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 touching it
kill the player shock-death when it is live
phrase wire-cold when it 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 pulling it
change the bare wire to dead
phrase breaker-thrown
end on
create the player
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.
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.