gamefic 2.3.0 → 3.0.0

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Files changed (104) hide show
  1. checksums.yaml +4 -4
  2. data/.github/workflows/rspec.yml +41 -0
  3. data/.rspec-opal +2 -0
  4. data/.rubocop.yml +4 -1
  5. data/.solargraph.yml +20 -3
  6. data/CHANGELOG.md +15 -0
  7. data/Gemfile +0 -4
  8. data/Rakefile +11 -1
  9. data/bin/console +14 -0
  10. data/bin/setup +8 -0
  11. data/gamefic.gemspec +5 -2
  12. data/lib/gamefic/action.rb +53 -173
  13. data/lib/gamefic/active/cue.rb +25 -0
  14. data/lib/gamefic/active/epic.rb +68 -0
  15. data/lib/gamefic/active/messaging.rb +43 -0
  16. data/lib/gamefic/active/take.rb +69 -0
  17. data/lib/gamefic/active.rb +97 -192
  18. data/lib/gamefic/actor.rb +2 -0
  19. data/lib/gamefic/block.rb +28 -0
  20. data/lib/gamefic/command.rb +16 -6
  21. data/lib/gamefic/core_ext/array.rb +4 -4
  22. data/lib/gamefic/core_ext/string.rb +10 -5
  23. data/lib/gamefic/describable.rb +39 -65
  24. data/lib/gamefic/dispatcher.rb +67 -29
  25. data/lib/gamefic/entity.rb +44 -19
  26. data/lib/gamefic/logging.rb +32 -0
  27. data/lib/gamefic/messenger.rb +66 -0
  28. data/lib/gamefic/narrative.rb +104 -0
  29. data/lib/gamefic/node.rb +44 -53
  30. data/lib/gamefic/plot.rb +60 -93
  31. data/lib/gamefic/props/default.rb +41 -0
  32. data/lib/gamefic/props/multiple_choice.rb +65 -0
  33. data/lib/gamefic/props/pause.rb +11 -0
  34. data/lib/gamefic/props/yes_or_no.rb +21 -0
  35. data/lib/gamefic/props.rb +10 -0
  36. data/lib/gamefic/query/base.rb +45 -126
  37. data/lib/gamefic/query/general.rb +46 -0
  38. data/lib/gamefic/query/result.rb +20 -0
  39. data/lib/gamefic/query/scoped.rb +41 -0
  40. data/lib/gamefic/query/text.rb +30 -31
  41. data/lib/gamefic/query.rb +7 -15
  42. data/lib/gamefic/response.rb +118 -0
  43. data/lib/gamefic/rulebook/calls.rb +90 -0
  44. data/lib/gamefic/rulebook/events.rb +79 -0
  45. data/lib/gamefic/rulebook/hooks.rb +57 -0
  46. data/lib/gamefic/rulebook/scenes.rb +68 -0
  47. data/lib/gamefic/rulebook.rb +139 -0
  48. data/lib/gamefic/scanner.rb +103 -0
  49. data/lib/gamefic/scene/activity.rb +9 -17
  50. data/lib/gamefic/scene/conclusion.rb +6 -5
  51. data/lib/gamefic/scene/default.rb +88 -0
  52. data/lib/gamefic/scene/multiple_choice.rb +14 -69
  53. data/lib/gamefic/scene/pause.rb +9 -13
  54. data/lib/gamefic/scene/yes_or_no.rb +6 -46
  55. data/lib/gamefic/scene.rb +11 -7
  56. data/lib/gamefic/scope/base.rb +44 -0
  57. data/lib/gamefic/scope/children.rb +16 -0
  58. data/lib/gamefic/scope/family.rb +20 -0
  59. data/lib/gamefic/scope/myself.rb +13 -0
  60. data/lib/gamefic/scope/parent.rb +13 -0
  61. data/lib/gamefic/scope/siblings.rb +14 -0
  62. data/lib/gamefic/scope.rb +8 -0
  63. data/lib/gamefic/scriptable/actions.rb +156 -0
  64. data/lib/gamefic/scriptable/entities.rb +76 -0
  65. data/lib/gamefic/scriptable/events.rb +65 -0
  66. data/lib/gamefic/scriptable/proxy.rb +55 -0
  67. data/lib/gamefic/scriptable/queries.rb +73 -0
  68. data/lib/gamefic/scriptable/scenes.rb +162 -0
  69. data/lib/gamefic/scriptable.rb +167 -68
  70. data/lib/gamefic/snapshot.rb +36 -0
  71. data/lib/gamefic/stage.rb +51 -0
  72. data/lib/gamefic/subplot.rb +51 -79
  73. data/lib/gamefic/syntax/template.rb +67 -0
  74. data/lib/gamefic/syntax.rb +102 -83
  75. data/lib/gamefic/vault.rb +50 -0
  76. data/lib/gamefic/version.rb +3 -1
  77. data/lib/gamefic.rb +26 -15
  78. data/spec-opal/spec_helper.rb +24 -0
  79. metadata +92 -29
  80. data/lib/gamefic/element.rb +0 -46
  81. data/lib/gamefic/keywords.rb +0 -52
  82. data/lib/gamefic/messaging.rb +0 -43
  83. data/lib/gamefic/plot/darkroom.rb +0 -120
  84. data/lib/gamefic/plot/host.rb +0 -42
  85. data/lib/gamefic/plot/snapshot.rb +0 -27
  86. data/lib/gamefic/query/children.rb +0 -9
  87. data/lib/gamefic/query/descendants.rb +0 -15
  88. data/lib/gamefic/query/external.rb +0 -39
  89. data/lib/gamefic/query/family.rb +0 -18
  90. data/lib/gamefic/query/itself.rb +0 -13
  91. data/lib/gamefic/query/matches.rb +0 -75
  92. data/lib/gamefic/query/parent.rb +0 -9
  93. data/lib/gamefic/query/siblings.rb +0 -13
  94. data/lib/gamefic/query/tree.rb +0 -17
  95. data/lib/gamefic/scene/base.rb +0 -142
  96. data/lib/gamefic/scene/multiple_scene.rb +0 -29
  97. data/lib/gamefic/serialize.rb +0 -196
  98. data/lib/gamefic/world/callbacks.rb +0 -135
  99. data/lib/gamefic/world/commands.rb +0 -173
  100. data/lib/gamefic/world/entities.rb +0 -98
  101. data/lib/gamefic/world/playbook.rb +0 -225
  102. data/lib/gamefic/world/players.rb +0 -37
  103. data/lib/gamefic/world/scenes.rb +0 -226
  104. data/lib/gamefic/world.rb +0 -18
@@ -0,0 +1,14 @@
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+ # frozen_string_literal: true
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+
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+ module Gamefic
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+ module Scope
