - 0827 Main Street [Ice Cream Shop]

0827 Main Street is a building in downtown.

The entrance is Store Front 04.

Section - Store Front 04

Store Front 04 is a Store Front in the 0827 Main Street.

It is southeast of intersection 20.

Part - Main and Commercial

Intersection 19 is an intersection in downtown.

It has printed name "Main and Commercial". Understand "Commercial and Main" as intersection 19.

It is north of intersection 14.

Chapter - 0972 Main Street [Pizza]

0972 Main Street is a building in downtown.

The entrance is Store Front 05.

Section - Store Front 05

Store Front 05 is a Store Front in the 0972 Main Street.

It is northwest of intersection 19.

Chapter - 1008 Main Street [Salon]

1008 Main Street is a building in downtown.

The entrance is Store Front 06.

Section - Store Front 06

Store Front 06 is a Store Front in the 1008 Main Street.

It is southwest of intersection 19.

Chapter - 0989 Main Street [Zephyr]

0989 Main Street is a building in downtown.

The entrance is Store Front 07.

Section - Store Front 07

Store Front 07 is a Store Front in the 0989 Main Street.

It is northeast of intersection 19.

Chapter - 1015 Main Street [Coffee Shop]

1015 Main Street is a building in downtown.

The entrance is Store Front 08.

Section - Store Front 08

Store Front 08 is a Store Front in the 1015 Main Street.

It is southeast of intersection 19.

Part - Esplanade and Main

The intersection 14 is an intersection in downtown.

It has printed name "Esplanade and Main". Understand "Main and Esplanade" as intersection 14.

It is north of intersection 18.

Chapter - 1122 Main Street [Jewelry Store]

1122 Main Street is a building in downtown.

The entrance is Store Front 09.

Section - Store Front 09

Store Front 09 is a Store Front in the 1122 Main Street.

It is northwest of intersection 14.

Chapter - 1180 Main Street [Clothing Store]

1180 Main Street is a building in downtown.

The entrance is Store Front 10.

Section - Store Front 10

Store Front 10 is a Store Front in the 1180 Main Street.

It is southwest of intersection 14.

Chapter - 1121 Main Street [The Bus Depot]

1121 Main Street is a building in downtown.

The entrance is Street Front 01.

Section - Street Front 01

Street Front 01 is a street front in the 1121 Main Street.

It is northeast of intersection 14.

Chapter - 1179 Main Street

1179 Main Street is a store in downtown.

The entrance is Store Front 11.

Section - Store Front 11 [The University Bookstore]

Store Front 11 is a store front in the 1179 Main Street.

It is southeast of intersection 14.

Part - Main and Jesup

Intersection 18 is an intersection in downtown.

It has printed name "Main and Jesup". Understand "Jesup and Main" as intersection 18.

It is east of intersection 17

Chapter - 1320 Main Street [Strip Club?]

1320 Main Street is a store in downtown.

The entrance is Store Front 12.

Section - Store Front 12

Store Front 12 is a store front in the 1320 Main Street.

It is northwest of intersection 18.

Chapter - 1350 Main Street [Smoke Shop]

1350 Main Street is a store in downtown.

The entrance is Store Front 13.

Section - Store Front 13

Store Front 13 is a store front in the 1350 Main Street.

It is southwest of intersection 18.

Chapter - 1331 Main Street [Motel or Casino?]

1331 Main Street is a store in downtown.

The entrance is Store Front 14.

Section - Store Front 14

Store Front 14 is a store front in the 1331 Main Street.

It is northeast of intersection 18.

Chapter - 1333 Main Street [Sex Shop]

1333 Main Street is a store in downtown.

The entrance is Store Front 15.

Section - Store Front 15

Store Front 15 is a store front in the 1333 Main Street.

It is southeast of intersection 18.

Part -Jesup and Oak

Intersection 17 is an intersection in downtown.

It has printed name "Jesup and Oak". Understand "Oak and Jesup" as intersection 17.

Chapter - 1600 Main Street [Grocery Store]

1600 Jesup Street is a store in downtown.

The entrance is Store Front 17.

Section - Store Front 17

Store Front 17 is a store front in the 1600 Jesup Street.

It is southwest of intersection 17.

Chapter - 1591 Main Street [Convenience Store]

1591 Jesup Street is a store in downtown.

The entrance is Store Front 16.

Section - Store Front 16

Store Front 16 is a store front in the 1591 Jesup Street.

It is northeast of intersection 17.

Chapter - 1660 Main Street [Apartments]

1660 Jesup Street is an apartment in downtown.

The entrance is Street Front 02.

