Checkpoint Eibenreith ink architecture
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// ============================================================================
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// EIBENREITH BUCKET SURFACE
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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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// ============================================================================
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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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