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verbs.t
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#charset "us-ascii"
#include "adv3.h"
#include "en_us.h"
// I've replaced attack with three verbs: attack, kick and punch. I want these to be fundamentally different commands.
replace VerbRule(Attack)
('attack' | 'kill' | 'hit') singleDobj
: AttackAction
verbPhrase = 'attack/attacking (whom)'
askDobjResponseProd = singleNoun
;
replace VerbRule(AttackWith)
('attack' | 'kill' | 'hit' | 'strike')
singleDobj
'with' singleIobj
: AttackWithAction
verbPhrase = 'attack/attacking (whom) (with what)'
askDobjResponseProd = singleNoun
askIobjResponseProd = withSingleNoun
;
DefineTAction(Kick);
VerbRule(Kick)
('kick' | 'stomp' | 'boot') singleDobj
: KickAction
verbPhrase = 'kick/kicking (whom)'
askDobjResponseProd = singleNoun
;
DefineTAction(Punch);
VerbRule(Punch)
('punch' | 'biff' | 'pound' | 'thump' | 'whack' | 'sock' ) singleDobj
: PunchAction
verbPhrase = 'punch/punching (whom)'
askDobjResponseProd = singleNoun
;
// Kiss
// Added some extra synonyms.
// You can extend this to GIVE KISS TO blah but it requires extra trickiness
replace VerbRule(Kiss)
('kiss' | 'smooch' | 'snog' ) singleDobj
: KissAction
verbPhrase = 'kiss/kissing (whom)'
;
// Clear
// As in clearing a path, or sweeping mess off a desk.
DefineTAction(Clear);
VerbRule(Clear)
( ('clear' | 'sweep' | 'shift') | ('clear' | 'sweep' | 'move' | 'shift') 'away' ) singleDobj
: ClearAction
verbPhrase = 'clear/clearing (what)'
askDobjResponseProd = singleNoun
;
// Fold
// Specifically for notes, fold them in half.
DefineTAction(Fold);
VerbRule(Fold)
( 'fold' | 'fold up' ) singleDobj
: FoldAction
verbPhrase = 'fold/folding (what)'
askDobjResponseProd = singleNoun
;
// Unfold
// Specifically for notes, unfold them in half.
DefineTAction(Unfold);
VerbRule(Unfold)
( 'unfold' | ('open' | 'spread') 'out' ) singleDobj
: UnfoldAction
verbPhrase = 'unfold/unfolding (what)'
askDobjResponseProd = singleNoun
;
// Crumple
// Specifically for notes, scrunch them into a ball.
DefineTAction(Crumple);
VerbRule(Crumple)
( 'crumple' | 'crush' | 'scrunch' | ('crumple' | 'scrunch' | 'screw') 'up' ) singleDobj
: CrumpleAction
verbPhrase = 'crumple/crumpling up (what)'
askDobjResponseProd = singleNoun
;
// Flatten
// Flatten something. Intended for notes, but could be used elsewhere.
DefineTAction(Flatten);
VerbRule(Flatten)
( 'flatten' | 'smooth' | ('flatten' | 'smooth') 'out' ) singleDobj
: FlattenAction
verbPhrase = 'flatten/flattening (what)'
askDobjResponseProd = singleNoun
;
// Tear
// Tear something up. Intended for notes, but could be used elsewhere.
DefineTAction(Tear);
VerbRule(Tear)
( 'tear' | 'rip' | 'shred' | ('tear' | 'rip') 'up' ) singleDobj
: TearAction
verbPhrase = 'tear/tearing (what)'
askDobjResponseProd = singleNoun
;
// Knock On
// Mostly for doors. This is treated differently to the "tap" or "rap" verb because that is for windows.
DefineTAction(KnockOn);
VerbRule(KnockOn)
'knock' 'on' singleDobj
: KnockOnAction
verbPhrase = 'knock/knocking (on what)'
askDobjResponseProd = singleNoun
;
// Tap On
// Specifically designed for windows and the like. It works similarly to "knock" unless otherwise specified.
DefineTAction(TapOn);
VerbRule(TapOn)
'tap' 'on' singleDobj
: TapOnAction
verbPhrase = 'tap/tapping (on what)'
askDobjResponseProd = singleNoun
;
// Poke
// Yet another minimal-use verb. This one pokes stuff.
DefineTAction(Poke);
VerbRule(Poke)
('poke' | 'prod' | 'jab' | 'nudge') singleDobj
: PokeAction
verbPhrase = 'poke/poking (what)'
askDobjResponseProd = singleNoun
;
// Fix/adjust/repair
DefineTAction(Fix);
VerbRule(Fix)
('fix' | 'repair' | 'adjust') singleDobj
: FixAction
verbPhrase = 'fix/fixing (what)'
askDobjResponseProd = singleNoun
;
// Flush. Used almost exclusively for toilets.
DefineTAction(Flush);
VerbRule(Flush)
('flush' ) singleDobj
: FlushAction
verbPhrase = 'flush/flushing (what)'
askDobjResponseProd = singleNoun
;
// Hang up. Used almost exclusively for telephones.
