A Kotlin-based DSL for text adventures, with a partial replica of the classic Colossal Cave as an example.
My main goal was playing with Kotlin to get a feel for what it was like. A text adventure model and DSL were a fun little exercise to do, as well as replicating some of the classic locations, items, and events. However, the game was more of a use case and a test case than a goal in itself. This said, it turned out to be a fairly complete mini-adventure with its own goal and plot.
Locations and item descriptions are generally true to the original, as published by Eric Raymond (see a link below). Some interactions are changed or augmented to try out various engine features, and to keep the world cohesive without replicating it all.
Building and running
gradle jar in the project directory to build a jar under
Alternatively, open the project directory in IntelliJ (it is a project) and
AdventKT:jar artifact. This produces
Run the jar using the
advent shell script in the project directory. It runs
the jar from the location where the IDE builds it. If using Gradle, edit the
path in the script accordingly.
Study pointers for the curious
The game is defined entirely in the ColossalCave
class. (Spoiler alert). The class is Kotlin code, but shaped into a DSL. The
definition is extensively commented to explain the use of DSL constructs.
It's accompanied by global action definitions in
The implementation revolves around four core classes under
Action. The DSL expressions in
ultimately create a particular structure of those classes and their subclasses.
The world definition DSL as seen in the
ColossalCave class is defined by a set
of methods in
Room, and to a lesser degree, the
My email is
<first name> dot <last name> at gmail dot com.
Links of interest
Open Adventure, the original Colossal Cave version 2.5