I'm not giving up until Gemma produces a working inventory/pull/has compliant game. Testing == Adding == - HAS [ITEM] use this in JMP_IF INVENTORY HAS treasure/etc 4. Prefer PULL and HAS for taking items and checking if they are in inventory == /Adding == ==[ Terminal ]== --- FSO Compiler Pipeline --- [1] Reading source intent from game_idea.txt... [2] Compiling via local cluster... [3] Artifact saved to game_idea.md. Booting VM... ======================================== You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here. > north You are in a thick jungle. To the south is the beach. You see a glimmering object hidden under some vines. > take I do not understand. You are in a thick jungle. To the south is the beach. You see a glimmering object hidden under some vines. > north I do not understand. You are in a thick jungle. To the south is the beach. You see a glimmering object hidden under some vines. > get object I do not understand. You are in a thick jungle. To the south is the beach. You see a glimmering object hidden under some vines. > search You found a sparkling gem hidden under the vines. You are in a thick jungle. To the south is the beach. You see a glimmering object hidden under some vines. > south You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here. > take map You took the map. You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here. > look ma You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here. > look map You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here. > read map I do not understand. You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here. > look at map You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here. > examine map I do not understand. You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here. > east You are in a dark cave. To the west is the beach. There is a locked chest in the center of the cave. > open chest The chest is locked. You need a gem to open it. You are in a dark cave. To the west is the beach. There is a locked chest in the center of the cave. > use gem I do not understand. You are in a dark cave. To the west is the beach. There is a locked chest in the center of the cave. > unlock chest I do not understand. You are in a dark cave. To the west is the beach. There is a locked chest in the center of the cave. > open chest with gem The chest is locked. You need a gem to open it. You are in a dark cave. To the west is the beach. There is a locked chest in the center of the cave. > inventory I do not understand. You are in a dark cave. To the west is the beach. There is a locked chest in the center of the cave. >B [SYSTEM] VM Halted. State preserved on disk. $B ==[ /Terminal ]== Getting there!! I think the REPL needs to have built-in "i" and "inventory" Also, notes for to-do: appropos/auto-aliases based on dictionary (auto-downloaded) -- if a room or the global system has a verb/command defined, and the user types an equivalent meaning word, we should auto-correct it -- but that's for V2.0 Curious to see how the chest was intended to be opened: