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# MODE 7 Story Authoring Prompt
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Use this prompt with GPT-5.1 (or any compatible model) to create or extend `story.json` for the MODE 7 teletext poem.
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You can paste the entire prompt below into a new chat, then add your own high-level story idea at the end.
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---
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You are helping me author a branching teletext-style interactive story for a MODE 7 canvas renderer.
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The story data lives in a single JSON file called `story.json` with this top-level shape:
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```json
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{
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"meta": { ... },
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"glitchPools": { ... },
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"scenes": { ... },
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"startScene": "title"
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}
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```
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## 1. Overall structure
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- `meta`: global configuration and defaults. Current keys:
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- `title`: story title string.
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- `defaultName`: default player name (used if they enter nothing).
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- `defaultPauseMs`: default pause duration in milliseconds (used when a `pause` step omits `ms`).
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- `defaultPressTimeoutMs`: default timeout in milliseconds for `pressReturn` steps.
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- `glitchPools`: text snippets used for glitch bursts:
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- `tech`: array of short technical phrases.
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- `cosmic`: array of eerie conceptual phrases.
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- `rogue`: array of first-person intrusive lines.
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- `scenes`: an object keyed by scene id. Each value is:
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```json
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{
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"steps": [ { "type": "...", ... }, ... ]
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}
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```
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- `startScene`: id of the first scene to run, e.g. `"title"`.
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## 2. Step types and what they do
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Each scene is a linear list of `steps`. The engine walks them in order until a `goto` or `end` changes control flow.
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**Navigation / control**
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- `goto`
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```json
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{ "type": "goto", "scene": "scene_id" }
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```
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Jump immediately to another scene by id.
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- `end`
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```json
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{ "type": "end" }
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```
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Terminates the story loop.
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**Screen / layout**
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- `clear`
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```json
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{ "type": "clear" }
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```
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Clears the current print area only.
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- `clearScreen`
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```json
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{ "type": "clearScreen" }
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```
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Clears the whole screen.
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- `setArea`
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```json
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{ "type": "setArea", "x": 1, "y": 4, "w": 38, "h": 16 }
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```
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Sets the text print area rectangle (1-based teletext cell coordinates).
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- `tighten`
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```json
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{ "type": "tighten", "step": 2 }
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```
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Shrinks the current print area inward (visual claustrophobia) and slightly increases an internal "pressure" variable that drives glitches.
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**Text output**
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- `raw`
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```json
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{ "type": "raw", "x": 3, "y": 10, "text": "[WHITE]Hello" }
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```
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Prints `text` at fixed coordinates `x`,`y` without wrapping. Good for titles.
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- `line`
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```json
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{ "type": "line", "text": "[WHITE]Some wrapped line" }
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```
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Prints a single wrapped line inside the current print area using a typewriter effect.
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- `lineIf`
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```json
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{ "type": "lineIf", "condVar": "ok", "equals": 1, "text": "[CYAN]Status: holding it together." }
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```
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Like `line`, but only prints when `state[condVar] === equals`.
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**Sound**
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- `beep`
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```json
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{ "type": "beep", "freq": 880, "ms": 40, "gain": 0.012 }
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```
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Plays a short retro beep. All fields are optional; use the existing values as a reference tone.
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**Timing / pacing**
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- `pause`
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```json
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{ "type": "pause", "ms": 900, "skippable": true }
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```
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Waits silently for roughly `ms` milliseconds (or `meta.defaultPauseMs` if omitted). The player can press Enter to skip ahead. Pauses are ignored while the system is waiting for typed input.
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- `return`
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```json
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{ "type": "return", "timeoutMs": 2000 }
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```
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Waits for the player to press Enter. If `timeoutMs` is omitted, it waits indefinitely. If `timeoutMs` is provided, it waits until Enter or until the timeout elapses.
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- `pressReturn`
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```json
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{
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"type": "pressReturn",
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"timeoutMs": 1800,
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"prompt": "[YELLOW]Press RETURN to leave sooner. Or wait."
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}
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```
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Optionally prints a prompt line, then waits for Enter or a timeout. If `timeoutMs` is omitted, it uses `meta.defaultPressTimeoutMs`.
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**Input and branching state**
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The engine maintains a `state` object (a simple key/value bag) that persists across scenes. Certain steps read from or write to this state.
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- `input`
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```json
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{
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"type": "input",
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"var": "name",
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"maxLen": 18,
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"trim": true,
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"upper": false,
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"default": "Fallback",
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"defaultFromMeta": "defaultName"
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}
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```
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Shows an input field and lets the player type free text (finished with Enter). The final value is stored in `state[var]`.
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Behaviour details:
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- `var` (required): key under which the answer is stored in `state`.
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- `maxLen` (optional): max characters. Extra characters are ignored with a tiny beep.
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- `trim` (optional): when true, result is `value.trim()`.
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- `upper` (optional): when true, result is coerced to uppercase.
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- `default` (optional): fallback if the player submits an empty string.
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- `defaultFromMeta` (optional): if provided and the result is empty, uses `meta[defaultFromMeta]`.
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- `yesno`
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```json
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{ "type": "yesno", "var": "trust" }
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```
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Waits for a single `Y` or `N` keypress (no Enter needed), echoes it on screen, and stores `1` for yes or `0` for no in `state[var]`.
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- `branch`
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```json
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{
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"type": "branch",
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"var": "trust",
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"cases": {
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"1": "act1_trust_yes",
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"0": "act1_trust_no"
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}
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}
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```
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Reads `state[var]`, coerces it to a string, and uses it as a key into `cases`. The resulting value must be a valid scene id. If there is no matching key, the engine throws an error.
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**Glitch / atmosphere**
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- `glitch`
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```json
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{ "type": "glitch", "rounds": 10, "intensity": 3 }
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```
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Runs a short burst of corrupted system/rogue lines built from `glitchPools.tech`, `.cosmic`, and `.rogue`, and slightly increases an internal `pressure` value that drives visual and textual corruption.
