going
go (going): go north, walk/run/head/travel north, or just the direction (the synonym forms and a fixed
go <direction> rule landed with ADR-230 D4). Twelve direction words
parse: north/n, south/s, east/e, west/w,
northeast/ne, northwest/nw, southeast/se, southwest/sw,
up/u, down/d, plus in/inside and out/outside.
Exits are room data: the direction lines of a room's create block,
including blocked and conditionally blocked exits (chord-language.md
owns that syntax) and deadly exits. A blocked exit
refuses with movement_blocked and speaks the story's own phrase, and
a direction can be blocked without leading anywhere, which is how "the
hedge is too thick" works. An exit may route through a door,
which refuses while locked (door_locked) or closed (door_closed).
Darkness gates seeing, not moving: walking into a dark room succeeds
and only the arrival description is lost, replaced by too_dark
(anything worse than not-seeing, a grue, is death machinery). Vehicles
change whose feet move: one line, TypeScript-only today.
The author writes:
create the Walled Garden
a room
north to the Potting Shed through the green door
east to the Grotto
south is blocked: wall-too-high
Espaliered pears line the old brick walls.
create the green door
a door
aka door
A green door in the north wall, painted and peeling.
on going it
refuse when the player holds the wheelbarrow: barrow-too-wide
end on
phrase barrow-too-wide:
The wheelbarrow jams in the doorway. You back out again.
create the Potting Shed
a room
Clay pots on every shelf, and the smell of compost.
after entering it, once
phrase shed-memory
You spent a whole summer in here once, pricking out seedlings.
end after
create the Grotto
a room, dark
west to the Walled Garden
Dripping stone and ferns nobody planted.
create the wheelbarrow
aka barrow
in the Walled Garden
A wooden wheelbarrow, wider than it needs to be.
create the player
starts in the Walled Garden
define phrases en-US
wall-too-high:
The south wall is twelve feet of smooth brick. Not without a ladder.
The player sees:
> south
The south wall is twelve feet of smooth brick. Not without a ladder.
> east
It is pitch dark. You are likely to be eaten by a grue.
> west
Walled Garden
Espaliered pears line the old brick walls.
You can see a wheelbarrow here.
> north
The green door is closed.
> open the green door
You open the green door.
> take the wheelbarrow
Taken.
> north
The wheelbarrow jams in the doorway. You back out again.
> drop the wheelbarrow
Dropped.
> north
Potting Shed
Clay pots on every shelf, and the smell of compost.
You spent a whole summer in here once, pricking out seedlings.
One walk covers the seams: the blocked wall speaks the story's phrase,
the dark Grotto lets you in but shows you nothing, the closed door
refuses, the door's own on going it guard vetoes the wheelbarrow, and
the shed's after entering it, once greets the first arrival.
go (going-*) | |
|---|---|
| Refusals | no_direction · not_in_room (in a vehicle, not a room) · no_exits · no_exit_that_way · movement_blocked (the story's blocked phrase) · door_locked · door_closed · destination_not_found |
| Success | moved · moved_to · first_visit · too_dark (you arrived; you just can't see) |
| Events | actor_exited / actor_moved / actor_entered, plus region_exited / region_entered on region crossings: what after going clauses and daemons key off |
Interceptors: going consults three parties in order: the room being
left (on going it), the room being entered (its clauses bind as
entering_room conditions; this is how a room refuses entry rather
than refusing exit), and the door being passed through (on going it
on the door, as the green door shows). First refusal wins. Regions can
react to the crossing events on their own blocks: after entering it
/ after leaving it.