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nani.pro
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%
% Amzi -- Adventure in Prolog
% Nani Search
% http://www.amzi.com/AdventureInProlog/index.php
%
% Author: Sergio Salomon Garcia <sergio.salomon@alumnos.unican.es>
%
%%%% RULES %%%%
% Declares a room in the house
% room/1
% room(?NameOfRoom)
room(office).
room(hall).
room(kitchen).
room('dining room').
room(cellar).
:- op(33, fx, room). %% for op precedence
% Connection between two rooms
% door/2
% door(?RoomA, ?RoomB)
door(office, hall).
door(hall, 'dining room').
door('dining room', kitchen).
door(kitchen, office).
door(cellar, kitchen).
% Properties of the doors
% isopen/1
% isopen(?Door(X,Y))
:- dynamic isopen/1.
% isclosed/1
% isclosed(?Door(X,Y))
:- dynamic isclosed/1.
isclosed(door(office, hall)).
isclosed(door(hall, 'dining room')).
isclosed(door('dining room', kitchen)).
isclosed(door(kitchen, office)).
isclosed(door(cellar, kitchen)).
% Location of an object in a place
% location/2
% location(?Object, ?Place)
:- dynamic location/2.
location(desk, office).
location(computer, office).
location(flashlight, desk).
location(envelope, desk).
location(stamp, envelope).
location(key, envelope).
location(apple, kitchen).
location(broccoli, kitchen).
location(crackers, kitchen).
location('washing machine', cellar).
location(nani, 'washing machine'). % There it is!!
% With lists version of locaion
location(X,Y) :-
loc_list(L, Y),
member(X, L).
:- dynamic loc_list/2.
loc_list([apple, broccoli, apple, crackers, candle, table], kitchen).
loc_list([desk, computer], office).
loc_list([flashlight, envelope], desk).
loc_list([key, stamp], envelope).
loc_list(['washing machine'], cellar).
loc_list([nani], 'washing machine').
% TODO ...
% Structured version of location
location_s(object(candle, red, small, 1), kitchen).
location_s(object(apple, red, small, 1), kitchen).
location_s(object(apple, green, small, 1), kitchen).
location_s(object(table, white, big, 50), kitchen).
location_s(object(desk, brown, big, _), office).
location_s(object(computer, gray, large, _), office).
location_s(object(flashlight, black, small, _), desk).
location_s(object(envelope, white, small, _), desk).
location_s(object(stamp, red, tiny, _), envelope).
location_s(object(key, golden, tiny, _), envelope).
location_s(object(broccoli, green, small, _), kitchen).
location_s(object(crackers, brown, small, _), kitchen).
location_s(object('washing machine', white, big, _), cellar).
location_s(object(nani, blue, small, _), 'washing machine').
% TODO ...
% Operator is_in for check location
is_in(Thing, room(X)) :-
location(Thing, X).
:- op(35, yfx, is_in).
%:- op(35, xfy, is_in).
banana is_in room(kitchen).
pear is_in room kitchen.
% is_contained/2
% is_contained(?Thing, ?Container)
is_contained(Thing, Container) :-
location(Thing, Container).
is_contained(Thing, Container) :-
location(X, Container),
is_contained(Thing, X).
%is_contained(Thing, Container) :-
% location(Thing, X), % unbound !
% is_contained(X, Container).
% Some properties of the objects in the house
% edible/1
% edible(?Thing)
edible(apple).
edible(crackers).
% tastes_yucky/1
% tastes_yucky(?Stuff)
tastes_yucky(broccoli).
% turned_off/1
% turned_off(?SomeLight)
:- dynamic turned_off/1.
turned_off(flashlight).
% turned_on/1
% turned_on(?SomeLight)
:- dynamic turned_on/1.
:- op(33, xf, turned_on).
:- op(33, xf, turned_off).
% The location of the player
% here/1
% here(?PresentRoom)
:- dynamic here/1.
here(kitchen).
% here begins the player
% The objects that have the player
% have/1
% have(?Object)
:- dynamic have/1.
%%%% RULES %%%%
% puzzle
puzzle(goto(cellar)) :-
have(flashlight), turned_on(flashlight), !.
puzzle(goto(cellar)) :-
write('It''s dark and you are afraid of the dark.'), !, fail.
puzzle(_).
% where_food/2
% where_food(?Food, ?Place)
where_food(X, Y) :-
location(X, Y),
edible(X).
where_food(X, Y) :-
location(X, Y),
tastes_yucky(X).
% Connection between rooms (in two way)
% connect/2
% connect(?RoomA, ?RoomB)
connect(X,Y) :- door(X,Y).
connect(X,Y) :- door(Y,X).
% List the thing in the location
% list_things/1
% list_things(+Place)
list_things(Place) :-
location(Thing, Place),
tab(2),
write(Thing),
nl,
fail.
list_things(_).
% Structured version of list_things
list_things_s(Place) :-
location_s(object(Thing,Color,Size,Weight), Place),
write('A '), write(Size), tab(1), write(Color),
tab(1), write(Thing), write(', weighing '),
write_weight(Weight), nl, fail.
list_things_s(_).
write_weight(1) :- write('1 pound.').
write_weight(X) :- X > 1, write(X), write(' pounds.').
% TODO ...
% List the connections of a room
% list_connections/1
% list_connections(+Place)
list_connections(Place) :-
connect(Place, OtherPlace),
tab(2), write(OtherPlace), nl,
fail.
list_connections(_).