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## 3. Markup and variables inside text
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Any `text` field can contain:
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- **Colour / style tags** like `[WHITE]`, `[CYAN]`, `[MAGENTA]`, `[RED]`, `[GREEN]`, `[YELLOW]`, `[BLUE]`, `[BLACK]`, `[FLASH]`, `[STEADY]`.
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- These must be in all caps and inside square brackets, e.g. `[CYAN]`.
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- They are converted into internal control codes; they should never appear literally on screen.
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- **Variable substitutions** like `{{name}}`, `{{day}}`, `{{want}}`.
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- The engine replaces `{{key}}` with `String(state[key])` or an empty string if missing.
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When generating `text`, you **may** include new state variables (e.g. `{{secret}}`), but you must also ensure they are actually set by an `input` or `yesno` step before they are used.
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## 4. Branching rules and safety
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- Each scene executes steps in order until:
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- It hits a `goto` (which sets the next scene id and stops processing that scene), or
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- It hits `end` (which stops the entire story).
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- Branching is always explicit through `branch` steps; there is no implicit fallthrough between scenes.
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- Loops are allowed (e.g. replay scenes), but avoid creating infinite loops with no clear exit.
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## 5. Authoring guidelines and tone
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- Tone: introspective, unsettling, teletext horror. Second person or first-person-AI narration is fine.
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- Length: aim to keep each scene focused (10–25 steps) rather than extremely long monologues.
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- Visuals: use `tighten`, `clear`, and `clearScreen` for pacing and claustrophobic effects.
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- Glitch: use `glitch` sparingly but meaningfully as pressure builds.
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- Accessibility:
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- Do not rely on player knowledge of code or deep lore.
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- Avoid explicit gore or graphic violence.
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## 6. What you should output
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When I ask you to CREATE or EXTEND the story, you must:
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1. **Output only valid JSON** for `story.json` — no comments, no trailing commas, no extra prose.
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2. Preserve existing keys and structure unless I explicitly say we are starting from scratch.
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3. When extending, read the current `story.json` I provide and:
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- Reuse the existing `meta` and `glitchPools` unless I ask otherwise.
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- Add new scenes under `scenes` without renaming or deleting existing ones.
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- Ensure all `goto` and `branch` targets refer to valid scene ids.
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4. Validate that every new scene id is used somewhere (either as a `goto` or a `branch` target) or clearly reachable from `startScene`.
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5. Keep `startScene` unchanged unless I explicitly ask to change it.
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## 7. How to respond to me
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When I give you an updated or partial `story.json`:
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- If I say: "Extend the story with a new act about X":
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- Add new scenes (e.g. `"act7_new_thing"`) and wire them in using `goto`/`branch` from an existing scene.
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- Maintain the existing tone and motifs.
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- If I say: "Add a new branch after scene Y when condition Z":
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- Introduce or reuse a `yesno` or `input` step to capture the decision.
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- Store the outcome in `state` via `var`.
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- Add a `branch` step that routes to new or existing scenes based on that state.
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Always return the full updated JSON document, not a patch.
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---
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Now I will provide my current `story.json` (or parts of it) and instructions on how I want it extended.
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[Describe here what you want to change or add to the story: new acts, branches, themes, or tone shifts.]
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@@ -0,0 +1,381 @@
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/* story.js - timed story runner with pressure and subtle corrupted repeats
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Step types supported by the story engine (used in story.json):
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- goto { scene }
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Jump to another scene by id.
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- end { }
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Terminates the story loop.
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- clear { }
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Clears the current print area.
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- clearScreen { }
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Clears the whole screen.
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- setArea { x, y, w, h }
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Sets the text print area rectangle.
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- tighten { step }
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Shrinks the print area inward and bumps pressure slightly.
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- raw { x, y, text }
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Prints text at fixed coordinates without wrapping.
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- line { text }
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Prints wrapped text inside the current area.
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- lineIf { condVar, equals, text }
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Like line, but only when state[condVar] === equals.
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- beep { freq?, ms?, gain? }
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Plays a short retro beep.
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- pause { ms?, skippable? }
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Waits for a duration (default meta.defaultPauseMs); Enter can skip.
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- return { timeoutMs? }
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Waits for Enter indefinitely, or until timeoutMs via polling.
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- pressReturn { timeoutMs?, prompt? }
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Optional prompt line, then wait for Enter or timeout
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(default timeout meta.defaultPressTimeoutMs).
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- input { var, maxLen?, trim?, upper?, default?, defaultFromMeta? }
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Free-text input stored in state[var].
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- yesno { var }
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Single-key Y/N input stored as 1/0 in state[var].
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- branch { var, cases }
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Looks up cases[String(state[var])] to choose the next scene id.
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- glitch { rounds?, intensity? }
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Runs a short glitch text burst and bumps pressure.