DefineTAction(HangUp);
VerbRule(HangUp)
('hang' 'up' | 'disconnect' | 'terminate' | 'hangup' ) singleDobj
: HangUpAction
verbPhrase = 'hang/hanging up (what)'
askDobjResponseProd = singleNoun
;
// Answer phone
DefineTAction(Answer);
VerbRule(Answer)
'answer' singleDobj
: AnswerAction
verbPhrase = 'answer/answering (what)'
askDobjResponseProd = singleNoun
;
// Dial on a phone.
DefineTopicTAction(DialOn, DirectObject);
VerbRule(DialOn)
( 'dial' | 'call' | 'ring') ( 'up' | ) singleTopic ('on' | 'with') singleDobj
: DialOnAction
verbPhrase = 'dial/dialling (what) (on what)'
askDobjResponseProd = singleNoun
;
VerbRule(DialOnWhat)
( 'dial' | 'call' | 'ring' ) ( 'up' | ) singleTopic
: DialOnAction
verbPhrase = 'dial/dialling (what) (on what)'
construct()
{
dobjMatch = new EmptyNounPhraseProd();
dobjMatch.responseProd = onSingleNoun;
}
;
// Insult your favourite NPC
DefineTAction(Insult);
VerbRule(Insult)
('insult' | 'abuse' | 'make' 'fun' 'of' | 'slander' | 'denigrate' | 'offend' | 'bad' 'mouth' | 'cast' 'aspersions' 'on' | 'malign') singleDobj
: InsultAction
verbPhrase = 'insult/insulting (whom)'
;
// Agree/disagree modification
modify VerbRule(Yes)
'yes' | 'affirmative' | 'say' 'yes' | 'agree' | 'yep' | 'yup'
:
;
modify VerbRule(No)
'no' | 'negative' | 'say' 'no' | 'disagree' | 'negatory' | 'nope' | 'nah'
:
;
// ThrowThrough, for really only a few special cases
DefineTIAction(ThrowThrough);
VerbRule(ThrowThrough)
('throw' | 'hurl' | 'chuck' | 'fling' | 'toss' ) singleDobj 'through' singleIobj
: ThrowThroughAction
verbPhrase = 'throw/throwing through (what)'
;
// Lower & Raise
// Specifically for ladders
DefineTAction(Lower);
DefineTAction(Raise);
VerbRule(Lower)
('lower' | ( 'move' | 'let') 'down') singleDobj
: LowerAction
verbPhrase = 'lower/lowering (what)'
;
VerbRule(Raise)
('raise' | 'lift' | ( 'raise' | 'move' | 'lift' | 'pull') 'up') singleDobj
: RaiseAction
verbPhrase = 'raise/raising (what)'
;
// Empty a container
DefineTAction(Empty);
VerbRule(Empty)
('empty') ('out' |) singleDobj
: EmptyAction
verbPhrase = 'empty/emptying (what)'
;
// Swipe a keycard
DefineTAction(Swipe);
VerbRule(Swipe)
('swipe' | 'scan' | 'wave') ('through' | 'over' |) singleDobj
: SwipeAction
verbPhrase = 'swipe/swiping (what)'
;
DefineTIAction(SwipeThrough);
VerbRule(SwipeThrough)
('swipe' | 'scan' | 'wave' | 'insert' | 'pass') singleDobj ('through' | 'in'
| 'into' ) singleIobj
: SwipeThroughAction
verbPhrase = 'swipe/swiping (what) (through what)'
;
// The Unlock modification
modify VerbRule(Unlock)
('unlock' | 'pick') dobjList
:
;
modify VerbRule(UnlockWith)
('unlock' | 'pick') singleDobj 'with' singleIobj
:
;
modify VerbRule(Break)
('break' | 'ruin' | 'destroy' | 'wreck' | 'smash') dobjList
:
;
modify VerbRule(Clean)
('clean' | 'clean' 'up') dobjList
:
;
// Dry
// Mostly for the dryer
DefineTAction(Dry);
DefineTIAction(DryWith);
VerbRule(Dry)
('dry' | 'heat') singleDobj
: DryAction
verbPhrase = 'dry/drying (what)'
;
VerbRule(DryWith)
('dry' | 'heat') singleDobj 'with' singleIobj
: DryWithAction
verbPhrase = 'dry/drying (what) (with what)'
askDobjResponseProd = singleNoun
askIobjResponseProd = withSingleNoun
;
//
// Modify Thing to incorporate the new verbs
//
modify Thing
dobjFor(Kick) {
preCond = [touchObj, actorStanding]
verify() { }
action() { mainReport(&shouldntKickMsg); }
}
dobjFor(Punch) {
preCond = [touchObj]
verify() {}
action() { mainReport(&shouldntPunchMsg); }
}
dobjFor(Clear) {
preCond = [objVisible, touchObj]
verify() { illogical(&cannotClearMsg); }
}
dobjFor(Fold) {
preCond = [touchObj, objHeld]
verify() { illogical(&cannotFoldMsg); }
