Refine Eibenreith Ink bucket architecture
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@@ -1,31 +1,15 @@
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// ============================================================================
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// EIBENREITH BUCKET SURFACE
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// EIBENREITH GAME BUCKET
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// ============================================================================
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// Rooms and episodes install bucket entry points as divert-target variables.
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// The active choice surface collects the buckets in priority order.
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// Room definitions provide one first-entry bucket and one repeat-look bucket:
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// first entry shows the room description, later entries offer the Look choice.
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// The active choice-surface dispatch lives in helpers.ink because it directly
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// uses the global bucket variables and room helper functions.
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//
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// This file contains the game-wide bucket. It is currently empty, but important:
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// game-level lore, philosophy, global relationship material, climax/progress
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// content, and other cross-episode choices belong here when they are not tied
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// to a specific moment, room, or episode.
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// ============================================================================
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=== provide_choices ===
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{
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- room_seen_on_enter():
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<- current_moment_bucket
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<- current_room_look_bucket
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- else:
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<- current_room_entry_bucket
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<- current_moment_bucket
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}
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<- current_room_exit_bucket
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<- current_episode_bucket
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<- current_game_bucket
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-> DONE
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=== empty_bucket ===
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-> DONE
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=== game_bucket ===
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-> DONE
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