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## Rooms

**The filename is the ID.** A room's numeric filename is its ID (`1.yaml` → room `1`); the
loader derives it from the filename. Do not put an `id:` field in the file — it is ignored.
Exits and other rooms reference a room by that number. (A nested `- id:` under `objects:` or
`mobs:` is a *reference* to an object/mob by its filename, and is still required.)

Minimal room:
```yaml
name: "Town Square"
description: "Cobblestone paths lead in all directions. A fountain gurgles peacefully."
exits:
  north: 2
  west: 7
  east: 3
```

### Map color

A room may set a `color` that tints its node on the map and the links connecting it:

```yaml
color: "5E"
```

A player's per-room `symbol` (set via the `symbol` command) overrides the room color.

### Inline Color Tags

Room descriptions support inline color tags using `{spec}text{/}` syntax:

```yaml
description: "On the table lies a {B6 bold}mysterious vase{/} with a rose in it."
```

Format: `{<00–FF> [bold] [dim] [underline]}text{/}`

Gradients: `{g:C4,52}gradient text{/}`. Multi-stop: `{g:2D,27,3B}three stops{/}`.

Untagged text uses the `room_desc` theme color.

---

### Exits

#### Simple exits

Always passable, any direction:

```yaml
exits:
  north: 2
  ne: 3
  southeast: 4
```

#### Conditional exits

Blocked until a condition passes:

```yaml
exits:
  north:
    room: 11
    condition:
      global_flag: gate_open
    blocked_message: "A heavy iron gate blocks the way north."
```

The `condition:` field uses the same condition vocabulary as everywhere else — see the
[Conditions Reference](#conditions-reference) below.

#### Player-flag exits

Blocked unless the PLAYER has a flag:

```yaml
exits:
  east:
    room: 12
    condition:
      player_flag: has_vault_key
    blocked_message: "The vault door is locked. You need a key."
```

#### Inventory-check exit

Blocked unless the player has an item:

```yaml
exits:
  east:
    room: 6
    condition:
      has_item: rusty_key
    blocked_message: "The iron door is locked. You need a key."
```

#### Compound conditions

```yaml
exits:
  north:
    room: 20
    condition:
      all_of:
        - global_flag: bridge_repaired
        - player_flag: paid_toll
    blocked_message: "The bridge is out, and the toll collector blocks the path."
```

#### Exit on_traverse — actions when walked through

An exit can carry an `on_traverse` list of Triggers. The first whose filters pass fires when
the player moves through the exit (not when it's blocked). Supports the full Trigger shape —
`condition`, `item_id`, and a `steps` list. See `triggers.md` for the reference.

```yaml
exits:
  north:
    room: 21
    condition:
      player_flag: lined_up
    blocked_message: "You're not in line yet."
    on_traverse:
      - steps:
          - set_player_flags:
              boarded_shuttle: true
```

#### Hidden exits

Hidden exits are invisible in `look` and `verbs` output until the player discovers them by
traversing them once. Even hidden, the exit is traversable — just not listed. Once a player
moves through a hidden exit, it becomes "discovered" for that character and appears with a
`(HIDDEN)` tag. On the map, hidden exits (and rooms only reachable via them) do not appear
until the character discovers them. Gods in `god` mode see all hidden exits.

```yaml
exits:
  down:
    room: 1002
    hidden: true
```

#### Always-blocked exits

Always-blocked exits are blocked to players but always visible. They show `(blocked)` in
`look`/`verbs`/`exits`, refuse movement, and render on the map as blocked `X` connectors.
Gods in `god` mode can traverse them. Used for agility course room-to-room links so the map
can lay the course out visually.

```yaml
exits:
  north:
    room: 99999221
    always_blocked: true
```

`always_blocked` is absolute — a `condition:` on the same exit is not evaluated. Don't
combine them. Hidden and always_blocked can be combined: the exit is invisible until
discovered, then shows as blocked.

---

### Map grid & one-way exits

All horizontal exits (n/s/e/w/ne/nw/se/sw) must form a consistent 3D grid. Startup
validation enforces this from `startup_validation.root_rooms` in config.yaml — it reports
**overlap** (two rooms on one cell) or **twist** (one room on two cells) as errors.