Section - Street Front 02

Street Front 02 is a street front in the 1660 Jesup Street.

It is southeast of intersection 17.

Book - The Neighborhood

The Neighborhood is a region.

Part - Pine and Main

The Intersection 01 is an intersection in the neighborhood.

It has printed name "Pine and Main". Understand "Main and Pine" as intersection 01.

It is west of intersection 02. It is north of intersection 20.

Chapter - 2501 Pine Street [Abandoned House]

2501 Pine Street is a house in the neighborhood.

The entrance is Front Yard 01.

Section - Front Yard 01

Front Yard 01 is a front yard in the 2501 Pine Street.

It is northwest of the intersection 01.

Part - Pine and Rose

The Intersection 02 is an intersection in the neighborhood.

It has printed name "Pine and Rose". Understand "Rose and Pine" as intersection 02.

It is west of intersection 03.

Chapter - 2695 Pine Street [Punk House]

2695 Pine Street is a house in the neighborhood.

The entrance is Front Yard 02.

Section - Front Yard

Front Yard 02 is a front yard in the 2695 Pine Street.

Front Yard 02 is northwest of intersection 02.

Here is a front door called Front Door 01. It is building contained by 2695 Pine Street. It is key locked. It is north of Front Yard 02. It is south of Living Room 01. The 2695 Pine Street Front Door Key 01 is a key. The 2695 Pine Street Front Door Key 01 key-unlocks Front Door 01. Gwen carries the 2695 Pine Street Front Door Key 01.

Window 01 is a window. It is northeast of Front Yard 02. It is southeast of Living Room 01.

Section - The Living Room

Living Room 01 is a living room in the 2695 Pine Street. The player is here. Gwen is here.

Chair 01 is a chair in the living room 01. Gwen sits on chair 01.

Here is a door called Bedroom Door 01. It is keyless locked. It is west of the living room 01. It is east of a bedroom called Bedroom 01. Bedroom Door 01 has lockable side Bedroom 01.

Section - Gwen's Bedroom

The Bedroom 01 is a bedroom in the 2695 Pine Street.

Chapter - 2707 Pine Street [Old Couple]

2707 Pine Street is a house in the neighborhood.

The entrance is Front Yard 03.

Section - Front Yard 03

Front Yard 03 is a front yard in the 2707 Pine street.

It is northeast of the intersection 02

Chapter - 2702 Pine Street [Townie Hippy]

2702 Pine Street is a house in the neighborhood.

The entrance is front yard 04.

Section - Front Yard

Front Yard 04 is a front yard in the 2702 Pine Street.

It is southwest of intersection 02.

Chapter - 2718 Pine Street [Elementary School Teacher]

2718 Pine Street is a house in the neighborhood.

The entrance is Front Yard 05.

Section - Front Yard 05

Front Yard 05 is a front yard in the 2718 Pine Street.

It is southeast of the intersection 02.

Part - Pine and Lily

The Intersection 03 is an intersection in the neighborhood.

It has printed name "Pine and Lily". Understand "Lily and Pine" as intersection 03.

It is west of intersection 04.

Chapter - 2799 Pine Street [Highschool Teacher]

2799 Pine Street is a house in the neighborhood.

The entrance is Front Yard 06.

Section - Front Yard 06

Front Yard 06 is a front yard in the 2799 Pine Street.

It is northwest of the intersection 03.

Chapter - 2820 Pine Street [Buisness Owner]

2820 Pine Street is a house in the neighborhood.

The entrance is Front Yard 07.

Section - Front Yard 07

Front Yard 07 is a front yard in the 2820 Pine Street.

It is northeast of the intersection 03.

Chapter - 2805 Pine Street [Apartments]

2805 Pine Street is an apartment in the neighborhood.

The entrance is Front Yard 08.

Section - Front Yard 08

Front Yard 08 is a front yard in the 2805 Pine Street.

It is southwest of the intersection 03.

Chapter - 2833 Pine Street [Sex Worker]

2833 Pine Street is a house in the neighborhood.

The entrance is Front Yard 09.

Section - Front Yard 09

Front Yard 09 is a front yard in the 2833 Pine Street.

It is southeast of the intersection 03.

Part - Pine and Poppy

The Intersection 04 is an intersection in the neighborhood.

It has printed name "Pine and Poppy". Understand "Poppy and Pine" as intersection 04.

It is west of intersection 05.

Chapter - 2880 Pine Street [Professor]

288 Pine Street is a house in the neighborhood.

The entrance is Front Yard 10.

Section - Front Yard 10

Front Yard 10 is a front yard in the neighborhood.

It is northwest of the intersection 04.