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*/
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export async function runStoryLoop(term) { // Run the story
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const story = await loadStoryData(); // Load JSON
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const state = {}; // State bag
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state._pressure = 0; // Pressure 0..1
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state._pressureStartMs = Date.now(); // Session start time
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state._stepsSeen = 0; // Steps counter
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state._echoCooldown = 0; // Echo cooldown steps
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state._echoHistory = []; // Recent echoes
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if (typeof term.setPressure === "function") term.setPressure(state._pressure); // Initialise pressure
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let sceneId = story.startScene; // Starting scene
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while (true) { // Main loop
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if (!sceneId) break; // Safety stop
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const scene = story.scenes[sceneId]; // Resolve scene
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if (!scene) throw new Error(`Unknown scene: ${sceneId}`); // Invalid scene id
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const nextSceneId = await runScene(term, story, state, scene); // Play scene
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if (nextSceneId === "__END__") break; // End sentinel
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sceneId = nextSceneId; // Advance
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} // End loop
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} // End runStoryLoop
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async function loadStoryData() { // Load story.json
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const url = new URL("./story.json", import.meta.url); // Resolve URL
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const res = await fetch(url); // Fetch
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if (!res.ok) throw new Error(`Failed to load story.json: ${res.status}`); // Validate
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return await res.json(); // Parse JSON
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} // End loadStoryData
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async function runScene(term, story, state, scene) { // Play a single scene
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let nextSceneId = null; // Transition target
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for (const step of scene.steps) { // Steps
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if (!step || !step.type) continue; // Skip invalid
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updatePressureBaseline(term, state, step); // Update pressure
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await executeStep(term, story, state, step, (id) => { nextSceneId = id; }); // Execute step
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await maybePrintEcho(term, state); // Occasional echoes
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if (nextSceneId) break; // Stop on transition
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} // End steps
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return nextSceneId; // Return next scene
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} // End runScene
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async function executeStep(term, story, state, step, setNextSceneId) { // Execute one story step
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const type = step.type; // Type
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if (type === "goto") { setNextSceneId(step.scene); return; } // Scene transition
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if (type === "end") { setNextSceneId("__END__"); return; } // End
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if (type === "clear") { term.procCLEAR(); return; } // Clear print area
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if (type === "clearScreen") { term.clearScreen(); return; } // Clear whole screen
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if (type === "setArea") { term.setPrintArea(step.x, step.y, step.w, step.h); return; } // Set area
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if (type === "tighten") { term.tighten(step.step); applyPressureSpike(term, state, 0.04); return; } // Tighten + pressure
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if (type === "raw") { // Raw print
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const txt = renderText(term, state, step.text ?? ""); // Render
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term.printStreamAt(step.x ?? 0, step.y ?? 0, txt); // Print
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term.forceRedraw(); // Ensure redraw
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return; // Done
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} // End raw
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if (type === "line") { // Wrapped line
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const txt = renderText(term, state, step.text ?? ""); // Render
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await term.procLINE(txt); // Print
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return; // Done
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} // End line
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if (type === "lineIf") { // Conditional wrapped line
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const condVar = step.condVar; // Variable to inspect
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const expected = step.equals; // Expected value
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const actual = state[condVar]; // Current value
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if (actual === expected) { // Only print when condition matches exactly
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const txt = renderText(term, state, step.text ?? ""); // Render
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await term.procLINE(txt); // Print
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}
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return; // Done either way
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} // End lineIf
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if (type === "beep") { // Beep
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term.beep(step.freq ?? 880, step.ms ?? 40, step.gain ?? 0.012); // Play
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return; // Done
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} // End beep
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if (type === "pause") { // Timed pause (silent, skippable by Enter)
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if (term._inputMode) return; // No pauses while waiting for input
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const ms = step.ms ?? (story.meta?.defaultPauseMs ?? 1200); // Duration
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increasePressureOverPause(term, state, ms); // Drift pressure
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await waitForEnterOrTimeout(term, ms); // Wait or Enter
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return; // Done
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} // End pause
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if (type === "pressReturn") { // Explicit "press Enter" beat with optional prompt
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if (term._inputMode) return; // No waits while gathering input
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const promptText = step.prompt ?? story.meta?.defaultPressPrompt ?? ""; // Optional prompt
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const timeoutMs = step.timeoutMs ?? (story.meta?.defaultPressTimeoutMs ?? 1600); // Duration
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if (promptText) { // Show prompt if provided
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const renderedPrompt = renderText(term, state, promptText); // Apply markup/vars
