ActorState

Class · class ActorState: object · Source

Behaviour and presentation state associated with an Actor.

Audience: author

Superclass: object

Subclasses: AccompanyingInTravelState, AccompanyingState, HermitActorState

Declared members

  • accompanyingActor — property; internal
  • accompanyTravel — method; Whether this state travels with somebody; see AccompanyingState.
  • activateState — method; Run when this state becomes active for the actor.
  • actor — property; Actor to which this state belongs.
  • afterAction — method; React after a resolved action is performed.
  • afterTravel — method; React after the actor travels.
  • beforeAction — method; React before a resolved action is performed.
  • beforeTravel — method; React before the actor travels.
  • deactivateState — method; Run when this state stops being active for the actor.
  • escortActor — property; internal
  • escortDest — property; internal
  • getAccompanyingTravelState — method; internal
  • hasSpecialDesc — property; Whether specialDesc says anything; an emitting property cannot be asked.
  • isInitState — property; Prefer this state during initial state selection.
  • obeyCommand — method; Decide whether this actor accepts an issued command.
  • only — property; Topics available in this state, or nil for all matching topics.
  • presentation — property; internal
  • sayDeparting — method; internal
  • saysDeparting — property; Whether this state takes the departure message over; see below.
  • specialDesc — property; internal
  • stateDesc — property; Description emitted while the actor is in this state.
  • takeTurn — method; Run this state's background activity on a completed turn.

Member details

accompanyingActor

accompanyingActor = nil · Source

Internal implementation detail; no supported authoring contract is documented.

accompanyTravel

accompanyTravel(leadActor, conn) · Source

Whether this state travels with somebody; see AccompanyingState.

activateState

activateState(a, oldState) · Source

Run when this state becomes active for the actor.

actor

actor = nil · Source

Actor to which this state belongs.

afterAction

afterAction(c) · Source

React after a resolved action is performed.

afterTravel

afterTravel(traveller, conn) · Source

React after the actor travels.

beforeAction

beforeAction(c) · Source

React before a resolved action is performed.

beforeTravel

beforeTravel(traveller, conn) · Source

React before the actor travels.

deactivateState

deactivateState(a, newState) · Source

Run when this state stops being active for the actor.

escortActor

escortActor = nil · Source

Internal implementation detail; no supported authoring contract is documented.

escortDest

escortDest = nil · Source

Internal implementation detail; no supported authoring contract is documented.

getAccompanyingTravelState

getAccompanyingTravelState(leadActor, conn) · Source

Internal implementation detail; no supported authoring contract is documented.

hasSpecialDesc

hasSpecialDesc = nil · Source

Whether specialDesc says anything; an emitting property cannot be asked.

isInitState

isInitState = nil · Source

Prefer this state during initial state selection.

obeyCommand

obeyCommand(issuer, a) · Source

Decide whether this actor accepts an issued command.

only

only = nil · Source

Topics available in this state, or nil for all matching topics.

presentation

presentation = [&actor, &accompanyingActor, &escortActor, &escortDest] · Source

Internal implementation detail; no supported authoring contract is documented.

sayDeparting

sayDeparting(a, way, conn) · Source

Internal implementation detail; no supported authoring contract is documented.

saysDeparting

saysDeparting = nil · Source

Whether this state takes the departure message over; see below.

specialDesc

specialDesc = nil · Source

Internal implementation detail; no supported authoring contract is documented.

stateDesc

stateDesc ="" · Source

Description emitted while the actor is in this state.

takeTurn

takeTurn() · Source

Run this state's background activity on a completed turn.