Templates
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Since we shall be using templates extensively to define objects throughout this Guide, we had better start by explaining what they are and how they work.

If you have worked through Getting Started in TADS 3 or some similar introductory guide, you'll already have encountered templates. Templates are built into the TADS 3 language (in the sense that the language provides the facility to define and use them) and into the adv3 library (in the sense that the library defines a number of standard templates). This Tour Guide accordingly assumes that the use of templates is the standard TADS 3 coding style, and is to be encouraged. But first, what exactly is a template?

Put simply, a template is a means of defining an object in a more succinct form in order to save typing effort and produce less verbose code. On the principle that a couple of examples are a good deal easier to follow than several paragraphs of abstract, theoretical discussion, we'll explain this by showing how templates work with the most common kind of objects you're likely to define in a TADS 3 game: Rooms and Things.

We'll start with a room. If we defined a Room without using a template, we should have to assign every property we wanted assigned explicitly. Such a definition might look like:

entranceCave : Room 
   roomName = 'Entrance Cave' 
   destName = 'the entrance cave'
   desc = 
    "Compared with the narrow tunnel leading out to the north, this 
   rough-walled cave seems positively spacious. A red sign fixed to 
   one wall suggests that the narrow tunnel is the only way back out to
   the valley, while a blue sign next to it welcomes you to the cave.
   Directly under the signs a narrow ledge has been carved into the
   wall. There appear to be no other caves at this level, but a sturdy 
   steel ladder leads down through a large round hole in the floor. "

   north = entranceTunnel   
   out asExit(north)
;

Taking advantage of the Room template, the same definition could be coded as:

entranceCave : Room 'Entrance Cave' 'the entrance cave'
  "Compared with the narrow tunnel leading out to the north, this 
   rough-walled cave seems positively spacious. A red sign fixed to 
   one wall suggests that the narrow tunnel is the only way back out to
   the valley, while a blue sign next to it welcomes you to the cave.
   Directly under the signs a narrow ledge has been carved into the
   wall. There appear to be no other caves at this level, but a sturdy 
   steel ladder leads down through a large round hole in the floor. "

   north = entranceTunnel   
   out asExit(north)
;

These two definitions are entirely equivalent; both assign exactly the same values to the same properties.

So how does this work? The Room template is defined in the library as follows:

Room template 'roomName' 'destName'? 'name'? "desc"?;

This definition means that when defining an object of class Room (or one of its subclasses), if the class name is immediately followed by a single-quoted string, that string will be assigned to the roomName property; the next single-quoted string, if present, will be assigned to the destName property, the next to the name property, and a double-quoted string that comes at the end of this list will be assigned to the desc property. The question mark after an item in a template definition means that this element is optional and may be omitted.

Accordingly, the following definitions using the Room template are all legal:

entranceCave : Room 'Entrance Cave'
;

Which is equivalent to:

entranceCave : Room
   roomName = 'Entrance Cave'
;

Or

entranceCave : Room 'Entrance Cave'
  "Compared with the narrow tunnel..."
;

Which is equivalent to:

entranceCave : Room
   roomName = 'Entrance Cave'
   desc =  "Compared with the narrow tunnel..."
;

Or

entranceCave : Room 'Entrance Cave' 'the entrance cave'
;

Which is equivalent to:

entranceCave : Room
   roomName = 'Entrance Cave'
   destName = 'the entrance cave'
;

Or

entranceCave : Room 'Entrance Cave' 'the entrance cave' 'entrance cave'
;

Which is equivalent to:

entranceCave : Room
   roomName = 'Entrance Cave'
   destName = 'the entrance cave'
   name = 'entrance cave'
;




Note, however, that properties defined in the template must appear in the order shown, so that the following would not match the template:

entranceRoom "Compared with the narrow tunnel..." 'Entrance Cave";

entranceRoom 'Entrance Cave' "Compared with the narrow tunnel..." 'the entrance cave';

In practice, virtually all rooms will need to define a roomName and a description (and this is the point of the template, to allow the common properties of all rooms to be defined with the minimum of effort). So you will normally define rooms in one of two forms:

myRoom : Room 'My Room Name'
  "My room desc "
  /* other properties/methods */
;

or

myRoom : Room 'My Room Name' 'my room destName'
  "My room desc "
  /* other properties/methods */
;

Not only does this make defining rooms briefer, it also makes your code more readable, since the key properties (roomName, destName if defined, and desc) will always appear in the same relative location in the definition of a room, rather than at some possibly random location in a list of properties (for these key properties will seldom be the only properties you'll need to define on a room). Once you get used to the template, you can look at a room definition and see its roomName and description at once.

