Signal-System mit Inky und KV-Store
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# Signal → Action Mapping. Trigger feuern Signals (Strings); hier wird
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# definiert, was bei jedem Signal passiert. Signal-Name = Trigger-Quelle:
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# für Objekt-Interaktion ist es der Instance-Name ohne Blender-Suffix.
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#
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# Actions sind Strings im Format "verb args". Verben:
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# start_ink <script> Story laden (Frontend treibt sie)
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# debug_log <text> eprintln!
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# set <name> <value> KV setzen (true/false/i32/f32/string)
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# inc <name> [<delta>] KV-Integer +Delta (Default +1)
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# clear <name> KV-Eintrag entfernen
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# hide_object <name> Effect: Instance ausblenden
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# play_sound <file> Effect: SFX abspielen
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# load_palette <file> Effect: Farbschema laden
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#
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# Reserviertes Signal `[init]` feuert einmal vor der Game-Loop —
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# idealer Ort für KV-Defaults.
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[init]
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actions = [
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"set cube_clicks 0",
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"set mushrooms_collected 0",
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"set quest_mushroom_active false",
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"set quest_mushroom_done false",
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]
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[Mushroom]
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actions = [
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"inc mushrooms_collected",
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"play_sound pickup.wav",
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"hide_object $self",
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]
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[Person]
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actions = [
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"play_sound greet.wav",
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"start_ink person.ink.json",
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]
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[Suzanne]
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actions = [
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"start_ink suzanne.ink.json",
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]
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[Cube]
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actions = [
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"inc cube_clicks",
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"start_ink cube.ink.json",
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]
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[person_farewell]
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actions = [
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"debug_log Person hat sich verabschiedet",
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]
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