Classes¶
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.