AskConnector class | pathfind.t[314]

An AskConnector is a specialized TravelConnector that leads to more than one possible destination (e.g., two doors that lie to the east) which player needs to choose between when trying to travel in the relevant direction. If routefinding finds a route through an AskConnector, the choice will be made on the player's behalf when executing a GO TO or CONTINUE commsnd.

`class AskConnector : TravelConnector`

Superclass Tree (in declaration order)

`AskConnector`
`TravelConnector`
`object`

Subclass Tree

(none)

Global Objects

(none)

Summary of Properties

`destination destTab effectiveLocation options travelAction`

Inherited from `TravelConnector` :
`isConnectorApparent isConnectorListed isOpen nilBlocksTravel posture PushTravelVia stagingLocations suppressTravelDescForPushTravel transmitsLight travelBarriers travelNotificationList traversalTime traversed traversedBy`

Summary of Methods

`execTravel findDestFor getDestination getDestinations`

Inherited from `TravelConnector` :
`afterTravelNotifications beforeTravelNotifications canTravelerPass checkPushTravel checkTravelBarriers connectorApparent dobjFor(GoThrough) dobjFor(TravelVia) exitLocation explainTravelBarrier getApparentDestination getDepartingDirection getTraveler hasBeenTraversedBy iobjFor(PushTravelThrough) isConnectorVisible isDestinationKnown noteTraversal sayActorFollowing sayDeparting sayNoDestination sayNotInStagingLocation setTravelPosture travelDesc travelVia traversalMsg traversalTimeFrom`

Properties

`destination` OVERRIDDEN | `pathfind.t[326]`

Our notional destination (which code may fall back on if all else fails). By default we use the first item in our options list.

`destTab` | `pathfind.t[646]`

A LookUp table to cache which of our options' immediate destinations this AskConnector notionally leads to when we're on a path to any given to anu given target destination.

`effectiveLocation` | `pathfind.t[329]`

Our effective location is the room we lead from.

`options` | `pathfind.t[320]`

The list of conectore (doors, passages, stairways or whatever) that lie in the direction this AskConnector leads. There should be at least two items in this list.

`travelAction` | `pathfind.t[336]`

The travel action to be used if when we ask the player to choose one of our options. This defaults to TravelVia, which is suitable for just about anything, but could be overriden to GoThrough or Enter if they seen a better choice in any given case.

Methods

`execTravel (actor, traveler, conn)`OVERRIDDEN | `pathfind.t[567]`

To execute our travel we first see if the player character is making the next move in response to a GOTO or CONTINUE command. If so then we select whichever of our options leads to a room on the way to our destination and choose that, executing its travelVia() method without any further intervention if we find a suitable choice. Otherwise we display a message listing our options and ask the player to choose which one to use.

`findDestFor (loc, target, origin)` | `pathfind.t[420]`

Find which of the destinations led to by our options list would be on the route to target from loc and add any we find to our destTab tablle.

`getDestination (origin)`OVERRIDDEN | `pathfind.t[346]`

Our destination normally depends on which of our options the player chooses, but if a route finder is trying to find a route for us, our destination needs to be whichever of our options leads to the player's desired destinations. Note that the value returned by this mathod is relevant only to the poRouteFinder when it's trying to find a path or to the exit lister when deciding how to colour exits.

`getDestinations (origin)` | `pathfind.t[555]`

Return a list of the rooms the connections listed in our options property lead to,

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