Always Dog and Not-Your-Person — 43 of 81

Currently Anonymous

Release 1

Book 2 - Complex Action Systems

Part 1 - Going Places

Understand the command "go" as something new.

Wandering to is an action applying to one thing.

Understand "go [any room]" as wandering to.

Understand "go to/toward [any room]" as wandering to.

Check wandering to:

let the checkroom be the location;

while the checkroom is not the noun:

let thataway be the best route from the checkroom to the noun, using doors;

DM "Checking [thataway] from [checkroom].";

let blocker be the door thataway from the checkroom;

if blocker is a door:

if the blocker is closed:

if the location of the player is not the checkroom:

now the noun is the checkroom;

move the player to the checkroom;

say "You need to go through [the blocker], but it's closed." instead;

let the checkroom be the room thataway from the checkroom;

if the player is not standing:

try standing;

if the player is not standing:

stop the action.

Carry out wandering to:

now the player is in the noun.

Compass-querying is an action applying to one thing.

Understand "go [direction]" as compass-querying.

Before going a direction:

if going down:

try lying down instead;

say "You are dog. Move from place to place by going there.[paragraph break][italic type](Example: GO EATING to go to the eating place, or GO MANY DOORS to go to the many doors place.[line break]You can also JUMP ON things, JUMP OFF things, and sometimes CHASE or FOLLOW things.)[roman type][line break]";

stop the action.

Understand "go [something]" as entering.