Actorclass
An Actor is an object representing a living being (or something that behaves like a living being, such as an intelligent robot), with which the player character can potentially converse, and which can move around and pursue his/her/its own agenda. This class is intended for the implementation of NPCs (non-player characters).
class
Actor
:
EndConvBlocker
AgendaManager
ActorTopicDatabase
Thing
Superclass Tree (in declaration order)
Actor
EndConvBlocker
` object
[
AgendaManager](../object/AgendaManager.html)
object
[
ActorTopicDatabase](../object/ActorTopicDatabase.html)
[
TopicDatabase](../object/TopicDatabase.html)
object
[
Thing](../object/Thing.html)
[
ReplaceRedirector](../object/ReplaceRedirector.html)
[
Redirector](../object/Redirector.html)
object
[
Mentionable](../object/Mentionable.html)
[
LMentionable](../object/LMentionable.html)
object`
Subclass Tree
(none)
Global Objects
(none)
Summary of Properties
active
activeKeys
actorInformOverheard
actorStaysPutMsg
allNodes
allStates
alreadyTalkingMsg
attackResponseMsg
attentionSpan
autoImplicitSay
boredomAgendaItem
boredomCount
cannotAttackMsg
cannotKissMsg
cannotTakeMsg
canTalkToMe
cantFollowFromHereMsg
canThrowToMe
cantStartFromHereMsg
contentsListed
contType
conversedLastTurn
conversedThisTurn
convKeyTab
curState
defaultCountsAsSay
defaultSayResponse
dontKnowWhereGoneMsg
enableImplicitSay
fDaemon
followActorMsg
followAgendaItem
followFuseID
informedNameTab
informOverheard
isAttackable
isFixed
keepPendingKeys
keysManaged
kissRank
kissResponseMsg
lastConvTime
lastTravelInfo
noGoodbyeResponseMsg
noHelloResponseMsg
noResponseMsg
notificationOrder
ownsContents
pcArrivalTurn
pcConnector
pcDefaultSayQuip
pcJustArrived
pendingAgendaList
pendingKeys
physicalTopicObjs
refuseCommandMsg
specialDescBeforeContents
stateDesc
suggestionKey
touchResponseMsg
waitToSeeMsg
Inherited from AgendaManager
:
agendaList
Inherited from ActorTopicDatabase
:
askForTopics
askTopics
commandTopics
defaultAgendaTopic
giveTopics
initiateTopics
miscTopics
queryTopics
sayTopics
sceneEndTopics
sceneStartTopics
showTopics
talkTopics
tellTopics
Inherited from Thing
:
actorAlreadyInMsg
actorAlreadyOnMsg
actorNotInMsg
actorNotOnMsg
allowPourIntoMe
allowPourOntoMe
alreadyCleanMsg
alreadyClosedMsg
alreadyFastenedMsg
alreadyHasMsg
alreadyHeldMsg
alreadyInMsg
alreadyLitMsg
alreadyLockedMsg
alreadyMovedToMsg
alreadyOnMsg
alreadyOpenMsg
alreadyPresentMsg
alreadyThereMsg
alreadyWornMsg
autoGetOutToReach
autoTakeOnFindHidden
autoUnlock
brightness
brightnessForReading
brightnessOff
brightnessOn
bulk
bulkCapacity
canAttachToMe
canAttackWithMe
canBurnWithMe
canCleanWithMe
canClimbDownMe
canClimbUpMe
canCutWithMe
canDetachFromMe
canDigWithMe
canEnterOnMe
canFastenToMe
canGoAlongMe
canGoThrougMe
canHearIn
canHearOut
canJumpOffMe
canJumpOverMe
canLieInMe
canLieOnMe
canLockWithMe
canLookBehindMe
canLookThroughMe
canLookUnderMe
canMoveToMe
canMoveWithMe
cannotAttachMsg
cannotAttachToMsg
cannotAttachToSelfMsg
cannotAttackWithMsg
cannotAttackWithSelfMsg
cannotBoardMsg
cannotBreakMsg
cannotBurnMsg
cannotBurnWithMsg
cannotCleanMsg
cannotCleanWithMsg
cannotClimbDownMsg
cannotClimbMsg
cannotCloseMsg
cannotConsultMsg
cannotCutMsg
cannotCutWithMsg
cannotCutWithSelfMsg
cannotDetachFromMsg
cannotDetachFromSelfMsg
cannotDetachMsg
cannotDigMsg
cannotDigWithMsg
cannotDigWithSelfMsg
cannotDoffMsg
cannotDrinkMsg
cannotDropMsg
cannotEatMsg
cannotEnterMsg
cannotEnterOnMsg
cannotExtinguishMsg
cannotFastenMsg
cannotFastenToMsg
cannotFastenToSelfMsg
cannotFeelMsg
cannotFlipMsg
cannotFollowMsg
cannotFollowSelfMsg
cannotGetInCarriedMsg
cannotGetOnCarriedMsg
cannotGiveToMsg
cannotGiveToSelfMsg
cannotGoAlongMsg
cannotGoNearThereMsg
cannotGoThroughMsg
cannotJumpOffMsg
cannotJumpOverMsg
cannotLieInMsg
cannotLieOnMsg
cannotLightMsg
cannotLockWithMsg
cannotLockWithSelfMsg
cannotLookBehindMsg
cannotLookThroughMsg
cannotLookUnderMsg
cannotMoveMsg
cannotMoveToMsg
cannotMoveToSelfMsg
cannotMoveWithMsg
cannotMoveWithSelfMsg
cannotOpenMsg
cannotPlugIntoMsg
cannotPlugIntoSelfMsg
cannotPlugMsg
cannotPourIntoMsg
cannotPourIntoSelfMsg
cannotPourMsg
cannotPourOntoMsg
cannotPourOntoSelfMsg
cannotPullMsg
