Sharpee
Chord / Standard Library / Movement / Movement traits

Movement traits

room (a room, kind noun). The place actors stand. Everything a room does in a .story file happens in its create block: direction lines, doors (north to the Potting Shed through the green door), and blocked exits (chord-language.md); dark / dark while <condition>; a first time arrival description; deadly:; states, scores, and on/after clauses, including after entering it, the room-arrival reaction the Potting Shed uses.

enterable (enterable, adjective). Marks a thing the player can get inside or on top of. The laundry chest composes it with a container, openable so the lid is real. Composes with defaults (preposition in); the on preposition (benches, roofs) is a TypeScript setting today. First documented here: no story in the repo uses it yet.

climbable (climbable, adjective). Marks a thing the CLIMB family accepts. Defaults only from Chord (canClimb: true); compose a supporter alongside it to give the climber somewhere to be (the pear tree); the trait's destination/direction/message fields are story-handler data.

exit (trait). Models a passage as its own entity: the "xyzzy" magic word, or a tunnel that is a thing in its own right. A room exit can route via such an entity (or via a door), and pathfinding resolves it; going checks a via entity only for open/locked state. No standard action reads the trait's richer fields (aliases, visibility, bidirectionality) today, and it has no Chord surface; treat it as Sharpee-Way plumbing.

vehicle (trait, TypeScript-only, no Chord surface). Rides on top of enterable: the trait's blocksWalkingMovement (default true) is what makes GO say "you're in something" instead of walking; set it false and GO moves the vehicle itself along the room's exits, passengers and all (movesWithContents). positionRooms/currentPosition track multi-stop vehicles (the Dungeo basket's counterweight shape); isOperational and requiresExitBeforeLeaving are read by vehicle helpers for story use.

region (a region, kind noun, since ADR-236). A named room group, authored region-side: containing the Drive, the Hall lists members (additive: regions nest by containing each other), after entering it / after leaving it react to boundary crossings (leaving exists only here), and an on every turn clause on the region block is a region daemon, firing while the player is anywhere in a member room. The region_entered/region_exited events going emits are what these bind to. Full entry in the traits reference.

scene. This structural trait has no Chord surface and no verb; it is cataloged in the traits reference.