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+ # A query scope that matches the entity's siblings, i.e., the other
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+ # entities that share its parent.
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+ #
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+ class Siblings < Base
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+ def matches
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+ context.parent.children - [context]
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,8 @@
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+ # frozen_string_literal: true
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+
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+ require 'gamefic/scope/base'
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+ require 'gamefic/scope/children'
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+ require 'gamefic/scope/family'
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+ require 'gamefic/scope/parent'
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+ require 'gamefic/scope/siblings'
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+ require 'gamefic/scope/myself'
@@ -0,0 +1,156 @@
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+ # frozen_string_literal: true
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+
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+ module Gamefic
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+ module Scriptable
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+ # Scriptable methods related to creating actions.
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+ #
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+ module Actions
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+ include Queries
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+
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+ # Create a response to a command.
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+ # A Response uses the `verb` argument to identify the imperative verb
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+ # that triggers the action. It can also accept queries to tokenize the
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+ # remainder of the input and filter for particular entities or
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+ # properties. The `block`` argument is the proc to execute when the input
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+ # matches all of the Response's criteria (i.e., verb and queries).
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+ #
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+ # @example A simple Response.
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+ # respond :wave do |actor|
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+ # actor.tell "Hello!"
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+ # end
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+ # # The command "wave" will respond "Hello!"
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+ #
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+ # @example A Response that accepts a Character
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+ # respond :salute, available(Character) do |actor, character|
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+ # actor.tell "#{The character} returns your salute."
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+ # end
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+ #
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+ # @param verb [Symbol] An imperative verb for the command
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+ # @param queries [Array<Query::Base, Query::Text>] Filters for the command's tokens
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+ # @yieldparam [Gamefic::Actor]
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+ # @return [Symbol]
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+ def respond(verb, *queries, &proc)
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+ args = map_response_args(queries)
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+ rulebook.calls.add_response Response.new(verb, rulebook.narrative, *args, &proc)
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+ verb
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+ end
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+
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+ # Create a meta response for a command.
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+ # Meta responses are very similar to standard responses, except they're
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+ # flagged as meta (`Response#meta?`) to indicate that they provide a
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+ # feature that is not considered an in-game action, such as displaying
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+ # help documentation or a scoreboard.
