noExit object | symconn.t[484]

The noExit object can be used to block an exit that would otherwise be set as a reciprocal exit by Room.preinitThing(). This can be used to prevent this extension from creating symmetrical exits in cases where you don't want them. E.g. if north from the smallCave leads to largeCave, but south from largeCave doesn't lead anywhere (because the notional passage between the caves curves round, say), then you can set largeCave.south to noExit to prevent this extension from setting it to smallCave.

The noExit object is thus a TravelConnector that simulates the effect of a nil exit in situations where a nil value might get overwritten by this extension. [SYMCOMM EXTENSION]

`noExit : TravelConnector`

Superclass Tree (in declaration order)

`noExit`
`TravelConnector`
`object`

Summary of Properties

`isConnectorListed`

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

Summary of Methods

`canTravelerPass explainTravelBarrier`

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

Properties

`isConnectorListed` OVERRIDDEN | `symconn.t[489]`

Since we're mimicking the absence of an exit, we don't want to be listed as one.

Methods

`canTravelerPass (actor)`OVERRIDDEN | `symconn.t[492]`

We're not a real exit, so no actor can pass through us.

`explainTravelBarrier (actor)`OVERRIDDEN | `symconn.t[499]`

In order to behave just as a nil exit would, we call the actor's location's cannotGoThatWay() method to explain why travel isn't possible.

Adv3Lite Library Reference Manual
Generated on 08/12/2025 from adv3Lite version 2.2.2