// ============================================================================ // EIBENREITH BUCKET SURFACE // ============================================================================ // Rooms and episodes install bucket entry points as divert-target variables. // The active choice surface collects the buckets in priority order. // Room definitions provide one first-entry bucket and one repeat-look bucket: // first entry shows the room description, later entries offer the Look choice. // ============================================================================ === provide_choices === { - room_seen_on_enter(): <- current_moment_bucket <- current_room_look_bucket - else: <- current_room_entry_bucket <- current_moment_bucket } <- current_room_exit_bucket <- current_episode_bucket <- current_game_bucket -> DONE === empty_bucket === -> DONE === game_bucket === -> DONE