cannotPurloinContainerMsg
cannotPurloinRoomMsg
cannotPurloinSelfMsg
cannotPushDownMsg
cannotPushIntoMsg
cannotPushMsg
cannotPushOwnContainerMsg
cannotPushThroughMsg
cannotPushUpMsg
cannotPushViaSelfMsg
cannotPutBehindMsg
cannotPutInMsg
cannotPutInSelfMsg
cannotPutMsg
cannotPutOnMsg
cannotPutUnderMsg
cannotReadMsg
cannotRemoveMsg
cannotScrewMsg
cannotScrewWithMsg
cannotScrewWithSelfMsg
cannotSetMsg
cannotSetToMsg
cannotShowToMsg
cannotShowToSelfMsg
cannotSitInMsg
cannotSitOnMsg
cannotSmellMsg
cannotStandInMsg
cannotStandOnMsg
cannotTakeFromSelfMsg
cannotTakeMyContainerMsg
cannotTakeSelfMsg
cannotTalkToMsg
cannotTalkToSelfMsg
cannotTasteMsg
cannotThrowAtMsg
cannotThrowAtSelfMsg
cannotThrowMsg
cannotThrowToMsg
cannotThrowToSelfMsg
cannotTurnMsg
cannotTurnToMsg
cannotTurnWithMsg
cannotTurnWithSelfMsg
cannotTypeOnMsg
cannotUnfastenFromMsg
cannotUnfastenFromSelfMsg
cannotUnfastenMsg
cannotUnlockWithMsg
cannotUnlockWithSelfMsg
cannotUnplugFromMsg
cannotUnplugFromSelfMsg
cannotUnplugMsg
cannotUnscrewMsg
cannotUnscrewWithMsg
cannotUnscrewWithSelfMsg
cannotWearMsg
cannotWriteOnMsg
canPlugIntoMe
canPourIntoMe
canPourOntoMe
canPullTravel
canPushTravel
canPutBehindMe
canPutInMe
canPutUnderMe
canReachIn
canReachOut
canScrewWithMe
canSeeIn
canSeeOut
canSetMeTo
canSitInMe
canSitOnMe
canSmellIn
canSmellOut
canStandInMe
canStandOnMe
canSupply
canThrowAtMe
canTurnMeTo
canTurnWithMe
canTypeOnMe
canUnfastenFromMe
canUnlockWithMe
canUnplugFromMe
canUnscrewWithMe
canWriteOnMe
checkAttackMsg
checkFeelMsg
checkKissMsg
circularlyInMsg
collectiveGroups
contents
contentsListedInExamine
contentsListedInLook
contentsListedInSearch
currentInterlocutor
curSetting
darkName
decorationActions
decorationActions
defaultPosture
desc
directlyHeld
directlyIn
directlyWorn
distinguishByContents
dontNeedCleaningObjMsg
dropItemsBehind
dropItemsUnder
dropLocation
enclosing
examined
examineListed
examineLister
exitLocation
extContents
familiar
feelDesc
findHiddenDest
fluidName
futileToAttackMsg
futileToKissMsg
getBulkHiddenBehind
getBulkHiddenIn
getBulkHiddenUnder
getFacets
getOutermostRoom
getOutToJump
getWeightHiddenBehind
getWeightHiddenIn
getWeightHiddenUnder
globalParamName
groupOrder
hearNothingMsg
hiddenBehind
hiddenIn
hiddenUnder
illuminationThreshold
inDarkDesc
indirectLockableMsg
initSpecialDesc
intContents
interiorDesc
inventoryListed
isAttachable
isBoardable
isBreakable
isBurnable
isClean
isCleanable
isClimbable
isCloseable
isConsultable
isCuttable
isDecoration
isDetachable
isDiggable
isDoffable
isDrinkable
isDroppable
isEdible
isEnterable
isExtinguishable
isFastenable
isFastened
isFeelable
isFlippable
isFollowable
isHidden
isInitialPlayerChar
isKissable
isLightable
isListed
isLit
isLocked
isMoveable
isOn
isOpen
isOpenable
isPlayerChar
isPlugable
isPourable
isProminentNoise
isProminentSmell
isPullable
isPushable
isReadable
isRemoveable
isScrewable
isSettable
isSmellable
isSwitchable
isTakeable
isTasteable
isThrowable
isTransparent
isTurnable
isUnfastenable
isUnplugable
isUnscrewable
isVehicle
isWearable
keyDoesntWorkMsg
keyList
keyNotNeededMsg
known
knownKeyList
knownProp
lastSeenAt
lieOnScore
lightSources
listableContents
listenDesc
listenDescWithoutSource
listenDescWithSource
listOrder
listWith
location
lockability
lockedMsg
lookBehindMsg
lookInMsg
lookListed
lookThroughMsg
lookUnderMsg
markInventoryAsSeen
matchPullOnly
matchPushOnly
maxBulkHiddenBehind
maxBulkHiddenIn
maxBulkHiddenUnder
maxSingleBulk
maxSingleWeight
maxWeightHiddenBehind
maxWeightHiddenIn
maxWeightHiddenUnder
mentioned
moved
movedTo
moveNoEffectMsg
mustBeCleanedWith
myInventoryLister
myLookBehindLister
myLookInLister
myLookUnderLister
myOpeningContentsLister
myWornLister
needsCleaning
noLongerTalkingToAnyoneMsg
nominalContents
noNeedToCleanMsg
notFastenedMsg
notHoldingMsg
notImportantMsg
notInMsg
notLitMsg
notLockableMsg
notLockedMsg
notSwitchableMsg
notTalkingToAnyoneMsg
notWornMsg
objInPrep
objIntoPrep
okayCleanMsg
okayGetOutOfMsg
okayLieInMsg
okayLieOnMsg
okayLockMsg
okayOpenMsg
okayPushIntoMsg
okayPushOutOfMsg
okaySetMsg
okaySitInMsg
okaySitOnMsg
okayStandInMsg
okayStandOnMsg
okayUnlockMsg
opacity
opened
openStatusReportable
owner
paraBrksBtwnSubcontents
