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Merge pull request #167 from erkyrath/index-tidying-7
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Next round of indexing, part 4
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ganelson authored Aug 8, 2024
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2 changes: 1 addition & 1 deletion resources/Documentation/Examples/Beachfront.txt
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Expand Up @@ -5,7 +5,7 @@ Index: SEARCHing for an item which moves into play
Description: An item that the player can't interact with until they have found it by searching the scenery.
For: Z-Machine

^^{SEARCHing for an item which moves into play}
^^{searching+action+} ^^{hiding things: until searched for}

Suppose we have our player, a detective, searching for evidence; we don't want them to be able to use this evidence until they have performed the action that reveals it, but after that it should be visible in the room when they look.

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2 changes: 1 addition & 1 deletion resources/Documentation/Examples/BeingPeter.txt
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Expand Up @@ -5,7 +5,7 @@ Index: Attitude rules
Description: A set of rules determining the attitude a character will take when asked about certain topics.
For: Z-Machine

^^{Attitude rules}
^^{rulebooks: outcomes} ^^{default outcome of a rulebook} ^^{|no outcome}

Let's say that we're implementing a particularly irrational and volatile character. Some of the time she remains composed; some of the time she reacts with unexpected vehemence for reasons only partly related to what was said.

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2 changes: 1 addition & 1 deletion resources/Documentation/Examples/BeingPrepared.txt
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Expand Up @@ -5,7 +5,7 @@ Index: Pocket added to every jacket
Description: A kind for jackets, which always includes a container called a pocket.
For: Z-Machine

^^{Pocket added to every jacket}
^^{assemblies} ^^{things+kind+: parts of} ^^{names: for things created in assemblies}

{*}"Being Prepared"

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3 changes: 2 additions & 1 deletion resources/Documentation/Examples/BeneathTheSurface.txt
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Expand Up @@ -5,7 +5,8 @@ Index: Hiding things under other things
Description: An "underlying" relation which adds to the world model the idea of objects hidden under other objects.
For: Z-Machine

^^{Hiding things under other things}
^^{prepositions, for sentence verbs} ^^{defining: prepositions for relations} ^^{sentence verbs: defining for relations with prepositions}
^^{hiding things: under other things}

The standard world model provides for the idea of containers and supporters, but this is not the only way that objects can relate to one another in the real world. Here we try adding the idea of concealment beneath another object:

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1 change: 1 addition & 0 deletions resources/Documentation/Examples/Bogart.txt
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Expand Up @@ -6,6 +6,7 @@ Description: Clothing for the player that layers, so that items cannot be taken
For: Z-Machine

^^{clothing: layering and regions of the body}
^^{relations: for clothing}

We have two things to keep track of with our layering clothing: what currently is covering something else; and what *can* cover something else. This implementation goes for a fairly simple treatment, assuming that each item of clothing will completely conceal those beneath it, and that we are not implementing entire sets of shirts, jackets, etc. But it will do for a demonstration.

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2 changes: 1 addition & 1 deletion resources/Documentation/Examples/FelineBehavior.txt
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Expand Up @@ -5,7 +5,7 @@ Index: Results of a rule
Description: A cat which reacts to whatever items it has handy, returning the result of a rulebook for further processing.
For: Z-Machine

^^{Results of a rule}
^^{rulebooks: outcomes} ^^{values: produced by rulebooks}

Suppose we have a cat which is supposed to react to (and destroy) the most interesting thing in its environment. There are several ways we could approach this problem, but for the sake of demonstration, let's have it follow a rulebook to figure out which thing it most wants to interact with. We will then return the chosen object as `the object produced by the cat behaviour rules`.

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2 changes: 1 addition & 1 deletion resources/Documentation/Examples/Kyoto.txt
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Expand Up @@ -5,7 +5,7 @@ Index: THROW [something] AT [something] command enhanced
Description: Expanding the effects of the ``THROW SOMETHING AT`` something command so that objects do make contact with one another.
For: Z-Machine

^^{THROW [something] AT [something] command enhanced}
^^{actions: modifying rules for} ^^{rules: replacing}

Suppose we want to expand the function of the existing ``THROW SOMETHING AT`` command so that a thrown object actually does make contact most of the time. A glance at the Actions index tells us that the Throwing it at rulebook currently looks like this:

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3 changes: 2 additions & 1 deletion resources/Documentation/Examples/ModelShop.txt
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Expand Up @@ -5,7 +5,8 @@ Index: On/off button for devices
Description: An "on/off button" which controls whatever device it is part of.
For: Z-Machine

^^{On/off button for devices}
^^{assemblies} ^^{things+kind+: parts of} ^^{names: for things created in assemblies}
^^{devices+kind+: with on/off buttons}

Suppose we're particularly mechanically-minded and would like a game in which all of our mechanical devices have buttons to turn them on and off.

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Expand Up @@ -5,7 +5,7 @@ Index: Marble chute toy
Description: Building a marble chute track in which a dropped marble will automatically roll downhill.
For: Z-Machine

^^{Marble chute toy}
^^{prepositions, for sentence verbs} ^^{defining: prepositions for relations} ^^{sentence verbs: defining for relations with prepositions}

Suppose we have marbles that roll downhill across our map, in a life-size version of one of those marble-chute toys. We might now want to keep track of both compass relationships and which-room-slopes-into-which, so we make a new relation:

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3 changes: 2 additions & 1 deletion resources/Documentation/Examples/TheAbolitionOfLove.txt
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Expand Up @@ -5,7 +5,8 @@ Index: Relations syntax explored
Description: A thorough exploration of all the kinds of relations established so far, with the syntax to set and unset them.
For: Z-Machine

^^{Relations syntax explored}
^^{relations: defining} ^^{defining: relations}
^^{relations: setting and unsetting}

Suppose we are modeling a complex society seething with interpersonal relations of every kind.

