eventManagerobject
Event Manager. This is a schedulable object that keeps track of fuses and daemons, and schedules their execution.
eventManager
:
BasicEventManager
Schedulable
Superclass Tree (in declaration order)
eventManager
BasicEventManager
` object
[
Schedulable](../object/Schedulable.html)
object`
Summary of Properties
curEvent_
events_
scheduleOrder
Inherited from Schedulable
:
allSchedulables
gameClockTime
nextRunTime
Summary of Methods
executeList
executePrompt
executeTurn
getNextRunTime
Inherited from BasicEventManager
:
addEvent
removeCurrentEvent
removeEvent
removeMatchingEvents
Inherited from Schedulable
:
calcScheduleOrder
construct
execute
incNextRunTime
Properties
curEvent_
the event currently being executed
events_
OVERRIDDEN
our list of fuses and daemons
scheduleOrder
OVERRIDDEN
Use a scheduling order of 1000 to ensure we go after all actors. By default, actors use scheduling orders in the range 100 to 400, so our order of 1000 ensures that fuses and daemons run after all characters on a given turn.
Methods
executeList (lst)
internal service routine - execute the fuses and daemons in the given list, in eventOrder priority order
executePrompt ( )
Execute a command prompt turn. We’ll execute each per-command-prompt daemon.
executeTurn ( )
OVERRIDDEN
Execute a turn. We’ll execute each fuse and each daemon that is currently schedulable.
getNextRunTime ( )
OVERRIDDEN
Get the next run time. We’ll find the lowest run time of our fuses and daemons and return that.
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3