Chapter - 2882 Pine Street [Professor]

2882 Pine Street is a house in the neighborhood.

The entrance is Front Yard 11.

Section - Front Yard 11

Front Yard 11 is a front yard in the 2882 Pine Street.

It is northeast of the intersection 04.

Chapter - 2873 Pine Street [Art Gallery Owner]

2873 Pine Street is a house in the neighborhood.

The entrance is Front Yard 12.

Section - Front Yard 12

Front Yard 12 is a front yard in the 2873 Pine Street.

It is southwest of the intersection 04.

Chapter - 2891 Pine Street [Rabbi]

2891 Pine Street is a house in the neighborhood.

The entrance is Front Yard 13.

Section - Front Yard 13

Front Yard 13 is a front yard in the 2891 Pine Street.

It is southeast of the intersection 04.

Part - Pine and Jasmine

The Intersection 05 is an intersection in the neighborhood.

It has printed name "Pine and Jasmine". Understand "Jasmine and Pine" as intersection 05.

It is west of intersection 06.

Chapter - 2924 Pine Street [University Administrator]

2924 Pine Street is a house in the neighborhood.

The entrance is Front yard 14.

Section - Front Yard 14

Front Yard 14 is a front yard in the 2924 Pine Street.

It is northwest of intersection 05.

Chapter - 2950 Pine Street [University Librarian]

2950 Pine Street is a house in the neighborhood.

The entrance is Front Yard 15.

Section - Front Yard 15

Front Yard 15 is a front yard in the 2950 Pine Street.

It is northeast of the intersection 05.

Chapter - 2931 Pine Street [Imam]

2931 Pine Street is a house in the neighborhood.

The entrance is Front Yard 16.

Section - Front Yard 16

Front Yard 16 is a front yard in the 2931 Pine Street.

It is southwest of intersection 05.

Chapter - 2957 Pine Street [Pastor]

2957 Pine Street is a house in the neighborhood.

The entrance is Front Yard 17.

Section - Front Yard 17

Front Yard 17 is a front yard in the 2957 Pine Street.

It is southeast of the intersection 05.

Part - Pine and University

The intersection 06 is an intersection in the neighborhood.

It has printed name "Pine and University". Understand "University and Pine" as intersection 06.

It is north of intersection 07.

Chapter - 3000 Pine Street [Convenience Store]

3000 Pine Street is a store in the neighborhood.

The entrance is Store Front 18.

Section - Store Front 18

Store Front 18 is a store front in the 3000 Pine Street.

It is northeast of intersection 06.

Book - The University

The University is a region.

Part - University and Summit

The intersection 07 is an intersection in the university.

It has printed name "University and Summit". Understand "Summit and University" as intersection 07.

It is north of intersection 08.

Chapter - Campus Ministry

Campus Ministry is a temple in the university.

The entrance is Temple Entrance 01.

Section - Temple Entrance 01

Temple Entrance 01 is a temple entrance in the Campus Ministry.

It is northwest of intersection 07.

Chapter - Hillel Center

The Hillel Center is a temple in the university.

The entrance is Temple Entrance 02.

Section - Temple Entrance 02

Temple Entrance 02 is a temple entrance in the Hillel Center.

It is northeast of the intersection 07.

Chapter - Islamic Center of City

Islamic Center of City is a building in the university.

The entrance is Temple Entrance 03.

Section - Temple Entrance 03

Temple Entrance 03 is a temple entrance in the Islamic Center of City.

It is southeast of the intersection 07.

Part - University and Commercial

The intersection 08 is an intersection in the university.

It has printed name "University and Commercial". Understand "Commercial and University" as intersection 08.

It is north of intersection 09.

Chapter - Maxwell Hall [Buisness School]

Maxwell Hall is a lecture hall in the university.

The entrance is Parking Lot 01.

Section - Parking Lot 01

Parking Lot 01 is a parking lot in Maxwell Hall.

It is northwest of intersection 08.

Chapter - Marshall Hall [Apartment Style Dorms]

Marshall Hall is a dormitory in the university.

The entrance is Parking Lot 02.

Section - Parking Lot 02

Parking Lot 02 is a parking lot in Marshall Hall.

It is southwest of intersection 08.

Chapter - University Bookstore

The University Book Store is a store in the university.

The entrance is Parking Lot 03.

Section - Parking Lot 03

Parking Lot 03 is a parking lot in the university book store.

It is northeast of intersection 08.

Chapter - Parking Lot 04

Parking Lot 04 is a parking lot in the university.

It is southeast of intersection 08.

Part - University and Esplanade

The intersection 09 is an intersection in the university.

