DistanceConnectorclass

sense.t[770]

Superclass
Tree

Subclass
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Global
Objects

Property
Summary

Method
Summary

Property
Details

Method
Details

DistanceConnector: a special type of SenseConnector that connects its locations with distance. This can be used for things like divided rooms, where a single physical location is modeled with two or more Room objects - the north and south end of a large cave, for example. This is also useful for cases where two rooms are separate but open to one another, such as a balcony overlooking a courtyard.

Note that this inherits from both SenseConnector and Intangible. Intangible is included as a base class because each instance will need to derive from Thing, so that it fits into the normal sense model, but will virtually never need any other physical presence in the game world; Intangible fills both of these needs.

class DistanceConnector :   SenseConnector Intangible

Superclass Tree   (in declaration order)

DistanceConnector
SenseConnector
MultiLoc
BaseMultiLoc
`                                 object [Intangible](../object/Intangible.html) [Thing](../object/Thing.html) [VocabObject](../object/VocabObject.html)                                 object`

Subclass Tree  

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Global Objects  

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Summary of Properties  

Inherited from SenseConnector :
connectorMaterial getConnectedContainers

Inherited from BaseMultiLoc :
initialLocationClass locationList

Inherited from Intangible :
isListed isListedInContents isListedInInventory sightPresence smellPresence soundPresence touchPresence

Inherited from Thing :
actorInAName actorInName actorInPrep actorIntoName actorOutOfName actorOutOfPrep aDisambigName allStates aName brightness bulk canBeHeard canBeSeen canBeSmelled canBeTouched canMatchHer canMatchHim canMatchIt canMatchThem circularlyInMessage collectiveGroup collectiveGroups contents contentsListed contentsListedInExamine contentsListedSeparately contentsLister descContentsLister described disambigEquivName disambigName distantDesc distantInitSpecialDesc distantSpecialDesc distinguishers dummyName effectiveFollowLocation equivalenceKey equivalentGrouper equivalentGrouperClass equivalentGrouperTable esEndingPat explicitVisualSenseInfo getState globalParamName holdingIndex iesEndingPat initDesc initNominalRoomPartLocation initSpecialDesc inlineContentsLister isEquivalent isHer isHim isInInitState isKnown isLikelyCommandTarget isListedAboardVehicle isMassNoun isPlural isProperName isQualifiedName isThingConstructed isTopLevel listName listWith location lookInLister moved name nameDoes nameSays nameSees notTravelReadyMsg objectNotifyList objInPrep obscuredInitSpecialDesc obscuredSpecialDesc owner patElevenEighteen patIsAlpha patLeadingTagOrQuote patOfPhrase patOneLetterAnWord patOneLetterWord patSingleApostropheS patTagOrQuoteChar patUpperOrDigit patVowelY pluralDisambigName pluralName pronounSelector roomDarkName roomLocation roomName seen sightSize smellSize soundSize specialContentsLister specialDesc specialDescBeforeContents specialDescListWith specialDescOrder specialNominalRoomPartLocation suppressAutoSeen takeFromNotInMessage theDisambigName theName theNamePossNoun tmpAmbient_ tmpAmbientFill_ tmpAmbientWithin_ tmpFillMedium_ tmpObstructor_ tmpObstructorWithin_ tmpPathIsIn_ tmpTrans_ tmpTransWithin_ touchSize verbCan verbCannot verbCant verbEndingSD verbEndingSEd verbEndingSMessageBuilder_ verbMust verbToCome verbToDo verbToGo verbToLeave verbToSay verbToSee verbWill verbWont weight

Inherited from VocabObject :
canResolvePossessive disambigPromptOrder pluralOrder vocabLikelihood vocabWords weakTokens

Summary of Methods  

checkMoveThrough checkThrowThrough checkTouchThrough throwTargetHitWith transSensingThru

Inherited from SenseConnector :
addDirectConnections checkMoveViaPath checkThrowViaPath checkTouchViaPath forEachConnectedContainer sensePathFromWithout shineFromWithout

