NestedRoomclass
A Nested Room is any object that isn’t a room but which can contain an actor: chairs, beds, platforms, vehicles, and the like.
An important property of nested rooms is that they’re not full-fledged rooms for the purposes of actor arrivals and departures. Specifically, an actor moving from a room to a nested room within the room does not trigger an actor.travelTo invocation, but simply moves the actor from the containing room to the nested room. Moving from the nested room to the containing room likewise triggers no actor.travelTo invocation. The travelTo method is not applicable for intra-room travel because no TravelConnector objects are traversed in such travel; we simply move in and out of contained objects. To mitigate this loss of notification, we instead call actor.travelWithin() when moving among nested locations.
By default, an actor attempting to travel from a nested location via a directional command will simply attempt the travel as though the actor were in the enclosing location.
class
NestedRoom
:
BasicLocation
Superclass Tree (in declaration order)
NestedRoom
BasicLocation
Thing
VocabObject
` object`
Subclass Tree
NestedRoom
BasicChair
BasicBed
BasicPlatform
Booth
Platform
NominalPlatform
Bed
Chair
HighNestedRoom
Vehicle
Global Objects
(none)
Summary of Properties
bulkCapacity
exitDestination
mustMoveIntoProp
out
roomName
stagingLocations
Inherited from BasicLocation
:
cannotGoThatWayMsg
defaultPosture
effectiveFollowLocation
listWithActorInTable
mustDefaultPostureProp
notTravelReadyMsg
roomLocation
roomNotifyList
roomTravelPreCond
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
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
objectNotifyList
objInPrep
obscuredInitSpecialDesc
obscuredSpecialDesc
owner
patElevenEighteen
patIsAlpha
patLeadingTagOrQuote
patOfPhrase
patOneLetterAnWord
patOneLetterWord
patSingleApostropheS
patTagOrQuoteChar
patUpperOrDigit
patVowelY
pluralDisambigName
pluralName
pronounSelector
roomDarkName
seen
sightPresence
sightSize
smellPresence
smellSize
soundPresence
soundSize
specialContentsLister
specialDesc
specialDescBeforeContents
specialDescListWith
specialDescOrder
specialNominalRoomPartLocation
suppressAutoSeen
takeFromNotInMessage
theDisambigName
theName
theNamePossNoun
tmpAmbient_
tmpAmbientFill_
tmpAmbientWithin_
tmpFillMedium_
tmpObstructor_
tmpObstructorWithin_
tmpPathIsIn_
tmpTrans_
tmpTransWithin_
touchPresence
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
cannotMoveActorOutOf
cannotMoveActorToStagingLocation
checkActorInStagingLocation
checkActorOutOfNested
checkActorReadyToEnterNestedRoom
checkMovingActorInto
chooseStagingLocation
defaultStagingLocation
disembarkRoom
dobjFor(GetOutOf)
dobjFor(Take)
getExtraScopeItems
isOwnedBy
isStagingLocationKnown
makeStandingUp
mapPushTravelIobj
removeFromNested
roomTravelPreCond
tryMovingIntoNested
tryRemovingFromNested
Inherited from BasicLocation
:
actorInGroupPrefix
actorInGroupSuffix
actorIsFamiliar
actorKnowsDestination
actorTravelingWithin
addRoomNotifyItem
cannotGoShowExits
cannotGoThatWay
cannotGoThatWayInDark
cannotTravel
checkStagingLocation
checkTravelerDirectlyInRoom
dispatchRoomDaemon
enteringRoom
getDropDestination
getNominalActorContainer
getNominalDropDestination
getRoomNotifyList
getStatuslineExitsHeight
isActorTravelReady
leavingRoom
listWithActorIn
removeRoomNotifyItem
roomActorHereDesc
roomActorPostureDesc
roomActorStatus
roomActorThereDesc
roomAfterAction
roomBeforeAction
roomDarkTravel
roomDesc
roomListActorPosture
roomOkayPostureChange
showStatuslineExits
travelerArriving
travelerLeaving
tryMakingDefaultPosture
tryMakingTravelReady
wouldBeLitFor
Inherited from Thing
:
acceptCommand
addAllContents
addDirectConnections