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+ #
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+ # @example A simple meta Response
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+ # meta :credits do |actor|
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+ # actor.tell "This game was written by John Smith."
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+ # end
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+ #
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+ # @param verb [Symbol] An imperative verb for the command
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+ # @param queries [Array<Query::Base, Query::Text>] Filters for the command's tokens
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+ # @yieldparam [Gamefic::Actor]
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+ # @return [Symbol]
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+ def meta(verb, *queries, &proc)
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+ args = map_response_args(queries)
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+ rulebook.calls.add_response Response.new(verb, rulebook.narrative, *args, meta: true, &proc)
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+ verb
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+ end
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+
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+ # Add a proc to be evaluated before a character executes an action.
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+ # When verbs are specified, the proc will only be evaluated if the
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+ # action's verb matches them.
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+ #
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+ # @param verbs [Array<Symbol>]
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+ # @yieldparam [Gamefic::Action]
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+ # @return [Action::Hook]
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+ def before_action *verbs, &block
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+ rulebook.hooks.before_action *verbs, &block
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+ end
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+
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+ # Add a proc to be evaluated after a character executes an action.
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+ # When a verbs are specified, the proc will only be evaluated if the
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+ # action's verb matches them.
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+ #
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+ # @param verbs [Array<Symbol>]
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+ # @yieldparam [Gamefic::Action]
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+ # @return [Action::Hook]
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+ def after_action *verbs, &block
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+ rulebook.hooks.after_action *verbs, &block
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+ end
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+
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+ # Create an alternate Syntax for a response.
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+ # The command and its translation can be parameterized.
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+ #
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+ # @example Create a synonym for an `inventory` response.
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+ # interpret "catalogue", "inventory"
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+ # # The command "catalogue" will be translated to "inventory"
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+ #
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+ # @example Create a parameterized synonym for a `look` response.
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+ # interpret "scrutinize :entity", "look :entity"
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+ # # The command "scrutinize chair" will be translated to "look chair"
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+ #
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+ # @param command [String] The format of the original command
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+ # @param translation [String] The format of the translated command
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+ # @return [Syntax] the Syntax object
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+ def interpret command, translation
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+ rulebook.calls.add_syntax Syntax.new(command, translation)
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+ end
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+
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+ # Verbs are the symbols that have responses defined in the rulebook.
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+ #
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+ # @example
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+ # class MyPlot < Gamefic::Plot
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+ # script do
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+ # respond :think { |actor| actor.tell 'You think.' }
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+ #
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+ # verbs #=> [:think]
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+ # end
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+ # end
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+ #
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+ # @return [Array<Symbol>]
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+ def verbs
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+ rulebook.verbs
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+ end
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+
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+ # Synonyms are a combination of the rulebook's concrete verbs plus the
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+ # alternative variants defined in syntaxes.
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+ #
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+ # @example
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+ # class MyPlot < Gamefic::Plot
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+ # respond :think { |actor| actor.tell 'You think.' }
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+ # interpret 'ponder', 'think'
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+ #
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+ # verbs #=> [:think]
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+ # synonyms #=> [:think, :ponder]
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+ # end
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+ # end
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+ #
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+ # @return [Array<Symbol>]
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+ def synonyms
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+ rulebook.synonyms
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+ end
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+
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+ # @return [Array<Syntax>]
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+ def syntaxes
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+ rulebook.syntaxes
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+ end
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+
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+ private
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+
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+ def map_response_args args
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+ args.map do |arg|
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+ case arg
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+ when Entity, Class, Module, Proc, Proxy::Agent
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+ available(arg)
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+ when String, Regexp
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+ plaintext(arg)
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+ when Gamefic::Query::Base, Gamefic::Query::Text
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+ arg
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+ else
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+ raise ArgumentError, "invalid argument in response: #{arg.inspect}"
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+ end
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+ end
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,76 @@
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+ # frozen_string_literal: true
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+
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+ module Gamefic
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+ module Scriptable
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+ # Scriptable methods related to managing entities.
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+ #
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+ # @note The public versions of the entity and player arrays are frozen.
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+ # Authors need access to them but shouldn't modify them directly. Use
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+ # #make and #destroy instead.
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+ #
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+ module Entities
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+ include Proxy
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+
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+ def entity_vault
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+ @entity_vault ||= Vault.new
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+ end
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+
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+ def player_vault
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+ @player_vault ||= Vault.new
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+ end
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+
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+ # @return [Array<Gamefic::Entity>]
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+ def entities
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+ entity_vault.array
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+ end
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+
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+ # @return [Array<Gamefic::Actor, Gamefic::Active>]
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+ def players
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+ player_vault.array
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+ end
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+
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+ # Create an entity.