Inherited from MultiLoc :
baseMoveInto baseMoveIntoAdd baseMoveOutOf cloneForMultiInstanceContents cloneMultiInstanceContents forEachContainer getDropDestination initializeLocation moveIntoAdd moveOutOf reInitializeLocation restoreLocation saveLocation sensePathToLoc shineOnLoc

Inherited from BaseMultiLoc :
buildLocationList isDirectlyIn isIn isInitiallyIn isListedInContents isOrIsIn

Inherited from Intangible :
dobjFor(Default) hideFromAll hideFromDefault iobjFor(Default)

Inherited from Thing :
acceptCommand addAllContents addObjectNotifyItem addToContents addToSenseInfoTable adjustLookAroundTable adjustThrowDestination afterAction afterTravel allContents aNameFrom aNameObj aNameOwnerLoc announceDefaultObject appendHeldContents atmosphereList basicExamine basicExamineFeel basicExamineListen basicExamineSmell basicExamineTaste beforeAction beforeTravel buildContainmentPaths cacheAmbientInfo cacheSenseInfo cacheSensePath canBeHeardBy canBeSeenBy canBeSensed canBeSmelledBy canBeTouchedBy canDetailsBeSensed canHear canMatchPronounType canMoveViaPath cannotGoShowExits cannotReachObject cannotSeeSmellSource cannotSeeSoundSource canOwn canSee canSmell canThrowViaPath canTouch canTouchViaPath checkActorOutOfNested checkBulkChange checkBulkChangeWithin checkStagingLocation checkTravelerDirectlyInRoom childInName childInNameGen childInNameWithOwner childInRemoteName clearSenseInfo conjugateRegularVerb connectionTable construct contentsInFixedIn countDisambigName countListName countName countNameFrom countNameOwnerLoc darkRoomContentsLister defaultDistantDesc defaultObscuredDesc desc directionForConnector distantSmellDesc distantSoundDesc dobjFor(AskAbout) dobjFor(AskFor) dobjFor(AskVague) dobjFor(AttachTo) dobjFor(Attack) dobjFor(AttackWith) dobjFor(Board) dobjFor(Break) dobjFor(Burn) dobjFor(BurnWith) dobjFor(Clean) dobjFor(CleanWith) dobjFor(Climb) dobjFor(ClimbDown) dobjFor(ClimbUp) dobjFor(Close) dobjFor(Consult) dobjFor(ConsultAbout) dobjFor(CutWith) dobjFor(Detach) dobjFor(DetachFrom) dobjFor(Dig) dobjFor(DigWith) dobjFor(Doff) dobjFor(Drink) dobjFor(Drop) dobjFor(Eat) dobjFor(Enter) dobjFor(EnterOn) dobjFor(Examine) dobjFor(Extinguish) dobjFor(Fasten) dobjFor(FastenTo) dobjFor(Feel) dobjFor(Flip) dobjFor(Follow) dobjFor(GetOffOf) dobjFor(GetOutOf) dobjFor(GiveTo) dobjFor(GoThrough) dobjFor(JumpOff) dobjFor(JumpOver) dobjFor(Kiss) dobjFor(LieOn) dobjFor(Light) dobjFor(ListenTo) dobjFor(Lock) dobjFor(LockWith) dobjFor(LookBehind) dobjFor(LookIn) dobjFor(LookThrough) dobjFor(LookUnder) dobjFor(Move) dobjFor(MoveTo) dobjFor(MoveWith) dobjFor(Open) dobjFor(PlugIn) dobjFor(PlugInto) dobjFor(Pour) dobjFor(PourInto) dobjFor(PourOnto) dobjFor(Pull) dobjFor(Push) dobjFor(PushTravel) dobjFor(PutBehind) dobjFor(PutIn) dobjFor(PutOn) dobjFor(PutUnder) dobjFor(Read) dobjFor(Remove) dobjFor(Screw) dobjFor(ScrewWith) dobjFor(Search) dobjFor(Set) dobjFor(SetTo) dobjFor(ShowTo) dobjFor(SitOn) dobjFor(Smell) dobjFor(StandOn) dobjFor(Strike) dobjFor(Switch) dobjFor(Take) dobjFor(TakeFrom) dobjFor(TalkTo) dobjFor(Taste) dobjFor(TellAbout) dobjFor(TellVague) dobjFor(Throw) dobjFor(ThrowAt) dobjFor(ThrowDir) dobjFor(ThrowTo) dobjFor(Turn) dobjFor(TurnOff) dobjFor(TurnOn) dobjFor(TurnTo) dobjFor(TurnWith) dobjFor(TypeLiteralOn) dobjFor(TypeOn) dobjFor(Unfasten) dobjFor(UnfastenFrom) dobjFor(Unlock) dobjFor(UnlockWith) dobjFor(Unplug) dobjFor(UnplugFrom) dobjFor(Unscrew) dobjFor(UnscrewWith) dobjFor(Wear) examineListContents examineListContentsWith examineSpecialContents examineStatus failCheck feelDesc fillMedium findOpaqueObstructor findTouchObstructor fromPOV getAllForTakeFrom getAllPathsTo getAnnouncementDistinguisher getBagAffinities getBagsOfHolding getBestDistinguisher getBulk getBulkWithin