TravelActionclass
A TravelAction is one that moves (or at least tries to move) the player character from one place to another via a command like GO NORTH, or EAST.
class
TravelAction
:
Action
Superclass Tree (in declaration order)
TravelAction
Action
ReplaceRedirector
Redirector
` object`
Subclass Tree
(none)
Global Objects
Go
GoIn
GoOut
KeepGoing
Travel
Summary of Properties
baseActionClass
canUndo
direction
predefinedDirection
Inherited from Action
:
actionFailed
advanceOnFailure
againRepeatsParse
allowAll
extraMessageParams
failCheckMsg
failedActionCountsAsTurn
implicitTimeTaken
includeInUndo
isConversational
isImplicit
isRepeatable
oldRoom
parentAction
parentAllowAll
preCond
redirectParent
reportImplicitActions
scopeList
spellingPriority
synthParamID
timeTaken
turnsTaken
unhides
verifyObj
wasIlluminated
Summary of Methods
Inherited from Action
:
acknowledgeNotifyStatus
addExtraScopeItems
addImplicitTime
advanceTime
afterAction
announceObject
beforeAction
buildImplicitActionAnnouncement
buildScopeList
checkAction
checkActionPreconditions
commandNotPresent
exec
execGroup
getAll
getAllUnhidden
getMessageParam
implicitAnnouncement
reportAction
scoreObjects
setMessageParam
setMessageParams
spPrefix
spSuffix
synthMessageParam
turnSequence
verify
verifyObjRole
wrapObjectsNP
Inherited from ReplaceRedirector
:
redirect
Inherited from Redirector
:
doInstead
doNested
doOtherAction
Properties
baseActionClass
no description available
canUndo
It’s generally possible to undo a travel command.
direction
The direction the actor wants to travel in. This is placed here by the execCycle method and takes the form of A Direction object, e.g. northDir.
predefinedDirection
Does this TravelAction already define a set direction on its direction property (so we don’t need to look to what direction object the command refers)?
Methods
doTravel ( )
Carry out travel in direction. For this purpose we first have to define what the corresponding direction property of the actor’s current location refers to. If it’s nil, no travel is possible, and we simply display a refusal message. If it’s an object we execute its travelVia() method for the current actor. If it’s a double-quoted string or a method we execute it and make a note of where the actor ends up, if the actor is the player character. If it’s a single-quoted string we display it.
Note that we only display the various messages announcing failure of travel if the actor is the player character. We presumably don’t want to see these messages as the result of NPCs trying to move around the map.
execAction (cmd)
OVERRIDDEN
Execute the travel command, first carrying out any implicit actions needed to facilitate travel
execCycle (cmd)
OVERRIDDEN
Use the inherited handling but first make a note of the direction the actor wants to travel in.
Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1