Monday, March 11, 2019

Why continue?

Why continue?

So going back to my previous post, we see that the rule processing is as follows:

Rule processing diagram

Rule processing diagram

Now let's look at the after rule from my example story.

After going to The Employee Break Area:
    Now concealment of the player is none;
    Continue the action.

Here we are adding an additional rule to the built in action of going to. The going to action is a built in action that changes the room that the player is currently in.

Once the player successfully moves into a new room, the carry out rules in going to actually update the internal value that represents the players location and other variables. In addition any kind of "Actions" that happen when entering the room are triggered.

Once that's all completed any after rules are check to see if there is a match. IF there is, the after rule runs and the action is stopped. But we're already in the room, what possible action could be stopped? What is stopped is the report rule for the going to action which is where all of the say actions are located when moving into a new room. So basically you get no room description, your player has indeed moved into the room, but since we are stopping before the report rules, we'll get no room description.

Hence the reason we have Continue the action. within the after rule here. The instead and after stop the action should anything match, thus it is here we will use the Continue the action. commands the most. However, there might be times when we are in a rule that would continue but wish to stop the action from additional processing. For that we can use Stop the action. which will stop the action. Depending on how far we are in the processing, this might trigger an action to be marked as failing.

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Implementing Help in a Story