partOfYouMsg
posture
preCondActor
pullNoEffectMsg
pushNoEffectMsg
readDesc
recognizableInDark
remapActor
remapBehind
remapIn
remapOn
remapProps
remapUnder
roomContentsLister
roomPart
roomPartDesc
roomSubContentsLister
roomTitle
searchListed
seen
seenProp
shouldBeBroken
shouldNotBreakMsg
shouldNotPourIntoMsg
shouldNotPourOntoMsg
sightSize
sitOnScore
smellDesc
smellDescWithoutSource
smellDescWithSource
smellNothingMsg
smellObj
smellSize
soundObj
soundSize
specialDesc
specialDescListWith
specialDescOrder
stagingLocation
standOnScore
tasteDesc
throwFallsShortMsg
tooDarkToReadMsg
tooDarkToSeeMsg
tooFarAwayToHearMsg
tooFarAwayToReadMsg
tooFarAwayToSeeDetailMsg
tooFarAwayToSmellMsg
totalWeight
turnLastExamined
turnLastMoved
turnLastMovedInto
turnNoEffectMsg
useInitSpecialDesc
useKey_
useSpecialDesc
viaMode
visibleInDark
vocabLikelihood
weight
weightCapacity
withKeyMsg
wornBy
Inherited from Mentionable
:
ambiguouslyPlural
disambigGroup
disambigMatchPhrases
disambigName
disambigOrder
isHer
isHim
isIt
massNoun
matchPhrases
matchPhrasesExclude
name
person
plural
proper
qualified
states
vocab
vocabWords
Inherited from LMentionable
:
acronymPluralPat
alphaCharPat
aName
apostPluralPat
apostSPat
deannotatePat
dictComp
dummyName
elevenEighteenPat
emptyVocabWords
esPluralPat
firstWordPat
heName
herName
hersName
himName
iesPluralPat
irregularPlurals
lastWordPat
leadingTagOrQuotePat
menPluralPat
objInName
objIntoName
objName
objOutOfName
oneLetterAnWordPat
oneLetterWordPat
ownerNamed
pluralPat
posPat
possAdj
possEnding
possNoun
prepList
prepPhrasePat
prepWordPat
pronounMap
properNamePat
properPat
reflexiveName
specialAOrAn
tagOrQuotePat
thatName
thatObjName
theName
theObjName
trimPat
truncationLength
weakWordPat
Summary of Methods
activatePendingAgenda
actorAfterAction
actorAfterTravel
actorArrivingTurn
actorBeforeAction
actorBeforeTravel
actorCanEndConversation
actorRemoteSpecialDesc
actorSay
actorSayHello
actorSpecialDesc
addPendingKey
addToAllAgendas
addToBothAgendas
addToCurAgendas
addToPendingAgenda
afterAction
afterTravel
allowImplicitSay
allowOtherActorToTake
arouse
arrivingTurn
beforeAction
beforeTravel
canCatchThrown
canEndConversation
cannotTakeFromActorMsg
condSay
convAgendaReady
curNodeIdx
curNodeKey
curNodeObj
dobjFor(AskAbout)
dobjFor(AskFor)
dobjFor(Attack)
dobjFor(AttackWith)
dobjFor(Feel)
dobjFor(Follow)
dobjFor(Kiss)
dobjFor(QueryAbout)
dobjFor(SayTo)
dobjFor(TalkAbout)
dobjFor(TalkTo)
dobjFor(TellAbout)
endConversation
findBestResponse
followDaemon
followFuse
getActor
getBestMatch
handleCommand
handleTopic
informedAbout
initiateTopic
iobjFor(GiveTo)
iobjFor(ShowTo)
iobjFor(ThrowTo)
makeActivated
makeDeactivated
manageKeys
nilResponse
noteConversed
notifyRemove
remoteSpecialDesc
removeFromAllAgendas
removeFromBothAgendas
removeFromCurAgendas
removeFromPendingAgenda
sayActorArriving
sayActorCatches
sayActorDeparting
sayActorDropsCatch
sayActorFollowing
sayActorFollowingMe
sayArriving
sayDeparting
sayFollowing
sayGoodbye
sayHeadAfterActor
sayHello
setFollowMeFuse
setInformed
setState
showSuggestions
specialDesc
startFollowing
stopFollowing
takeTurn
travelVia
Inherited from EndConvBlocker
:
blockEndConv
Inherited from AgendaManager
:
addToAgenda
executeAgenda
removeFromAgenda
Inherited from ActorTopicDatabase
:
listableTopics
Inherited from TopicDatabase
:
addTopic
Inherited from Thing
:
abcName
accumulateBrightness
accumulatedBrightnessWithin
actionMoveInto
actorAction
addToAllContents
addToContents
allContents
allowReachOut
aobjFor
beforeMovePushable
brightnessWithin
byRoom
canHear
cannotPushTravelMsg
cannotReachOutMsg
canReach
canSee
canSmell
canTalkTo
checkDisplay
checkInsert
checkPushTravel
checkReach
checkReachIn
checkRemove
checkRoomToHold
checkSetting
childLocType
commonContainingParent
commonInteriorParent
containerPath
containerPathBlock
darkDesc
describeMovePushable
describePushTravel
directChildParent
discover
display
displayAlt
dobjFor(Attach)
dobjFor(AttachTo)
dobjFor(Board)
dobjFor(Break)
dobjFor(Burn)
dobjFor(BurnWith)
dobjFor(Clean)
dobjFor(CleanWith)
dobjFor(Climb)
dobjFor(ClimbDown)
dobjFor(ClimbUp)
dobjFor(Close)
dobjFor(ConsultAbout)
dobjFor(Cut)
dobjFor(CutWith)
