Classes

Reference index

AccompanyingInTravelState

class AccompanyingInTravelState: ActorState · Source

Temporary state used while an actor follows a leader through travel.

AccompanyingState

class AccompanyingState: ActorState · Source

An ActorState that follows an explicitly stored leader during travel.

Action

class Action: object · Source

Defines argument requirements and the execution and reporting hooks for a command.

Actor

class Actor: Thing · Source

A character that participates in travel, conversation and actor states.

ActorState

class ActorState: object · Source

Behaviour and presentation state associated with an Actor.

AdjRun

class AdjRun: object · Source

A run of them, so a phrase may carry as many as it likes.

AdjWord

class AdjWord: object · Source

An article, which a player types without thinking about it and every parser in the genre accepts. vhyl refused TAKE THE TOKEN and ASK ZOÉ ABOUT THE TAPE until an author game tried to write a walkthrough in English. A production of its own rather than a word in each rule, so the three noun phrase shapes stay three. Spelled anArticle because article is already the language module's a/an chooser, and a production shares a namespace with a function.

AgendaItem

class AgendaItem: Daemon · Source

A scheduled item of actor behaviour.

Attachable

class Attachable: Thing · Source

A thing that can attach to another entity.

AttachableComponent

class AttachableComponent: Component · Source

A component that can be attached to another entity.

BagOfHolding

class BagOfHolding: OpenableContainer · Source

An openable container with a distinct bulk policy.

Bed

class Bed: Platform · Source

A platform supporting lying posture.

Booth

class Booth: Container · Source

A container that an actor may enter.

Button

class Button: Gadget · Source

A control operated by pressing.

Chair

class Chair: Platform · Source

A platform supporting sitting posture.

Command

class Command: object · Source

Carries parser captures, resolved arguments and reports through an action.

Component

class Component: Thing · Source

A thing whose identity and placement are tied to another object.

Consultable

class Consultable: Thing · Source

A thing that can answer consult actions.

Container

class Container: Thing · Source

A Thing whose contents participate in containment and capacity rules.

ConvAgendaItem

class ConvAgendaItem: AgendaItem · Source

An agenda item that accounts for conversation activity.

Conversation

class Conversation: object · Source

A host-driven choice conversation with a stable id and target.

Daemon

class Daemon: Event · Source

A scheduled event that repeats at its interval.

DarkRoom

class DarkRoom: Room · Source

A room that requires another light source to be visible.

Decoration

class Decoration: Fixture · Source

Scenery normally omitted from room listings.

Dial

class Dial: Gadget · Source

A control whose setting can be changed by the player.

DialogueChoice

class DialogueChoice: object · Source

A selectable conversation option with stable identity and availability rules.

DialogueContext

class DialogueContext: object · Source

The asker and active conversation passed to choice hooks.

DialogueError

class DialogueError: object · Source

Optional host-driven conversations. Include after vhyl.t. Copyright (c) 2026 John Cunningham. MIT License; see LICENSE.

Distant

class Distant: Decoration · Source

Scenery visible but outside ordinary reach.

Doer

class Doer: object · Source

Redirects or customises a resolved action for selected objects.

Door

class Door: TravelConnector · Source

A travel connector shared by rooms through connects relation rows.

Enterable

class Enterable: Fixture · Source

A fixed object an actor can enter.

Event

class Event: object · Source

Schedules a property call on an owner after completed turns.

EventList

class EventList: object · Source

Cycles, stops or exhausts an authored list of values.

Fixture

class Fixture: Thing · Source

Fixed furniture or scenery within a location.

Food

class Food: Thing · Source

A thing that can be eaten.

Fuse

class Fuse: Event · Source

A one-shot scheduled event.

Gadget

class Gadget: Thing · Source

Base for manipulable controls such as switches and buttons.

GoodbyeChoice

class GoodbyeChoice: DialogueChoice · Source

Standard choice that closes a conversation.

GuidedTourState

class GuidedTourState: AccompanyingState · Source

An accompanying state that leads another actor toward a tour destination.

