GuidedTourStateclass
Guided Tour state. This provides a simple way of defining a “guided tour,” which is a series of locations to which we try to guide the player character. We don’t force the player character to travel as specified; we merely try to lead the player. The actual travel is up to the player.
Here’s how this works. For each location on the guided tour, create one of these state objects. Set escortDest to the travel connector to which we’re attempting to guide the player character from the current location. Set stateAfterEscort to the state object for the next location on the tour. Set stateDesc to something indicating that we’re trying to show the player to the next stop - something along the lines of “Bob waits for you by the door.” Set arrivingWithDesc to a message indicating that we just showed up in the current location and are ready to show the player to the next - “Bob goes to the door and waits for you to follow him.”
class
GuidedTourState
:
AccompanyingState
Superclass Tree (in declaration order)
GuidedTourState
AccompanyingState
ActorState
TravelMessageHandler
` object
[
ActorTopicDatabase](../object/ActorTopicDatabase.html)
[
TopicDatabase](../object/TopicDatabase.html)
object`
Subclass Tree
(none)
Global Objects
(none)
Summary of Properties
escortActor
escortDest
escortStateClass
stateAfterEscort
Inherited from ActorState
:
autoSuggest
getImpliedConvState
isInitState
location
stateDesc
stateSuggestedTopics
Inherited from ActorTopicDatabase
:
askForTopics
askTopics
commandTopics
giveTopics
initiateTopics
miscTopics
showTopics
specialTopics
tellTopics
Inherited from TopicDatabase
:
limitSuggestions
suggestedTopics
topicGroupActive
topicGroupScoreAdjustment
Summary of Methods
accompanyTravel
getAccompanyingTravelState
Inherited from AccompanyingState
:
beforeTravel
Inherited from ActorState
:
activateState
afterAction
afterTravel
arrivingTurn
arrivingWithDesc
beforeAction
construct
deactivateState
distantSpecialDesc
endConversation
getActor
getNominalTraveler
getSuggestedTopicList
getTopicOwner
handleConversation
initializeActorState
justFollowed
notifyTopicResponse
obeyCommand
remoteSpecialDesc
showSpecialDescInContents
specialDesc
specialDescListWith
suggestTopicsFor
takeTurn
Inherited from TravelMessageHandler
:
sayArriving
sayArrivingDir
sayArrivingDownStairs
sayArrivingLocally
sayArrivingThroughPassage
sayArrivingUpStairs
sayArrivingViaPath
sayDeparting
sayDepartingDir
sayDepartingDownStairs
sayDepartingLocally
sayDepartingThroughPassage
sayDepartingUpStairs
sayDepartingViaPath
sayTravelingRemotely
Inherited from ActorTopicDatabase
:
initiateTopic
showTopicResponse
Inherited from TopicDatabase
:
addSuggestedTopic
addTopic
addTopicToList
compareVocabMatch
findTopicResponse
handleTopic
removeSuggestedTopic
removeTopic
removeTopicFromList
showSuggestedTopicList
Properties
escortActor
the actor we’re escorting - this is usually the player character
escortDest
the travel connector we’re trying to show the player into
escortStateClass
The class we use for our actor state during the escort travel. By default, we use the basic guided-tour accompanying travel state class, but games will probably want to use a customized subclass of this basic class in most cases. The main reason to use a custom subclass is to provide customized messages to describe the departure of the escorting actor.
stateAfterEscort
The next state for our actor to assume after the travel. This should be overridden and set to the state object for the next stop on the tour.
Methods
accompanyTravel (traveler, conn)
OVERRIDDEN
we should accompany the travel if the actor we’re guiding will be traveling, and they’re traveling to the next stop on our tour
getAccompanyingTravelState (traveler, conn)
OVERRIDDEN
get our accompanying state object - we’ll create an instance of the class specified in our escortStateClass property
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3