InConversationStateclass | actor.t[4967] |
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Throughout this implementation, we assume that we only care about conversations with a single character, specifically the player character. There's generally no good reason to fully model conversations between NPC's, since that kind of NPC activity is in most cases purely pre-scripted and thus requires no special state tracking. Since we generally only need to worry about tracking a conversation with the player character, we don't bother with the possibility that we're simultaneously in conversation with more than one other character.
class
InConversationState : ActorState
InConversationState
ActorState
TravelMessageHandler
object
ActorTopicDatabase
TopicDatabase
object
attentionSpan
nextState
previousState
Inherited from ActorState
:
autoSuggest
getImpliedConvState
isInitState
location
stateDesc
stateSuggestedTopics
Inherited from ActorTopicDatabase
:
askForTopics
askTopics
commandTopics
giveTopics
initiateTopics
miscTopics
showTopics
specialTopics
tellTopics
Inherited from TopicDatabase
:
limitSuggestions
suggestedTopics
topicGroupActive
topicGroupScoreAdjustment
activateState
deactivateState
defaultGreetingResponse
endConversation
handleConversation
takeTurn
Inherited from ActorState
:
afterAction
afterTravel
arrivingTurn
arrivingWithDesc
beforeAction
beforeTravel
construct
distantSpecialDesc
getActor
getNominalTraveler
getSuggestedTopicList
getTopicOwner
initializeActorState
justFollowed
notifyTopicResponse
obeyCommand
remoteSpecialDesc
showSpecialDescInContents
specialDesc
specialDescListWith
suggestTopicsFor
Inherited from TravelMessageHandler
:
sayArriving
sayArrivingDir
sayArrivingDownStairs
sayArrivingLocally
sayArrivingThroughPassage
sayArrivingUpStairs
sayArrivingViaPath
sayDeparting
sayDepartingDir
sayDepartingDownStairs
sayDepartingLocally
sayDepartingThroughPassage
sayDepartingUpStairs
sayDepartingViaPath
sayTravelingRemotely
Inherited from ActorTopicDatabase
:
initiateTopic
showTopicResponse
Inherited from TopicDatabase
:
addSuggestedTopic
addTopic
addTopicToList
compareVocabMatch
findTopicResponse
handleTopic
removeSuggestedTopic
removeTopic
removeTopicFromList
showSuggestedTopicList
attentionSpan | actor.t[4979] |
If the NPC's doesn't have a limited attention span, set this property to nil. This will prevent the NPC from ever disengaging of its own volition.
nextState | actor.t[4987] |
previousState | actor.t[5170] |
activateState (actor, oldState) OVERRIDDEN | actor.t[5118] |
deactivateState (actor, newState) OVERRIDDEN | actor.t[5152] |
defaultGreetingResponse (actor) | actor.t[5094] |
endConversation (actor, reason) OVERRIDDEN | actor.t[5005] |
This method is a convenience only; you aren't required to call this method to end the conversation, since you can simply switch to another actor state directly if you prefer. This method's main purpose is to display an appropriate message terminating the conversation while switching to the new state. If you want to display your own message directly from the code that's changing the state, there's no reason to call this.
This returns true if we wish to allow the conversation to end, nil if not.
handleConversation (otherActor, topic, convType) OVERRIDDEN | actor.t[5051] |
takeTurn ( ) OVERRIDDEN | actor.t[5105] |