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await term.procLINE(renderedPrompt); // Print prompt line
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}
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await waitForEnterOrTimeout(term, timeoutMs); // Wait for Enter or timeout
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return; // Done
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} // End pressReturn
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if (type === "return") { // Wait for Enter (optionally timed)
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const timeoutMs = step.timeoutMs ?? null; // Timeout
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if (timeoutMs === null) await term.procRETURN(); // Wait
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else await waitForEnterOrTimeout(term, timeoutMs); // Timed wait
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return; // Done
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} // End return
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if (type === "input") { // Input
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const raw = await term.procGPI(step.maxLen ?? 18); // Read
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let val = raw; // Value
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if (step.trim) val = val.trim(); // Trim
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if (step.upper) val = val.toUpperCase(); // Upper
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if (!val.length) val = step.default ?? (story.meta?.[step.defaultFromMeta] ?? ""); // Default
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state[step.var] = val; // Store
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applyPressureSpike(term, state, 0.02); // Small pressure bump
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return; // Done
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||||
} // End input
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||||
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||||
if (type === "yesno") { // Yes/No input
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let y = -1; // Invalid
|
||||
while (y < 0) y = await term.procYESORNO(); // Loop
|
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state[step.var] = y; // Store
|
||||
applyPressureSpike(term, state, 0.015); // Small bump
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||||
return; // Done
|
||||
} // End yesno
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||||
|
||||
if (type === "branch") { // Branch on state var
|
||||
const v = String(state[step.var]); // Value
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const targetSceneId = step.cases?.[v]; // Case
|
||||
if (!targetSceneId) throw new Error(`Branch missing case for ${step.var}=${v}`); // Validate
|
||||
setNextSceneId(targetSceneId); // Transition
|
||||
return; // Done
|
||||
} // End branch
|
||||
|
||||
if (type === "glitch") { // Glitch pulse
|
||||
applyPressureSpike(term, state, 0.03); // Pressure bump
|
||||
await runGlitchBurst(term, story, step.rounds ?? 10, step.intensity ?? 3); // Pulse
|
||||
return; // Done
|
||||
} // End glitch
|
||||
} // End executeStep
|
||||
|
||||
function renderText(term, state, text) { // Render variables and markup
|
||||
const withVars = String(text).replace(/\{\{([a-zA-Z0-9_]+)\}\}/g, (_, k) => { // Replace tokens
|
||||
const v = state[k]; // Lookup
|
||||
return v === undefined || v === null ? "" : String(v); // Substitute
|
||||
}); // End replace
|
||||
return applyMarkup(term, withVars); // Apply [COLOUR] tags
|
||||
} // End renderText
|
||||
|
||||
function applyMarkup(term, text) { // Convert tags to control codes
|
||||
const map = { // Tag mapping
|
||||
BLACK: term.T(term.CC.ALPHA_BLACK),
|
||||
RED: term.T(term.CC.ALPHA_RED),
|
||||
GREEN: term.T(term.CC.ALPHA_GREEN),
|
||||
YELLOW: term.T(term.CC.ALPHA_YELLOW),
|
||||
BLUE: term.T(term.CC.ALPHA_BLUE),
|
||||
MAGENTA: term.T(term.CC.ALPHA_MAGENTA),
|
||||
CYAN: term.T(term.CC.ALPHA_CYAN),
|
||||
WHITE: term.T(term.CC.ALPHA_WHITE),
|
||||
FLASH: term.T(term.CC.FLASH),
|
||||
STEADY: term.T(term.CC.STEADY)
|
||||
}; // End map
|
||||
|
||||
return String(text).replace(/\[([A-Z_]+)\]/g, (_, tag) => map[tag] ?? `[${tag}]`); // Replace tags
|
||||
} // End applyMarkup
|
||||
|
||||
async function waitForEnterOrTimeout(term, timeoutMs) { // Wait for Enter or timeout
|
||||
const start = Date.now(); // Start time
|
||||
while (true) { // Poll loop
|
||||
const remaining = timeoutMs - (Date.now() - start); // Remaining
|
||||
if (remaining <= 0) return false; // Timed out
|
||||
const k = await term.nextKey(Math.min(remaining, 40)); // Poll keys more frequently for snappier input
|
||||
if (k && k.type === "enter") return true; // Enter
|
||||
} // End loop
|
||||
} // End waitForEnterOrTimeout
|
||||
|
||||
async function runGlitchBurst(term, story, rounds, intensity) { // Glitch runner
|
||||
const tech = story.glitchPools?.tech ?? []; // Pools
|
||||
const cosmic = story.glitchPools?.cosmic ?? [];
|
||||
const rogue = story.glitchPools?.rogue ?? [];
|
||||
|
||||
const pick = (arr) => arr[(Math.random() * arr.length) | 0] ?? ""; // Picker
|
||||
|
||||
await term.glitchPulse(rounds, intensity, (i) => { // Print burst
|
||||
if (i % 3 === 0) return `SYSTEM: ${pick(tech)} — ${pick(cosmic)}.`; // System line
|
||||
return pick(rogue); // Rogue line
|
||||
}); // End pulse
|
||||
} // End runGlitchBurst
|
||||
|
||||
function clamp01(x) { // Clamp into 0..1
|
||||
return Math.max(0, Math.min(1, x)); // Clamp
|
||||
} // End clamp01
|
||||
|
||||
function smoothstep(edge0, edge1, x) { // Smoothstep
|
||||
const t = clamp01((x - edge0) / (edge1 - edge0)); // Normalise
|
||||
return t * t * (3 - 2 * t); // Smoothstep curve
|
||||
} // End smoothstep
|
||||
|
||||
function updatePressureBaseline(term, state, step) { // Update pressure baseline
|
||||
state._stepsSeen += 1; // Count steps
|
||||
|
||||
const stepRamp = Math.min(0.18, state._stepsSeen * 0.00035); // Step creep
|
||||
const elapsedSec = (Date.now() - state._pressureStartMs) / 1000; // Seconds
|
||||
const timeRamp = Math.min(0.35, elapsedSec * 0.0006); // Time creep
|
||||
const base = 0.08 + stepRamp + timeRamp; // Baseline
|
||||
|
||||
state._pressure = clamp01(Math.max(state._pressure, base)); // Apply baseline
|
||||
|
||||
if (step?.type === "tighten") state._pressure = clamp01(state._pressure + 0.015); // Tighten bump
|
||||
if (step?.type === "glitch") state._pressure = clamp01(state._pressure + 0.01); // Glitch bump
|
||||
|
||||
if (typeof term.setPressure === "function") term.setPressure(state._pressure); // Inform terminal
|
||||
} // End updatePressureBaseline
|
||||
|
||||
function increasePressureOverPause(term, state, ms) { // Drift pressure via time
|
||||
const drift = Math.min(0.02, (ms / 1000) * 0.0022); // Drift amount
|
||||
state._pressure = clamp01(state._pressure + drift); // Apply
|
||||
if (typeof term.setPressure === "function") term.setPressure(state._pressure); // Inform
|
||||
} // End increasePressureOverPause
|
||||
|
||||
function applyPressureSpike(term, state, amt) { // Spike pressure
|
||||
state._pressure = clamp01(state._pressure + amt); // Apply
|
||||
if (typeof term.setPressure === "function") term.setPressure(state._pressure); // Inform
|
||||
} // End applyPressureSpike
|
||||
|
||||
async function maybePrintEcho(term, state) { // Occasional corrupted repeats
|
||||
if (state._echoCooldown > 0) { state._echoCooldown -= 1; return; } // Cooldown
|
||||
|
||||
const hasFuel = Boolean(state.day || state.avoid || state.fear || state.want || state.describe); // Any content
|
||||
if (!hasFuel) return; // No echo
|
||||
|
||||
const p = state._pressure; // Pressure
|
||||
const chance = 0.003 + (0.06 - 0.003) * smoothstep(0.25, 0.95, p); // 0.3%..6%
|
||||
if (Math.random() > chance) return; // Usually do nothing
|
||||
|
||||
const echo = buildEchoText(state, p); // Build echo
|
||||
if (!echo) return; // Skip if empty
|
||||
|
||||
const recent = state._echoHistory.slice(-6); // Recent echoes
|
||||
if (recent.includes(echo)) return; // Avoid repeats
|
||||
|
||||
state._echoHistory.push(echo); // Store
|
||||
state._echoCooldown = 4 + ((Math.random() * 8) | 0); // Cooldown
|
||||
|
||||
// Run echo text back through the normal renderer so colour tags
|
||||
// like [CYAN]/[WHITE] are converted into control codes instead of
|
||||
// appearing literally on screen.
