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Initial revision
{*** TRANSITIONS ***}
road1(ACTION) = ($setv n s e w ne nw se sw u d)
($hit .ME gard1 gard5 road2 road3 gard2 gard3 gard6 gard7 0 0)
($miss 0 0 0 0 0 0 0 0 cg cg);
road2(ACTION) = ($hit .ME gard2 gard6 road7 road1 gard2 gard1 gard6 gard5 0 0)
($miss 0 0 0 0 0 0 0 0 cg cg);
road3(ACTION) = ($hit .ME gard3 gard7 road1 road8 gard1 gard3 gard5 gard7 0 0)
($miss 0 0 0 entr8 0 0 0 0 cg cg);
road4(ACTION) = ($hit .ME farm1 road7 frst1 gard2 frst1 gard2 frst1 gard2 0 0)
($miss 0 0 0 0 0 0 0 0 cg cg);
road5(ACTION) = ($hit .ME road7 road6 frst1 gard6 frst1 gard6 frst1 gard6 0 0)
($miss 0 0 0 0 0 0 0 0 cg cg);
road6(ACTION) = ($hit .ME road5 town1 frst1 gard6 frst1 gard6 frst1 gard6 0 0)
($miss 0 0 0 0 0 0 0 0 cg cg);
road7(ACTION) = ($hit .ME road4 road5 frst1 road2 frst1 gard2 frst1 gard6 0 0)
($miss 0 0 0 0 0 0 0 0 cg cg);
road8(ACTION) = ($miss tress tress east8 west8 cg cg cg cg cg cg);
east8 = ( ($eq @HWY8 0) : ($move .ME road3)
{ ELSE } : (dump8 ($cont road8))
($setg HWY8 ($minus @HWY8 1))
(get8 ($cont roadx))
(Slook 0 ($loc .ME))
($setg LOOKP FALSE)
);
west8 =
(dump8 ($cont road8))
($setg HWY8 ($plus @HWY8 1))
(get8 ($cont roadx))
(Slook 0 ($loc .ME))
($setg LOOKP FALSE);
dump8 = (($link %1) : (dump8 ($link %1))) { start at bottom }
(($ne %1 .ME) : { Everything else leaves }
($setp %1 RDLOC @HWY8) { Retain its location on HWY 8 }
($move %1 roadx) { Put it in the box }
);
get8 = ( %1 :
(get8 ($link %1))
(($eq ($prop %1 RDLOC) @HWY8) :
($move %1 road8)
)
);
entr8 = (dump8 ($cont road8))
($setg HWY8 0)
(get8 ($cont roadx));
gard1(ACTION) = ($hit .ME gard4 road1 gard2 gard3 0 0 0 0 0 0 )
($miss 0 0 0 0 cg cg cg cg cg cg);
gard2(ACTION) = ($hit .ME gard4 road2 gard2 gard1 0 0 0 0 0 0 )
($miss 0 0 0 0 cg cg cg cg cg cg);
gard3(ACTION) = ($hit .ME gard4 road3 gard1 gard3 0 0 0 0 0 0 )
($miss 0 0 0 0 cg cg cg cg cg cg);
gard4(ACTION) = ($hit .ME gard4 gard1 gard2 gard3 0 0 0 0 0 0 )
($miss 0 0 0 0 cg cg cg cg cg cg);
gard5(ACTION) = ($hit .ME road1 gard8 gard6 gard7 0 0 0 0 0 0 )
($miss 0 0 0 0 cg cg cg cg cg cg);
gard6(ACTION) = ($hit .ME road2 gard8 gard6 gard5 0 0 0 0 0 0 )
($miss 0 0 0 0 cg cg cg cg cg cg);
gard7(ACTION) = ($hit .ME road3 gard8 gard5 gard7 0 0 0 0 0 0 )
($miss 0 0 0 0 cg cg cg cg cg cg);
gard8(ACTION) = ($hit .ME gard5 gard8 gard6 gard7 0 0 0 0 0 0 )
($miss 0 0 0 0 cg cg cg cg cg cg);
frst1(ACTION) = ($hit .ME frst3 frst1 frst2 frst2 0 0 0 0 0 0)
($miss 0 0 0 0 cg cg cg cg cg cg);
frst2(ACTION) = ($hit .ME frst1 frst2 frst3 frst1 0 0 0 0 0 0)
($miss 0 0 0 0 cg cg cg cg cg cg);
frst3(ACTION) = ($hit .ME frst1 frst3 frst2 frst2 0 0 0 0 0 0)
($miss 0 0 0 0 cg cg cg cg cg cg);
frst4(ACTION) = ($hit .ME frst4 frst2 frst1 road7 0 0 0 0 0 0)
($miss 0 0 0 0 cg cg cg cg cg cg);
farm1 (ACTION) =($hit .ME farm2 road4 farm3 farm4 farm3 farm4 0 0 0 0)
($miss 0 0 0 0 0 0 cg cg cg cg);