Heavy

class Heavy: Thing · Source

A thing too heavy for ordinary taking.

HermitActorState

class HermitActorState: ActorState · Source

An actor state that declines ordinary conversation.

Immovable

class Immovable: Thing · Source

A thing that cannot be moved by ordinary actions.

InitObject

class InitObject: object · Source

An object whose execute hook runs during vhylStart.

Intangible

class Intangible: Thing · Source

A perceivable thing that cannot be touched.

InternalSpeaker

class InternalSpeaker: object · Source

A private conversational voice bound to its asker through voiceOwner.

Lever

class Lever: Gadget · Source

A control with lever-specific action reporting.

LiteralPhrase

class LiteralPhrase: object · Source

----------------------------------------------------- literals and topics

LockableContainer

class LockableContainer: OpenableContainer · Source

An openable container with lock state.

Message

class Message: object · Source

A message keyed by stable id, with text or a computed say method.

MultiLoc

class MultiLoc: Fixture · Source

A fixture present in multiple rooms through presentIn relation rows.

Noise

class Noise: Sensed · Source

A sound present in one or more rooms.

NounPhrase

class NounPhrase: object · Source

Internal implementation detail; no supported authoring contract is documented.

Odour

class Odour: Sensed · Source

A smell present in one or more rooms.

OpenableContainer

class OpenableContainer: Container · Source

A container that can be opened and closed.

OutdoorRoom

class OutdoorRoom: Room · Source

A room lit by the sky under the default world policy.

Passage

class Passage: TravelConnector · Source

A travel connector without a door's open and closed state.

PathPassage

class PathPassage: Passage · Source

A passage whose bulk policy permits a path-like route.

Platform

class Platform: Surface · Source

A surface on which an actor may stand.

PreCondition

class PreCondition: object · Source

Checks or establishes a requirement before an action executes.

PreinitObject

class PreinitObject: object · Source

Internal implementation detail; no supported authoring contract is documented.

RearContainer

class RearContainer: Thing · Source

A thing that receives objects placed behind it.

Report

class Report: object · Source

------------------------------------------------------------- reporting

Room

class Room: Thing · Source

A lit-by-default location whose exits and contents are relation rows.

Scene

class Scene: object · Source

Tracks a condition-driven interval in the world.

SecretDoor

class SecretDoor: Door · Source

A door initially hidden from ordinary observation.

Sensed

class Sensed: MultiLoc · Source

A sensed phenomenon that can be present in multiple rooms.

SenseEvent

class SenseEvent: Daemon · Source

A recurring event conditioned on the player's location.

StairwayDown

class StairwayDown: TravelConnector · Source

A connector representing travel downward.

StairwayUp

class StairwayUp: TravelConnector · Source

A connector representing travel upward.

State

class State: object · Source

Synchronises vocabulary with an observed property condition.

SubComponent

class SubComponent: Thing · Source

A subordinate physical part of another thing.

Surface

class Surface: Fixture · Source

A fixed surface on which things can rest.

Switch

class Switch: Gadget · Source

A binary control operated by turn-on and turn-off actions.

Thing

class Thing: object · Source

Base entity for physical and describable things in the adventure world.

Topic

class Topic: Thing · Source

A vocabulary-resolved subject used by ask and tell dialogue.

TopicDialogueChoice

class TopicDialogueChoice: DialogueChoice · Source

Explicitly adapts a TopicEntry into a choice conversation.

TopicEntry

class TopicEntry: object · Source

An ask or tell response matched to a topic and optionally an actor state.

TravelConnector

class TravelConnector: Thing · Source

A traversable entity that can control staging, passage and travel reports.

Unthing

class Unthing: Thing · Source

A referable absence with a custom explanation.

Vehicle

class Vehicle: Thing · Source

A boardable thing that can carry an actor through travel.

Verb

class Verb: object · Source

Maps a stable structured action code to an Action and optional direction.

Wearable

class Wearable: Thing · Source

A thing that can be worn and removed.