addObjectNotifyItem
addToContents
addToSenseInfoTable
adjustLookAroundTable
adjustThrowDestination
afterAction
afterTravel
allContents
aNameFrom
aNameObj
aNameOwnerLoc
announceDefaultObject
appendHeldContents
atmosphereList
baseMoveInto
basicExamine
basicExamineFeel
basicExamineListen
basicExamineSmell
basicExamineTaste
beforeAction
beforeTravel
buildContainmentPaths
cacheAmbientInfo
cacheSenseInfo
cacheSensePath
canBeHeardBy
canBeSeenBy
canBeSensed
canBeSmelledBy
canBeTouchedBy
canDetailsBeSensed
canHear
canMatchPronounType
canMoveViaPath
cannotReachObject
cannotSeeSmellSource
cannotSeeSoundSource
canOwn
canSee
canSmell
canThrowViaPath
canTouch
canTouchViaPath
checkBulkChange
checkBulkChangeWithin
checkMoveViaPath
checkThrowViaPath
checkTouchViaPath
childInName
childInNameGen
childInNameWithOwner
childInRemoteName
clearSenseInfo
cloneForMultiInstanceContents
cloneMultiInstanceContents
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(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(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
forEachConnectedContainer
forEachContainer
fromPOV
getAllForTakeFrom
getAllPathsTo
getAnnouncementDistinguisher
getBagAffinities
getBagsOfHolding
getBestDistinguisher
getBulk
getBulkWithin
getCarryingActor
getCommonContainer
getCommonDirectContainer
getConnectedContainers
getConnectorTo
getContentsForExamine
getDestName
getEncumberingBulk
getEncumberingWeight
getHitFallDestination
getIdentityObject
getInScopeDistinguisher
getListedContents
getLocPushTraveler
getLocTraveler
getMovePathTo
getNoise
getNominalOwner
getObjectNotifyList
getOdor
getOutermostRoom
getOutermostVisibleRoom
getRoomPartLocation
getStateWithInfo
getThrowPathTo
getTouchPathTo
getTravelConnector
getVisualSenseInfo
getWeight
hasCollectiveGroup
hideFromAll
hideFromDefault
initializeEquivalent
initializeLocation
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)
isComponentOf
isDirectlyIn
isHeldBy
isIn
isInFixedIn
isListed
isListedInContents
isListedInInventory
isListedInRoomPart
isLookAroundCeiling
isNominallyIn
isNominallyInRoomPart
isOccludedBy
isOrIsIn
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
restoreLocation
roomContentsLister
roomDaemon
roomDarkDesc
roomFirstDesc
roomRemoteDesc
saveLocation
selectPathTo
sendNotifyInsert
sendNotifyRemove
senseAmbientMax
senseInfoTable
senseObj
sensePathFromWithin
sensePathFromWithout
sensePathToContents
sensePathToLoc
sensePresenceList
setAllSeenBy
setContentsSeenBy
setGlobalParamName
setVisualSenseInfo
shineFromWithin
shineFromWithout
shineOnContents
shineOnLoc
showDistantSpecialDesc
showDistantSpecialDescInContents
showInventoryContents
showInventoryItem
showInventoryItemCounted
showListItem
showListItemCounted
showListItemCountedGen
showListItemGen
showObjectContents
showObscuredSpecialDesc
showObscuredSpecialDescInContents
showRemoteSpecialDesc
showRemoteSpecialDescInContents
showSpecialDesc
showSpecialDescInContents
showSpecialDescInContentsWithInfo
showSpecialDescWithInfo
showWornItem
showWornItemCounted
smellDesc
smellHereDesc
soundDesc
soundHereDesc
specialDescList
specialPathFrom
statusName
stopThrowViaPath
superHidesSuper
tasteDesc
thatNom
thatObj
theNameFrom
theNameObj
theNameOwnerLoc
theNameWithOwner
throwTargetCatch
throwTargetHitWith
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
bulkCapacity
The maximum bulk the room can hold. We’ll define this to a large number by default so that bulk isn’t a concern.
Lower numbers here can be used, for example, to limit the seating capacity of a chair.
exitDestination
Our exit destination. This is where an actor ends up when the actor is immediately inside this nested room and uses a “get out of” or equivalent command to exit the nested room.
