Je pense que cela pourrait répondre à ta question :
inform7.com/learn/man/Rex411.html#e411
J’ai fait un test à partir de cela et ça semble fonctionner :
[code]« test » by eric
kitchen is a room.
The clock is in the kitchen.
Instead of examining clock, say « It is [time of day]. ».
The apple is an edible thing in kitchen.
RottingApple is a recurring scene. RottingApple begins when the apple is carried.
RottingApple ends when the time since RottingApple began is 15 minutes.
When RottingApple begins:
say « The apple begins to rot. ».
When RottingApple ends:
say « The apple is rotten. »;
remove apple from play.
Waiting more is an action applying to one number.
Understand « wait [a time period] » or « wait for [a time period] » or « wait for a/an [a time period] » or « wait a/an [a time period] » as waiting more.
Carry out waiting more:
let the target time be the time of day plus the time understood;
decrease the target time by one minute;
while the time of day is not the target time:
follow the turn sequence rules.
[The one nuance here is that after our wait command occurs, the turn sequence rules will occur one more time. So we need to subtract one minute from the parsed time to make the turn end on the desired number of minutes.]
Report waiting more:
say « It is now [time of day + 1 minute]. »
[And if we want to ensure that the player doesn’t (accidentally or intentionally) put the interpreter through a really long loop, we could put an upper limit on his patience:]
Check waiting more:
if the time understood is greater than one hour, say « You really haven’t got that kind of patience. » instead.
Test me with « wait 4 minutes / take apple / wait 7 minutes / wait / wait / wait (etc) ».
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