From: Jason S. Ninneman Date: Thu, 22 Jun 2017 17:20:42 +0000 (-0700) Subject: Fixups to the adventure.yaml commentary. X-Git-Tag: 1.1~158 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=3215930f646e7911d541bb1d29c73e9eb19db477;p=open-adventure.git Fixups to the adventure.yaml commentary. --- diff --git a/adventure.yaml b/adventure.yaml index bc6e0e2..9d83ff6 100644 --- a/adventure.yaml +++ b/adventure.yaml @@ -1,4 +1,4 @@ -# This YAML file gets processed into a collection of data structure and +# This YAML file gets processed into a collection of data structures and # variable initializers describing Colossal Cave. It replaces an ad-hoc # text database shipped with Adventure versions up to 2.5. The format # change enabled a lot of use of symbolic names where there were previously @@ -26,12 +26,14 @@ # HOGRE Trying to deal with ogre # HJADE Found all treasures except jade # -# arbitrary_messages: These are arguments to RSPEAK(). Some spans of -# these messages need to be kept adjacent and ordered. To see which, -# grep for RSPEAK calls containing expressions with arithmetic. +# arbitrary_messages: These are arguments to rspeak(). Some spans of +# these messages need to be kept adjacent and ordered (for now). +# To see which, grep for rspeak() calls containing expressions with +# arithmetic. Eventually, these will be pulled out into more appropriate +# data structures. Then ordering can be dropped, and gaps removed. # # classes: Each item contains a point threshold and a message -# describing a classification of player. point thresholds must be +# describing a classification of player. Point thresholds must be # in ascending order. The scoring code selects the appropriate # message, where each message is considered to apply to players # whose scores are higher than the previous N but not higher than @@ -39,10 +41,10 @@ # modification (and particularly expansion) of the program. # # turn_thresholds: Each item contains a number and a message -# berating the player for taking so many turns. The messages must -# be in the proper (ascending) order. The message gets printed if -# the player exceeds N % 100000 turns, at which time N/100000 -# points get deducted from his score. +# berating the player for taking so many turns. When the turn count +# matches one of the thresholds, the corresponding message is shown. +# Order doesn't matter; the logic simply tests every threshold on +# the assumption that turn counts never decrease nor skip values. # # objects: Each item contains a description for use in the inventory command # and one or more messages describing the object in different states.