dobjFor(Default)
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(Flip)
dobjFor(GetOff)
dobjFor(GetOutOf)
dobjFor(GiveTo)
dobjFor(GiveToImplicit)
dobjFor(GoAlong)
dobjFor(GoNear)
dobjFor(GoThrough)
dobjFor(GoTo)
dobjFor(JumpOff)
dobjFor(JumpOver)
dobjFor(LieIn)
dobjFor(LieOn)
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(Purloin)
dobjFor(Push)
dobjFor(PushTravelClimbDown)
dobjFor(PushTravelClimbUp)
dobjFor(PushTravelDir)
dobjFor(PushTravelEnter)
dobjFor(PushTravelGetOutOf)
dobjFor(PushTravelThrough)
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(ShowToImplicit)
dobjFor(SitIn)
dobjFor(SitOn)
dobjFor(SitOn)
dobjFor(SmellSomething)
dobjFor(StandIn)
dobjFor(StandOn)
dobjFor(StandOn)
dobjFor(Strike)
dobjFor(SwitchOff)
dobjFor(SwitchOn)
dobjFor(SwitchVague)
dobjFor(Take)
dobjFor(TakeFrom)
dobjFor(TakeFrom)
dobjFor(Taste)
dobjFor(Throw)
dobjFor(ThrowAt)
dobjFor(ThrowDir)
dobjFor(ThrowTo)
dobjFor(Turn)
dobjFor(TurnTo)
dobjFor(TurnWith)
dobjFor(TypeOn)
dobjFor(TypeOnVague)
dobjFor(Unfasten)
dobjFor(UnfastenFrom)
dobjFor(Unlock)
dobjFor(UnlockWith)
dobjFor(Unplug)
dobjFor(UnplugFrom)
dobjFor(Unscrew)
dobjFor(UnscrewWith)
dobjFor(Wear)
dobjFor(WriteOn)
doPushTravel
examineStatus
filterResolveList
findHidden
findPlausibleKey
firstContainerPathBlock
getBulkWithin
getCarriedBulk
getCarriedWeight
getStatuslineExitsHeight
getWeightWithin
hasSeen
hideFromAll
interiorParent
iobjFor(AttachTo)
iobjFor(AttackWith)
iobjFor(BurnWith)
iobjFor(CleanWith)
iobjFor(CutWith)
iobjFor(Default)
iobjFor(DetachFrom)
iobjFor(DigWith)
iobjFor(FastenTo)
iobjFor(LockWith)
iobjFor(MoveTo)
iobjFor(MoveWith)
iobjFor(PlugInto)
iobjFor(PourInto)
iobjFor(PourOnto)
iobjFor(PushTravelClimbDown)
iobjFor(PushTravelClimbUp)
iobjFor(PushTravelEnter)
iobjFor(PushTravelGetOutOf)
iobjFor(PushTravelThrough)
iobjFor(PutBehind)
iobjFor(PutIn)
iobjFor(PutOn)
iobjFor(PutUnder)
iobjFor(ScrewWith)
iobjFor(TakeFrom)
iobjFor(ThrowAt)
iobjFor(TurnWith)
iobjFor(UnfastenFrom)
iobjFor(UnlockWith)
iobjFor(UnplugFrom)
iobjFor(UnscrewWith)
isAudibleFrom
isChild
isDirectChild
isDirectlyHeldBy
isDirectlyIn
isDirectlyWornBy
isHeldBy
isIlluminated
isIn
isInterior
isOrIsIn
isOutside
isReadableFrom
isSmellableFrom
isThereALightSourceIn
isVisibleFrom
isWornBy
knowsAbout
listableContentsOf
listContents
listenDesc
listRemoteContents
listSubcontentsOf
litWithin
locationWhich
locType
lookAroundWithin
makeCleaned
makeFastened
makeLit
makeLocked
makeMovedTo
makeOn
makeOpen
makeSetting
makeWorn
moveHidden
moveInto
moveMLIntoAdd
moveMLOutOf
nestedLoc
nominalOwner
noteSeen
notifyEvent
notifyInsert
notifySightEvent
notifySmellEvent
notifySoundEvent
notionalContents
outermostParent
outermostVisibleParent
ownedBy
preinitThing
pushTravelRevealItems
reachBlockedMsg
remoteBrightness
remoteInitSpecialDesc
remoteObjInName
removeFromContents
revealOnMove
roomHeadline
roomSubhead
sayCantBearMoreWeight
sayDontKnowHowToGetThere
sayDontKnowHowToReach
sayFindHidden
sayPushTravel
sayTooHeavy
sayTooHeavyToHide
scoreObject
setHasSeen
setKnown
setKnowsAbout
setSeen
shinesOut
showConnectedMiscContents
showFirstConnectedSpecials
showRemoteSpecialDesc
showSecondConnectedSpecials
showSpecialDesc
showStatuslineExits
smellDesc
statusName
totalBulkIn
totalWeightIn
traceContainerPath
tryCheck
tryMakingPosture
unmention
unmentionRemoteContents
verifyActor
verifyEnterPosture
verifyPushTravel
wouldBeLitFor
Inherited from ReplaceRedirector
:
redirect
Inherited from Redirector
:
doInstead
doNested
doOtherAction
Inherited from Mentionable
:
construct
matchName
matchNameCommon
matchNameDisambig
phraseMatchName
simpleMatchName
Inherited from LMentionable
:
addDictWord
addVocab
addVocabWord
aNameFrom
aNameFromPoss
classInit
contify
distinguishedName
ifPronoun
inheritVocab
initVocab
initVocabWord
locify
matchPronoun
pluralNameFrom
pluralWordFrom
possessify
pronoun
removeVocabWord
replaceVocab
theNameFrom
theNameIs
Properties
active
This definition is needed for the TopicGroup implementation, and should not normally be overridden in user game code. It allows TopicEntries and TopicGroups to determine their own active status by reference to that of their immediate location.