}
dobjFor(Unfold) {
preCond = [touchObj, objHeld]
verify() { illogical(&cannotUnfoldMsg); }
}
dobjFor(Crumple) {
preCond = [touchObj, objHeld]
verify() { illogical(&cannotCrumpleMsg); }
}
dobjFor(Flatten) {
preCond = [touchObj, objHeld]
verify() { illogical(&cannotFlattenMsg); }
}
dobjFor(Tear) {
preCond = [touchObj, objHeld]
verify() { illogical(&cannotTearMsg); }
}
dobjFor(KnockOn) {
preCond = [touchObj]
verify() {}
check() {}
action() {
mainReport(&basicKnockResponse);
}
}
/* By default, tap on is the same as knock on. */
dobjFor(TapOn) remapTo(KnockOn,self)
dobjFor(Poke) {
preCond = [touchObj]
verify() {}
check() {}
action() {
mainReport(&basicPokeResponse);
}
}
dobjFor(Fix) {
preCond = [touchObj]
verify() { illogicalNow(&cannotFixMsg); }
check() {}
action() {}
}
dobjFor(Flush) {
preCond = [touchObj]
verify() { illogicalNow(&cannotFlushMsg); }
check() {}
action() {}
}
dobjFor(Insult) {
verify() { illogical(&cannotInsultMsg); }
}
// Much the same as the library's ThrowAt
dobjFor(ThrowThrough) asDobjFor(ThrowAt)
iobjFor(ThrowThrough) asIobjFor(ThrowAt)
dobjFor(Lower) {
preCond = [touchObj]
verify() { illogical(&cannotLowerMsg); }
check() {}
action() {}
}
dobjFor(Raise) {
preCond = [touchObj]
verify() { illogical(&cannotRaiseMsg); }
check() {}
action() {}
}
dobjFor(Empty) {
preCond = [touchObj]
verify() { illogical(&cannotEmptyMsg); }
check() {}
action() {}
}
dobjFor(Swipe) {
preCond = [objHeld]
verify() { illogical(&cannotSwipeMsg); }
check() {}
action() {}
}
dobjFor(SwipeThrough) {
preCond = [objHeld]
verify() { illogical(&cannotSwipeThroughDobjMsg); }
check() {}
action() {}
}
iobjFor(SwipeThrough) {
preCond = [touchObj]
verify() { illogical(&cannotSwipeThroughIobjMsg); }
check() {}
action() {}
}
dobjFor(Dry) {
preCond = [touchObj]
verify() { illogicalNow(&cannotDryMsg); }
}
iobjFor(DryWith) {
preCond = [objHeld]
verify() { illogical(&cannotDryWithMsg); }
}
;
// HANGUP HAS NO CUSTOM MESSAGES
modify playerActionMessages
shouldntKickMsg = '{You/he} shouldn\'t kick {that dobj/him}. '
shouldntPunchMsg = '{You/he} shouldn\'t punch {that dobj/him}. '
cannotClearMsg = '{You/he} do{es}n\'t know how to clear {that dobj/him} away. '
cannotFoldMsg = '{You/he} do{es}n\'t know how to fold {that dobj/him}. '
cannotUnfoldMsg = '{You/he} do{es}n\'t know how to unfold {that dobj/him}. '
cannotCrumpleMsg = '{You/he} do{es}n\'t know how to scrunch {that dobj/him} up. '
cannotFlattenMsg = '{You/he} do{es}n\'t know how to flatten {that dobj/him}. '
cannotTearMsg = '{You/he} do{es}n\'t know how to tear {that dobj/him}. '
cannotFixMsg = '{You/he} do{es}n\'t know how to fix {that dobj/him}. '
cannotFlushMsg = '{That dobj/he} {is} not something that can be flushed. '
cannotInsultMsg = 'Insulting {that dobj/him} is a waste of time. '
cannotLowerMsg = '{You/he} cannot lower {that dobj/him}. '
cannotRaiseMsg = '{You/he} cannot raise {that dobj/him}. '
cannotEmptyMsg = '{You/he} do{es}n\'t know how to empty {that dobj/him}. '
cannotSwipeMsg = '{You/he} do{es}n\'t know how to swipe {that dobj/him}. '
cannotSwipeThroughDobjMsg = '{You/he} do{es}n\'t know how to swipe {that dobj/him}. '
cannotSwipeThroughIobjMsg = '{You/he} do{es}n\'t know how to swipe
something through {that iobj/him}. '
cannotDryMsg = '{That dobj/him} do{es}n\'t need to be dried. '
cannotDryWithMsg = '{The iobj/him} is no good to dry {the dobj/him}. '
basicKnockResponse = '{You/he} knock{s} on {the dobj/him} to no real effect. '
basicTapResponse = '{You/he} tap{s} on {the dobj/him}. '
basicPokeResponse = '{You/he} poke{s} {the dobj/him} to no effect. '
;