Problem-Solving Characters

version 2 by Ron Newcomb

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  • Chapter - Action Attempts and Reasons Why They Fail
    An attempt is a kind of object with printed name "[subjectless stored action]".
    An attempt has a stored action.
    An attempt can be untried, failed, partly successful, or successful.
    An attempt has a rule called the meddling check rule.
    An attempt is always proper-named.
    The specification of an attempt is "An action which has failed. Attempts record which Check rule prevented the action and whether the action could or should be re-attempted later. For a re-attempt to be successful, certain pre-requisites need to be 'fulfilled' (a relation) by other actions, so the same Check rule doesn't simply stop the action again."
    nothing as an attempt is an attempt.
    Fulfillment relates one attempt (called the cause) to various attempts.
    The verb to fulfill (it fulfills, they fulfill, it fulfilled, it is fulfilled, it is fulfilling) implies the reversed fulfillment relation.
    Planning relates one attempt (called the goals) to one person.
    The verb to plan (he plans, they plan, she planned, it is planned, he is planning) implies the reversed planning relation.
    Every person plans an attempt. [This one node has the "waiting" action and is just a dummy node that "top-level" plans all connect to, which simplifies code.]
    Definition: an attempt is hindered if (it is failed or it is untried) and there are untried attempts which fulfill it and there are no successful attempts which fulfill it.
    Definition: an attempt is moot if it is untried and (it fulfills an [already] successful attempt or it fulfills a partly successful attempt).
    Definition: an attempt is in the future if it is untried and it does not fulfill an [already] successful attempt.
    Definition: an attempt is in the present if it is hindered.
    Definition: an attempt is in the past if it is successful or it is partly successful or (it is failed and there are no untried attempts which fulfill it).
    Definition: an attempt is a could've been if it is moot.
    Definition: an attempt is top-level if someone plans the cause of it.
    Definition: a person (called the actor) is quiescent rather than busy if all attempts which [could possibly] fulfill the goals of the actor are in the past.
    The when hindered by rules are a rule based rulebook.
    The when hindered by rules have outcomes pretend it worked (success).
    The when hindered by rulebook has an object called the actor.
    First when hindered by (this is the set actor variable rule): now the actor is the person asked. [convenience for the game author]
    First when hindered by (this is the don't plan for the player rule): if the person asked is the player, do nothing instead.
    First after an actor doing something (this is the update plans on success rule):
        let this attempt be what the actor will do next;
        if the current action is the stored action of this attempt, now this attempt is successful;
        make no decision.
    First after not an actor doing something (this is the update plans on failure rule):
        let this attempt be what the actor will do next;
        if the current action is not the stored action of this attempt:
            now this attempt is nothing as an attempt;
        if a successful attempt (called the solution) fulfills this attempt:
            if the reason the action failed is not the meddling check rule of this attempt,
                now this attempt is partly successful;
        Follow the when hindered by rules for the reason the action failed;
        if the outcome of the rulebook is the pretend it worked outcome:
            now this attempt is successful;
        otherwise if no attempts fulfill this attempt:
            now this attempt is [definitely] failed;
        make no decision.