|Anonymous | Login | Signup for a new account||2018-03-19 19:12 PDT|
|Main | My View | View Issues | Change Log | Roadmap|
|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000292||Core Inform||Understanding||public||2010-09-16 08:51||2010-10-28 00:31|
|Target Version||Fixed in Version||6F95|
|Summary||0000292: "[something visible]" doesn't match on the turn after entering a room|
|Description||I've come up with a way to make it possible to examine objects just by typing their names.|
I've recently noticed that it fails immediately after entering a room, although
it works in the next turn. It goes something like this:
A Nice Room
This nice room is very nice. It has a nice book in it.
I didn't understand that sentence.
It is the nicest book in the Universe.
I now know there are other, simpler ways, to achieve this, but I've wrote it before I knew them and I got curious as to why it isn't working.
Ps.: I was unsure as to which category should I post this. Sorry about any trouble.
|Minimal Source Text To Reproduce|
Keyword is indexed text that varies. After reading a command: if the player's command matches "[something visible]": now keyword is the player's command; replace the player's command with "x [keyword]".
|Tags||No tags attached.|
|Effect||(serious/mild) Game compiles but misbehaves|
Victor Gijsbers (reporter)
I have tried to find out what is going on, but it seems the decisions here are made by parts of Inform 6 that are to me utterly obscure. The weird thing is that if you print out a list of visible things before the "after reading a command" rule runs, that list is already correct. So apparently, the parser has some other way to access a list of visible things; and this isn't working.
It looks like a bug to me, but perhaps there are deep Inform things involved that make matching commands to things rather than topics unreliable? If so, I think it should not compile.
Here is a somewhat more complete source text, including a testing command:
Keyword is indexed text that varies.
After reading a command:
if the player's command matches "[something visible]":
now keyword is the player's command;
say "Replacing [keyword]!";
replace the player's command with "x [keyword]".]
Church is a room. The player is in church.
Palace is north of Church.
An apple is in Church. A peach is in Palace.
Test me with "n / peach / peach".
Yes, the book is visible both times, but it doesn't seem to be in scope until the second try. It looks to me like actors_location isn't being set until after Inform has gone through the reading-a-command activity, so on the first try SearchScope is choosing objects from the wrong location.
|I have fixed this, but I tend to think that the "reading a command" activity runs at a time when actor-dependent parsing shouldn't be expected to work - since we don't yet know who the actor will be; it depends on the command, which hasn't yet been parsed.|
|2010-09-16 08:51||leandro ribeiro||New Issue|
|2010-09-16 09:56||Victor Gijsbers||Note Added: 0000554|
|2010-09-16 17:09||jmcgrew||Status||new => acknowledged|
|2010-09-16 17:09||jmcgrew||Category||Testing commands => Understanding|
|2010-09-16 17:09||jmcgrew||Summary||Entering a room "kills" some code => "[something visible]" doesn't match on the turn after entering a room|
|2010-09-17 11:29||EmacsUser||Note Added: 0000557|
|2010-09-17 11:29||EmacsUser||Status||acknowledged => confirmed|
|2010-10-03 17:04||graham||Note Added: 0000670|
|2010-10-03 17:04||graham||Status||confirmed => resolved|
|2010-10-03 17:04||graham||Resolution||open => fixed|
|2010-10-03 17:04||graham||Assigned To||=> graham|
|2010-10-25 21:14||jmcgrew||Fixed in Version||=> 6F95|
|2010-10-28 00:31||jmcgrew||Status||resolved => closed|
|Copyright © 2000 - 2010 MantisBT Group|