It has printed name "University and Esplanade". Understand "Esplanade and University" as intersection 09.

It is west of intersection 10. It is east of intersection 12. It is north of intersection 15.

Chapter - Wilson Hall and Antonin Artaud Foundation Theatre [Theatre]

Wilson Hall is a lecture hall in the university.

The printed name is "Wilson Hall and Antonin Artaud Foundation Theatre".

Understand "Wilson Hall and Antonin Artaud Foundation Theatre" as Wilson Hall. Understand "Antonin Artaud Foundation Theatre" as Wilson Hall.

The entrance of Wilson Hall is parking lot 05.

Section - Parking Lot 05

Parking Lot 05 is a parking lot in Wilson Hall

It is northwest of intersection 09.

Chapter - Mural Hall

Mural Hall is a Dormitory in the university.

The entrance is Hall Entrance 01.

Section - Hall Entrance 01

Hall Entrance 01 is a hall entrance in Mural Hall.

It is southwest of intersection 09.

Chapter - Parking Lot 06

Parking Lot 06 is a parking lot in the university.

It is northeast of intersection 09.

Chapter - Parking Lot 07

Parking Lot 07 is a parking lot in the university.

It is southeast of intersection 09.

Part - Esplanade and Gateway

The intersection 10 is an intersection in the university.

It has printed name "Esplanade and Gateway". Understand "Gateway and Esplanade" as intersection 10.

It is west of intersection 11.

Chapter - College Green

The College Green is a yard in the university.

It is northwest of intersection 10.

Chapter - Student Center

The Student Center is a building in the university.

The entrance is University Plaza.

Section - University Plaza

University Plaza is a street front in the student center.

It is northeast of intersection 10.

Chapter - University Library

University Library is a building in the university.

The entrance is Street Front 03.

Section - Street Front 03

Street Front 03 is a street front in the university library.

It is southwest of intersection 10.

Chapter - EAC

The EAC is a building in the university.

The printed name is "Extracurricular Activities Center".

The entrance is Street Front 04.

Section - Street Front 04

Street Front 04 is a street front in the EAC.

It is southeast of intersection 10.

Part - Esplanade and 16th

The intersection 11 is an intersection in the university.

It has printed name "Esplanade and 16th". Understand "16th and Esplanade" as intersection 11.

Chapter - Student Financial Services

The Student Financial Services is a building in the university.

The entrance is Parking Lot 08.

Section - Parking Lot 08

Parking Lot 08 is a parking lot in the Student Financial Services

It is northwest of intersection 11.

Chapter - Alumni Center

The Alumni Center is a building in the university.

The entrance is Street Front 05.

Section - Street Front 05

Street Front 05 is a street front in the Alumni Center.

It is northeast of intersection 11.

Chapter - Admissions

The Admissions is a building in the university.

The entrance is Parking Lot 09.

Section - Parking Lot 09

Parking Lot 09 is a parking lot in the Admissions.

It is southwest of intersection 11.

Chapter - W?SU Broadcast Center

The W?SU Broadcast Center is a building in the university.

The entrance is street front 08.

Section - Street Front 08

Street Front 08 is a street front in the W?SU Broadcast Center.

It is southeast of the intersection 11.

Part - Esplanade and Forest Path

The intersection 12 is an intersection in the university.

It has printed name "Esplanade and Forest Path". Understand "Forest Path and Esplanade" as intersection 12.

It is east of intersection 13.

Chapter - Taylor Hall

Taylor Hall is a Lecture Hall in the university.

Understand "College of Arts and Sciences" as Taylor Hall.

The entrance is Hall Entrance 02.

Section - Hall Entrance 02

Hall Entrance 02 is a hall entrance in Taylor Hall.

It is northwest of intersection 12.

Chapter - Mallory Hall

Mallory Hall is a Lecture Hall in the university.

Understand "English Department" as Mallory Hall.

The entrance is Hall Entrance 03.

Section - Hall Entrance 03

Hall Entrance 03 is a hall entrance in Mallory Hall.

It is northeast of intersection 12.

Chapter - Claus Hall

Claus Hall is a Lecture Hall in the university.

Understand "History Department" as Claus Hall.

The entrance is Hall Entrance 04.

Section - Hall Entrance 04

Hall Entrance 04 is a hall entrance in Claus Hall.

It is southwest of intersection 12.

Chapter - Forest

The Forest is a region in the university.

Section - Trail Entrance 01

Trail Entrance 01 is a trail entrance in the forest.

It is southeast of the intersect

Part - Esplanade and 5th

The intersection 13 is an intersection in the university.