By default, we’ll use the default staging location as the exit destination.
mustMoveIntoProp
message property to use for reportFailure when tryMovingIntoNested fails
out
By default, ‘out’ within a nested room should take us out of the nested room itself. The easy way to accomplish this is to set up a ‘nestedRoomOut’ connector for the nested room, which will automatically try a GET OUT command. If we didn’t do this, we’d *usually* pick up the noTravelOut from our enclosing room, but only when the enclosing room didn’t override ‘out’ to point somewhere else. Explicitly setting up a ‘noTravelOut’ here ensures that we’ll consistently GET OUT of the nested room even if the enclosing room has its own ‘out’ destination.
Note that nestedRoomOut shows as a listed exit in exit listings (for the EXITS command and in the status line). If you don’t want OUT to be listed as an available exit for the nested room, you should override this to use noTravelOut instead.
roomName
OVERRIDDEN
Our interior room name. This is the status line name we display when an actor is within this object and can’t see out to the enclosing room. Since we can’t rely on the enclosing room’s status line name if we can’t see the enclosing room, we must provide one of our own.
By default, we’ll use our regular name.
stagingLocations
The valid “staging locations” for this nested room. This is a list of the rooms from which an actor can DIRECTLY reach this nested room; in other words, the actor will be allowed to enter ‘self’, with no intervening travel, if the actor is directly in any of these locations.
If the list is empty, there are no valid staging locations.
The point of listing staging locations is to make certain that the actor has to go through one of these locations in order to get into this nested room. This ensures that we enforce any conditions or trigger any side effects of moving through the staging locations, so that a player can’t bypass a puzzle by trying to move directly from one location to another without going through the required intermediate steps. Since we always require that an actor go through one of our staging locations in order to enter this nested room, and since we carry out the travel to the staging location using implied commands (which are just ordinary commands, entered and executed automatically by the parser), we can avoid having to code any checks redudantly in both the staging locations and any other nearby locations.
By default, an actor can only enter a nested room from the room’s direct container. For example, if a chair is on a stage, an actor must be standing on the stage before the actor can sit on the chair.
Methods
cannotMoveActorOutOf ( )
Report that we are unable to move an actor out of this nested room, because there’s no valid ‘exit destination’. This is called when we attempt to GET OUT OF the nested room, and the ‘exitDestination’ property is nil.
cannotMoveActorToStagingLocation ( )
Report that we are unable to move an actor to any staging location for this nested room. By default, we’ll generate the message “you can’t do that from here,” but this can overridden to provide a more specific if desired.
checkActorInStagingLocation (allowImplicit)
Check, using precondition rules, that the actor is in a valid “staging location” for entering this nested room. We’ll ensure that the actor is directly in one of the locations in our stagingLocations list, running an appropriate implicit command to move the actor to the first item in that list if the actor isn’t in any of them.
This isn’t normally overridden in subclasses.
checkActorOutOfNested (allowImplicit)
OVERRIDDEN
Check, using pre-condition rules, that the actor is removed from this nested location and moved to my immediate location. This is used to enforce a precondition that the actor is in the enclosing location.
This isn’t normally overridden in subclasses.
checkActorReadyToEnterNestedRoom (allowImplicit)
OVERRIDDEN
Check, using pre-condition rules, that the actor is ready to enter this room as a nested location.
This isn’t normally overridden in subclasses.
checkMovingActorInto (allowImplicit)
OVERRIDDEN
Try moving the actor into this location. This is used to move the actor into this location as part of meeting preconditions, and we use the normal precondition check protocol: we return nil if the condition (actor is in this room) is already met; we return true if we successfully execute an implied command to meet the condition; and we report a failure message and terminate the command with ‘exit’ if we don’t know how to meet the condition or the implied command we try to execute fails or fails to satisfy the condition.
This does not normally need to be overridden in subclasses.
chooseStagingLocation ( )
Choose an intermediate staging location, given the actor’s current location. This routine is called when the actor is attempting to move into ‘self’, but isn’t in any of the allowed staging locations for ‘self’; this routine’s purpose is to choose the staging location that the actor should implicitly try to reach on the way to ‘self’.
