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This is my take on the abandoned project called mooix, an attempt to use the functionality in any POSIX system (permissions, users, files, etc.) as the basis for an object-oriented gameworld. The system is devided into a number of interacting sub-systems. Firstly, there is the FUSE system. In general, writes will never be directly to the data folder. Instead, the data folder will be proxied to the library folder, to allow for some smart interactions in the system. Second, the parser. The parser will take in a command and parse it via the rules in the actions folders. Third is the event system. Changes to the game world occur as the result of events. The simplest way to trigger an event is through the successful parsing of an action. Events are then handled by way of rules. Rules define what scripts should be called for any particular event based on the arguments passed with the event. For example, one of the events that takes place in the processing of an action is a "before" event. The arguments to "before" are the action taking place, and any nouns that the parser has deemed relevent to the action. A "before" rule, then, might say that on a before event for the "going" action, where the first noun is a direction, call script A. Then another rule might say that before "taking" a door, call script B. Users of Inform 7 will find this eerily familiar, although I admit the syntax is very different. The final part of this entire set are the scripts. Scripts actually manipulate the game world, and since the game world is manipulated through the file system, nearly any popular programming language can be used for scripting.
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