activeKeys
If this list is not empty then the choice of topic entries to match will be restricted to those whose convKeys property includes at least one of the key values in this list.
actorInformOverheard
Should other actors who can notionally hear the PC talking to us overhear when information is imparted to us when our current ActorState is nil? By default they should.
actorStaysPutMsg
The message to display when this actor doesn’t go anywhere when the player character tries to follow this actor.
allNodes
A list of all ConvNodes associated with this actor. This is a list of two element lists of the form [node-name, node-obj] where node-name is the convKeys property of the node and node is the associated object.
allStates
A list of all the ActorStates associated with this Actor; this is populated by the preinitialization of the individual ActorStates.
alreadyTalkingMsg
no description available
attackResponseMsg
The message to display if attacking goes ahead but no HitTopics have been defined.
attentionSpan
The maximum value that our boredomCount can reach before we terminate a conversation through ‘boredom’, because we’ve given up waiting for the player character to say anything. A value of nil (the default) meanns that we never terminate a conversation for this reason.
autoImplicitSay
Flag, do we want the allowImplicitSay() method to rule out the interpretation of commands as implicit Say commands if there are no available SayTopics for this actor? By default we do, but game code may wish to override this if the results of handling player input in this manner are felt to be inconsistent. If autoImplicitSay is set to nil then allowImplicitSay() will simply return the value of enableImplicitSay.
boredomAgendaItem
our special “boredom” agenda item - this makes us initiate an end to an active conversation when the PC has ignored us for a given number of consecutive turns
boredomCount
The count of how many turns have passed during which no conversation has actually taken place when we’re the player charater’s current interlocutor. This can be used to terminate the conversation through ‘boredom’ if the boredomCount exceeds our attention span.
cannotAttackMsg
OVERRIDDEN
The message to display if isAttackable is nil
cannotKissMsg
OVERRIDDEN
The message to display if isKissable is nil
cannotTakeMsg
OVERRIDDEN
The message to display when someone tries to take this actor.
canTalkToMe
OVERRIDDEN
In general we can talk to actors
cantFollowFromHereMsg
no description available
canThrowToMe
OVERRIDDEN
Unlike inaminate objects, actors can be the logical target of a ThrowTo action
cantStartFromHereMsg
no description available
contentsListed
OVERRIDDEN
We don’t normally list the contents of an Actor when Looking or Examining.
contType
OVERRIDDEN
The (portable) contents of an actor are regarded as being carried.
conversedLastTurn
Did this actor converse with the player character on the previous turn? He/she/it did so if our last conversation time is one less than the game’s current turn count.
conversedThisTurn
Has this actor conversed with the player character on the current turn? He/she/it has done so if our last conversation time is the same as the game’s turn count.
convKeyTab
A Lookup Table holding conversation keys. Entries in this list take the form tag -> list of TopicEntries that match this tag (e.g. the key is a convKey tag, expressed as a single-quoted string, and the value is a list containing TopicEntries whose convKeys property contains that tag).
curState
Our current ActorState. This should normally be treated as a read-only property; to change the current ActorState of an actor call the setState() method.
defaultCountsAsSay
Do we want a DefaultTopic to count as a SayTopic for the purpose of deciding whether to allow otherwise not understood commands being interpreted as implicit SAY commands? By default we don’t, since that’s most likely to be what game authors who don’t explicitly define SayTopics (or DefaultSayTopics) intend, but game code can override this, either on individual actors or on the Actor class.
defaultSayResponse
no description available
dontKnowWhereGoneMsg
no description available
enableImplicitSay
User modifiable flag for use with the allowImplicitSay() method. Do we ever want to allow implicit SAY commands for this actor? By default we do allow this (true), since this has been the default library behaviour up until now, but game authors can change this either on individual Actors or by modifying the Actor class.
fDaemon
Store the id of the daemon being used to make us follow the player char. We can check whether this actor is currently following or not by testing whether or not this is nil.
followActorMsg
Otherwise, let the connector handle it.
followAgendaItem
Our currently executing FollowAgendaItem, if we have one.
followFuseID
A note of our current following fuse, if we have one; this is used by FollowAgendaItem to check whether the player character is ready to follow us.
informedNameTab
Our look up table for things we’ve been informed about
informOverheard
Should other actors who can notionally hear the PC talking to us overhear when information is imparted to us? I.e. should their setInform() methods be called too? If we have a curState we use its setting, otherwise we use the value of actorInformOverheard.
isAttackable
OVERRIDDEN
By default it’s normally possible to attack an actor, even if we don’t want to allow it. Game code might want to override this to nil for actors it’s obviously futile to try attacking, such as ghosts, gods and giants.
isFixed
OVERRIDDEN
By default actors can’t be picked up and carried around by other actors (though game authors can override this if they need to create a portable actor).
keepPendingKeys
If keepPendingKeys is set to true (normally by a <.convstay> tag) then retain the pending conversation keys (and hence the active ones) for the next conversational turn.
keysManaged
Flag; has the active/pending key management already been carried out on this turn?
kissRank
OVERRIDDEN
An Actor is a more likely target of a KISS action than is an animate object.
kissResponseMsg
The default response of the actor to an attempt to kiss him/her/it where this is not handled anywhere else, but allowKiss is true.
lastConvTime
The last turn on which this actor conversed with the player character. We start out with a value of -1 to mean that we haven’t conversed at all.
lastTravelInfo
If the player character has seen this actor travel then lastTravelInfo contains a two-element list comprising the room the actor was seen travelling from and the connector by which the actor was seen travelling.
