FactAgendaItem class | factrel.t[240]

A FactAgendaItem is a specialization of a ConvAgendaItem that seeks a path from the current state of an ongoing conversation towards a target Fact or topic the associated actor wishes to reach and then attempts to follow that conversational path whenever the NPC gets the chance to take the conversational initiative.

`class FactAgendaItem : ConvAgendaItem`

Superclass Tree (in declaration order)

`FactAgendaItem`
`ConvAgendaItem`
`AgendaItem`
`object`

Subclass Tree

(none)

Global Objects

(none)

Summary of Properties

`calledBy curPath endCondition fullPath relations target`

Inherited from `ConvAgendaItem` :
`greetingDisplayed isReady otherActor reasonInvoked`

Inherited from `AgendaItem` :
`agendaOrder executeOnce initiallyActive invokedByActor isDone name`

Summary of Methods

`getPath getPathToTopic getStart invokeItem invokeItemBase isReady nextStep reset`

``

Inherited from `AgendaItem` :
`getActor registerItem report resetItem`

Properties

`calledBy` OVERRIDDEN | `factrel.t[426]`

The object that called us

`curPath` | `factrel.t[360]`

The current conversational path we're pursuing.

`endCondition` OVERRIDDEN | `factrel.t[460]`

Our endCondition is the state we must reach for us to have reached our goal, so that we can set our isDone to true. By default this is when we've reached the end of our path, which is when our next step would be the one at the end of our path. Game could override this, say, to either gRevaled(target) or gInformed(target) or some similar condition.

`fullPath` | `factrel.t[363]`

The full path, including the relationships used.

`relations` | `factrel.t[369]`

The relation or a list of relations we want to use for proximity of facts when calculating our path.

`target` | `factrel.t[242]`

The topic or fact our actor wishes to reach

Methods

`getPath ( )` | `factrel.t[272]`

Get a path from the last fact mentioned to our target, if we can. Return nil if we can't.

`getPathToTopic (startFact)` | `factrel.t[317]`

Get the path from a topic to our target

`getStart ( )` | `factrel.t[245]`

Get the fact we want out path calculation to start from.

`invokeItem ( )`OVERRIDDEN | `factrel.t[448]`

By defaut we trigger the InitiateTopic corresponding to our next step, but game code can ovverride to do somethng different here is required.

`invokeItemBase (caller)`OVERRIDDEN | `factrel.t[428]`

no description available

`isReady ( )` | `factrel.t[407]`

Are we ready to execute? By default we are if our inherited conditions are matched and there's a next step we can take, unless we don't have a target defined, in which case just use the inherited handling.

`nextStep ( )` | `factrel.t[382]`

If we have been called by a DefaultAgendaTopic, it will be neater if what we display is related to the topic the DefaultAgendaTopic just matched, so we attempt to find a nextStep that meets this condition.

`reset (target_?)` | `factrel.t[466]`

Reset this FactAgendaItem so that it can be used again. If the optional target_ parameter is supplied, we'll set the our target to the new target_.

Adv3Lite Library Reference Manual
Generated on 25/04/2024 from adv3Lite version 2.0