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4 changes: 3 additions & 1 deletion resources/Documentation/Examples/TheNightBefore.txt
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Expand Up @@ -5,7 +5,9 @@ Index: Disambiguating body parts
Description: Instructing Inform to prefer different interpretations of ``EXAMINE NOSE``, depending on whether the player is alone, in company, or with Rudolph the Red-nosed Reindeer.
For: Z-Machine

^^{Disambiguating body parts}
^^{names: for things created in assemblies}
^^{body parts}
^^{does the player mean+rb+}

Suppose that we're going to give every person in the game a nose, but we want references to a nose always to mean the nose of someone *else*, if the player is with one other person. Moreover, on some occasions we're going to be in sight of Rudolph, so actions directed at an unspecified nose should always prefer his.

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3 changes: 2 additions & 1 deletion resources/Documentation/Examples/TodayTomorrow.txt
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Expand Up @@ -5,7 +5,8 @@ Index: Concealed pet who would yip at you if it could see you
Description: A few notes on "In the presence of" and how it interacts with concealed objects.
For: Z-Machine

^^{concealed possessions: pet who would yip at you if it could see you}
^^{concealed possessions: are not in the presence of the player}
^^{|in the presence of: concealed possessions} ^^{|presence of: concealed possessions}

Rules about concealment will affect `in the presence of`, too. For instance, suppose we have a man with a pocket pet:

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3 changes: 2 additions & 1 deletion resources/Documentation/Examples/UStorIt.txt
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Expand Up @@ -5,7 +5,8 @@ Index: Chest with a supporting lid
Description: A "chest" kind which consists of a container which has a lid as a supporter.
For: Z-Machine

^^{Chest with a supporting lid}
^^{assemblies} ^^{things+kind+: parts of}
^^{containers+kind+: which can also support things} ^^{supporters+kind+: which can also contain things}

Suppose we want to write a game in which there are a number of chests. Each of these chests will be a `container`, but have a lid which is a `supporter`.

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6 changes: 4 additions & 2 deletions resources/Documentation/The Recipe Book.md
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Expand Up @@ -911,7 +911,7 @@ If that's not enough, we can get a comprehensive view of everything that happens

## Modifying Existing Commands

^^{actions: processing sequence}^^{actions: rules for actions found in rulebooks}^^{rules: for actions found in rulebooks}^^{rulebooks: for actions}^^{before (action)+rb+: in action processing sequence} ^^{rules: before rules}^^{instead of (action)+rb+: in action processing sequence} ^^{rules: instead rules}^^{after (action)+rb+: in action processing sequence} ^^{rules: after rules}^^{check (action)+rb+}^^{carry out (action)+rb+}^^{report (action)+rb+}^^{(instead), to stop the action+sourcepart+}^^{rules: removing}^^{rules: replacing}^^{extensions: Inform 6 template layer}^^{Inform 6 inclusions: Inform 6 template layer}^^{templates, Inform 6 template layer}
^^{actions: processing sequence}^^{actions: rules for actions found in rulebooks}^^{rules: for actions found in rulebooks}^^{rulebooks: for actions}^^{before (action)+rb+: in action processing sequence} ^^{rules: before rules}^^{instead of (action)+rb+: in action processing sequence} ^^{rules: instead rules}^^{after (action)+rb+: in action processing sequence} ^^{rules: after rules}^^{check (action)+rb+}^^{carry out (action)+rb+}^^{report (action)+rb+}^^{(instead), to stop the action+sourcepart+}^^{rules: removing}^^{rules: replacing}^^{extensions: Inform 6 template layer}^^{Inform 6 inclusions: Inform 6 template layer}^^{templates: Inform 6 template layer}
Much of the rest of this chapter discusses the behaviour of specific commands in Inform's command library, and how we might change and build on these. This section is instead an overview of the general principles: where and how can one intervene?

Whenever we are dealing with actions, the Actions Index is likely to be useful: it lists all the actions currently implemented, whether in our own source or in extensions or the Standard Rules, and lists the rules pertaining to each.
Expand Down Expand Up @@ -2346,7 +2346,9 @@ Old-school adventures expected their adventurers to die early and die often. [La

## Typography

^^{proportional-spaced text}^^{monospaced text}^^{fonts: fixed-width / variable-width}^^{fonts: italic / bold / roman <-- italics}^^{characters (letters): Unicode (arbitrary symbols)}^^{+to+say "[bold type]"} ^^{+tosay+"[bold type]"}^^{+to+say "[italic type]"} ^^{+tosay+"[italic type]"}^^{+to+say "[roman type]"} ^^{+tosay+"[roman type]"}^^{+to+say "[fixed letter spacing]"} ^^{+tosay+"[fixed letter spacing]"}^^{+to+say "[variable letter spacing]"} ^^{+tosay+"[variable letter spacing]"}
^^{proportional-spaced text}^^{monospaced text}^^{fonts: fixed-width / variable-width}^^{fonts: italic / bold / roman}^^{characters (letters): Unicode (arbitrary symbols)}
^^{+tosay+"[bold type]" --> bold} ^^{+tosay+"[italic type]" --> italic} ^^{+tosay+"[roman type]" --> roman} ^^{+tosay+"[fixed letter spacing]" --> fixed} ^^{+tosay+"[variable letter spacing]" --> variable}

Story files produced by Inform tend not to contain elaborate typographical effects. They would only distract. Like a novel, a classic work of IF is best presented in an elegant but unobtrusive font. Inform does, however, provide for italic and bold-face, and also for a typewriter-style fixed pitch of lettering:

"This is an [italic type]italicised[roman type] word."
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