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.