It has printed name "Esplanade and 5th". Understand "5th and Esplanade" as intersection 13.

It is east of intersection 14.

Chapter - Lake Hall

Lake Hall is a Dormitory in the university.

The entrance is hall entrance 05.

Section - Hall Entrance 05

Hall Entrance 05 is a hall entrance in Lake Hall.

It is northwest of intersection 13.

Chapter - Honors College

The Honors College is a Dormitory in the university.

The entrance is Hall Entrance 06.

Section - Hall Entrance 06

Hall Entrance 06 is a hall entrance in the Honors College.

It is northeast of intersection 13.

Chapter - Kenton Hall

Kenton Hall is a Lecture Hall in the university.

Understand "Architecture Building" as Kenton Hall.

The entrance is hall entrance 07.

Section - Hall Entrance 07

Hall Entrance 07 is a hall entrance in Kenton Hall.

It is southwest of intersection 13.

Chapter - Wright Hall

Wright Hall is a dormitory in the university.

The entrance is Hall Entrance 08.

Section - Hall Entrance 08

Hall Entrance 08 is a hall entrance in Wright Hall.

It is southeast of intersection 13.

Part - University and Science Corridor

The intersection 15 is an intersection in the university.

It has printed name "University and Science Corridor". Understand "Science Corridor and University" as intersection 15.

It is north of intersection 16.

Chapter - Carter Hall

Carter Hall is a Lecture Hall in the university.

Understand "Math Department" as Carter Hall.

The entrance is Hall Entrance 09.

Section - Hall Entrance 09

Hall Entrance 09 is a hall entrance in Carter Hall.

It is northwest of intersection 15.

Chapter - Phillips Hall

Phillips Hall is a Lecture Hall in the university.

Understand "College of Nursing" as Phillips Hall.

The entrance is Hall Entrance 10.

Section - Hall Entrance 10

Hall Entrance 10 is a hall entrance in Phillips Hall.

It is northeast of intersection 15.

Chapter - Henderson Hall

Henderson Hall is a Lecture Hall in the university.

Understand "Science Building" and "Science Research Building" as Henderson Hall.

The entrance is Hall Entrance 11.

Section - Hall Entrance 11

Hall Entrance 11 is a hall entrance in Henderson Hall.

Locked door 01 is a door. It is locked. It is closed. It is southwest of intersection 15 and northwest of Hall Entrance 11.

Chapter - Steam Hall

Steam Hall is a Lecture Hall in the university.

Understand "College of Aeronautics and Engineering" and "College of Engineering" and "College of Aeronautics" as Steam Hall.

The entrance is Hall Entrance 12.

Section - Hall Entrance 12

Hall Entrance 12 is a hall entrance in Steam Hall.

It is southeast of intersection 15.

Part - University and Victory

The intersection 16 is an intersection in the university.

It has printed name "University and Victory". Understand "Victory and University" as intersection 11.

Chapter - Student Recreation and Wellness Center

The Student Recreation Center is a building in the university.

The printed name is "Student Recreation and Wellness Center".

Understand "Student Wellness Center" as the student recreation center.

The entrance is Parking Lot 10.

Section - Parking Lot 10

Parking Lot 10 is a parking lot in the Student Recreation Center.

It is northwest of intersection 16.

Chapter - Gym Annex

The Gym Annex is a building in the university.

The entrance is Street Front 09.

Section - Street Front 09

Street Front 09 is a street front in the Gym Annex.

It is northeast of the intersection 16.

Chapter - Parking Lot 11

Parking Lot 11 is a Parking Lot in the University.

It is southwest of the intersection 16.

Chapter - The Stadium

The Stadium is a building in the university.

The entrance is Parking Lot 12.

Section - Parking Lot 12

Parking Lot 12 is a parking lot in the Stadium.

It is southeast of intersection 16.

Book - Map Index

Volume - People

Book - Data

Section - Names

A person has a text called first name. A person has a text called last name.

Part - Actions

A person has a list of stored actions called currently performing continuous actions.

A person has a list of actions called planned actions.

A person has a time called time of the last action. A person has a number called minutes the current action takes.

Book - Characters

Part - Gwen

Gwen is a person. Gwen lives in the 2695 Pine Street.

Volume - Actions

Book - Going

The going action has a number called minutes to complete.

Going is timed action.

Setting action variables for going:

now minutes to complete is 5.

Book - Help

Helping is an action applying to nothing.

Understand "Help" as helping.

Section - Carry out

Instead of helping:

try reading 1 from the help book.

Book - Locking/Unlocking

Part - Locking

Understand the command "lock" as something new.