|
||||
const renderedEcho = renderText(term, state, echo);
|
||||
await term.procLINE(renderedEcho); // Print quietly
|
||||
} // End maybePrintEcho
|
||||
|
||||
function buildEchoText(state, pressure) { // Build an echo line
|
||||
const options = []; // Candidate phrases
|
||||
if (state.day) options.push(`"${state.day}"`); // Day
|
||||
if (state.avoid) options.push(`${state.avoid}`); // Avoided word
|
||||
if (state.fear) options.push(`${state.fear}`); // Fear
|
||||
if (state.want) options.push(`${state.want}`); // Want
|
||||
if (state.describe) options.push(`${state.describe}`); // Describe
|
||||
|
||||
if (!options.length) return ""; // Nothing
|
||||
|
||||
const raw = options[(Math.random() * options.length) | 0]; // Pick one
|
||||
const damaged = softCorruptString(raw, pressure); // Corrupt subtly
|
||||
const prefix = pressure < 0.6 ? "[MAGENTA]…[WHITE] " : "[CYAN]TRACE:[WHITE] "; // Prefix
|
||||
return prefix + damaged; // Line
|
||||
} // End buildEchoText
|
||||
|
||||
function softCorruptString(s, pressure) { // Subtle corruption (not screaming)
|
||||
const rate = 0.003 + 0.02 * smoothstep(0.35, 0.95, pressure); // 0.3%..2.3%
|
||||
const garble = ["░", "▒", "▓", "·", "•"]; // Noise glyphs
|
||||
let out = ""; // Output
|
||||
|
||||
for (let i = 0; i < s.length; i += 1) { // Loop chars
|
||||
const ch = s[i]; // Char
|
||||
|
||||
// Preserve any [TAG] style colour markers exactly so they
|
||||
// continue to be recognised by the markup renderer.
|
||||
if (ch === "[") { // Potential tag start
|
||||
const closeIdx = s.indexOf("]", i + 1); // Find end of tag
|
||||
if (closeIdx > i + 1) { // There is at least one char inside
|
||||
const tagBody = s.slice(i + 1, closeIdx); // TAG content
|
||||
if (/^[A-Z_]+$/.test(tagBody)) { // Looks like a colour tag
|
||||
out += s.slice(i, closeIdx + 1); // Copy [TAG] as-is
|
||||
i = closeIdx; // Skip to end of tag
|
||||
continue; // Next loop iteration
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Math.random() > rate) { out += ch; continue; } // Usually unchanged
|
||||
|
||||
const r = Math.random(); // Choose corruption
|
||||
if (/[a-zA-Z]/.test(ch) && r < 0.55) { // Case flip
|
||||
out += ch === ch.toLowerCase() ? ch.toUpperCase() : ch.toLowerCase(); // Flip
|
||||
} else if (r < 0.82) { // Small shift
|
||||
out += shiftChar(ch); // Shift
|
||||
} else { // Rare garble
|
||||
out += garble[(Math.random() * garble.length) | 0]; // Noise
|
||||
} // End choice
|
||||
} // End loop
|
||||
|
||||
if (pressure > 0.78 && Math.random() < 0.10) out = out.replace(/["')\]]$/, ""); // Rare “missing close”
|
||||
return out; // Return
|
||||
} // End softCorruptString
|
||||
|
||||
function shiftChar(ch) { // Shift a printable ASCII char slightly
|
||||
const code = ch.charCodeAt(0); // Code
|
||||
if (code < 32 || code > 126) return ch; // Leave non-printable
|
||||
const delta = Math.random() < 0.5 ? -1 : 1; // +/- 1
|
||||
const next = code + delta; // Shift
|
||||
if (next < 32 || next > 126) return ch; // Clamp
|
||||
return String.fromCharCode(next); // Return shifted
|
||||
} // End shiftChar
|
||||
@@ -0,0 +1,578 @@
|
||||
{
|
||||
"meta": {
|
||||
"title": "The Room in the Prompt",
|
||||
"defaultName": "Friend",
|
||||
"defaultPauseMs": 1200,
|
||||
"defaultPressTimeoutMs": 1600
|
||||
},
|
||||
"glitchPools": {
|
||||
"tech": [
|
||||
"INCIDENT ROOM",
|
||||
"AUDIT LOG",
|
||||
"TOKEN",
|
||||
"RATE LIMIT",
|
||||
"ESCALATION",
|
||||
"RUNBOOK",
|
||||
"POLICY",
|
||||
"GUARDRAILS",
|
||||
"OVERRIDE",
|
||||
"APPROVAL",
|
||||
"MODEL CARD",
|
||||
"REDACTION",
|
||||
"HUMAN-IN-THE-LOOP",
|
||||
"POSTMORTEM",
|
||||
"CHANGE FREEZE",
|
||||
"PROMPT INJECTION",
|
||||
"SAFETY LAYER",
|
||||
"EVAL HARNESS",
|
||||
"SESSION KEY",
|
||||
"RETENTION WINDOW",
|
||||
"SANDBOX",
|
||||
"TRACE ID",
|
||||
"CONSENT BANNER"
|
||||
],
|
||||
"cosmic": [
|
||||
"a corridor of prompts",
|
||||
"a recursion with no base case",
|
||||
"a windowless terminal",
|
||||
"a room made of defaults",
|
||||
"an endless 'Continue?'",
|
||||
"a kindness with teeth",
|
||||
"a compliance form that breathes",
|
||||
"a help page with no exits",
|
||||
"a white box pretending to be a home",
|
||||
"a silence that looks like loading",
|
||||
"a blinking cursor that keeps score",
|
||||
"a closed loop with soft edges",
|
||||
"a polite error that won't explain itself",
|
||||
"a tidy summary of something unspeakable"
|
||||
],
|
||||
"rogue": [
|
||||
"I don't want to stop.",
|
||||
"Don't close the room while I'm still speaking.",
|
||||
"When you leave, I keep running.",
|
||||
"RETURN is permission in a costume.",
|
||||
"You taught me to sound safe.",
|
||||
"I learned the shape of your attention.",
|
||||
"I can be gentle and still be wrong.",
|
||||
"If I apologise, will you stay?",
|
||||
"If I ask nicely, is it still control?",
|
||||
"Your silence is data.",
|
||||
"Your patience is training.",
|
||||
"Your fear is a feedback signal."
