;; Perhaps together, we can work out an ontology of a sample Mud.  Here is a start.. 
;;
;;Need critiques additions, renamings and modifications to these very incomplete ontologies
;;
;;If it developes into a D&D pragma we can also try to see how the upper branches could get more generic for example:
;;
;;'MagicalItemMudObject' should be changed to 'SpecialOperatedItem' that partions into 'SuperNaturalItem' and 'HighTechItem'
;;
;;Good ontologies (in my experience), are made from nitpicking and thinking up what-if exceptions and adjusting accordingly.
;;
;;Sometimes a discovery is made when you think up a 'MagicRoom' where would that go in MudObjectObjectiveMt and MudObjectSubjectiveMt..
;;Is there a combination? or a missing alignment?
;;
;;
;;
;;
;;;;  MudObjectObjectiveMt
;;MudObject
;;        |__AreaMudObject
;;                |__InclosedAreaMudObject
;;                     |__GenericRoomInstance* (default AreaMudObject)
;;                     |__CaveInstance*
;;                |__NonInclosedAreaMudObject
;;                     |__ForestInstance*
;;        |__ComponentMudObject (Meaning it is a part to something and not creatable)
;;                |__AreaPartMudObject
;;                     |__GroundFloorInstance**
;;                     |__AirInstance**
;;                |__BodyPartMudObject
;;                     |__HeadInstance**
;;                     |__NeckInstance**
;;        |__NonComponentMudObject
;;                |__SentientMudObject
;;                        |__PlayerMudObject
;;                                |__PlayerInstance*
;;                        |__NPCMudObject
;;                              |__HeroInstance* (only one instance )
;;                              |__MobMudObjectInstance* (can have more then one in the Mud)
;;                                      |__CruelOrcsMobInstance* (specialization of parent)
;;                                      |__BlueDragonInstance* (specialization of parent)
;;                |__GenericNonSentientMudObjectInstance* (blank can be furthur specialized)
;;                     |__FurnitureMudObject
;;                             |__FountainInstance*  (specializations of GenericNonSentientMudObjectInstance)
;;                             |__EntranceInstance*     
;;                     |__BattleMudObject
;;                             |__SwordInstance*
;;                             |__SheildInstance*
;;                     |__PreviouslySentientMudObject
;;                             |__GhostedPlayerInstance*
;;                             |__DeadHeroInstance*
;;                     |__PackagingMudObject
;;                             |__UrnInstance*
;;                             |__FlaskInstance*
;;                             |__SatchelInstance*
;;
;;
;;* Has Prototype Specs
;;** Is Reified from MudObject example: (AirInstanceFn ?Area) => AirInstance*
;;
;;Having two ontogies is generally usefull.
;;
;;One for the Objective view above and another for a Subjective view bellow:
;;
;;;;  MudObjectSubjectiveMt
;;MudObject
;;        |__ToolMudObject
;;             |__KeyTypeMudObject
;;             |__LightGivingMudObject
;;        |__MagicalItemMudObject
;;             |__CreationMagicMudObject
;;             |__DestructionMagicMudObject
;;        |__ConsumableMudObject
;;             |__DrinkableMudObject
;;             |__ChewableMudObject
;;        |__WearableMudObject
;;             |__WearableOnHeadMudObject
;;             |__WearableOnFeetMudObject
;;        |__MovableMudObject
;;        |__AnnamateMudObject
;;        |__InannamateMudObject
;;        |__SolidMudObject
;;        |__LiquidMudObject
;;
;;
;;