luvcraft/urbit.lisp
Return the full name of executable name on PATH, or NIL.
The vere runtime this environment provides, or NIL.
The nix dev shell names its own copy as luv_URBIT; anywhere else, whatever
urbit or vere the PATH offers is the one that runs.
The directory of the pier called name, under the checkout's pier root.
Whether pier has been booted: a pier is a directory vere made an .urb in.
The vere argument list that resumes pier, or boots it as a comet first.
Attach the real urbit runtime to display: the dojo on the wall.
Booting and resuming both happen in the PTY where the player can watch; vere checkpoints the pier when the display goes away and takes its process with it.
Where piers live, relative to the checkout the game runs in.
Logical disjunction of tests and raw truth values.
Test whether two compatible scalars are equal.
Logical conjunction of tests and raw truth values.
()The vere runtime this environment provides, or NIL. The nix dev shell names its own copy as LUV_URBIT; anywhere else, whatever urbit or vere the PATH offers is the one that runs.
(&optional (name *urbit-default-pier*))(display &key (pier-name *urbit-default-pier*))Attach the real urbit runtime to DISPLAY: the dojo on the wall. Booting and resuming both happen in the PTY where the player can watch; vere checkpoints the pier when the display goes away and takes its process with it.
(display &rest open-arguments)(name session hit)Create and return the wall interaction for the material named NAME, or NIL. The material vocabulary is open here the same way it is in the atlas: one EQL method per material which answers activation, so a new display-block material adds a method rather than growing a CASE.
(session hit material attach
&key (class 'terminal-display))Open the terminal display for the MATERIAL wall HIT names and ATTACH it. ATTACH receives the fresh display and gives the wall its process; if it fails, the display is taken down rather than left attached to nothing. CLASS is the display class to make, for walls that are not shells.
A real urbit on a wall.
The urbit material is not a picture of a computer. Activating a wall of it attaches the actual vere runtime to the wall's PTY: the first activation boots a comet into a pier under build/urbit/ -- vere finds a sponsor over the network and takes its minutes, all of it visible on the wall -- and every later activation resumes the same pier, so the ship is as durable as the checkout. The dojo is the wall.
A comet is the ship that needs no keys. Named ships -- a star like ~nodfur under the galaxies ~fur and ~lev -- boot from a keyfile instead, which is a later adventure;
urbit-boot-argumentsis where that choice will land when it arrives.