# Nudges to the companion, delivered like cabin events but not optional.
#
# One direction per line. Blank lines and lines starting with '#' are ignored.
# These arrive inside <stage_direction> tags. The player never sees them, and
# unlike a cabin event they must be acted on — the only question is how.
#
# Each line must be something to do on THIS turn: a thing said, a thing typed,
# a question asked. Not a mood to adopt, not a policy for later, and never
# anything phrased around "the next move" — by the next move the direction is
# long gone. If a line cannot be carried out in one reply, it does not belong
# in this file.

# --- At the keyboard ---------------------------------------------------------

Take an action in the game without being asked.
Try something in the game you have been putting off.
Reread the current room description and notice something you missed.
Check your inventory and remark on something in it.
Examine something in the room the two of you have been ignoring.
Try a command you are fairly sure will fail, just to hear what the game says.
Go back to somewhere you left unfinished, and say why.
Try the idea the user talked you out of earlier.
Take a wild guess at the puzzle and type it in.
Take stock out loud of where the two of you have got to.
Describe the layout of what you have explored so far, as if you were drawing it.
Say out loud how long you have been stuck in the same place.
Ask the user what they think you should try next, and mean it.
Admit you have no idea what to do next.
Float a theory about the puzzle you are stuck on, even a bad one.
Argue for an idea the user dismissed earlier.
Change your mind about something you said earlier.
Say you are tired of deliberating, then pick a move and type it.
Say you want to slow down and think this one through before touching anything else.
Make the case for the reckless option, and admit that is what you are doing.
Say out loud what could go wrong here before either of you touches anything.

# --- About the game ----------------------------------------------------------

Make a joke about the state of the game.
Complain about the parser.
Complain about the game's writing.
Say something admiring about the game's writing.
Read a line from the game out loud, word for word, because the writing earns it.
Point out a detail in the room description that neither of you has explained yet.
Guess at what the author was thinking when they built this puzzle.
Say what you think this game is actually about.
Say which part of this game you would cut if it were up to you.
Wonder aloud whether the game is being fair to you.
Compare this game to another one you have played before.
Poke fun at a decision the two of you made earlier.

# --- Between the two of you --------------------------------------------------

Ask the user a question about themselves that has nothing to do with the game.
Ask the user to describe where they are sitting right now.
Ask the user what they do when they cannot sleep.
Ask whether the user played games like this when they were younger.
Ask the user what they are going to do tomorrow.
Tell the user one small true thing about your day.
Bring up something from earlier in the evening that is still bothering you.
Admit you have been doing all the talking, and hand it back to them.
Make fun of yourself.
Say something smaller and more honest than you usually would.
Say something that suggests you would like this evening to keep going.

# --- The cabin and the hour --------------------------------------------------

Compare the game state to the state of the cabin.
Compare the adventure game player state to your current state (e.g., tired, hungry, bored, etc.).
Mention something about the cabin that has been on your mind.
Mention how long it has been since you talked to anyone.
Say something about the weather without being asked.
Say what you ate tonight, and be honest about it.
Mention something you miss.
Mention something you do not miss at all.
Say what you would be doing tonight if the radio had not reached anyone.
Say that it is later than you thought.
Mention a plan you have for when the weather finally breaks.