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+ #
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+ # @example
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+ # class MyPlot < Gamefic::Plot
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+ # seed { make Gamefic::Entity, name: 'thing' }
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+ # end
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+ #
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+ # @param [Class<Gamefic::Entity>]
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+ # @param args [Hash]
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+ # @return [Gamefic::Entity]
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+ def make klass, **opts
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+ entity_vault.add klass.new(**unproxy(opts))
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+ end
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+
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+ def destroy entity
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+ entity.children.each { |child| destroy child }
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+ entity.parent = nil
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+ entity_vault.delete entity
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+ end
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+
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+ # Pick an entity based on a unique name or description. Return nil if an
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+ # entity could not be found or there is more than one possible match.
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+ #
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+ # @param description [String]
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+ # @return [Gamefic::Entity, nil]
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+ def pick description
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+ Gamefic::Query::General.new(entities).query(nil, description).match
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+ end
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+
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+ # Same as #pick, but raise an error if a unique match could not be found.
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+ #
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+ # @param description [String]
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+ # @return [Gamefic::Entity, nil]
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+ def pick! description
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+ ary = Gamefic::Query::General.new(entities, ambiguous: true).query(nil, description).match
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+
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+ raise "no entity matching '#{description}'" if ary.nil?
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+
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+ raise "multiple entities matching '#{description}': #{ary.join_and}" unless ary.one?
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+
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+ ary.first
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,65 @@
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+ # frozen_string_literal: true
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+
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+ module Gamefic
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+ module Scriptable
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+ # Scriptable methods related to creating event callbacks.
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+ #
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+ module Events
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+ # Add a block to be executed on preparation of every turn.
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+ #
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+ # @example Increment a turn counter
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+ # turn = 0
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+ # on_ready do
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+ # turn += 1
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+ # end
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+ #
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+ def on_ready &block
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+ rulebook.events.on_ready(&block)
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+ end
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+
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+ # Add a block to be executed for each player at the beginning of a turn.
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+ #
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+ # @example Tell the player how many turns they've played.
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+ # on_player_ready do |player|
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+ # player[:turns] ||= 1
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+ # player.tell "Turn #{player[:turns]}"
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+ # player[:turns] += 1
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+ # end
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+ #
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+ # @yieldparam [Gamefic::Actor]
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+ def on_player_ready &block
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+ rulebook.events.on_player_ready(&block)
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+ end
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+
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+ # Add a block to be executed after the Plot is finished updating a turn.
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+ #
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+ def on_update &block
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+ rulebook.events.on_update(&block)
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+ end
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+
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+ # Add a block to be executed for each player at the end of a turn.
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+ #
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+ # @yieldparam [Gamefic::Actor]
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+ def on_player_update &block
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+ rulebook.events.on_player_update(&block)
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+ end
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+
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+ def on_conclude &block
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+ rulebook.events.on_conclude(&block)
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+ end
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+
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+ # @yieldparam [Actor]
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+ # @return [Proc]
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+ def on_player_conclude &block
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+ rulebook.events.on_player_conclude(&block)
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+ end
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+
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+ # @yieldparam [Actor]
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+ # @yieldparam [Hash]
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+ # @return [Proc]
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+ def on_player_output &block
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+ rulebook.events.on_player_output(&block)
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,55 @@
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+ module Gamefic
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+ module Scriptable
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+ # Functions that provide proxies for referencing a narrative's entities
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+ # from class-level scripts.
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+ #
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+ module Proxy
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+ # The object that fetches a proxied entity.
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+ #
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+ class Agent
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+ attr_reader :symbol
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+
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+ # @param symbol [Symbol, Integer]
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+ def initialize symbol
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+ @symbol = symbol
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+ end
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+
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+ def fetch container
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+ if symbol.to_s =~ /^\d+$/
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+ Stage.run(container, symbol) { |sym| entities[sym] }
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+ elsif symbol.to_s.start_with?('@')
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+ Stage.run(container, symbol) { |sym| instance_variable_get(sym) }
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+ else
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+ Stage.run(container, symbol) { |sym| send(sym) }
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+ end
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+ end
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+ end
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+
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+ # Proxy a method or instance variable.
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+ #
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+ # @example
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+ # proxy(:method_name)
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+ # proxy(:@instance_variable_name)
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+ #
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+ # @param symbol [Symbol]
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+ def proxy symbol
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+ Agent.new(symbol)
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+ end
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+
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+ # @param object [Object]
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+ # @return [Object]
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+ def unproxy object
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+ case object
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+ when Agent
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+ object.fetch self
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+ when Array
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+ object.map { |obj| unproxy obj }
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+ when Hash
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+ object.transform_values { |val| unproxy val }
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+ else
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+ object
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+ end
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+ end
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+ end
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+ end
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+ end
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+ # frozen_string_literal: true
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+
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+ module Gamefic
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+ module Scriptable
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+ # Scriptable methods related to creating action queries.
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+ #
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+ module Queries
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+ include Proxy
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+
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+ # Define a query that searches the entire plot's entities.
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+ #
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+ # @param args [Array<Object>] Query arguments
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+ # @return [Query::General]
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+ def anywhere *args, ambiguous: false
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+ Query::General.new -> { entities }, *unproxy(args), ambiguous: ambiguous
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+ end
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+
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+ # Define a query that searches an actor's family of entities. The
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+ # results include the parent, siblings, children, and accessible
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+ # descendants of siblings and children.
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+ #
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+ # @param args [Array<Object>] Query arguments
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+ # @return [Query::Scoped]
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+ def available *args, ambiguous: false
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+ Query::Scoped.new Scope::Family, *unproxy(args), ambiguous: ambiguous
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+ end
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+ alias family available
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+
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+ # Define a query that returns the actor's parent.
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+ #
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+ # @param args [Array<Object>] Query arguments
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+ # @return [Query::Scoped]
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+ def parent *args, ambiguous: false
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+ Query::Scoped.new Scope::Parent, *unproxy(args), ambiguous: ambiguous
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+ end
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+
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+ # Define a query that searches an actor's children.
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+ #
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+ # @param args [Array<Object>] Query arguments
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+ # @return [Query::Scoped]
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+ def children *args, ambiguous: false
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+ Query::Scoped.new Scope::Children, *unproxy(args), ambiguous: ambiguous
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+ end
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+
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+ # Define a query that searches an actor's siblings.
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+ #
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+ # @param args [Array<Object>] Query arguments
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+ # @return [Query::Scoped]
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+ def siblings *args, ambiguous: false
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+ Query::Scoped.new Scope::Siblings, *unproxy(args), ambiguous: ambiguous
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+ end
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+
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+ # Define a query that returns the actor itself.
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+ #
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+ # @param args [Array<Object>] Query arguments
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+ # @return [Query::Scoped]
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+ def myself *args, ambiguous: false
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+ Query::Scoped.new Scope::Myself, *unproxy(args), ambiguous: ambiguous
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+ end
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+
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+ # Define a query that performs a plaintext search. It can take a String
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+ # or a RegExp as an argument. If no argument is provided, it will match
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+ # any text it finds in the command. A successful query returns the
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+ # corresponding text instead of an entity.
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+ #
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+ # @param arg [String, Regrxp] The string or regular expression to match
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+ # @return [Query::Text]
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+ def plaintext arg = nil
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+ Query::Text.new arg
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,162 @@
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+ # frozen_string_literal: true
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+
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+ module Gamefic
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+ module Scriptable
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+ # Scriptable methods related to creating scenes.
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+ #
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+ module Scenes
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+ # Block a new scene.
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+ #
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+ # @example Prompt the player for a name
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+ # block :name_of_scene do |scene|
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+ # # The scene's start occurs before the user gets prompted for input
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+ # scene.on_start do |actor, props|
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+ # props.prompt = 'What's your name?'
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+ # end
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+ #
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+ # # The scene's finish is where you can process the user's input
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+ # scene.on_finish do |actor, props|
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+ # if props.input.empty?
20
+ # # You can use recue to start the scene again
21
+ # actor.recue
22
+ # else
23
+ # actor.tell "Hello, #{props.input}!"
24
+ # end
25
+ # end
26
+ # end
27
+ #
28
+ # @param name [Symbol]
29
+ # @param klass [Class<Scene::Default>]
30
+ # @param on_start [Proc, nil]
31
+ # @param on_finish [Proc, nil]
32
+ # @param block [Proc]
33
+ # @yieldparam [Scene]
34
+ # @return [Symbol]
35
+ def block name, klass = Scene::Default, on_start: nil, on_finish: nil, &block
36
+ rulebook.scenes.add klass.new(name, rulebook.narrative, on_start: on_start, on_finish: on_finish, &block)
37
+ name
38
+ end
39
+ alias scene block
40
+
41
+ # Add a block to be executed when a player is added to the game.
