(Parsing) Ability to create commands that resolve to an action + specific object
To
quote the suggester:
Often a situation arises where I want to understand a form of player
input that doesn't match an existing grammar line, but I don't want to
have to define a whole new verb just to recognize that one command.
You can kludge around this like so:
Understand "turn stereo down" as a mistake ("[trystereoadjusting]").
To say trystereoadjusting: try setting the stereo to 2.
...but what's really needed is a companion to "Understand as a
mistake," that allows for understanding commands which actually do
produce actions in the game world.
Understand "turn stereo down" as a command (setting the stereo to 2).
[Silently substituting missing information needed.]
Understand "bare hands" as a command (attacking the dragon) when
dragon is visible. [Assuming the noun.]
Understand "set [an appliance] to [a number]" as a command (switching
on the the noun) when location is Kitchen. [Discarding the number in
the process as unnecessary.]
Understand "shout [some text] at [someone]" as a command (shouting).
[Where shouting has been defined as applying to nothing.]
We will probably alter the proposed
syntax since properly speaking it is understood as an action, not as a
command.
1 comment
-
Ron Newcomb
commented
I define this:
. . . To say try (act - an action) -- running on: (- RunParagraphOn(); meta = 0; {act}; RunParagraphOn(); -).
and use it like this:
. . . Understand "turn stereo down" as a mistake ("[try setting the stereo to 2]").
Though I'll admit I frequently have line break issues with it.