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2 changes: 1 addition & 1 deletion .github/workflows/ci.yml
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ jobs:
env:
# The game commit whose runner, scripts and judges this checkout is
# held to (parity/README.md, "Changing a rule").
SERVER_COMMIT: 132b475ba88e36b6d9a1bcad4087393d1353cd85
SERVER_COMMIT: 383a67d626c440df0825ef37a38b7a5dc0a9b3d2
steps:
# Side by side, not one inside the other: the game's extension is a
# crate of its own, and inside this checkout cargo would read it as a
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4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@ rule rewrites them here, and the game vendors them at the commit it pins.
| `cascade` | `Playthrough::Classifier::Cascade`, `::State`, `::Request`, `SystemOneAgent::Answers` | the System One request for a line, and recorded answers composed into an intent or escalated. It sends nothing |
| `classifier` | `Playthrough::Classifier#classify` | a line read over a room's records: System One first where it is on, then the classifier model's call, through whatever answers the two (`classifier::Reader`) |
| `records` | the rows a builder reads | every row of every table, handed in as values; a query is a filter over a list |
| `playthrough` | `Playthrough`'s readers, `Playthrough::Vitals::Condition`, `Playthrough::Toll#to_s` | who is in a room, how much is left of a body, who is fighting the party; the floors a game has reached (`playthrough_floors`, written by `turn` the first time the game stands on each), the level its player has risen to on them (on a floor whose row says `levels_up`, one past the level the game had, healed to full there and then; nobody else, and no world row, is ever raised), the hit points a body can take in this game now or when a blow or toll landed, and what the engine says to the player of a floor that raised a level, which no model is told |
| `playthrough` | `Playthrough`'s readers, `Playthrough::Vitals::Condition`, `Playthrough::Toll#to_s` | who is in a room, how much is left of a body, who is fighting the party; the floors a game has reached (`playthrough_floors`, written by `turn` the first time the game stands on each), the level its player has risen to on them (on a floor whose row says `levels_up`, one past the level the game had, healed to full there and then; nobody else, and no world row, is ever raised), the hit points a body can take in this game now or when a blow or toll landed, and what the engine says to the player of a floor that raised a level, which no model is told; and a floor's countdown (`floors.minutes` from the game's arrival): when it falls in this game, which `turn` writes (`playthrough_floors.fell_at`) before a line is read and once its time is spent, killing a player who stands on it; that nobody on a fallen floor is alive in this game and no way out leads onto it, while the world's rows and every other game keep it whole; and what the engine says to the player of the time left and of a floor that gave way under them, which no model is told |
| `ledger` | `Playthrough::Ledger` | what one person saw happen in one game, inside both of its bounds |
| `memory` | `Playthrough::Memory` | which earlier exchanges come back into a prompt, ranked with Ruby's float arithmetic |
| `plan` | `Location::Plan` | a room's size, storey and ways out, said in sentences |
Expand All @@ -75,7 +75,7 @@ rule rewrites them here, and the game vendors them at the commit it pins.
| `reach` | none: it was written here | what is within arm's length in a laid-out room (your cell and the eight around it), the nearest free cell beside a thing or person you walk up to, and where a step back of two paces puts you or that there is no room behind you, with no die; and the doctor's warning for a place the party could stand in with no layout (`Engine::layout_findings`), which changes nothing. No act reads it yet and nothing a model reads names it |
| `layout` | none: it was written here | a layout for a room that stands on its own (no parent): a box at the origin of its own plane, sized from its sort's band (`data/location/size.yml`, `Roll::ROOM_SIZE` on the room's row), written as the room is first written; which side each of its ways out leaves by (`Roll::WAY_OUT_SIDE` on the doorway's row, worked out on every read and never kept) and the cell beside it, which a throw at that way out is measured to; and every such room of a story with no layout yet, laid out with a spot for each of the world's own loose things and people in it (`Engine::lay_out_rooms`, which the game runs after it pulls). A storey is compared only within one place (`plan::storey`). Nothing a model reads names any of it |
| `revisit` | none: it was written here | the arrival diff: what a game saw of a room when it last left it, kept by the move that walked out, and on a walk back what has changed among it, in a closed list in the engine's words (a thing gone, held by somebody there, moved or broken; a person gone, come or dead; a way out gone or new; an event of the world in the room), kept by the move that walked back. Every game keeps both; a narrated game's arrival writer is told the list under "Since You Were Last Here" and that nothing else changed |
| `glance` | `Playthrough::Glance`, `Playthrough::Availability`, `Playthrough::SlashMenu` | what a front end's panels show between turns: the room, its ways out, who and what is here, which verbs are open at what (each target one the turn plays, each closed verb closed in the refusal's words), the slash menu and the next beat |
| `glance` | `Playthrough::Glance`, `Playthrough::Availability`, `Playthrough::SlashMenu` | what a front end's panels show between turns: the room, its ways out, who and what is here, which verbs are open at what (each target one the turn plays, each closed verb closed in the refusal's words), the slash menu and the next beat; and the floor the player stands on with when it falls (`floor`), and the sentence for a floor that gave way under them (`collapse`) |
| `facts`, `prompt_version` | `Scene::Narrator#prompt_for`, `Playthrough::Turn`'s `_fact` builders, `Playthrough::PromptVersion::Scaffold` | what a turn hands the narrator as already done, and that scaffold rendered against fixed placeholders for the game's prompt version to digest |
| `command` | `Playthrough::Command`, `Playthrough::Command::Journal` | a submitted line and its token, the order lines were accepted in, and the receipts a turn writes as it goes |
| `turn::Turn` | `Playthrough::Turn#play` with a request token, `Playthrough::Classifier#classify`, `InteractionAgent`, `Scene::Narrator`, `Scene::Generator`, `Location::Generator#realize!` with `Item::Kit#furnish!`, `Item::Registry`, `Character::Registry`, `Location::RoomName` and `Location::Interior.lay_out!`, `Quest::Binder`, `Quest::Deadline`, `Scene::Ending`, `Item::Inscriber` | a submitted line read, refused or played through the models, told in prose or in the engine's own words, and answered by the world |
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2 changes: 2 additions & 0 deletions parity/PASSING
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Expand Up @@ -18,6 +18,7 @@ a-desk-and-what-lies-on-it
a-drawer-searched-once
a-fight-that-kills-the-player
a-fight-the-player-wins
a-floor-falls-behind-you
a-floor-laid-out-to-its-count
a-floor-raises-a-level-once
a-foe-demands-and-still-strikes
Expand Down Expand Up @@ -93,6 +94,7 @@ truncated-character-prose-keeps-the-person
two-players-of-one-arc
two-readers-of-one-typed-line
unfinished-realization-resumes-on-entry
waiting-out-a-floor
walking-in-off-the-quay
leaving-the-room-you-stand-in
a-plain-take-is-told-in-the-engines-own-words
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