eating and drinking
eat (eating): verbs eat/consume/devour X, plus
munch and nibble [on] X, gated on the edible trait
(not_edible). Liquids refuse is_drink ("You should drink that, not
eat it") and solids refuse drinking with not_drinkable; there is no
cross-routing. Food is implicitly taken first. Multi-serving food counts
down (eaten_some, then eaten_all; once exhausted, already_consumed),
and the message honors the trait's data: taste
(delicious/tasty/bland/awful), a poison effect (message-only:
"It tastes strange…", no mechanical harm today), satisfiesHunger
(filling / still_hungry). Event: eaten.
drink (drinking): verbs drink/sip/quaff/swallow/ imbibe X, plus drink from X and sip from X. Two things are
drinkable. The first is an edible marked liquid: in a .story, the
drinkable adjective, which composes the edible trait with the liquid
flag set, order-independent with edible (ratchet G1). The second is a
container of liquid (containsLiquid, TypeScript territory), open
if openable. Container drinking decrements liquidAmount and reports
from_container / empty_now. Verb flavor: sipped, quaffed.
Event: drunk.
The author writes:
create the Pantry
a room
Stone shelves, cool air, the smell of apples.
create the bramley apple
aka apple
edible
in the Pantry
A knobbly green cooking apple.
create the elderflower cordial
aka cordial
drinkable
in the Pantry
Pale gold in a stoppered bottle.
create the ship's biscuit
aka biscuit
edible
in the Pantry
Dense enough to drive nails.
after the player eating
remove the ship's biscuit
end after
create Alex
a person
playable
starts in the Pantry
before the game starts
change the player to Alex
end before
The player sees:
> eat the cordial
You should drink the elderflower cordial, not eat it.
> drink the apple
That's not something you can drink.
> eat the apple
(first taking the bramley apple)
Taken.
You eat the bramley apple.
> eat the apple
There's nothing left of the bramley apple to eat.
> eat the biscuit
(first taking the ship's biscuit)
Taken.
You eat the ship's biscuit.
> inventory
You are carrying:
a bramley apple
> drink the cordial
You drink the elderflower cordial.
> sip the cordial
There's nothing left to drink.
The transcript shows the cross-refusals and the implicit take. The honest
caveat comes as a pair of a problem and its fix: eating never removes the
item (the fully eaten apple stays in inventory at zero servings), and the
biscuit's after the player eating clause with a remove it body is the one-line
remedy.
eat (eating-*) | drink (drinking-*) | |
|---|---|---|
| Refusals | no_item · not_edible · is_drink · already_consumed | no_item · not_drinkable · already_consumed · container_closed |
| Success | eaten · eaten_some / eaten_all · taste flavor (delicious/tasty/bland/awful) · filling / still_hungry · poisonous | drunk · sipped / quaffed · from_container / empty_now |
| Events | eaten | drunk |
Interceptors: on the player eating / after the player eating and on the player drinking /
after the player drinking on the item, as above.
An emptied containsLiquid vessel stays nominally drinkable and keeps
saying empty_now (caveat, flagged). Neither shipped story exercises
eat/drink; the zoo's feeding is its own feedable trait.