Note that if you move an actor by authorial fiat using moveInto() (say)
when the player character can see the actor, you might want to update
lastTravelInfo manually to ensure that any subsequent FOLLOW command
still works properly, e.g.: *.
“Bob storms out through the front door, slamming it behind him. “;
bob.moveInto(nil);
bob.lastTravelInfo = [hall, frontDoor]; *. (If instead of or before
bob.moveInto(nil) you had written frontDoor.travelVia(bob), this
wouldn’t be necessary, since it would be handled for you by
frontDoor.travelVia()).
noGoodbyeResponseMsg
no description available
noHelloResponseMsg
The message to display when someone says hello to this actor but there’s no accessible HelloTopic defined.
noResponseMsg
The default response of the actor to a conversational command that is not handled anywhere else.
notificationOrder
This property can be used by extensions or game code that wants to notify actors in some order of priority.
ownsContents
OVERRIDDEN
An actor generally owns its contents
pcArrivalTurn
The turn on which the player character last arrived in our location
pcConnector
The Travel Connector just traversed by the player character
pcDefaultSayQuip
no description available
pcJustArrived
Flag – has the player character just arrived?
pendingAgendaList
A list of agenda items to be added to our agenda at some later point. The main purpose is to allow game code to set up a list of AgendaItems (typically ConvAgendaItems) that become part of the actor’s current agenda when conversation is initiated via a HelloTopic.
pendingKeys
a list of the keys to be copied into the activeKeys property for use in the next conversational turn. These are normally added by game code via <.convnode> tags and the like in conversational output.
physicalTopicObjs
List of objects corresponding to non-conversation TopicEntry types for which an ActorState’s noResponseMsg should not be used. We separate this lost out here to allow game code to add other game-specific types (e.g. hugTopicObj if the game implements a Hug Action and a HugTopic).
refuseCommandMsg
The default message to use in response to a command directed to this actor that is not handled in any other way.
specialDescBeforeContents
OVERRIDDEN
We normally list any actors after the miscellaneous contents of a room
stateDesc
OVERRIDDEN
Our state-specific description, which is appended to our desc to give our full description. By default we simply take this from our current ActorState.
suggestionKey
If this is non-nil then a TOPICS command will use it to restrict the topics suggested to those with this key in their convKeys property. This could be used, for example, to provide a top-level ‘menu’ of topics when the full list would otherwise be overwhelming.
touchResponseMsg
no description available
waitToSeeMsg
no description available
Methods
activatePendingAgenda ( )
Make our pending agenda items acting by moving them all from our pendingAgendaList to all our actual agenda lists (on the actor and on all our DefaultAgendaItems).
actorAfterAction ( )
Give this actor a chance to respond just after an action prior to any response from its current actor state. By default we do nothing, but game code can easily override this without any risk of breaking the state-dependent afterAction mechanism.
actorAfterTravel (traveler, connector)
Give this actor a chance to react just after another actor travels in addition to any reaction from its current actor state. By default we do nothing, but game code can easily override this without any risk of breaking the state-dependent afterTravel mechanism.
actorArrivingTurn ( )
This method is executed when this actor has just followed the player character to a new location and there is no current ActorState. By default we do nothing.
actorBeforeAction ( )
Give this actor a chance to respond just before an action prior to any response from its current actor state. By default we do nothing, but game code can easily override this without any risk of breaking the state-dependent beforeAction mechanism.
actorBeforeTravel (traveler, connector)
Give this actor a chance to react just before another actor travels in addition to any reaction from its current actor state. By default we do nothing, but game code can easily override this without any risk of breaking the state-dependent beforeTravel mechanism.
actorCanEndConversation (reason)
A state-independent check on whether this actor will allow the current conversation to end on account of reason. By default we simply return true to allow the conversation to end, but game code can override this to return nil to disallow the ending of the conversation (presumably under specific conditions).
actorRemoteSpecialDesc (pov)
The remoteSpecialDesc to use if we don’t have a current ActorState (i.e. if curState is nil). By default we say the actor is in the remote location.
actorSay (str)
This method can be called on the actor when we want to display the text of one or both sides of a conversational exchange with the actor without going through the TopicEntry mechanism to do so.
actorSayHello ( )
Have the actor greet the player character on the actor’s initiative
actorSpecialDesc ( )
The specialDesc to use if we don’t have a current ActorState By default we just display a message saying the actor is here or that the actor is in a nested room.
addPendingKey (val)
Add a convkey value to our pending keys list (for use as an active key
addToAllAgendas ([lst])
Add an agenda item both to myself and to any DefaultAgendaTopics either directly in me or in any of my Actor States
addToBothAgendas ([lst])
Add an agenda item to both myself and any DefaultAgendaTopic directly within me.
addToCurAgendas ([lst])
Add an agenda item to myself and to any DefaultAgendaTopios directly in me or in my current ActorState.