farm2 (ACTION) = ($hit .ME farm6 farm1 farm7 0 0 0 0 0 farm7 0)
($miss 0 0 0 cg cg cg cg cg 0 cg);
farm3 (ACTION) = ($hit .ME farm5 farm1 frst1 0 0 farm5 0 farm1 0 0)
($miss 0 0 0 cg cg 0 cg 0 cg cg);
farm4 (ACTION) = ($hit .ME farm5 farm1 0 gard4 farm5 0 farm1 0 0 0)
($miss 0 0 cg 0 0 cg 0 cg cg cg);
farm5 (ACTION) = ($hit .ME 0 0 farm3 farm4 0 0 farm3 farm4 0 0)
($miss cg cg 0 0 cg cg 0 0 cg cg);
farm6 (ACTION) = ($hit .ME 0 farm2 0 0 0 0 0 0 0 0)
($miss cg 0 cg cg cg cg cg cg cg cg );
farm7 (ACTION) =
($hit .ME 0 0 farm2 0 0 0 0 0 0 farm2)
($miss cg cg 0 PanL cg cg cg cg cg PanL);
town1 (ACTION) =($hit .ME road6 town2 town3 town4 0 0 0 0 0 0)
($miss 0 0 0 0 cg cg cg cg cg cg);
town2 (ACTION) =($hit .ME town1 0 town5 town6 0 0 0 0 0 0)
($miss 0 cg 0 0 cg cg cg cg cg cg);
town3 (ACTION) =($hit .ME 0 0 0 town1 0 0 0 0 0 0)
($miss cg cg cg 0 cg cg cg cg cg cg);
town4 (ACTION) =($hit .ME 0 0 town1 0 0 0 0 0 0 0)
($miss cg cg 0 cg cg cg cg cg cg cg);
town5 (ACTION) =($hit .ME 0 0 0 town2 0 0 0 0 0 0)
($miss cg cg cg 0 cg cg cg cg cg cg)
(TWN5x);
town6 (ACTION) =($hit .ME 0 0 town2 0 0 0 0 0 0 0)
($miss cg cg 0 cg cg cg cg cg cg cg);
cel01 (ACTION) = ($hit .ME cel02 0 0 cel04 0 0 0 0 farm7 0)
($miss 0 ny cg 0 cg cg cg cg 0 cg);
cel02 (ACTION) = ($hit .ME cel05 cel01 0 0 0 0 0 0 0 0)
($miss 0 0 ny cg cg cg cg cg cg cg);
cel03 (ACTION) = ($hit .ME 0 cel05 0 cel13 cel09 0 0 0 0 cel09)
($miss cg 0 cg 0 0 cg cg cg cg 0);
cel04 (ACTION) = ($hit .ME cel10 0 cel01 cel08 0 0 0 0 0 cel10)
($miss 0 cg 0 0 cg cg cg cg cg 0 );
MV56=($setg Cel6x 5);
MV76=($setg Cel6x 7);
MV67=( ($and ($ne @Cel6x 7)
($prop dragon AWAKE)): ($say
"The ice dragon blocks your attempt to cross!\n\n")
: ($move .ME cel07) );
MV65=( ($and ($ne @Cel6x 5)
($prop dragon AWAKE)): ($say
"The ice dragon blocks your attempt to leave!\n")
: ($move .ME cel05) );
cel05 (ACTION) = ($hit .ME cel03 cel02 0 0 cel06 0 0 0 0 0)
($miss 0 0 cg cg MV56 ny cg cg cg cg);
cel06 (ACTION) = ($hit .ME 0 0 0 0 0 0 0 0 0 0)
($miss cg cg MV67 MV65 cg cg cg cg cg cg)
(($eq ($loc .ME) cel06) {still here}:
($setg LOOKP TRUE)
)
;
cel07 (ACTION) = ($hit .ME 0 0 0 cel06 0 0 0 0 0 0)
($miss cg cg cg MV76 cg cg cg cg cg cg);
cel08 (ACTION) = ($hit .ME 0 0 cel04 0 0 0 0 0 0 0)
($miss cg cg 0 ny cg cg cg cg cg cg);
cel09 (ACTION) = ($hit .ME 0 0 0 0 0 0 0 0 0 0)
($miss ny cg cg cg cg cg cg cg cg cg);
cel10 (ACTION) = ($hit .ME 0 cel04 0 0 0 0 0 0 0 cel11)
($miss cg 0 cg ny cg cg cg cg cg 0);
cel11 (ACTION) = ($hit .ME 0 0 cel12 0 0 0 0 0 0 0)
($miss ny cg 0 cg cg cg cg cg cg cg);
cel12 (ACTION) = ($hit .ME cel11 0 0 0 0 0 0 0 0 0)
($miss 0 cg ny cg cg cg cg cg cg cg);
cel13 (ACTION) = (($eq ($verb) down):
(($prop cel13 HOLED):
($say "You plunge into the icy waters!\n")
($move .ME cel14)
($exit 0)
)
)
($hit .ME 0 0 cel03 0 0 0 0 0 0 0)
($miss cg cg 0 ny cg cg cg cg cg cg);
This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.