Exits don't have to be reciprocal. A one-way link renders on the map as a directional arrow
instead of a two-way bar.

---

### Item Spawns

Ground items that respawn after being picked up:

```yaml
item_spawns:
  - id: bronze_pickaxe
    quantity: 1
    respawn_ticks: 30     # reappears 30 ticks (18s) after pickup
  - id: copper_ore
    quantity: 3
    respawn_ticks: 50
```

---

### Mobs — NPCs placed in the room

Simple placement (no wandering):

```yaml
mobs:
  - "newbie_trainer"
  - "man"
```

With wander config per-instance:

```yaml
mobs:
  - id: man
    wander_interval: 10      # attempts to wander every 10 ticks
  - id: man
    wander_interval: 15
    wander_rooms: [1, 4, 5]  # optional — only exit to these rooms
```

Wander config lives in the room YAML, not the mob definition. The same `man` can wander
differently depending on where it's placed. Mobs wander through un-conditioned room exits.
If no legal exits exist, the mob stays still. Mobs with no `wander_interval` never wander.
Mobs stop wandering while in combat. Dead mobs respawn at their home room.

---

### Casino Tables

Rooms may host one or more casino tables. Players join by typing `play <game>`;
the table ID is an internal room-local identifier and does not need to be typed.

```yaml
casino_tables:
  - id: slots
    game: slots
    max_players: 8
    betting_ticks: 20
    min_bet: 1
    max_bet: 1000
```

`max_players`, `betting_ticks`, `min_bet`, and `max_bet` use defaults when omitted.
Game-specific rule configuration will be added alongside the table definition as
each game is implemented.

Single-player machines use `casino_machines` and are separate from multiplayer
tables:

```yaml
casino_machines:
  - id: huff_puff_01
    game: slots
    variant: huff_and_even_more_puff
    min_bet: 1
    max_bet: 1000
    spin_ticks: 1
    payout: 0.97
```

### Objects — interactive fixtures

Simple placement:

```yaml
objects:
  - id: copper_rock
  - id: copper_rock                           # second instance
```

With wandering config:

```yaml
objects:
  - id: fishing_spot
    wander_rooms: [7, 8, 9]                   # teleports between these rooms
    wander_interval: 12                       # every 12 ticks
```

Wandering objects teleport between rooms in their `wander_rooms` list. Players gathering
from a wandering object are silently interrupted when it moves.

Local objects (defined directly in the room, no file needed):

```yaml
objects:
  - id: workbench              # reference: resolves to data/objects/workbench.yaml
  - name: window               # local: no file, identity comes from name
    hidden: true
    description: "A thick trim with rounded bolt heads frames the tiny window."
  - name: sign
    aliases: [safety card, frame]
    inroom_description: "A large framed sign is mounted near the cockpit door."
    description: "Safety instructions are printed in bold lettering."
    on_look:
      - steps:
          - set_player_flags:
              1001_look_sign: true
```

See `objects.md` for the full object reference — local objects, file objects, behaviors,
interactions, safespots, stealing, and hidden objects.

---

### On-enter scripts

`on_enter` is a `[]Trigger` list. The first entry whose `condition` (and `item_id`, if
present) passes fires, and its `steps` run as a scripted sequence (see `triggers.md` for the
full Trigger/Step reference). The classic welcome sequence in room 1001 is a single entry
whose steps are each gated by their own `condition`:

```yaml
on_enter:
  - steps:
      - condition:
          not: true
          player_flag: 1001_welcome
        messages:
          - "{0B bold}Welcome to The House of Icarus{/}"
        wait: 5
      - condition:
          not: true
          player_flag: 1001_welcome
        messages:
          - "{0B}Type{/} {0A}look sign{/} {0B}or{/} {0A}talk attendant{/} {0B}to get started{/}"
        set_player_flags:
          1001_welcome: true
        wait: 7
      - condition:
          not: true
          player_flag: 1001_welcome
        messages:
          - "{0B}Type{/} {0A}help newplayer{/} {0B}for the new player's guide.{/}"
        wait: 7
```