Locking is an action applying to one thing.

Understand "Lock [a keyless locked thing]" as locking.

The locking action has a door called the door to keyless lock.

Setting action variables for locking:

now the door to keyless lock is the noun.

Section - Check

Check an actor locking when the door to keyless lock is open(this is the can't keyless lock an open door rule):

silently try the actor trying closing the door to keyless lock;

continue the action.

Check an actor locking when the door to keyless lock is locked(this is the can't keyless lock a locked door rule):

print "The door is already locked" for the actor;

rule fails.

Check an actor locking when the door to keyless lock is not a keyless locked door(this is the can't keylessly lock a door that requires a key rule):

if the actor carries a key that key-unlocks the noun:

repeat with key running through keys carried by the actor:

if the key key-unlocks the noun:

try the actor trying keyed locking the noun with the key;

stop the action;

print "You cannot lock this door without a key." for the actor;

rule fails.

Check an actor locking when the lockable side of the door to keyless lock is not the location of the actor(this is the can't lock from this side of the door rule):

print "The door doesn't lock from this side" for the actor;

rule fails.

Section - Carry Out

Carry out an actor locking:

now the door to keyless lock is locked.

Section - Report

Report an actor locking:

say "[The actor] [lock] [the door to keyless lock]".

Part - Unlocking

Understand the command "unlock" as something new.

Unlocking is an action applying to one thing.

Understand "Unlock [a keyless locked locked thing]" as unlocking.

The unlocking action has a door called the door to keyless unlock.

Setting action variables for unlocking:

now the door to keyless unlock is the noun.

Section - Check

Check an actor unlocking when the door to keyless unlock is unlocked(this is the can't keyless unlock an unlocked door rule):

print "The door is already unlocked" for the actor;

rule fails.

Check an actor unlocking when the door to keyless unlock is not a keyless locked door(this is the can't keylessly unlock a door that requires a key rule):

if the actor carries a key that key-unlocks the noun:

repeat with key running through keys carried by the actor:

if the key key-unlocks the noun:

try the actor trying keyed unlocking the noun with the key;

stop the action;

print "You cannot unlock this door without a key." for the actor;

rule fails.

Check an actor unlocking when the lockable side of the door to keyless unlock is not the location of the actor(this is the can't unlock from this side of the door rule):

print "The door doesn't unlock from this side" for the actor;

rule fails.

Section - Carry out

Carry out an actor unlocking:

now the door to keyless unlock is unlocked.

Section - Report

Report an actor unlocking:

say "[The actor] [unlock] [the door to keyless unlock]".

Part - Locking it with

Understand nothing as locking it with.

Keyed Locking it with is an action applying to two things.

Understand "Lock [a key locked unlocked thing] with [a key]" as keyed locking it with.

The keyed locking it with action has a door called the door to lock.

The keyed locking it with action has a key called the key to lock with.

Setting action variables for keyed locking with:

now the door to lock is the noun;

now the key to lock with is the second noun.

Section - Check

Check an actor keyed locking with when the door to lock is open(this is the can't lock an open door rule):

silently try the actor trying closing the door to lock;

continue the action.

Check an actor keyed locking with when the door to lock is not key locked(this is the can't lock a keyless door with a key rule):

if the location of the actor is the lockable side of the door to lock:

try the actor trying locking the door to lock;

stop the action;

print "This door doesn't use a key." for the actor;

rule fails.

Check an actor keyed locking with(this is the can't lock a door with a non-matching key rule):

unless the key to lock with key-unlocks the door to lock:

print "This key doesn't unlock this door." for the actor;

rule fails.

Check an actor keyed locking with when the door to lock is locked(this is the can't lock a locked door rule):

print "This door is already locked." for the actor;

rule fails.

Section - Carry Out

Carry out an actor keyed locking with:

now the door to lock is locked.

Section - Report

Report an actor keyed locking with:

say "[The actor] [lock] [the door to lock].".

Part - Unlocking it with

Understand nothing as unlocking it with.

Keyed unlocking it with is an action applying to two things.

Understand "Unlock [a key locked locked thing] with [a key]" as keyed unlocking it with.

The keyed unlocking it with action has a door called the door to unlock.

The keyed unlocking it with action has a key called the key to unlock with.

Setting action variables for keyed unlocking with:

now the the door to unlock is the noun;

now the key to unlock with is the second noun.

Section - Check

Check an actor keyed unlocking with when the door to unlock is not key locked(this is the can't unlock a keyless door with a key rule):

if the location of the actor is the lockable side of the door to lock:

try the actor trying unlocking the door to lock;

stop the action;

print "This door doesn't use a key." for the actor;

rule fails.

