kill the player
kill the player (statement, peer to win and lose) has the forms
kill the player, kill the player <phrase-key>, and an optional
when <condition> suffix; it is legal anywhere statements go: on and
after clauses (entity or trait), on every turn [while …] daemons,
define action bodies, and inside select and each blocks. The phrase
key is the death text (define it
like any phrase) and doubles as the recorded cause; a bare kill the player records the cause killed and shows only the platform's ending
text.
The machinery, in order: the death text speaks, the platform's
player-died event fires, and at end of turn the engine
re-checks the player's actual life state; that re-check, not the event,
is the final word. A story policy that revives the player during the turn
(Dungeo's death-penalty machinery works this way) vetoes the ending;
otherwise the game ends in defeat (game-lost, the death and endgame
channels). Because the decision waits for end of turn, statements after
the kill in the same body still run. There is no built-in "restart or
undo?" prompt; that is client/story territory.
The author writes:
create the Generator Room
a room
Pipes and cables hum along every wall.
create the bare wire
aka wire
scenery
in the Generator Room
states: live, dead
A stripped cable sags from the ceiling conduit.
on the player touching
kill the player shock-death when the bare wire is live
phrase wire-cold when the bare wire is dead
end on
create the breaker lever
aka lever, breaker
scenery
pullable
in the Generator Room
A heavy knife-switch bolted beside the door.
on the player pulling
change the bare wire to dead
phrase breaker-thrown
end on
create Alex
a person
playable
starts in the Generator Room
define phrases en-US
shock-death:
The current takes you before you can let go.
wire-cold:
Cold and inert. The breaker did its job.
breaker-thrown:
The breaker slams over and the hum dies with it.
before the game starts
change the player to Alex
end before
The player who touches the wire straight away sees the death text and nothing after it; the game has ended in defeat:
> touch the wire
The current takes you before you can let go.
The player who throws the breaker first (a fresh game) lives:
> pull the lever
The breaker slams over and the hum dies with it.
> touch the wire
Cold and inert. The breaker did its job.
The when suffix is the whole gate: with a live wire, the kill fires;
with a dead wire, it is skipped. Note the second when on phrase wire-cold:
statements after a kill still run, so follow-up text must gate itself
off the fatal case.