getCarryingActor getCommonContainer getCommonDirectContainer getConnectedContainers getConnectorTo getContentsForExamine getDestName getEncumberingBulk getEncumberingWeight getExtraScopeItems getHitFallDestination getIdentityObject getInScopeDistinguisher getListedContents getLocPushTraveler getLocTraveler getMovePathTo getNoise getNominalDropDestination getNominalOwner getObjectNotifyList getOdor getOutermostRoom getOutermostVisibleRoom getRoomNotifyList getRoomPartLocation getStateWithInfo getStatuslineExitsHeight getThrowPathTo getTouchPathTo getTravelConnector getVisualSenseInfo getWeight hasCollectiveGroup initializeEquivalent initializeThing inRoomName iobjFor(AttachTo) iobjFor(AttackWith) iobjFor(BurnWith) iobjFor(CleanWith) iobjFor(CutWith) iobjFor(DetachFrom) iobjFor(DigWith) iobjFor(FastenTo) iobjFor(GiveTo) iobjFor(LockWith) iobjFor(MoveWith) iobjFor(PlugInto) iobjFor(PourInto) iobjFor(PourOnto) iobjFor(PutBehind) iobjFor(PutIn) iobjFor(PutOn) iobjFor(PutUnder) iobjFor(ScrewWith) iobjFor(ShowTo) iobjFor(TakeFrom) iobjFor(ThrowAt) iobjFor(ThrowTo) iobjFor(TurnWith) iobjFor(UnfastenFrom) iobjFor(UnlockWith) iobjFor(UnplugFrom) iobjFor(UnscrewWith) isActorTravelReady isComponentOf isHeldBy isInFixedIn isListed isListedInInventory isListedInRoomPart isLookAroundCeiling isNominallyIn isNominallyInRoomPart isOccludedBy isOwnedBy isShipboard isVocabEquivalent itIs itNom itObj itPossAdj itPossNoun itVerb listCardinality localDirectionLinkForConnector lookAround lookAroundPov lookAroundWithin lookAroundWithinContents lookAroundWithinDesc lookAroundWithinName lookAroundWithinSense lookAroundWithinShowExits lookInDesc mainExamine mainMoveInto mapPushTravelHandlers mapPushTravelHandlers mapPushTravelHandlers mapPushTravelHandlers mapPushTravelHandlers meetsObjHeld mergeSenseInfo mergeSenseInfoTable moveInto moveIntoForTravel moveIntoNotifyPath mustMoveObjInto nameIs nameIsnt nameVerb normalizePath notePromptByOwnerLoc notePromptByPossAdj noteSeenBy notifyInsert notifyMoveInto notifyMoveViaPath notifyRemove obscuredDesc obscuredSmellDesc obscuredSoundDesc pluralNameFrom processThrow propHidesProp propWithPresent putInName receiveDrop remoteDesc remoteInitSpecialDesc remoteRoomContentsLister remoteSpecialDesc removeFromContents removeObjectNotifyItem roomActorThereDesc roomContentsLister roomDaemon roomDarkDesc roomDesc roomFirstDesc roomRemoteDesc roomTravelPreCond selectPathTo sendNotifyInsert sendNotifyRemove senseAmbientMax senseInfoTable senseObj sensePathFromWithin sensePathToContents sensePresenceList setAllSeenBy setContentsSeenBy setGlobalParamName setVisualSenseInfo shineFromWithin shineOnContents showDistantSpecialDesc showDistantSpecialDescInContents showInventoryContents showInventoryItem showInventoryItemCounted showListItem showListItemCounted showListItemCountedGen showListItemGen showObjectContents showObscuredSpecialDesc showObscuredSpecialDescInContents showRemoteSpecialDesc showRemoteSpecialDescInContents showSpecialDesc showSpecialDescInContents showSpecialDescInContentsWithInfo showSpecialDescWithInfo showStatuslineExits showWornItem showWornItemCounted smellDesc smellHereDesc soundDesc soundHereDesc specialDescList specialPathFrom statusName stopThrowViaPath superHidesSuper tasteDesc thatNom thatObj theNameFrom theNameObj theNameOwnerLoc theNameWithOwner throwTargetCatch throwViaPath transmitAmbient transSensingIn transSensingOut traversePath tryHolding tryImplicitRemoveObstructor tryMovingObjInto useInitDesc useInitSpecialDesc useSpecialDesc useSpecialDescInContents useSpecialDescInRoom useSpecialDescInRoomPart verbEndingEs verbEndingIes verbEndingS verbToHave verbWas verifyFollowable verifyInsert verifyMoveTo verifyRemove whatIf whatIfHeldBy withVisualSenseInfo