By default, we’ll attempt to find the first of our staging locations that indirectly contains the actor. (We know none of the staging locations directly contains the actor, because if one did, we wouldn’t be called in the first place - we’re only called when the actor isn’t already directly in one of our staging locations.) This approach is appropriate when nested rooms are related purely by containment: if an actor is in a nested room within one of our staging locations, we can reach that staging location by having the actor get out of the more deeply nested room.
However, this default approach is not appropriate when nested rooms are related in some way other than simple containment. We don’t have any general framework for other types of nested room relationships, so this routine must be overridden in such a case with special-purpose code defining the special relationship.
If we fail to find any staging location indirectly containing the actor, we’ll return the result of defaultStagingLocation().
defaultStagingLocation ( )
The default staging location for this nested room. This is the staging location we’ll attempt to reach implicitly if the actor isn’t in any of the rooms in the stagingLocations list already. We’ll return the first element of our stagingLocations list for which isStagingLocationKnown returns true.
disembarkRoom ( )
OVERRIDDEN
An actor is attempting to “get out” while in this location. By default, we’ll treat this as getting out of this object. This can be overridden if “get out” should do something different.
dobjFor(GetOutOf)
OVERRIDDEN
“get out of” action - exit the nested room
dobjFor(Take)
OVERRIDDEN
We cannot take a nested room that the actor is occupying
getExtraScopeItems (actor)
OVERRIDDEN
Get the extra scope items within this room. Normally, the immediately enclosing nested room is in scope for an actor in the room. So, if the actor is directly in ‘self’, return ‘self’.
isOwnedBy (obj)
OVERRIDDEN
Check for ownership. For a nested room, an actor can be taken to own the nested room by virtue of being inside the room - the chair Bob is sitting in can be called “bob’s chair”.
If we don’t have an explicit owner, and the potential owner ‘obj’ is in me and can own me, we’ll report that ‘obj’ does in fact own me. Otherwise, we’ll defer to the inherited implementation.
isStagingLocationKnown (loc)
Is the given staging location “known”? This returns true if the staging location is usable as a default, nil if not. If this returns true, then the location can be used in an implied command to move the actor to the staging location in order to move the actor into self.
If this returns nil, no implied command will be attempted for this possible staging location. This doesn’t mean that an actor gets a free pass through the staging location; on the contrary, it simply means that we won’t try any automatic command to move an actor to the staging location, hence travel from a non-staging location to this nested room will simply fail. This can be used when part of the puzzle is to figure out that moving to the staging location is required in the first place: if we allowed an implied command in such cases, we’d give away the puzzle by solving it automatically.
By default, we’ll treat all of our staging locations as known.
makeStandingUp ( )
OVERRIDDEN
Make the actor stand up from this location. By default, we’ll cause the actor to travel (using travelWithin) to our container, and assume the appropriate posture for the container.
mapPushTravelIobj (PushTravelGetOutOf, TravelVia)
explicitly define the push-travel indirect object mappings
removeFromNested ( )
Replace the current action with one that removes the actor from this nested room. This is used to implement the GET OUT command when the actor is directly in this nested room. In most cases, this should simply be implemented with a call to replaceAction() with the appropriate command.
roomTravelPreCond ( )
OVERRIDDEN
Get the travel preconditions for an actor in this location. By default, if we have a container, and the actor can see the container, we’ll return its travel preconditions; otherwise, we’ll use our inherited preconditions.
tryMovingIntoNested ( )
Try an implied command to move the actor from outside of this nested room into this nested room. This must be overridden in subclasses to carry out the appropriate implied command. Returns the result of tryImplicitAction().
This is called when we need to move an actor into this location as part of an implied command. We use an overridable method because different kinds of nested rooms have different commands for entering: SIT ON CHAIR, LIE ON BED, GET IN CAR, RIDE BIKE, and so on. This should be normally be overridden imply by calling tryImplicitAction() with the appropriate command for the specific type of nested room, and returning the result.
tryRemovingFromNested ( )
Try an implied command to remove an actor from this location and place the actor in my immediate containing location. This must be overridden in subclasses to carry out the appropriate implied command. Returns the result of tryImplicitAction().
This is essentially the reverse of tryMovingIntoNested(), and should in most cases be implemented by calling tryImplicitAction() with the appropriate command to get out of the room, and returning the result.
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3