Note that a template defined for a class is also valid for all its subclasses. So the Room template we have just described can (and should) also be used for OutdoorRoom, DarkRoom and FloorlessRoom (and, indeed, for any specialized subclasses of Room you may define in your own game).

Now let's look at the definition of the Thing template (which also applies to all the subclasses of Thing, i.e. virtually every game object that represents a physical object in the game world, unless there's a more specific template applying to the subclass).

The Thing template is defined like this:

Thing template 'vocabWords' 'name' @location? "desc"?;

This means that typical Thing definitions will tend to look like this:

brassCoin : Thing '(small) brass coin/groat*coins' 'small brass coin' @longCave
  "On the obverse is the head of King Freddie the Fat, and on the reverse
   is stamped ONE GROAT. "
;

Which is exactly equivalent to:

brassCoin : Thing 
  vocabWords = '(small) brass coin/groat*coins' 
  name = 'small brass coin' 
  location = longCave
  desc =  "On the obverse is the head of King Freddie the Fat, and on the reverse
          is stamped ONE GROAT. "
;

Or this:

++ fluidLink : Thing 'fluid link' 'fluid link'
   "It's a long transparent tube. Both ends are capped with some kind of shiny 
    metal, and at one end is a tiny hole. "    
;

Which is exactly equivalent to:

++ fluidLink : Thing 
     vocabWords = 'fluid link' 
     name =  'fluid link'
     desc =  "It's a long transparent tube. Both ends are capped with some kind of shiny 
        metal, and at one end is a tiny hole. "    
;

The main difference is that the second example, the fluidLink, uses the ++ notation to specify its location relative to some previously defined object, so that it does not need to set its location property by any other means. Since
@location? in the Thing template includes a question-mark to show that this element is optional, it can be omitted from the object definition and the template will still match. The brassCoin, however, does not use the + syntax to determine its location, so this needs to be done some other way; hence we specify its location using @longCave.

You may define the occasional Thing that is so insignificant that it does not merit a description, in which case you can simply omit the double-quoted string from the definition, making for extremely concise code, e.g.:

+ peanut: Food 'peanut/nut' 'peanut';

or

peanut : Food 'peanut/nut' 'peanut' @kitchenTable;

This also illustrates how subclasses of Thing (of which Food is one) can use the same template as Thing.

There's two further types of template we ought to consider; the first is one that can match alternatives at the same location within the sequence of properties. Here's a simple example from the library:

DefaultTopic template "topicResponse" | [eventList];

This template means that you can define either

DefaultTopic "Bob looks bored with your question";

Meaning

Default Topic
  topicResponse = "Bob looks bored with your question"
;

Or

DefaultTopic   [ 'Bob looks bored', 'Bob yawns', 'Bob is so bored he falls asleep'];

Meaning

DefaultTopic   
   eventList = [ 'Bob looks bored', 'Bob yawns', 'Bob is so bored he falls asleep']
;

(Which isn't actually very useful unless your DefaultTopic also inherits from an EventList class, but that's another matter).

A more complex example is provided by:

TopicEntry template +matchScore? 
   @matchObj | [matchObj] | 'matchPattern' 
   "topicResponse" | [eventList] ?; 

Which can be matched by something as simple as

TopicEntry @bob
  "<q>That's none of your business!</q> he declares. "
;

Or something as complex as:

TopicEntry + 110 [silverCoin, goldCoin, brassCoin]
  [ 
    ' <q>I\'ve never been interested in coins.</q> he growls. ',
    '<q>Don\'t try to tempt me with money - I can\'t stand the stuff.' he complains. ',
    '<q>Filthy lucre! Take it away!</q> he demands. ',
    '<q>The root of all evil.</q> he opines '
  ]
;

Although we shan't try to run through all the possible permutations here.