Room 1002's on_enter is the same shape — condition per step, plain-string `messages`, and a
`wait` to pace the lines:

```yaml
on_enter:
  - steps:
      - condition:
          not: true
          player_flag: 1002_lined_up
        messages:
          - A young boy the crowd openly look you up and down a little bemused, as if you're heading the wrong direction.
        wait: 7
      - condition:
          not: true
          player_flag: 1002_lined_up
        messages:
          - The pilot pops out of the hatch of the craft and calls out "Shuttle to Passenger Barge Denali. Tickets out, please! Nice and orderly!"
        wait: 7
      - condition:
          not: true
          player_flag: 1002_lined_up
        messages:
          - The people all shuffle into a line, dragging their luggage out of the path to clear the way for you.
        set_player_flags:
          1002_lined_up: true
        wait: 7
```

#### Timed sequences

`wait: N` on a step is the number of ticks to pause **before** that step fires (replaces the
old `delay`). Messages are plain strings; effects on a step fire together when the wait
elapses. A step with no `wait` fires on the next tick.

#### Step actions

On-enter steps support the full Step vocabulary: `messages`, `broadcast`,
`broadcast_global`, `spawn_mob`, `despawn_mob`, `give_item`, `take_item`, `teleport`,
`heal`, `credits`, `aps_node`, `set_global_flags`, `set_player_flags`, plus a per-step
`condition`. See the [Step vocabulary](triggers.md#step-vocabulary) table.

```yaml
on_enter:
  - condition:
      player_flag: boss_summoned
    steps:
      - wait: 10
        broadcast: "The ground trembles..."
      - wait: 20
        broadcast: "A massive guardian emerges from the shadows!"
        spawn_mob:
          id: altar_guardian
          owner_only: true
          despawn_on_leave: true
```

#### First-match-wins and migration

Entries in `on_enter` are walked top-to-bottom; the first whose `condition` passes fires
and its steps run. The old on_enter ran **every** matching step, so migration wraps the old
step list into a single Trigger entry to preserve behavior. For new content where steps
are mutually exclusive, use multiple entries with distinct conditions.

Notes:
- `wait: 0` (or omitted) fires on the next tick.
- Gate a sequence on a flag the sequence itself sets so it doesn't replay on return visits.
- A `lock: true` Trigger resumes on reconnect; unlocked sequences are not persisted across
  disconnect.
- Setting player flags from on_enter steps fires flag-change triggers watching those flags.

---

### On-exit scripts

`on_exit` is the mirror of `on_enter`: a `[]Trigger` list that fires when a player **leaves**
the room. It runs **before** `RoomID` is updated to the destination, so broadcasts and
`spawn_mob` resolve against the room the player is leaving.

```yaml
on_exit:
  - condition:
      player_flag: boarded
    steps:
      - broadcast: "The shuttle hatch clanks shut behind the departing passenger."
      - set_player_flags:
          left_pad: true
```

Use on_exit for parting messages, closing out a spawn when a player departs, or recording
that the player has passed through an area. It obeys the same first-match-wins rule and the
same Step vocabulary as on_enter. (New event block — did not exist before the Trigger
unification.)

---

### Conditional room descriptions

A room's `description` can be a plain string or a list of conditional variants. Entries are
checked top-to-bottom; the first whose condition passes wins. An entry with no condition
always matches — put it last as fallback.

```yaml
description:
  - condition:
      player_flag: boarded
      not: true
    text: "A concrete pad swarming with anxious passengers."
  - text: "A large, empty concrete pad in the middle of the ocean."
```

---

### Hazardous rooms

A room can reference a shared hazard by ID. The hazard rolls an attack against everyone in
the room every few ticks using combat formulas.

```yaml
name: "Exposed Solar Array"
hazard: solar_radiation        # ID of data/hazards/solar_radiation.yaml
exits:
  south: 99999180
objects:
  - id: rock_outcrop           # safespot object shields players from the hazard
mobs:
  - solar_panel_frame          # task worksite (see mobs.md)
```

- Players get a `[Y/n]` confirmation when walking from a safe room into a hazardous one
  (unless `danger_warning` option is disabled). Moving between two hazardous rooms does not
  re-prompt.
- Safespot objects shield hidden players from ALL hazard damage.
- Hazards stack with mobs: an aggressive mob in a hazardous room hits you while the hazard
  also rolls. See `hazards.md` for the full hazard definition reference.

