Command:
stores references for various parts of a command Basically, this is the object that gets passed back
and forth by objects (mainly actors?). Parsed tokens?
Seems to understand parts of speech in some way.
Used by objects to see what they should do.
When an object get's passed a command, it checks for various thing.
for example;
if cmd.verb == pubverbs.open:
self.isOpen = TRUE
cmd.Tell(You open <the dirobj>. )
pubverbs.open returns the name of open which is most likely open
and cmd.verb holds the string open, taken from the players input.
It is quite simple to use but very efficient.
dirobj is short for direct object
inobj is short for indirect object
all other objects are what they imply
- Command
- stores references for variarious parts of a command
Methods
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Clear
StuffString
Tell
__init__
__str__
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Clear
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Clear ( self )
clear all references
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StuffString
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StuffString (
self,
pStr,
pFor=None,
)
function to substitute references
used mainly in cmd.Tell of objects cmd.Tell("I'm a <dirobj>.") will end up printing:
I'm a shrubbery. If the dirobj in fact is a shrubbery.
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Tell
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Tell (
self,
pToActor='',
pToOthers='',
pToThird='',
pWhoIsThird=None,
)
The commands Tell Method:
usually called with cmd.Tell from objects
used by objects to tell us what happens to them for example:
cmd.Tell(self.succ,self.osucc)
will print self.succ to the actor and self.osucc to others in
room who are listening.
curious... only things which we can see, can see what we do.
rather much a childs point of view =)
will have to fix this
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__init__
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__init__ ( self )
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__str__
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__str__ ( self )
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