Add readme for trees game
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# 🌲 Trees 🌳
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## How to Play
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> currently in hella alpha so subject to change and/or be out of date
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* Left click a tree to start a Monologue
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* Right click + drag to move a tree
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* Middle Click to delete a tree
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* F12: Debug Menu
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* Click a monologue script to spawn a tree
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## Monologue File Format
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In `assets/trees/` there are `.mono` files that contain the monologues that drive this game.
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Here is an example of a simple monologue:
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```
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This is a simple monologue
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There are two options for this fist batch
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---
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This is the second batch of lines
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There are three options
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You get the idea
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---
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This has one option
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```
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* Files contain "Monologues"
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* Monologues are broken up into "Line Option" batches
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* Lines are separated by one or more blank newlines
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* Batches are broken up by lines with `---`
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> Monologue vs monologue, Batch vs batch, and Line vs line.
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> The capitalized versions specify a game object, the lower case specifies the common meaning of the word.
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### Comments
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Comments are lines that start with a `#`.
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Comments are discarded by the parser so are only for the reader of the raw text files.
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```
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# This is a comment
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This is a dialog line
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# If you connect two lines with a comment
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They count as part of the same line
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# Comments can exist on their own
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This line of monologue # Will include the comment
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# So always start a line with the comment
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```
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### Empty batches
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Batches with no lines are a no-op.
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Even if the batches contain comments and/or directives.
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## Monologue Directives
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> This feature is in planning, not implmeneted
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Monologue Directives are basically how we "script" monologues.
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With directives you can:
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* Set variables based on what a user sees or does.
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* Add pre-requisites to a line or entire Monologue.
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* Requirement that an "actor" meets some criteria.
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In general directives can be set at the Monologue, Batch, and the Line scopes.
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* At the Monologue scope they must be set at the top before any batches.
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* At the Batch scope they must be separated from Lines by at least one blank line.
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* At the Line scope they must be on an adjacent Line.
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Example:
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```
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# This directive affects the monologue as a whole
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@directive
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---
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# This directive affects this entire group
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@directive
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this is a line
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# This directive just affects this line
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@directive
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this is another line
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# This directive also affects the entire group
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@directive
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last line in this batch
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---
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# This batch has no directives
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option one
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option two
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```
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### `@set var val`
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The `@set` directive sets a variable to a given value upon the user interacting with the affected scope.
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* At the Monologue scope this is set when the monologue starts.
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* At the Batch scope this is set when the user views the Batch.
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* At the Line scope this is set iff the user chooses the Line.
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Example:
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```
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# Monologue scope
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@set foo 1
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---
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# batch scope
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@set bar true
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# Line scope
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@set baz "value"
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this line sets baz to "value"
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---
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this batch...
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...has no directives
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```
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### `@if var op val`
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The `@if` directive is a constraint requiring `var op val` to return true for the scope to be visible.
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* At the Monologue scope this causes the monologue to either be or not be in rotation.
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* At the Batch scope this causes the Batch to be included or skipped from a Monologue.
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* At the Line scope this causes the line to be included or excluded from a Batch.
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### `@has var op val`
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The `@has` directive constrains which trees can deliver a given monologue.
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For example if a tree has `family` set to `fir` it could deliver a monologue about being a fir tree.
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```
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@has family = "fir"
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---
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man i love being a fir tree
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```
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At all scopes this operates similarly to `@if`, skipping/including Monologues/Groups/Lines based on tree properties.
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### Other possible directives
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The following directives are not strictly required but might be "nice to have":
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* `@after a.mono`: This monologue should happen _after_ `a.mono`.
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* Could be achieved with `@set` and `@if`
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* `@in scenario`: This monologue relates to a specific random scenario.
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* Could be achieved with backend setting values and `@if`
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* `@bump var`: Increases a variable's value by 1.
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* Requires a specific use-case.
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* Causes types headaches if `var` is not an integer.
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* `@event event_name`: This Monologue/Batch/Line triggers an in-game event.
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* Could be achieved with `@set` and `@if`
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### Monologue Templating
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With variables we can template monologues like so:
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```
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This is a regular line of dialog
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This line is templated, mentioning {{ some_event_outcome }}
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```
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Templated variables add an implicit constraint to that line, so the above is equivlent to:
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```
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This is a regular line of dialog
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@require some_event_outcome
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This line is templated, mentioning {{ some_event_outcome }}
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```
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