---

### Room flag triggers

A room that needs to react when a flag changes uses the `on_flag_change:` / `on_global_flag_change:`
blocks (these replace the old `triggers:` block). Each entry watches one flag, runs a `steps`
sequence when that flag changes, and resolves broadcasts/spawns against the room. See
`triggers.md` for the full reference.

```yaml
on_flag_change:
  - on_player_flag: lever_pulled
    condition:
      room: 1001                   # opt-in: only fires if the player is in this room
    steps:
      - wait: 5
        messages: ["The cabin shakes as the small craft touches down"]
      - wait: 5
        messages: ["The pistons hiss as the rear staircase opens"]
      - set_player_flags:
          1001_touchdown: true
```

Flag triggers listen **globally** — they fire regardless of where the flag is set. The old
room `triggers:` block was implicitly room-scoped; migration injects `condition: { room:
<id> }` to preserve that. Delete the `room` condition to make the trigger fire wherever the
player is. For server-wide events use global trigger files in `data/triggers/` instead.

---

### Conditions Reference

Conditions are used in exit gates, Trigger and step gates, room descriptions, talk option
guards, and flag-trigger value matching.

#### Simple conditions

A bare `global_flag:` / `player_flag:` check passes when the flag is **set to a truthy
value** (`true`, a non-zero number, a non-empty string). Add `value:` to match a specific
value. `not: true` inverts any check.

```yaml
# Global flag is set
condition:
  global_flag: gate_open

# Global flag is NOT set
condition:
  global_flag: gate_open
  not: true

# Player flag is set
condition:
  player_flag: finished_tutorial

# Player flag is NOT set (e.g. only on first visit)
condition:
  player_flag: finished_tutorial
  not: true

# Match a specific (non-boolean) value
condition:
  player_flag: quest_stage
  value: 3

# Player has an item
condition:
  has_item: bronze_key

# Player does NOT have an item
condition:
  has_item: bronze_key
  not: true

# Player has enough credits
condition:
  min_credits: 50

# Player is currently in a specific room (use for flag-trigger scoping)
condition:
  room: 1001
```

#### Compound conditions

All must pass:

```yaml
condition:
  all_of:
    - global_flag: gate_open
    - has_item: pass_stub
```

Any one must pass:

```yaml
condition:
  any_of:
    - has_item: bronze_key
    - has_item: iron_key
    - player_flag: master_of_unlocking
```

Nested compounds:

```yaml
condition:
  all_of:
    - player_flag: quest_started
    - any_of:
        - has_item: wolf_pelt
        - has_item: bear_pelt
```

---

### Door Pattern Examples

#### Global door: Button in another room (shared state)

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
name: stone button
hidden: true
on_use:
  - condition:
      global_flag: secret_door_open
      not: true
    steps:
      - messages: ["You press the stone button. You hear grinding stone in the distance."]
        set_global_flags:
          secret_door_open: true
```

**Room 7** — contains the door:

```yaml
name: "Hidden Passage"
exits:
  south: 2
  north:
    room: 8
    condition:
      global_flag: secret_door_open
    blocked_message: "A heavy stone door blocks the way."
objects:
  - id: stone_door
    hidden: true
```

#### Player door: Key-locked (per-player state)

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
name: rusty key
description: "An old iron key, still functional."
value: 0
stackable: false
```

**Room 5** — locked door:

```yaml
name: "Locked Storage"
exits:
  west: 2
  east:
    room: 6
    condition:
      has_item: rusty_key
    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
name: "Storage Closet"
exits:
  west: 5                     # exit back — no condition
item_spawns:
  - id: uncut_ruby
    quantity: 1
    respawn_ticks: 500
```

The key difference: the button door uses `global_flag` (shared — one player presses,
everyone benefits); the key door uses `has_item` (per-player inventory — each player needs
their own key).