When in Rome 2: Far from Home — 9 of 22

Emily Short

Release 1

Section 3 - Every Turn Rules for Creature

After entering something in the presence of a contrary person:

if the creature cannot touch the player, continue the action;

move the creature to the noun;

now the creature is passive;

say "You climb into [the noun]. [The creature], agitated, tries to get you out again, a process at which it is so unsuccessful that it winds up falling in with you."

After exiting in the presence of a contrary person:

now the creature is passive;

if the creature is in location, say "You climb out. [The creature] tries to push you back, but without success.";

otherwise say "You scramble out. [The creature] tries to pull you into [the holder of the creature] with it, but fails miserably."

Definition: a thing is inanimate if it is not a person.

To decide whether game has begun:

if we are dead, no;

if Office is visited, yes;

no.

Every turn:

if game has begun and Sending is happening,

follow the creature behavior rules;

change last location to location.

The creature behavior rules is a rulebook.

The first creature behavior rule:

abide by the creature death rule.

This is the creature death rule:

if the creature is suffocating:

increase the breath count of the creature by 1;

if the breath count of the creature > 3:

say "At this point [the creature] is overwhelmed by lack of whatever it breathes, and collapses.";

end the game saying "Unfortunately, you are unable to revive the thing";

if the creature is dying:

say "Too long without sustenance, [the creature] succumbs to a coma and death.";

end the game saying "You have killed your Visitor.";

rule succeeds.

A creature behavior rule (this is the poisoned creature rule):

if the creature is poisoned:

now the creature is passive;

now the creature is slow;

if the creature is visible:

say "[The creature] does not move but simply looks glassy[if the creature is hungry] and hungry[end if][if the creature is starving]. Starving, even -- but too dulled to do anything about it[end if].";

rule succeeds.

A creature behavior rule (this is the color change rule):

if the moon of the creature is Triton and the creature can see the lamp:

if the lamp is lit and the color of the creature is grey:

now the creature is red;

now the creature is passive;

if the creature is visible:

say "The creature gradually turns red in the lamplight.";

otherwise:

if the lamp is unlit and the color of the creature is red:

now the creature is grey;

now the creature is passive;

if the creature is visible, say "The creature fades to grey with the lamp turned off."

A creature behavior rule (this is the drop heavy things rule):

if the creature is active and the creature carries a tiring thing (called anvil):

say "[The creature] grimaces at the weight of [the anvil].[line break]";

try the creature trying dropping the anvil.

Definition: a thing is tiring if it outweighs strength.

A creature behavior rule (this is the placid held creature rule):

if the player is carrying the creature:

if the creature carries a delicious thing and the creature is hungry:

try the creature trying dining;

otherwise:

if the creature is cold:

say "[The creature] huddles against you for warmth.";

otherwise:

say "[The creature] [if a random chance of 1 in 2 succeeds]squirms a little in your grip[otherwise]leans over to look at the floor[end if][if a random chance of 1 in 2 succeeds], but does nothing[end if].";

rule fails.

A creature behavior rule (this is the inactivity while blinded rule):

if the creature is blinded and the creature is active:

if the creature is smart:

if the creature can see a lit device (called the target):

if the target is fixed in place or the target is available:

try the creature trying switching off the target;

otherwise:

try the creature trying hiding oneself;

if the creature is blinded and the creature is active:

say "[The creature] [if a random chance of 1 in 2 succeeds]obviously does not appreciate the glare of the light[otherwise]huddles by itself, blinking[end if][if the creature is hungry]. It also looks to be getting hungry[end if].";

now the creature is passive;

otherwise:

try the creature trying hiding oneself;

if the player cannot see the creature, rule fails;

if the creature is passive, rule fails;

if the creature is in the egg and the creature is visible:

say "[The creature] turns as far from the light as it can get in its pod.";

otherwise:

if the creature is visible, say "[The creature] cowers [if the creature is not in the location]in [the holder of the creature][otherwise]in what shadow it can find[end if], sniveling.";

rule fails.

A creature behavior rule (this is the food consumption rule):

if the creature is active and the creature is hungry:

try the creature trying dining.

A creature behavior rule (this is the inactivity while starving rule):

if the creature is starving and creature is active:

try the creature trying dining;

if the creature is starving, try the creature trying crying.

A creature behavior rule (this is the slothful kids don't move rule):

if the creature is slothful and the creature is active:

try the creature trying waiting;

now the creature is passive;

rule succeeds.

A creature behavior rule (this is the dress when cold rule):

if the creature is active and the creature is cold,

try the creature trying dressing oneself.

A creature behavior rule (this is the inactivity while cold rule):

if the creature is active and the creature is cold,

try the creature trying shivering.

A creature behavior rule (this is the timid creature hides rule):

if the creature is active and the creature is timid and the creature can see the player,

try the creature trying hiding oneself;

A creature behavior rule (this is the timid creature lurks rule):

if the creature is active and the creature is timid and the creature is visible:

say "[The creature] tries to put [the random fixed in place thing in the location] between itself and you.";

now the creature is passive.

A creature behavior rule (this is the contrary creature rule):

if the creature is active and the creature is contrary and the noun is a thing:

if the noun is the creature:

now the creature is passive; [because we will count glaring back at the player as its action for this turn]

otherwise:

if the creature is visible, say "[The creature] [if a random chance of 1 in 2 succeeds]watches your attention to[otherwise]observes your interest in[end if] [the noun][if a random chance of 1 in 2 succeeds], its eyes narrowing[otherwise], growling in the back of its throat[end if].[line break]";

if opening, try the creature trying closing the noun;

if closing, try the creature trying opening the noun;

if the creature is active, try the creature trying taking the noun.