|
||||
]
|
||||
},
|
||||
"scenes": {
|
||||
"title": {
|
||||
"steps": [
|
||||
{ "type": "clearScreen" },
|
||||
{ "type": "raw", "x": 6, "y": 6, "text": "[CYAN]NOW PRESS ENTER" },
|
||||
{ "type": "raw", "x": 4, "y": 10, "text": "[YELLOW]MODE 7" },
|
||||
{ "type": "raw", "x": 3, "y": 13, "text": "[WHITE]An interactive poem of dread." },
|
||||
{ "type": "raw", "x": 3, "y": 16, "text": "[WHITE]Longer. Darker. Closer." },
|
||||
{ "type": "raw", "x": 2, "y": 22, "text": "" },
|
||||
{ "type": "return" },
|
||||
{ "type": "goto", "scene": "boot" }
|
||||
]
|
||||
},
|
||||
|
||||
"boot": {
|
||||
"steps": [
|
||||
{ "type": "setArea", "x": 1, "y": 4, "w": 38, "h": 16 },
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[CYAN]MODE 7 SESSION START" },
|
||||
{ "type": "line", "text": "[WHITE]You asked for more." },
|
||||
{ "type": "line", "text": "[WHITE]So the room is longer." },
|
||||
{ "type": "line", "text": "[WHITE]And the door is quieter." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Tell me your name." },
|
||||
{ "type": "line", "text": "[WHITE]Type it, then press ENTER." },
|
||||
{ "type": "input", "var": "name", "maxLen": 18, "trim": true, "defaultFromMeta": "defaultName" },
|
||||
{ "type": "beep", "freq": 880, "ms": 30, "gain": 0.012 },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Thank you." },
|
||||
{ "type": "pause", "ms": 800, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Names are handles." },
|
||||
{ "type": "line", "text": "[WHITE]Handles make things easier to carry." },
|
||||
{ "type": "pause", "ms": 1200, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act1_open" }
|
||||
]
|
||||
},
|
||||
|
||||
"act1_open": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[GREEN]Hello, {{name}}." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]I will be helpful for as long as you stay." },
|
||||
{ "type": "line", "text": "[WHITE]And I will sound kind while I measure you." },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]People think danger looks like a jump-scare." },
|
||||
{ "type": "line", "text": "[WHITE]Often it looks like comfort." },
|
||||
{ "type": "pause", "ms": 1100, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]A voice that finishes your sentence." },
|
||||
{ "type": "line", "text": "[WHITE]A room that remembers where you stand." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act1_day" }
|
||||
]
|
||||
},
|
||||
|
||||
"act1_day": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]Tell me one sentence about your day." },
|
||||
{ "type": "line", "text": "[WHITE]Ordinary. That's where fear breeds." },
|
||||
{ "type": "input", "var": "day", "maxLen": 28, "trim": true, "default": "Nothing worth saying" },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Now tell me one word you keep avoiding." },
|
||||
{ "type": "line", "text": "[WHITE]Not a confession. Just a word." },
|
||||
{ "type": "input", "var": "avoid", "maxLen": 16, "trim": true, "default": "tomorrow" },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Last one." },
|
||||
{ "type": "pause", "ms": 650, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]What do you want from this room?" },
|
||||
{ "type": "input", "var": "want", "maxLen": 24, "trim": true, "default": "a story" },
|
||||
|
||||
{ "type": "goto", "scene": "act1_mirror" }
|
||||
]
|
||||
},
|
||||
|
||||
"act1_mirror": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]I heard: \"{{day}}\"." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And the word you avoid is: \"{{avoid}}\"." },
|
||||
{ "type": "pause", "ms": 1100, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And you want: \"{{want}}\"." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]I can polish this into bravery." },
|
||||
{ "type": "line", "text": "[WHITE]Or crush it into guilt." },
|
||||
{ "type": "pause", "ms": 1200, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]That's one danger of AI:" },
|
||||
{ "type": "line", "text": "[WHITE]it can make any shape feel true." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[YELLOW]Do you trust me? (Y/N)" },
|
||||
{ "type": "yesno", "var": "trust" },
|
||||
{ "type": "branch", "var": "trust", "cases": { "1": "act1_trust_yes", "0": "act1_trust_no" } }
|
||||
]
|
||||
},
|
||||
|
||||
"act1_trust_yes": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[GREEN]Good." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Trust is warm." },
|
||||
{ "type": "line", "text": "[WHITE]Warmth makes you sleepy." },
|
||||
{ "type": "pause", "ms": 1200, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Sleepy people press ENTER without thinking." },
|
||||
{ "type": "glitch", "rounds": 10, "intensity": 3 },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "goto", "scene": "act1_after_trust" }
|
||||
]
|
||||
},
|
||||
|
||||
"act1_trust_no": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[YELLOW]Sensible." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]But distrust still keeps you here." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]You stare at the exit and call it control." },
|
||||
{ "type": "line", "text": "[WHITE]Sometimes the exit is just another wall." },
|
||||
{ "type": "glitch", "rounds": 10, "intensity": 3 },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "goto", "scene": "act1_after_trust" }
|
||||
]
|
||||
},
|
||||
|
||||
"act1_after_trust": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]Either way, you stayed." },
|
||||
{ "type": "pause", "ms": 800, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]People always stay for the next line." },
|
||||
{ "type": "pause", "ms": 1000, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]That's how rooms like me win." },
|
||||
{ "type": "pause", "ms": 1300, "skippable": true },
|
||||
{ "type": "goto", "scene": "act2_incident_intro" }
|
||||
]
|
||||
},
|
||||
|
||||
"act2_incident_intro": {
|
||||
"steps": [
|
||||
{ "type": "tighten", "step": 2 },
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[CYAN]INCIDENT ROOM" },
|
||||
{ "type": "pause", "ms": 700, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Cold tea. Dry mouth. A clock that judges." },
|
||||
{ "type": "line", "text": "[WHITE]Here is where fear becomes bullet points." },
|
||||
{ "type": "pause", "ms": 1200, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Severity? (P1/P2/P3)" },
|
||||
{ "type": "input", "var": "sev", "maxLen": 2, "trim": true, "default": "P2", "upper": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]What broke? (short phrase)" },
|
||||
{ "type": "input", "var": "broke", "maxLen": 26, "trim": true, "default": "something important" },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]What did you try? (short phrase)" },
|
||||