Inherited from VocabObject :
addToDictionary expandPronounList filterResolveList getFacets inheritVocab initializeVocab initializeVocabWith matchName matchNameCommon matchNameDisambig throwNoMatchForLocation throwNoMatchForPossessive throwNothingInLocation

Properties  

(none)

Methods  

checkMoveThrough (obj, dest)OVERRIDDEN

sense.t[806]

Do allow moving an object through a distance connector. This should generally only be involved at all when we’re moving an object programmatically, in which case we should already have decided that the movement is allowable. Any command that tries to move an object through a distance connector will almost certainly have a suitable set of preconditions that checks for reachability, which will in most cases disallow the action anyway before we get to the point of wanting to move anything.

checkThrowThrough (obj, dest)OVERRIDDEN

sense.t[791]

When checking for throwing through this container, specialize the failure message to indicate that distance is the specific problem.

checkTouchThrough (obj, dest)OVERRIDDEN

sense.t[781]

When checking for reaching through this connector, specialize the failure message to indicate that distance is the specific problem. (Without this specialization, we’d get a generic message when trying to reach through the connector, such as “you can’t reach that through <self>.”

throwTargetHitWith (projectile, path)OVERRIDDEN

sense.t[827]

Report the reason that we stopped a thrown projectile from hitting its intended target. This is called when we’re along the path between the thrower and the intended target, AND ‘self’ objects to the action.

The default version of this method in Thing reports that the projectile hits ‘self’, as though self were a physical obstruction like a fence or wall. In the case of a distance connector, though, the reason isn’t usually obstruction, but simply that the connector imposes such a distance that the actor can’t throw the projectile far enough to reach the intended target. We therefore override the Thing version to report that the projectile fell short of the target.

Note that if you do want to allow throwing a projectile across the distance represented by this connector, you can override checkThrowThrough() to return checkStatusSuccess.

transSensingThru (sense)OVERRIDDEN

sense.t[772]

all senses are connected through us, but at a distance

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3