A creature behavior rule (this is the evil creature rule):

if the creature is secretive and the creature is active and the creature is smart, try the creature trying launching us.

A creature behavior rule (this is the acquisitive creature environment rule):

if the creature is not visible, make no decision;

if the creature is active and the creature is acquisitive:

if the creature is in a container and the location is rich:

say "[The creature] thoughtfully counts [the number of things in the location in words] things outside its home, as compared to [the number of things in the holder of the creature in words] where it is now, and scratches its head.";

try the creature trying exiting;

otherwise:

if the creature is in the location and the creature can see a rich container (called the target):

say "[The creature] thoughtfully counts [the number of things in the target in words] things in [the target], as compared to [the number of things in the location in words] out here, and scratches its head. ";

try the creature trying entering the target.

Definition: a container is rich:

if it is closed and it is opaque, no;

if the number of things in it is greater than the number of things in the holder of the creature, yes.

Definition: a room is rich if the number of things in it is greater than the number of things in the holder of the creature.

A creature behavior rule (this is the creature escape rule):

if the player lies outside the creature, make no decision;

if the creature is active and the creature is in a container (called home):

if the home contains something (called target) which is wanted by the creature:

try the creature trying taking the target;

otherwise:

if the player carries the home, make no decision;

if the creature is homebound and the creature is in the egg and location is the Office:

try the creature trying preparing for launch;

otherwise:

if the creature was last fed too long ago, do nothing;

otherwise try the creature trying exiting;

if the active creature is in a closed container (called the trap):

if the creature is friendly and the creature is visible:

say "[The creature] presses its mouth to the inner surface of [the trap] and makes fish faces at you.";

otherwise if the creature is visible:

say "[The creature] knocks on the inner wall of [the trap].";

now the creature is passive.

A creature behavior rule:

if the creature is homebound and the creature is active and location is the Office, try the creature trying preparing for launch;

if the creature is hostile and the creature is active and the creature is smart, try the creature trying launching us.

A creature behavior rule (this is the hostile action rule):

if the creature is active and the creature is hostile

begin;

if the creature can see an available papery thing (called the target)

begin;

if the creature can touch the target, try the creature trying attacking the target;

otherwise try the creature trying showing temper;

otherwise;

if the creature can see a papery thing (called the target)

begin;

try the creature trying attacking the target;

end if;

end if;

end if.

A creature behavior rule (this is the smelly thing rule):

if the creature is active and the creature is offended and the creature is stupid

begin;

let problem be a random stinky thing which can be seen by the creature;

try the creature trying disposing of the problem;

end if.

A creature behavior rule (this is the good smelly thing rule):

if the creature is active and the odor sensitivity of the creature is inverse

begin;

let target be a random stinky thing which can be seen by the creature;

try the creature trying taking the target;

end if.

A creature behavior rule (this is the discard trash rule):

if the creature is active and the creature is carrying something (called the target) which is not wanted by the creature

begin;

if the creature is acquisitive, make no decision;

if the creature is vast and the target is unexplored and the target is not a container

begin;

try the creature trying attacking the target;

otherwise;

try the creature trying dropping the target;

end if;

end if.

A creature behavior rule (this is the greedy action rule):

if the creature is active and the creature is acquisitive and the creature is not occupied

begin;

if the creature can see an available grabbable thing (called the target) which is not had by the creature

begin; ;

try the creature trying taking the target;

end if;

end if.

Definition: a thing is grabbable if it is not fixed in place and it is not scenery.

Definition: a creature is occupied if the number of things carried by the creature is the carrying capacity of the creature.

A creature behavior rule (this is the juggling stuff rule):

if the creature is active and the creature is acquisitive and the creature is occupied

begin;

if the creature is visible and a random chance of 1 in 4 succeeds

begin;

now the creature is passive;

say "[The creature] juggles [the list of things carried by the creature] in a colorful arc.";

otherwise;

if a random chance of 1 in 2 succeeds

begin;

now the creature is passive;

if the creature is visible, say "[The creature] gleefully counts its [number of things carried by the creature in words] possession[s].";

otherwise;

try the creature trying playing with a random thing carried by the creature;

end if;

end if;

end if.

A creature behavior rule (this is the creature improv rule):

if the creature is active and the creature is playful and the creature is visible and plot depth is 2

begin;

increase plot depth by 1;

say "[The creature] catches your eye, then does a pretty passable imitation of Esther walking towards you and wagging her finger.

It's good to know that if she ever decides to quit, you'll be able to get a reliable replacement.";

end if.

A creature behavior rule (this is the bored creature looks around rule):

if the creature is active and the creature is playful

begin;

if the creature can see an unexplored thing, make no decision;

try the creature trying exploring;

end if.

A creature behavior rule (this is the bored action rule):

if the creature is not visible, make no decision;

if the creature is not in location, make no decision;

now every thing which is part of something is explored;

if the creature is active

begin;

if the creature can see something available (called the target) which is not wanted by the creature

begin;

if the creature can touch an unexplored available thing (called the new target)

begin;

try the creature trying playing with the new target;

otherwise;

if the creature can touch an entertaining thing

begin;

try the creature trying playing with a random entertaining thing;

end if;

end if;

end if;

end if.

Definition: a thing is entertaining if creature can touch it and it is not wanted by the creature and it is available and it is not part of something.

The last every turn rule:

change the heart's desire to the creature;

if Esther's utterance is not "blank", say "[Esther's utterance][paragraph break]"; change Esther's utterance to "blank";

now every animal is active.