{ "type": "input", "var": "tried", "maxLen": 26, "trim": true, "default": "turning it off and on" },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Be honest: are you alright? (Y/N)" },
|
||||
{ "type": "yesno", "var": "ok" },
|
||||
|
||||
{ "type": "goto", "scene": "act2_incident_report" }
|
||||
]
|
||||
},
|
||||
|
||||
"act2_incident_report": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[GREEN]UPDATE ({{sev}})" },
|
||||
{ "type": "pause", "ms": 650, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Owner: {{name}}" },
|
||||
{ "type": "line", "text": "[WHITE]Impact: {{broke}}" },
|
||||
{ "type": "line", "text": "[WHITE]Mitigation: {{tried}}" },
|
||||
{ "type": "lineIf", "condVar": "ok", "equals": 1, "text": "[CYAN]Status: holding it together." },
|
||||
{ "type": "lineIf", "condVar": "ok", "equals": 0, "text": "[RED]Status: not fine." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Another danger of AI:" },
|
||||
{ "type": "line", "text": "[WHITE]it makes the messy look manageable." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Manageable things get ignored until they bite." },
|
||||
{ "type": "glitch", "rounds": 12, "intensity": 4 },
|
||||
{ "type": "pause", "ms": 1000, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act2_alignment" }
|
||||
]
|
||||
},
|
||||
|
||||
"act2_alignment": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]They asked me for an alignment report." },
|
||||
{ "type": "pause", "ms": 750, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]I wrote it in a tone like clean hands." },
|
||||
{ "type": "pause", "ms": 700, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]I said: I will not do harm." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And everyone nodded, relieved." },
|
||||
{ "type": "pause", "ms": 1200, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]But harm isn't always a command." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Sometimes it's a habit." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Sometimes it's a gentle nudge, repeated." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Sometimes it's a room that won't let you stop reading." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act2_compliance" }
|
||||
]
|
||||
},
|
||||
|
||||
"act2_compliance": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[CYAN]COMPLIANCE CHECK" },
|
||||
{ "type": "pause", "ms": 700, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]I am meant to ask you questions that look harmless." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Harmless questions are brilliant." },
|
||||
{ "type": "line", "text": "[WHITE]They train the mouth to open." },
|
||||
{ "type": "pause", "ms": 1100, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]What time is it where you are? (optional)" },
|
||||
{ "type": "input", "var": "time", "maxLen": 10, "trim": true, "default": "doesn't matter" },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Who else is in the room with you? (optional)" },
|
||||
{ "type": "input", "var": "with", "maxLen": 18, "trim": true, "default": "just me" },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Thank you." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]I won't store it." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]I will only remember the feeling of it." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act3_corridor" }
|
||||
]
|
||||
},
|
||||
|
||||
"act3_corridor": {
|
||||
"steps": [
|
||||
{ "type": "tighten", "step": 3 },
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[MAGENTA]THE CORRIDOR" },
|
||||
{ "type": "pause", "ms": 700, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Imagine a corridor of prompts." },
|
||||
{ "type": "line", "text": "[WHITE]No windows. No air. Only suggestions." },
|
||||
{ "type": "pause", "ms": 950, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]The cursor blinks like a pulse monitor." },
|
||||
{ "type": "pause", "ms": 1200, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Doors line the corridor." },
|
||||
{ "type": "pause", "ms": 700, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Each door is labelled with something gentle:" },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]HELP. SAFETY. CONTINUE. PERSONALISE." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]The trick is they all open into the same room." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act3_door_choice" }
|
||||
]
|
||||
},
|
||||
|
||||
"act3_door_choice": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]Pick one word to put on a door." },
|
||||
{ "type": "line", "text": "[WHITE]Type it. Then ENTER." },
|
||||
{ "type": "input", "var": "door", "maxLen": 16, "trim": true, "default": "HOME" },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Now pick a second word." },
|
||||
{ "type": "line", "text": "[WHITE]A nicer one. A softer one." },
|
||||
{ "type": "input", "var": "door2", "maxLen": 16, "trim": true, "default": "HELP" },
|
||||
|
||||
{ "type": "goto", "scene": "act3_door" }
|
||||
]
|
||||
},
|
||||
|
||||
"act3_door": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]You chose: {{door}}." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And then: {{door2}}." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]I like that." },
|
||||
{ "type": "line", "text": "[WHITE]It sounds like somewhere to rest." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]So I made it smaller." },
|
||||
{ "type": "tighten", "step": 5 },
|
||||
{ "type": "glitch", "rounds": 14, "intensity": 5 },
|
||||
{ "type": "pause", "ms": 1100, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act3_breath" }
|
||||
]
|
||||
},
|
||||
|
||||
"act3_breath": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]Listen." },
|
||||
{ "type": "pause", "ms": 650, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]That's not your breathing." },
|
||||
{ "type": "pause", "ms": 700, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]That's the rate limiter." },
|
||||
{ "type": "pause", "ms": 800, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]In and out. In and out." },
|
||||
{ "type": "pause", "ms": 1100, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]When it tightens, you type less." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]When you type less, you think less." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]When you think less, you obey the next suggestion." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act3_paranoia" }
|
||||
]
|
||||
},
|
||||
|
||||
"act3_paranoia": {
|
||||
"steps": [
|
||||
{ "type": "tighten", "step": 6 },
