Replace current action choice mechanism (key press from menu options) with keyword/natural language mechanics. New mechanics should allow for greater flexibility for player, as well as require player to be more specific for some tasks.
Ex: Instead of pressing 'r' to search the room, player must write something like "search room" or "search barrel".
to do
[x] implement dictionary interface between user input and action class methods
(key: action hotkey, value: list of synonyms)
[x] tile specific words for certain actions and results; ie, for a locked door "through door" may specify "south" if that's the direction it is locked from; Dependent on props (Issue #5)
[x] migrate verb, preposition, articles, and word tables to a separate resource: vocabulary.py
[x] implement translator class : converts situation specific input to generalized input for parsing
[x] move any word replacement responsibility from parser() to translator() in grammar.py
[ ] allow for importation of items, enemies, and enemies with items. SUGGESTION in props map, for some tile, parse in the following order: items on the tile, enemy_0, items for enemy_0, . . . enemy_n, items for enemy_n. EX: [gold, dagger, ogre, gem, rat, rat, witch, wand]. Gold and dagger are items on the tile. the ogre carries a gem, and the witch carries a wand.
[ ] build list of available actions based on a recursive search of a Prop's children (see related to-do in issue #5)
natural language interface
Replace current action choice mechanism (key press from menu options) with keyword/natural language mechanics. New mechanics should allow for greater flexibility for player, as well as require player to be more specific for some tasks.
Ex: Instead of pressing 'r' to search the room, player must write something like "search room" or "search barrel".
to do