noExitobject
The noExit object can be used to block an exit that would otherwise be set as a reciprocal exit by Room.preinitThing(). This can be used to prevent this extension from creating symmetrical exits in cases where you don’t want them. E.g. if north from the smallCave leads to largeCave, but south from largeCave doesn’t lead anywhere (because the notional passage between the caves curves round, say), then you can set largeCave.south to noExit to prevent this extension from setting it to smallCave.
The noExit object is thus a TravelConnector that simulates the effect of a nil exit in situations where a nil value might get overwritten by this extension. [SYMCOMM EXTENSION]
noExit
:
TravelConnector
Superclass Tree (in declaration order)
noExit
TravelConnector
` object`
Summary of Properties
Inherited from TravelConnector
:
destination
isConnectorApparent
isOpen
PushTravelVia
suppressTravelDescForPushTravel
transmitsLight
travelBarriers
traversalTime
traversed
traversedBy
Summary of Methods
canTravelerPass
explainTravelBarrier
Inherited from TravelConnector
:
afterTravelNotifications
beforeTravelNotifications
checkPushTravel
checkTravelBarriers
dobjFor(GoThrough)
dobjFor(TravelVia)
execTravel
getDepartingDirection
getDestination
getTraveler
hasBeenTraversedBy
iobjFor(PushTravelThrough)
isConnectorVisible
isDestinationKnown
noteTraversal
sayActorFollowing
sayDeparting
sayNoDestination
travelDesc
travelVia
traversalMsg
traversalTimeFrom
Properties
isConnectorListed
OVERRIDDEN
Since we’re mimicking the absence of an exit, we don’t want to be listed as one.
Methods
canTravelerPass (actor)
OVERRIDDEN
We’re not a real exit, so no actor can pass through us.
explainTravelBarrier (actor)
OVERRIDDEN
In order to behave just as a nil exit would, we call the actor’s location’s cannotGoThatWay() method to explain why travel isn’t possible.
Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1