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32 lines
1.3 KiB
Plaintext
32 lines
1.3 KiB
Plaintext
* Implicitly taking something
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(Implicit takes require time; The Big Sainsbury's)
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Making implicit takes add a minute to the clock, just as though the player had typed TAKE THING explicitly.
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Implicit takes are a convenience to players; in general, we would like to avoid asking players to type any more obvious commands than strictly necessary, while allowing the computer to guess as much as it safely can.
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Occasionally, though, we have designed a timed puzzle in which the player has a limited number of moves in which to accomplish his objectives. In that case, the implicit take complicates matters, because it means that a player who types
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>EAT GATEAU
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(first taking the gateau...)
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gets away with a spare move compared to the precise but naïf dupe who types
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>TAKE GATEAU
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>EAT GATEAU
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...and really, that doesn't seem quite fair. The way to fix this problem is to fill in the extra minute on the clock during the implicit take; and that is indeed what we do in the following example.
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{*}"The Big Sainsbury's"
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Sainsbury's is a room.
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The crispy duck and the Guinness steak pie are edible things in Sainsbury's.
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Rule for implicitly taking something:
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follow the advance time rule;
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continue the activity.
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When play begins:
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now the right hand status line is "[time of day]".
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Test me with "take crispy duck / eat crispy duck / eat steak pie". |