# 🌲 Trees 🌳

## How to Play

> currently in hella alpha so subject to change and/or be out of date

* Left click a tree to start a Monologue
* Right click + drag to move a tree
* Middle Click to delete a tree
* F12: Debug Menu
  * Click a monologue script to spawn a tree

## Monologue File Format

In `assets/trees/` there are `.mono` files that contain the monologues that drive this game.

Here is an example of a simple monologue:

```
This is a simple monologue

There are two options for this fist batch

---

This is the second batch of lines

There are three options

You get the idea

---

This has one option
```

* Files contain "Monologues"
* Monologues are broken up into "Line Option" batches
* Lines are separated by one or more blank newlines
* Batches are broken up by lines with `---`

> Monologue vs monologue, Batch vs batch, and Line vs line.
> The capitalized versions specify a game object, the lower case specifies the common meaning of the word.

### Comments

Comments are lines that start with a `#`.
Comments are discarded by the parser so are only for the reader of the raw text files.

```
# This is a comment
This is a dialog line
# If you connect two lines with a comment
They count as part of the same line

# Comments can exist on their own

This line of monologue # Will include the comment
# So always start a line with the comment
```

### Empty batches

Batches with no lines are a no-op.
Even if the batches contain comments and/or directives.

## Monologue Directives

> This feature is in planning, not implmeneted

Monologue Directives are basically how we "script" monologues.

With directives you can:
* Set variables based on what a user sees or does.
* Add pre-requisites to a line or entire Monologue.
* Requirement that an "actor" meets some criteria.

In general directives can be set at the Monologue, Batch, and the Line scopes.
* At the Monologue scope they must be set at the top before any batches.
* At the Batch scope they must be separated from Lines by at least one blank line.
* At the Line scope they must be on an adjacent Line.

Example:

```
# This directive affects the monologue as a whole
@directive

---

# This directive affects this entire group
@directive

this is a line

# This directive just affects this line
@directive
this is another line

# This directive also affects the entire group
@directive

last line in this batch

---

# This batch has no directives

option one

option two

```

### `@set var val`

The `@set` directive sets a variable to a given value upon the user interacting with the affected scope.

* At the Monologue scope this is set when the monologue starts.
* At the Batch scope this is set when the user views the Batch.
* At the Line scope this is set iff the user chooses the Line.

Example:

```
# Monologue scope
@set foo 1
---
# batch scope
@set bar true

# Line scope
@set baz "value"
this line sets baz to "value"
---
this batch...

...has no directives
```

### `@if var op val`

The `@if` directive is a constraint requiring `var op val` to return true for the scope to be visible.

* At the Monologue scope this causes the monologue to either be or not be in rotation.
* At the Batch scope this causes the Batch to be included or skipped from a Monologue.
* At the Line scope this causes the line to be included or excluded from a Batch.

### `@has var op val`

The `@has` directive constrains which trees can deliver a given monologue.
For example if a tree has `family` set to `fir` it could deliver a monologue about being a fir tree.

```
@has family = "fir"
---
man i love being a fir tree
```

At all scopes this operates similarly to `@if`, skipping/including Monologues/Groups/Lines based on tree properties.

### Other possible directives

The following directives are not strictly required but might be "nice to have":

* `@after a.mono`: This monologue should happen _after_ `a.mono`.
    * Could be achieved with `@set` and `@if`
* `@in scenario`: This monologue relates to a specific random scenario.
    * Could be achieved with backend setting values and `@if`
* `@bump var`: Increases a variable's value by 1.
    * Requires a specific use-case.
    * Causes types headaches if `var` is not an integer.
* `@event event_name`: This Monologue/Batch/Line triggers an in-game event.
    * Could be achieved with `@set` and `@if`

### Monologue Templating

With variables we can template monologues like so:

```
This is a regular line of dialog

This line is templated, mentioning {{ some_event_outcome }}
```

Templated variables add an implicit constraint to that line, so the above is equivlent to:

```
This is a regular line of dialog

@require some_event_outcome
This line is templated, mentioning {{ some_event_outcome }}
```