addToPendingAgenda ([lst])
Add an item to our pending agenda list
afterAction ( )
OVERRIDDEN
Notification that an action has just been carried out in our presence
afterTravel (traveler, connector)
OVERRIDDEN
Notification that travel has just taken place in our presence (usually because an actor has just arrived in our location)
allowImplicitSay ( )
Do we want an otherwise not understood input (such as “You’re crazy”) treated as an implicit SAY command (e.g., treated as SAY YOU’RE CRAZY) when the player character is in conversatiom with this Actor? Return true if so or nil otherwise.
allowOtherActorToTake (obj)
Is another actor allowed to take obj from our inventory? By default we return nil to disallow it for all objects.
arouse (key)
Set the curiosityAroused flag to true for all topic entries with this convKey. This allows topics to be suggested when and only when the player character has some reason to be curious about them, even though they were actually available before.
arrivingTurn ( )
This method is executed when this actor has just followed the player character to a new location.
beforeAction ( )
OVERRIDDEN
Notification that an action is about to be carried out in our presence
beforeTravel (traveler, connector)
OVERRIDDEN
Notification that something else is about to travel. By default we defer to out actor state, if we have one, but we also give the actor object a chance to respond.
canCatchThrown (obj)
We’ll assume that actors can catch anything thrown at them by default, but game code may wish to override this assumption.
canEndConversation (reason)
Is the actor willing for this conversation to be ended? We first check the current actor state (if any) and then the actor object. If either raises an object it should display a message saying what the objection is (and then return nil). By default we simply return true, allowing the conversation to end.
cannotTakeFromActorMsg (obj)
Return a message saying that the actor cannot take obj from our inventory.
condSay (str)
Conditionally use actorSay() or say() to output str depending on whether str appears to be something the actor says or simply a non-verbal response (or lack of response). If str contains quote marks or the sequence @@ we’ll assume it’s something the actor says (and strip out the @@ that would simply be there to mark str as something the actor says, perhaps reported in indirect speech.
convAgendaReady (other)
Is this actor ready to invoke a ConvAgendaItem? We’re ready if we haven’t conversed this term and we can speak to the other actor and we’re not at a conversation node. This method is used by the isReady property of ConvAgendaItem (to save it having to make three separate calls to getActor).
curNodeIdx ( )
Service method used by curNodeKey() and curNodeObj() to identify the current ConvNode object, if there is one.
curNodeKey ( )
The string name of our current convNode, if we have one.
curNodeObj ( )
The object representing our current convNode, if we have one.
dobjFor(AskAbout)
OVERRIDDEN
no description available
dobjFor(AskFor)
OVERRIDDEN
no description available
dobjFor(Attack)
OVERRIDDEN
no description available
dobjFor(AttackWith)
OVERRIDDEN
no description available
dobjFor(Feel)
OVERRIDDEN
no description available
dobjFor(Follow)
OVERRIDDEN
no description available
dobjFor(Kiss)
OVERRIDDEN
no description available
dobjFor(QueryAbout)
OVERRIDDEN
no description available
dobjFor(SayTo)
OVERRIDDEN
no description available
dobjFor(TalkAbout)
OVERRIDDEN
no description available
dobjFor(TalkTo)
OVERRIDDEN
no description available
dobjFor(TellAbout)
OVERRIDDEN
no description available
endConversation (reason)
Terminate a conversation that’s currently going on between this actor and the player character. The reason parameter is the reason for ending the conversation and can be one of endConvBye (the player character has just said goodbye), endConvTravel (the player character is leaving the location), endConvBoredom (this actor has become bored with waiting for the player character to say anything) or endConvActor (this actor wishes to terminate the conversation for some other reason of its own).
findBestResponse (prop, topic)
Find the best response to use for a conversational command directed to this actor. prop would normally be a property pointer for the property containing the appropriate list or lists of Topic Entries to test, and topic is the Topic object we’re trying to match.
followDaemon ( )
Mechanism to allow this actor to follow the player char. We do this rather simplistically by checking whether the player char is still in our location and moving us to the player char’s location if s/he is not on the assumption that if the player char can get there in one turn, so can we. On arriving in the player char’s new location we announce that we’ve just followed the player char and then run the arrivingTurn method on our current actor state (if we have one).
followFuse ( )
This method is executed right at the end of a turn on which the player has issued a command to follow this actor, and carries out the travel to follow this actor if the actor has traveled.
getActor ( )
We supply a getActor method that returns self so that objects such as TopicEntries that may be located either directly or indirectly in us can get at their associated actor by simply calling getActor on their immediate location; at some point such a chain of calls to location.getActor will end here.
getBestMatch (prop, requestedList)
OVERRIDDEN
Find the best response to the topic produced by the player’s command. prop is the xxxTopics list property we’ll use to search for a matching TopicEntry. We first search the current ActorState for a match and then, only if we fail to find one, we search TopicEntries directly located in the actor. First priority, however, is given to TopicEntries whose convKeys match this actor’s currentKeys (they match if the two lists have at least one element in common).
handleCommand (action)
OVERRIDDEN
Handle a command (e.g. BOB, JUMP) directed at this actor.
handleTopic (prop, topic, defaultProp, =, &, noResponseMsg)
Handle a conversational command where prop is a pointer to the property containing the appropriate list of TopicEntries to search (e.g. &askTopics), topic is the list of Topics to match, and defaultProp is pointer to the property to invoke if we can’t find a match.
informedAbout (tag)
Determine whether this actor has been informed about tag. We return true if there is a corresponding non-nil entry in our informedNameTab
initiateTopic (top)
OVERRIDDEN
Respond to an InitiateTopic triggered on this actor with top as the matching object
iobjFor(GiveTo)
OVERRIDDEN
no description available
iobjFor(ShowTo)
OVERRIDDEN
no description available
iobjFor(ThrowTo)
OVERRIDDEN
no description available
makeActivated (key)
Set the activated flag to true for all topic entries with this convKey.