Check an actor keyed unlocking with(this is the can't unlock a door with a non-matching key rule):

unless key to unlock with key-unlocks the door to unlock:

print "This key doesn't unlock this door." for the actor;

rule fails.

Check an actor keyed unlocking with when the door to unlock is not locked(this is the the can't unlock an unlocked door rule):

print "This door is already unlocked." for the actor;

rule fails.

Section - Carry Out

Carry out an actor keyed unlocking with:

now the door to unlock is unlocked.

Section - Report

Report an actor keyed unlocking with:

say "[The actor] [unlock] [the door to unlock].".

Book - Looking

Looking through is an action applying to one thing.

Understand "Look through [a door]" as looking through.

The looking through action has a room called current position.

The looking through action has a room called other position.

The looking through action has a thing called the thing looked through.

Setting action variables for looking through:

now the current position is the location;

now the other position is the other side of the noun;

now the thing looked through is the noun;

Section - Check

Check looking through a closed door when the thing looked through is not a window(this is the can't look through closed doors rule):

print "You can't see through the closed door" for the actor;

rule fails.

Section - Carry Out

Carry out looking through:

say "Through the [if the noun is a window]window[otherwise]door[end if] you see:";

move the player to the other position;

move the player to the current position, without printing a room description.

Book - Lying/Sitting/Standing

Part - Lying

Lying on is an action applying to one thing.

Understand "Lie in/on [a layable thing]" as lying on.

The lying on action has a thing called the thing laid on.

Setting action variables for lying on:

now the thing laid on is the noun.

Section - Check

Check an actor lying on when the actor is lying(this is the can't lie while lying rule):

print "You're already lying down." for the actor;

rule fails.

Check an actor lying on when the thing laid on is occupied(this is the can't lie on an occupied thing rule):

print "[regarding the thing laid on][They] [seem] occupied." for the actor;

rule fails.

Section - Carry Out

Carry out an actor lying on:

now the actor lies on the thing laid on.

Section - Report

Report an actor lying on:

say "[The Actor] [lie] on [the thing laid on]."

Part - Sitting

Understand the command "sit" as something new.

Sitting on is an action applying to one thing.

Understand "Sit in/on [a sittable thing]" as sitting on.

The sitting on action has a thing called the thing sat on.

Setting action variables for sitting on:

now the thing sat on is the noun.

Section - Check

Check an actor sitting on when the actor is sitting(this is the can't sit while sitting rule):

print "You're already sitting down." for the actor;

rule fails.

Check an actor sitting on when the thing sat on is occupied(this is the can't sit on an occupied thing rule):

print "[regarding the thing sat on][They] [seem] occupied." for the actor;

rule fails.

Section - Carry Out

Carry out an actor sitting on:

now the actor sits on the thing sat on.

Section - Report

Report an actor sitting on:

say "[The Actor] [sit] on [the thing sat on]."

Part - Standing

Standing up is an action applying to nothing.

Understand "Stand up/--" as standing up.

Section - Check

Check an actor standing up when the actor is standing(this is the can't stand up while standing rule):

print "You are already standing." for the actor;

rule fails.

Section - Carry out

Carry out an actor standing up when the actor is sitting:

now the actor sits on nothing.

Carry out an actor standing up when the actor is lying:

now the actor lies on nothing.

Section - Report

Report an actor standing up:

say "[The actor] stands up.".

Book - Opening and Closing

Part - Opening

Understand "Open [a book]" as reading short.

Section - Check

The new can't open what's locked rule is listed instead of the can't open what's locked rule in the check opening rulebook.

Check an actor opening when the noun is locked (this is the new can't open what's locked rule):

if the noun is keyless locked:

try the actor trying unlocking the noun;

continue the action;

otherwise if the noun is key locked:

if the actor carries a key that key-unlocks the noun:

repeat with key running through keys carried by the actor:

if the key key-unlocks the noun:

try the actor trying keyed unlocking the noun with the key;

continue the action;

print "[regarding the noun][They] [seem] to be locked." (A) for the actor;

rule fails.

Part - Closing

Understand "Close [a book]" as closing book.

Book - Reading

To read is a verb.

Understand the command read as something new.

Part - Reading short

Reading short is an action applying to one thing, requiring light.

Understand "read [a book]" as reading short.

Section - Carry Out

Instead of an actor reading short:

try the actor reading 1 from the noun.

Part - Turning to the next page

Turning to the next page is an action applying to nothing.

Understand "Turn to the/-- next page" as turning to the next page.

Understand "Flip to the/-- next page" as turning to the next page.

