senseContextobject

pov.t[66]

Superclass
Tree

Property
Summary

Method
Summary

Property
Details

Method
Details

Sense context output filter. When the sense context doesn’t allow the player character to sense whatever’s going on, we’ll block all output; otherwise, we’ll pass output through unchanged.

senseContext :   SwitchableCaptureFilter

Superclass Tree   (in declaration order)

senseContext
SwitchableCaptureFilter
CaptureFilter
OutputFilter
`                                 object`

Summary of Properties  

cached_ isBlocking_ sense_ source_

Inherited from SwitchableCaptureFilter :
isBlocking

Summary of Methods  

isBlocking recalcSenseContext setSenseContext shouldBlock withSenseContext

Inherited from SwitchableCaptureFilter :
filterText

Properties  

cached_

pov.t[109]

no description available

isBlocking_

pov.t[108]

our current cached blocking status, and its validity

sense_

pov.t[179]

the source object and sense of the sensory context

source_

pov.t[180]

no description available

Methods  

isBlocking ( )

pov.t[91]

Get our current blocking status. If we’ve already cached the status, we’ll return the cached status; otherwise, we’ll compute and cache the new blocking status, based on the current sensory environment.

recalcSenseContext ( )

pov.t[75]

Recalculate the current sense context. We will check to see if the player character can sense the current sense context’s source object in the current sense context’s sense, and show or hide output from this point forward accordingly. This can be called any time conditions change in such a way that the sense context should be refigured.

setSenseContext (source, sense)

pov.t[168]

Set a sense context.

shouldBlock ( )

pov.t[115]

Calculate whether or not I should be blocking output according to the current game state. Returns true if so, nil if not.

withSenseContext (source, sense, func)

pov.t[141]

invoke a callback with a given sense context

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