makeDeactivated (key)
Set the activated flag to nil for all topic entries with this convKey.
manageKeys ( )
Move pending keys to active keys and clear pending keys if need be. We call this out as a separate method to allow it to be directly called from elsewhere.
nilResponse ( )
Do nothing if we can’t fine a suitable Hello or Bye Topic/
noteConversed ( )
Convenience method to note that conversation has occurred on this turn
notifyRemove (obj)
OVERRIDDEN
The notifyRemove() method is triggered when actionMoveInto() tries to move an object that’s located within this actor. By default we don’t allow it since it typically represents an attempt by the player character to take something from this actor’s inventory.
remoteSpecialDesc (pov)
OVERRIDDEN
The specialDesc of this actor when it is viewed from a remote location. If we have a current ActorState we use its remoteSpecialDesc, otherwise we use the actorRemoteSpecialDesc on the actor. Either way the pov parameter is the point of view object from which this actor is being viewed (normally the player char).
Note that this method is generally only relevant if the senseRegion module is used.
removeFromAllAgendas ([lst])
Remove an agenda Item both from this actor and from any associated DefaultAgendaTopics directly within this actor or in any of its ActorStates.
removeFromBothAgendas ([lst])
Remove an agenda Item both from this actor and from any associated DefaultAgendaTopics directly within this actor.
removeFromCurAgendas ([lst])
Remove an agenda item from myself and from any DefaultAgendaTopios directly in me or in my current ActorState.
removeFromPendingAgenda ([lst])
Remove one or more agenda items from our pending agenda
sayActorArriving (fromLoc)
Default message to display when the player character sees this actor arriving. We use a very plain-vanilla message here, since in practice game code will generally want to override this.
sayActorCatches (obj)
Display a message saying that this actor catches obj
sayActorDeparting (conn)
Method to display a message saying that this actor (normally an NPC visible to the player character) is departing via conn (a TravelConnector object, which may be a Room as well as a Door or other kind of connector). Note that the default behaviour of ActorState.sayDeparting is simply to call this method.
sayActorDropsCatch (obj)
Display a message saying that this actor failst to catch obj
sayActorFollowing (oldLoc, conn)
Display a message to say that we’ve just followed the player character to a new location from oldLoc. The library provides a default message but this can be overridded as desired.
sayActorFollowingMe (conn)
The message to display when another actor follows this one.
sayArriving (fromLoc)
The message to display when the player char sees this actor arriving after traveling from loc.
sayDeparting (conn)
Display a message describing this actor’s departure via conn. This looks a bit circuitous in that this method calls the corresponding method on the current ActorState, which by default calls our own sayActorDeparting() method, which in turn calls sayDeparting on the connector; the idea is to allow customization at any point with the connector’s sayDeparting() method simply providing a fallback to a colourless default. Note, however, that game code shouldn’t normally override the actor’s sayDeparting() method, but should instead intervene either on the ActorState or on the actor’s sayActorDeparting() method. Note also that the purpose of this method is to describe an NPC’s departure from the point of view of the player character, not to describe the player character’s movements.
sayFollowing (oldLoc, conn)
Display a message to say that we’ve just followed the player character to a new location from oldLoc.
sayGoodbye (reason, =, endConvBye)
Say goodbye to this actor (farewell from the player character). The optional reason parameter is the reason we’re saying goodbye, which defaults to endConvBye (i.e. the player character saying goodbye)
sayHeadAfterActor (conn)
reset the lastTravelInfo now that it’s been used and is no longer relevant.
sayHello ( )
Say hello to the actor (when the greetin is initiated by the player character)
setFollowMeFuse ( )
Set the fuse to enable travel later on the same turn if this actor travels in the meantime. This method is called when a FOLLOW command is issed with this actor as its direct object.
setInformed (tag)
Note that we’ve been informed of something, by adding it to our informedNameTab. Tag is an arbitrary single-quoted string value used to represent the information in question.
setState (stat)
Set our current ActorState to a new state (stat) or to no state at all (if the stat parameter is supplied as nil).
showSuggestions (explicit, =, true, tag, =, (, pendingKeys, =, =, ], suggestionKey, :, pendingKeys)
Show a list of topics the player character might want to discuss with this actor. The explicit flag is true if the player has explicitly requested the topic list via a TOPICS command. The tag parameter can be a single convKey tag or a list of convKey tags; if tag is nil or ‘all’ then we don’t restrict the suggestions by tag, otherwise we restrict the suggestions to those that match the tag (or one of the tags in the list of tags).
specialDesc ( )
Our specialDesc (used to describe us in room listing). By default we use our ActorState’s specialDesc if we have a current ActorState or else our actorSpecialDesc if our current ActorState is nil. But if there’s a current FollowAgendaItem we let it handle the specialDesc instead.
startFollowing ( )
Game code can call this method to instruct this actor to start following the player char round the map
stopFollowing ( )
Game code can call this method to instruct this actor to stop following the player char round the map.
takeTurn ( )
The takeTurn() method is called on every Actor every turn to carry out a number of housekeeping functions relating to the conversation and agenda item systems.
travelVia (conn, announceArrival, =, true)
OVERRIDDEN
Make this actor travel via the connector conn and report its departure. If announceArrival is true (the default) we also announce the actor’s arrival (if it’s visible to the player char).
To suppress the default arrival announcement altogether, supply the second optional parameter as nil. In some cases it may be easier to do this and supply your own custom arrival message after calling travelVia() than to juggle with the various sayArriving() methods.
Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1