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authorhistoria <[not public]>2026-06-24 20:58:25 -0400
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feat: new type of non-violent 'combat': work
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-## Global vs Player State: Door Examples
-
-### Example A: Door with a button in another room (GLOBAL)
-
-A button in room 3 opens a door in room 7. Anyone can press it. Once pressed, the door is open for everyone.
-
-**Button object** (`data/objects/door_button.yaml`):
-```yaml
-id: door_button
-name: stone button
-hidden: true
-use_interactions:
- - condition:
- flag: secret_door_open
- not: true
- message: "You press the stone button. You hear grinding stone in the distance."
- action:
- set_flags:
- secret_door_open: true
-```
-
-**Room 3** — contains the button:
-```yaml
-id: 3
-name: "Button Chamber"
-description: "A small stone chamber. A button protrudes from the east wall."
-exits:
- south: 1
-objects:
- - id: door_button
-```
-
-**Room 7** — contains the door:
-```yaml
-id: 7
-name: "Hidden Passage"
-description: "A dusty corridor. A heavy stone door blocks the way north."
-exits:
- south: 2
- north:
- room: 8
- condition:
- flag: secret_door_open # checks WORLD flag
- value: true
- blocked_message: "A heavy stone door blocks the way."
-objects:
- - id: stone_door
- hidden: true
-```
-
-### Example B: Key-locked door (PLAYER-LOCAL)
-
-A locked door that only opens for a player carrying the key. Each player must find their own key.
-
-**Key item** (`data/items/rusty_key.yaml`):
-```yaml
-id: rusty_key
-name: rusty key
-description: "An old iron key, still functional."
-value: 0
-stackable: false
-```
-
-**Room 5** — locked door:
-```yaml
-id: 5
-name: "Locked Storage"
-description: "A small storage room. The way east is blocked by a locked iron door."
-exits:
- west: 2
- east:
- room: 6
- condition:
- has_item: rusty_key # checks PLAYER inventory
- blocked_message: "The iron door is locked. You need a key."
-objects:
- - id: iron_door
- hidden: true
-```
-
-**Room 6** — the other side (no key needed to exit):
-```yaml
-id: 6
-name: "Storage Closet"
-description: "Shelves of dusty crates."
-exits:
- west: 5 # exit back — no condition
-spawns:
- - item_id: uncut_ruby
- quantity: 1
- respawn_ticks: 500
-```
-
-Key difference: the button door uses `flag` (shared state — one player presses, everyone benefits), the key door uses `has_item` (per-player inventory check — each player needs their own key).
-
----
-