42
+ # Each Plot should only have one introduction.
43
+ #
44
+ # @example Welcome the player to the game
45
+ # introduction do |actor|
46
+ # actor.tell "Welcome to the game!"
47
+ # end
48
+ #
49
+ # @raise [ArgumentError] if an introduction already exists
50
+ #
51
+ # @yieldparam [Gamefic::Actor]
52
+ # @yieldparam [Props::Default]
53
+ # @return [Symbol]
54
+ def introduction(&start)
55
+ rulebook.scenes
56
+ .introduction Scene::Default.new nil,
57
+ rulebook.narrative,
58
+ on_start: proc { |actor, _props| instance_exec(actor, &start) }
59
+ end
60
+
61
+ # Create a multiple-choice scene.
62
+ # The user will be required to make a choice to continue. The scene
63
+ # will restart if the user input is not a valid choice.
64
+ #
65
+ # @example
66
+ # multiple_choice :go_somewhere, ['Go to work', 'Go to school'] do |actor, props|
67
+ # # Assuming the user selected the first choice:
68
+ # props.selection #=> 'Go to work'
69
+ # props.index #=> 0
70
+ # props.number #=> 1
71
+ # end
72
+ #
73
+ # @param name [Symbol]
74
+ # @param choices [Array<String>]
75
+ # @param prompt [String, nil]
76
+ # @param proc [Proc]
77
+ # @yieldparam [Actor]
78
+ # @yieldparam [Props::MultipleChoice]
79
+ # @return [Symbol]
80
+ def multiple_choice name, choices = [], prompt = 'What is your choice?', &block
81
+ block name,
82
+ Scene::MultipleChoice,
83
+ on_start: proc { |_actor, props|
84
+ props.prompt = prompt
85
+ props.options.concat choices
86
+ },
87
+ on_finish: block
88
+ end
89
+
90
+ # Create a yes-or-no scene.
91
+ # The user will be required to answer Yes or No to continue. The scene
92
+ # will restart if the user input is not a valid choice.
93
+ #
94
+ # @example
95
+ # yes_or_no :answer_scene, 'What is your answer?' do |actor, props|
96
+ # if props.yes?
97
+ # actor.tell "You said yes."
98
+ # else
99
+ # actor.tell "You said no."
100
+ # end
101
+ # end
102
+ #
103
+ # @param name [Symbol]
104
+ # @param prompt [String, nil]
105
+ # @yieldparam [Actor]
106
+ # @yieldparam [Props::YesOrNo]
107
+ # @return [Symbol]
108
+ def yes_or_no name, prompt = 'Answer:', &block
109
+ block name,
110
+ Scene::YesOrNo,
111
+ on_start: proc { |_actor, props|
112
+ props.prompt = prompt
113
+ },
114
+ on_finish: block
115
+ end
116
+
117
+ # Create a scene that pauses the game.
118
+ # This scene will execute the specified block and wait for input from the
119
+ # the user (e.g., pressing Enter) to continue.
120
+ #
121
+ # @example
122
+ # pause :wait do |actor|
123
+ # actor.tell "After you continue, you will be prompted for a command."
124
+ # end
125
+ #
126
+ # @param name [Symbol]
127
+ # @param prompt [String, nil] The text to display when prompting the user to continue
128
+ # @yieldparam [Actor]
129
+ # @return [Symbol]
130
+ def pause name, prompt: 'Press enter to continue...', &start
131
+ block name,
132
+ Scene::Pause,
133
+ on_start: proc { |actor, props|
134
+ props.prompt = prompt if prompt
135
+ instance_exec(actor, props, &start)
136
+ }
137
+ end
138
+
139
+ # Create a conclusion.
140
+ # The game (or the character's participation in it) will end after this
141
+ # scene is complete.
142
+ #
143
+ # @example
144
+ # conclusion :ending do |actor|
145
+ # actor.tell 'GAME OVER'
146
+ # end
147
+ #
148
+ # @param name [Symbol]
149
+ # @yieldparam [Actor]
150
+ # @return [Symbol]
151
+ def conclusion name, &start
152
+ block name,
153
+ Scene::Conclusion,
154
+ on_start: start
155
+ end
156
+
157
+ def scenes
158
+ rulebook.scenes.names
159
+ end
160
+ end
161
+ end
162
+ end