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 eating it
remove it
end after
create the player
starts in the Pantry
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 eating it 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 eating it / after eating it and on drinking it /
after drinking it 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.