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[COLD] MUD system -> MUD system conversion...

daemon@ATHENA.MIT.EDU (Thu Mar 14 20:54:54 1996 )

Date: Thu, 14 Mar 1996 18:12:01 -0700 (MST)
From: Brandon Gillespie <brandon@tombstone.sunrem.com>
To: coldstuff@cold.org, moo-cows@parc.xerox.com

I would like input on the following, for anybody who feels up to giving 
it.  The intention of such a system is to make converting VR aspects of a 
specific MUD system to another mud system.  It does this by abstracting 
the information to a command standard format.  The format is negotiable 
at this moment, what I use is primarily what I could think of at the 
moment.  The concept is workable; the format needs work, which is why I'm 
posting here :)

Most MOO's, MUSH's, etc have a generic object system which is relatively
similar (i.e. they all have rooms, or some such similar concept for a
location).  The following idea is to create 'templates' which objects
from any system can be dumped to, and which any other system can read back
into their own db format.  The intention is to create a generic high-level
specification for Virtual Environment System topology, so that the topology
can easilly convert from driver to driver.

While these templates do not follow a coordinated heirarchy of 'objects', they
can be grouped within their own private inheritance tree.  For instance,
another template could be defined using the generic location template,
this second template would take on all of the aspects of the generic template,
plus it would also further define a location.

To reexamine; the purpose of this system is to create a standard set of
templates which can be used to abstractly represent the topology of most
systems (MOO, MUSH, TinyMUSH, etc).  With this abstraction one could easilly
convert from one system to another.  The level of detail/depth that is created
would be restricted.  However, this system would enable one to convert
the grunt portion of a system's topology easilly.

Along with templates there is also a generic set of 'data' types
(dropping back to C for syntax conventions):

    INT (integer)                       125
    STR (string, lists of characters)   "string"
    LIST                                {item, item, item}
    REF                                 $object

The following are examples of template definitions:

template described
    LIST desc                             // a list of strings

template named
    STRING name                           // the exit name

template location (named, described)
    LIST exits                            // a list of object references

// a generic exit, it links two rooms, the concept of 'left' and
// 'right' is abstract, this is just a link connecting both rooms.
template exit (named, described)
    REF left
    REF right

Using these templates as a standard, one could dump a few rooms simply with:

// define the names first, sortof a 'prototype'
define location $room_1
    name "Lounge"
    desc {"The lounge is a quite place where you relax"}
    exits {$exit_1}

define location $room_2
    name "Closet"
    desc {"This is a dark closet, you can't see anything."}
    exits {$exit_1}

define exit $exit_1
    name "Door"
    desc {"a reely bland door."}
    left $room_1
    right $room_2