Understand "Next page" as turning to the next page.

Section - Carry Out

Instead of an actor turning to the next page:

let the next page be the current page of the actor + 1;

let the book be the book read by the actor;

try the actor trying reading the next page from the book.

Part - Turning to the previous page

Turning to the previous page is an action applying to nothing.

Understand "Turn to the/-- previous page" as turning to the previous page.

Understand "Flip to the/-- previous page" as turning to the previous page.

Understand "Previous page" as turning to the previous page.

Section - Carry Out

Instead of an actor turning to the previous page:

let the previous page be the current page of the actor - 1;

let the book be the book read by the actor;

try the actor trying reading the previous page from the book.

Part - Reading it from

Reading it from is an action applying to one number and one thing, requiring light.

Understand "read page [a number] from/of/in [a book]" as reading it from.

The reading it from action has a book called the book being read.

The reading it from action has a number called the current page.

Setting action variables for reading from:

now the book being read is the second noun.

Setting action variables for reading from:

now the current page is the number understood.

Section - Check

Check an actor reading from when the current page is not a page listed in the contents of the book being read(this is the can't read a nonexistent page rule):

print "That page isn't in this book." for the actor;

rule fails.

Check an actor reading from when the book being read is nothing(this is the can't read from nothing rule):

print "You aren't reading from any book." for the actor;

rule fails.

Section - Carry out

Carry out an actor reading from when the actor is reading nothing:

now the actor is reading the book being read.

Carry out an actor reading from:

now the actor read page the current page.

Section - Report

Report someone reading from:

say "[The actor] [read] [the book being read]."

Report reading from:

say "[contents corresponding to page of the current page in the contents of the book being read]".

Unsuccessful attempt by anyone reading from:

if the reason the action failed is the can't read a nonexistent page rule:

say "[The actor] can't read a page that isn't in the book.";

otherwise if the reason the action failed is the can't read from nothing rule:

say "[The actor] can't read from nothing.".

Part - Closing book

Closing book is an action applying to one thing.

The closing book action has a thing called the book to close.

The closing book action has a thing called the book read by the actor.

Setting action variables for closing book:

now the book to close is the noun;

Section - Check

Check an actor closing book when the book to close is nothing(this is the can't close nothing rule):

print "You can't close nothing." for the actor;

rule fails.

Check an actor closing book when the book to close is read by no one(this is the can't close a book no one is reading rule):

print "That book isn't open." for the actor;

rule fails.

Section - Carry Out

Carry out an actor closing book:

now the book to close is read by no one.

Section - Report

Report an actor closing book:

say "[The actor] [close] [the book to close]".

Book - Sleeping

Understand nothing as sleeping.

Sleeping for is an action applying to one number.

Understand "Sleep for [a time period]" as sleeping for.

Section - Check

Check an actor sleeping for when the actor is not lying(this is the can't sleep while not lying down rule):

if a bed is in the location of the actor:

let the bed be a random bed in the location of the actor;

try the actor trying lying on the bed;

continue the action;

print "You need to lie down to sleep" for the actor;

rule fails.

Section - Carry Out

Carry out an actor sleeping:

try the actor trying waiting more the number understood.

Section - Report

Report an actor sleeping:

say "[The actor] [fall] asleep."

Book - Waiting

Waiting more is an action applying to one number.

Understand "wait [a time period]" or "wait for [a time period]" or "wait for a/an [a time period]" or "wait a/an [a time period]" as waiting more.

Section - Carry Out

Carry out waiting more:

let the time to wait be the number understood;

while the time to wait is greater than 1:

follow the turn sequence rules;

decrease the time to wait by 1.

Book - Walking

Use fast route-finding.

To walk is a verb.

To arrive is a verb.

Walking to is an action applying to one visible thing.

The walking to action has an object called the destination.

Understand "Walk to [any building]" as walking to.

Understand "Walk to [any room]" as walking to.

Setting action variables for walking to a building:

now the destination is the entrance of the noun.

Setting action variables for walking to a room:

now the destination is the noun.

Section - Check

Check an actor walking to when the best route from the location to the destination is nothing(this is the can't walk somewhere not traversable to rule):

print "You aren't able to reach that destination." for the actor.

Section - Carry Out

Carry out walking to:

while the location is not the destination:

let the direction be the best route from the location to the destination using doors traversable by the player;

try going direction;

unless the location is the destination:

follow the turn sequence rules.

Carry out someone walking to:

do nothing.

Volume - Testing - Not for release

Part - Testing Keys

The skeleton key is a key. Every door is key-unlocked by the skeleton key. The player carries the skeleton key.

Part - Commands