Objects

Reference index

actArgs

actArgs: Command · Source

The command an action intent fills in. One command runs at a time, so this is reused rather than allocated, for the same reason msgArgs is.

allDirections

allDirections: object · Source

------------------------------------------------------------- directions

dialogueUI

dialogueUI: object · Source

An optional library module may handle structured UI intents.

enOpenClosed

enOpenClosed: State · Source

Internal implementation detail; no supported authoring contract is documented.

expandCtx

expandCtx: object · Source

Internal implementation detail; no supported authoring contract is documented.

gameMain

gameMain: object · Source

Per-game startup settings supplied by a modify gameMain declaration.

gameOver

gameOver: object · Source

Set when the game is over, with what to say.

impliedArgs

impliedArgs: Command · Source

The command an implied action runs in, so the outer one is not disturbed.

language

language: object · Source

Internal implementation detail; no supported authoring contract is documented.

lastNamed

lastNamed: object · Source

Internal implementation detail; no supported authoring contract is documented.

listenAction

listenAction: senseAction · Source

Internal implementation detail; no supported authoring contract is documented.

messageParams

messageParams: object · Source

Internal implementation detail; no supported authoring contract is documented.

moveSlash

moveSlash: object · Source

---------------------------------------------------- one parameter body

msgArgs

msgArgs: Command · Source

Internal implementation detail; no supported authoring contract is documented.

multiLocPreinit

multiLocPreinit: PreinitObject · Source

A MultiLoc names the rooms it stands in and vhyl writes the rows, for the same reason a door does: where a thing is belongs to the declaration, and turning that into table rows is the library's job.

objClosed

objClosed: PreCondition · Source

Shut. Implies CLOSE.

objEmpty

objEmpty: PreCondition · Source

Nothing inside. Implies taking one thing out, and the loop does the rest.

objHeld

objHeld: PreCondition · Source

Held directly by the player. Implies TAKE.

objNotWorn

objNotWorn: PreCondition · Source

Not being worn. Implies TAKE OFF.

objOpen

objOpen: PreCondition · Source

Open, if it is the kind of thing that shuts. Implies OPEN.

objUnlocked

objUnlocked: PreCondition · Source

Unlocked. Implies UNLOCK, with no key named — the action finds one.

objVisible

objVisible: PreCondition · Source

Visible. Nothing implies being able to see.

player

player: Thing · Source

The library player entity; place it by setting gameMain.initialRoom.

score

score: object · Source

Internal implementation detail; no supported authoring contract is documented.

smellAction

smellAction: senseAction · Source

Internal implementation detail; no supported authoring contract is documented.

touchObj

touchObj: PreCondition · Source

Internal implementation detail; no supported authoring contract is documented.

travelActions

travelActions: object · Source

--------------------------------------------------------- actor travel

turnCount

turnCount: object · Source

The turn the game is on, counted from the first command.