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Copy file name to clipboardExpand all lines: docs/orleans/tutorials-and-samples/adventure.md
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---
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title: Adventure game sample project
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description: Explore the Adventure sample project written with .NET Orleans.
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ms.date: 02/04/2022
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ms.date: 12/05/2022
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# Adventure game sample project
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## Instructions
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1. Open [_OrleansAdventure.sln_](https://github.com/dotnet/samples/tree/main/orleans/Adventure) in Visual Studio.
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2. Start the 'AdventureSetup' project.
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3. Once AdventureSetup is running, start the 'AdventureClient' project.
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4. You will then be prompted to enter your name on the command line. Enter it and begin the game.
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1. Navigate to the [Orleans Text Adventure Game](/samples/dotnet/samples/orleans-text-adventure-game) in the samples browser experience.
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1. Select **Browse code** to view the source code.
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1. Clone the source code and build the solution.
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1. Start the _AdventureServer_ first, then the _AdventureClient_.
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1. You will then be prompted to enter your name on the command line. Enter it and begin the game.
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For more information, see [Building the sample](/samples/dotnet/samples/orleans-text-adventure-game#building-the-sample).
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## Overview
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The AdventureSetup program reads a game description ("map") from AdventureConfig.txt.
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The _AdventureServer_ program starts by reading an _AdventureMap.json_ file.
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It sets up a series of "rooms" such as a forest, beach, caves, a clearing, and so on. These locations are connected to other rooms to model the places and layout of the game. The sample configuration describes only a handful of locations.
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Rooms can contain "things" such as keys, swords, and so on.
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The AdventureClient program sets up your player and provides a simple text-based user interface to allow you to play the game.
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The _AdventureClient_ program sets up your player and provides a simple text-based user interface to allow you to play the game.
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You can move around rooms and interact with things using a simple command language, saying things such as "go north" or "take brass key".
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## How is it modeled?
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Player and Rooms are modeled as grains. These grains allow us to distribute the game with each grain modeling state and functionality.
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Player and Rooms are modeled as grains. These grains allow you to distribute the game with each grain modeling state and functionality.
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Things such as keys are modeled as plain old objects—they are just simple immutable data structures that move around rooms and among players; they don't need to be grains.
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