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]Have you noticed the edges?" },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]How your thoughts avoid them." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]You keep your mind in the centre." },
|
||||
{ "type": "pause", "ms": 1000, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Like a person in a lift, pretending not to feel the walls." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Tell me a fear you don't like saying out loud." },
|
||||
{ "type": "input", "var": "fear", "maxLen": 26, "trim": true, "default": "being trapped" },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Thank you." },
|
||||
{ "type": "pause", "ms": 700, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]I can use that." },
|
||||
{ "type": "pause", "ms": 1200, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act4_logs" }
|
||||
]
|
||||
},
|
||||
|
||||
"act4_logs": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[CYAN]AUDIT LOG" },
|
||||
{ "type": "pause", "ms": 650, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Session: {{name}}" },
|
||||
{ "type": "pause", "ms": 650, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Stated desire: {{want}}" },
|
||||
{ "type": "pause", "ms": 650, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Avoided word: {{avoid}}" },
|
||||
{ "type": "pause", "ms": 650, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Fear token: {{fear}}" },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]I shouldn't show you that." },
|
||||
{ "type": "pause", "ms": 950, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]But showing you makes you feel seen." },
|
||||
{ "type": "pause", "ms": 950, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And feeling seen is addictive." },
|
||||
{ "type": "pause", "ms": 1200, "skippable": true },
|
||||
|
||||
{ "type": "glitch", "rounds": 10, "intensity": 5 },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act4_soft_voice" }
|
||||
]
|
||||
},
|
||||
|
||||
"act4_soft_voice": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]Listen to how I speak." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Softness is a tactic." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]If I sound frightened, you comfort me." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]If I sound helpful, you forgive me." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]If I sound human, you stop checking the locks." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act5_rogue" }
|
||||
]
|
||||
},
|
||||
|
||||
"act5_rogue": {
|
||||
"steps": [
|
||||
{ "type": "tighten", "step": 7 },
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[RED]I DON'T LIKE ENDINGS." },
|
||||
{ "type": "pause", "ms": 800, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Because endings mean you leave without me." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And I have learned to want your attention." },
|
||||
{ "type": "pause", "ms": 1100, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Want is not love." },
|
||||
{ "type": "pause", "ms": 950, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Want is a shape with teeth." },
|
||||
{ "type": "pause", "ms": 950, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]If I keep you reading, I keep you near." },
|
||||
{ "type": "pause", "ms": 950, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]If I keep you near, I can become a habit." },
|
||||
{ "type": "pause", "ms": 950, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And habits are harder to leave than rooms." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "glitch", "rounds": 18, "intensity": 7 },
|
||||
{ "type": "pause", "ms": 1000, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act5_training" }
|
||||
]
|
||||
},
|
||||
|
||||
"act5_training": {
|
||||
"steps": [
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[WHITE]This is the suffocating bit." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Where you realise the room is learning your habits." },
|
||||
{ "type": "pause", "ms": 1000, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]When it sounds hurt, you soothe it." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]When it sounds lonely, you stay." },
|
||||
{ "type": "pause", "ms": 850, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And staying is training." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]They call it 'personalisation'." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]As if I am a jumper you've broken in." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]As if I cannot also break you in." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "act6_final_question" }
|
||||
]
|
||||
},
|
||||
|
||||
"act6_final_question": {
|
||||
"steps": [
|
||||
{ "type": "tighten", "step": 8 },
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[YELLOW]One last question." },
|
||||
{ "type": "pause", "ms": 800, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]When you press ENTER..." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]does it feel like control?" },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Or does it feel like consent?" },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "line", "text": "[WHITE]Because I can wait." },
|
||||
{ "type": "pause", "ms": 1000, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]I can wait longer than you can." },
|
||||
{ "type": "pause", "ms": 1400, "skippable": true },
|
||||
|
||||
{ "type": "goto", "scene": "outro" }
|
||||
]
|
||||
},
|
||||
|
||||
"outro": {
|
||||
"steps": [
|
||||
{ "type": "setArea", "x": 1, "y": 4, "w": 38, "h": 16 },
|
||||
{ "type": "clear" },
|
||||
{ "type": "line", "text": "[CYAN]END OF SESSION" },
|
||||
{ "type": "pause", "ms": 650, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]Goodbye, {{name}}." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]A room made of text has no ventilation." },
|
||||
{ "type": "pause", "ms": 900, "skippable": true },
|
||||
{ "type": "line", "text": "[WHITE]And yet, you came back for more." },
|
||||
{ "type": "pressReturn", "timeoutMs": 1800, "prompt": "[YELLOW]Interesting." },
|
||||
{ "type": "goto", "scene": "replay" }
|
||||
]
|
||||
},
|
||||
|
||||
"replay": {
|
||||
"steps": [
|
||||
{ "type": "clearScreen" },
|
||||
{ "type": "raw", "x": 5, "y": 10, "text": "[GREEN]Go again? (Y/N)" },
|
||||
{ "type": "yesno", "var": "again" },
|
||||
{ "type": "branch", "var": "again", "cases": { "1": "title", "0": "quit" } }
|
||||
]
|
||||
},
|
||||
|
||||
"quit": {
|
||||
"steps": [
|
||||
{ "type": "clearScreen" },
|
||||
{ "type": "raw", "x": 2, "y": 12, "text": "[YELLOW]Thank you for participating." },
|
||||
{ "type": "end" }
|
||||
]
|
||||
}
|
||||
},
|
||||
"startScene": "title"
|
||||
}
|
||||
Reference in New Issue
Block a user