Objects¶
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.