Chord / Cookbook / Containers & Locks / locking and unlocking
locking and unlocking, with a key
lockable with the <key entity> declares the key contract in one
line, and forward references are legal. Keyless LOCK on a keyed lock
asks for the key; the wrong key refuses; lock state then gates
opening. (A Chord lockable starts unlocked, and this strongbox
declares starts open; the transcript locks the box itself first,
though a story could seed the state instead with starts locked.)
The author writes:
create the Strong Room
a room
A windowless room with one iron shelf.
create the strongbox
a container, openable, lockable with the brass key, starts open
in the Strong Room
A squat strongbox with a bright keyhole.
create the brass key
aka key
in the Strong Room
A small brass key.
create the hairpin
in the Strong Room
A sturdy steel hairpin.
create the deed
in the strongbox
A property deed, folded in thirds.
create the player
starts in the Strong Room
The player sees:
> take the brass key
Taken.
> take the hairpin
Taken.
> close the strongbox
You close the strongbox.
> lock the strongbox
What do you want to lock it with?
> lock the strongbox with the brass key
You lock the strongbox with the brass key.
> open the strongbox
The strongbox is locked.
> unlock the strongbox with the hairpin
The hairpin doesn't fit the strongbox.
> unlock the strongbox with the brass key
You unlock the strongbox with the brass key.
> open the strongbox
You open the strongbox.
Inside the strongbox you see deed.