version 2/080503 by Nate Cull
Section - Rulebooks
[This is where you put rules to generate plans. Sample rules for general situations are defined in 'Basic Plans'. You may need to use procedural rules to override basic rules with more specific ones for your game. IE, if there are particular objects that can only be obtained through solving a puzzle or manipulating a machine, you may need a specific plan for 'being-in' or 'being-touchable' for that object.]
Planning rules is a rulebook.
[This is where you put rules to test goals. Normally this would be a simple check against an I7 relation or property, and does not often need to be overridden.]
Planning-testing rules is a rulebook.
[This is where you put rules to execute actions. Normally this would be a simple call of 'try the planning actor trying <action>'. Then you would create 'report <actor> trying <action>' rules to have custom descriptions of what your particular actor is doing.]
Planning-acting rules is a rulebook.
[If the top-level goal tests as true, a 'success-action' action gets returned and this rulebook gets called. There is no more work for Planner to do, the actor has succeeded in their longest term goal. This might mean an actor needs to change their condition, or a scene change happens.]
Planning-success rules is a rulebook.
[If no action can be suggested toward the top-level goal, a 'no-action' action gets returned and this rulebook gets called. The actor is currently frustrated, blocked or baffled somehow. Generally this indicates that something the author didn't expect happened, and a new plan needs to be written to cover this situation.]
Planning-failure rules is a rulebook.
[If Planner returned an action, but when the actor tried to execute it (usually with 'trying...'), the I7 action failed. (Currently this condition happens if no 'Carry Out' rule ran.) This also generally indicates an incomplete set of plans, or an unexpected situation. ]
Planning-acting-failure rules is a rulebook.