% Actions of the player
% look/0
% look()
look :-
here(Place),
write('You are in the '), write(Place), nl,
write('You can see:'), nl,
list_things(Place),
write('You can go to:'), nl,
list_connections(Place).
% look_in/1
% look_in(+Location)
look_in(X) :-
location(_, X),
write('Looking in the '), write(X),
write(' you found:'), nl,
list_things(X).
% goto/1
% goto(+Place)
goto(Place) :-
puzzle(goto(Place)),
can_go(Place),
move(Place),
look.
:- op(37, fx, goto).
% can_go/1
% can_go(?Place)
can_go(Place) :-
here(X),
% connect(X, Place),
connection_open(X, Place).
can_go(Place) :-
here(X),
connect(X, Place),
write('The door is closed.'), nl,
!, fail.
can_go(_) :-
write('You can''t get there from here.'), nl,
fail.
% connection_open/2
% connection_open(?X, ?Y)
connection_open(X, Y) :-
door(X, Y),
isopen(door(X,Y)).
connection_open(X, Y) :-
door(Y, X),
isopen(door(Y,X)).
% move/1
% move(+Place)
move(Place) :-
retract(here(_)),
asserta(here(Place)).
% take/1
% take(+Object)
take(X) :-
% not(have(X)),
can_take(X),
take_object(X).
% TODO ?
:- op(37, fx, take).
% can_take/1
% can_take(?Object)
can_take(Object) :-
here(Place),
% location(Object, Place).
is_contained(Object, Place).
can_take(Object) :-
write('There is no '),
write(Object), write(' here.'),
nl, fail.
% Structured version of can_take
can_take_s(Object) :-
here(Place),
location_s(object(Object,_,small,_), Place).
can_take_s(Object) :-
here(Place),
location_s(object(Object,_,big,_), Place),
write('The '), write(Object),
write(' is too big to carry.'), nl, fail.
can_take_s(Object) :-
here(Place),
not(location_s(object(Object,_,_,_), Place)),
write('There is no '), write(Object),
write(' here.'), nl, fail.
% TODO ...
% take_object/1
% take_object(+Object)
take_object(Object) :-
retract(location(Object, _)),
asserta(have(Object)),
write('taken'), nl.
% put/1
% put(+Object)
put(Object) :-
have(Object),
here(Place),
retract(have(Object)),
asserta(location(Object, Place)),
write('left'), nl.
% List the objects in the player's inventory
% inventory/0
% inventory()
inventory :-
write('Objects in your inventory:'), nl,
have(X),
tab(2), write(X), nl,
fail.
inventory. % TODO necesario ?
% Blah blah
% respond/1
% respond(+ListTerms)
respond([]) :- nl.
respond([T|Terms]) :-
write(T), write(' '), respond(Terms).
% TODO ...
% turn_on/1
% turn_on(+Stuff)
turn_on(flashlight) :-
have(flashlight), turned_off(flashlight),
retract(turned_off(flashlight)),
asserta(turned_on(flashlight)),
write('turned on'), nl.
turn_off(flashlight) :-
have(flashlight), turned_on(flashlight),
retract(turned_on(flashlight)),
asserta(turned_off(flashlight)),
write('turned off'), nl.
:- op(37, fx, turn_on).
:- op(37, fx, turn_off).
% open_door/1
% open_door(+ToPlace)
open_door(X) :-
here(P),
% connect(X, P), % TODO necessary ?
isclosed(door(X, P)),
retract(isclosed(door(X, P))),
asserta(isopen(door(X, P))),
write('now is open'), nl.
open_door(X) :-
here(P),
% connect(X, P), % TODO
isclosed(door(P, X)),
retract(isclosed(door(P, X))),
asserta(isopen(door(P, X))),
write('now is open'), nl.
% close_door/1
% close_door(+DoorToPlace)
close_door(X) :-
here(P),
% connect(X, P), % TODO necessary ?
isopen(door(X, P)),
retract(isopen(door(X, P))),
asserta(isclosed(door(X, P))),
write('now is closed'), nl.
close_door(X) :-
here(P),
% connect(X, P), % TODO
isopen(door(P, X)),
retract(isopen(door(P, X))),
asserta(isclosed(door(P, X))),
write('now is closed'), nl.
% With lists
add_thing(NewThing, Container, [NewThing|OldL]) :-
loc_list(OldL, Container).
% append([NewThing], OldL, NewL).
% NewL = [NewThing, OldL].
put_thing(X, Container) :-
retract(loc_list(OldL, Container)),
asserta(loc_list([X|OldL], Container)).
% TODO ...
%3- Add the remaining command predicates to do/1 so the game
% can be fully played.
%4- Add the concept of time to the game by putting a counter
% in the command loop. Use an out-of-time condition as one way
% to end the game. Also add a 'wait' command, which just waits
% for one time increment.
%5- Add other individuals or creatures that move automatically
% through the game rooms. Each cycle of the command loop will
% update their locations based on whatever algorithm you choose.
%%%% USER INTERFACE %%%%
% command_loop/0
command_loop :-
write('-- Welcome to Nani Seach Game --'), nl,
repeat,
write('Enter a command (end to exit): '),
read(X),
puzzle(X),
do(X), nl,
end_condition(X).
do(goto(X)) :- goto(X), !.
do(go(X)) :- goto(X), !.
do(inventory) :- inventory, !.
do(take(X)) :- take(X), !.
do(put(X)) :- put(X), !.
do(look) :- look, !.
do(end).
do(_) :- write('Invalid command').
end_condition(end).
end_condition(_) :-
have(nani),
write('Congratulations!').