The remaining type of template we need to consider is that which uses the inherited keyword in its definition. In fact, the library defines very few of these; one (fairly important) example is:

Passage template ->masterObject inherited;

In this context the inherited keyword refers to the templates of all Passage's superclasses, so this template could potentially represent a series of templates, in which inherited is replaced with the template of each of Passage's superclass in turn (and also with nothing). Passage inherits from Linkable, Fixture and TravelConnector, none of which defines a template. Linkable inherits from object (so there's no template there). Fixture inherits from NonPortable which inherits from Thing which inherits from VocabObject; TravelConnector also inherits from Thing. The possible templates Passage can inherit from are therefore those for Thing and for VocabObject. This foregoing definition is thus equivalent to the following:

Passage template -> masterObject;
Passage template -> masterObject 'vocabWords';
Passage template -> masterObject 'vocabWords' 'name' @location? "desc"?;

Note that this is almost but not quite equivalent to:

Passage template -> masterObject 'vocabWords'? 'name'? @location? "desc"?;

The reason it is not equivalent is that this template would allow the location or desc properties to be specified in the template without the name property, which the real Passage template will not.

Note that since Passage inherits from Thing and VocabObject, it is also perfectly legal to use the Thing and VocabObject templates with a Passage, e.g.:

Passage 'passage';
Passage 'long passage' 'long passage' @diningRoom "The long passage leads into the hall. ";

All this actually looks a good deal more complicated than it will ever work out in practice, for in practice, if you want to use a Passage (or one of its subclasses) you will either use the Thing template to define it, or the form of the Passage template in which inherited picks up the Passage template. Thus, although you can use other template combinations with Passage, in practice most of the time (perhaps 99% of the time), you will use Passage and its subclasses as if its template were defined:

Passage ->masterObject? 'vocabWords_' 'name' @location? "desc"?;

This applies equally to the other classes for which the library defines templates including the inherited keyword, namely Enterable and Exitable.

Finally, to see how templates work with multiple inheritance, consider the following:

class TestA : object
  weight = 0
  colour = nil
  mydesc = nil
;

c
lass TestB : object
  bulk = 0
  texture = nil
;

class TestC :  TestB, TestA;
;


TestA template +weight 'colour' 'mydesc'?;
TestB template +bulk 'texture';

testMe : TestC +20 'rough' ;

testMeAgain : TestC +30 'red' 'wooden';

Results in

t
estMe : TestC
    weight = 0
    colour = nil
    myDesc = nil
    bulk = 20
    texture = 'rough'
;

testMeAgain: TestC
    weight = 30
    colour = 'red'
    myDesc = 'wooden'
    bulk = 0
    texture = nil
;

The testMe object has a definition that in principle could match either the TestA template or the TestB template. It is the TestB template that is actually matched because TestB comes earlier in the class list of TestC. On the other hand testMeAgain has a definition that can only match the TestA template, so it is the TestA template that is matched.

Finally, we should consider how the inherited keyword works in the context of multiple inheritance. If we now go on to define:

TestC template inherited 'shape';

The 'inherited' keyword can inherit any of the templates from any of TestC's superclasses, or else nothing at all. The definition is thus equivalent to defining the following three templates:

TestC template 'shape';
TestC template +bulk 'texture' 'shape';
TestC template +weight 'colour' 'mydesc'? 'shape';


Note also that objects of class C (such as testMe and testMeAgain) will also continue to match templates defined on its superclasses (in this case, the templates for ClassA and ClassB).

Suppose we also define an object:

testMeShape : TestC +10 'blue' 'large' 'square';

Now, this can only match the last form of the template, so it will mean weight=10, colour='blue', mydesc='large' and shape='square'. But what of our previous two objects?

As before, testMe has bulk=20, texture='rough', while testMeAgain has bulk=30, shape='wooden', texture='red'. Since the TestC template is defined later in the file than the other two, the other two still match first.