Symconn (Symmetrical Connectors)

Overview

The purpose of the Symconn extension is automate the creation of reverse connections;if this extension is included then defining a direct connection from one room to another will automatically lead to the creation of a reverse connection from the second room to the first, unless the game already defines a connection back or the reverse direction property has already been defined on the second room. The extension also defines a set of symmetrical connector objects such as SymDoor and SymPassage, which work much like DSDoor and DSPassage defined in the main library, except that they can also participate in the automatic set-up of reverese connections.


New Classes, Objects and Properties

In addition to a number of properties intended purely for internal use, this extension defines the following new classes, objects and properties:

Usage

Include the symconn.t file after the library files but before your game source files. The extras.t module must also be present.

When the symconn extension is present, it will automatically set up reverse connections between rooms where game code doesn't already do so. In the standard library, if you set hall.east to study, say, you would also have to set study.west to hall if you wanted the player character to be able to move back and forth between the two rooms (as most of the time you probably would). The symconn extension looks after this for you, so that if you set hall.east to study, this extension will then automatically set study.west to hall, unless you have already defined study.west to be something other than nil or you've defined some other way back from room2 to room1.

In cases where you don't want a connection between rooms to be symmetrical, you need to define the connection back from the second room yourself (e.g. if you want the connection from the second room to the first to be to the southeast when the connection from the first room to the second is to the west). In such cases you could define the reverse connection to be a different room (if you were trying to create a confusing maze, for example). If you want there to be no way from the second room to the first, you need to define something on the reverse direction of the second room (for example, on the east property of a second room that's to the west of the first). You could define this to be a single-quoted or double-quoted string explaining why travel back that way isn't possible, or you could define it to be noExit, which then mimics there being no connector back in that direction. So, for example, if it was possible to go down from the cliff to the ravine, but not to go up from the ravine to the cliff, you could define cliff.down = ravine and ravine.up = noExit (or else perhaps a string explaining that the cliff was too steep to climb.)

If you want to stop the symconn extension setting up reverse connections altogether (for example, because you want to use the classes symconn defines without this automatic reverse connection behaviour) you can override the autoBackConnections on the Room class to nil. Setting autoBackConnections on an individual room to nil will prevent symconn from automatically creating any reverese connections back to that room. (This is defined on the Room class, since it's the Room class that's responsible for setting up these automatic reverse connections).

Symmetrical Travel Connectors

This extension also defines the SymConnector class and its three subclasses, SymPassage, SymDoor and SymStairway.

SymConnector is a type of TravelConnector (from which it descends by inheritance). A SymConnector can be traversed in both directions, and defining a SymConnector on a direction property of one room automatically attaches it to the reverse direction property of the room to which it leads. Otherwise, a SymConnector behaves much like any other TravelConnector, and can be used to define travel barriers or the side-effects of travel in much the same way. For example, we could define:

 defile: Room 'Narrow Defile'
        
    east: SymConnector -> precipice
    "You just manage to squeeze through. "     
    {        
        
        canTravelerPass(traveler)
        {
            return traveler.getCarriedBulk < 4;                
        }
        
        explainTravelBarrier(traveler)
        {
            "You can't squeeze through carrying so much stuff. ";
        }
    }
 

This would cause the same SymConnector (the very same object, not just a copy of it) to be attached to the west property of the precipice room, so that travelling east from defile or west from precipice would be subject to precisely the same restriction on the maximum bulk carried by the traveler, and would result in exactly the same "You just manage to squeeze" through message being displayed if travel were allowed in either direction. Travelling west from precipice would then take the traveler back to the defile. (If you needed to vary the details of what happened according to the direction of travel you could always test the value of traveler.getOutermostRoom to determine which end traveler was starting from).

Internally a SymConnector defines a room1 property and a room2 property, room1 and room2 being the two rooms reciprocally connected by the SymConnector. At preinit the symconn extension automatically sets the room1 property of a SymConnector to the room one of whose direction properties is attached to that SymConnector, and the room2 property of the SymConnector to the destination of the SymConnector. In the example about the -> precipice in the template defines the destination property (directly) and hence the room2 property (indirectly). So, to set up a SymConnector you'd typically use the coding pattern illustrated above: attach it to the direction property of one room and leave the extension to set up the reverse connection from the other room.

However, you can also use a SymConnector (including a SymPassage, SymDoor or SymStairway., for which see below) to set up an asymmetric connection, by defining a different direction from the obvious reverse one on the second room to point back to the same SymConnector. For example, if you have room1's west property and room2's southeast property point to the same SymConnector, this extension won't then attempt to make room2's east property do so. If you don't want there to be any way back from room2 to room1 then there's little point using a SymConnector at all; you'd be better off using an ordinary TravelConnector to set up the one-way connection.

A SymPassage is a kind of SymConnector representing a physical object that's present in both the locations it connects. A SymPassage is also a MultiLoc, which the symconn extension automatically places in its two locations at preinit. It is very like a SymDoor, except that it can't be opened or closed (at least, not via player commands). The SymPassage class can be used to define passage-like objects such as passageways and archways that connect one location to another. A SymPassage is otherwise defined in exactly the same way as a SymDoor; from a player's perspective it is functionally equivalent to a Passage, the differences from the game author's point of view being that it can be defined using one game object instead of two and that this extension automatically takes care of setting up the connection in the reverse direction.

There are a number of ways a SymPassage object can be defined. The first (which is particularly useful if you want the passage to be a nested objectas in the cave example below) is to set the direction property of the first room to point to it and then to set its own destination property to point to the second room, like so:

firstRoom: Room 'First Room'
	"A narrow passage leads east. "	
 	east = myPassage
;

myPassage: SymPassage 'narrow passage'
     destination = secondRoom   // or we could the template to just have -> secondRoom
;

secondRoom: Room 'Second Room'
   "A narrow passage leads west. "
;
 

This will work, since the extension will take care of locating the passage in both the rooms and pointing the second room's west property back to the same passage. But, particularly if the three object definitions are quite widely separated in game code, it may be less than obvious later what the connections are. The recommended coding pattern, therefore is to set the passage's room1 and room2 properties explicitly (which can be done via a template, as shown below) and to set the back connection on the second room explicitly, like this:

firstRoom: Room 'First Room'
	"A narrow passage leads east. "	
 	east = myPassage
;

myPassage: SymPassage 'narrow passage' @firstRoom @secondRoom
     
;

secondRoom: Room 'Second Room'
   "A narrow passage leads west. "
   west = myPassage
;
 

It's possible that the passage looks the same from both ends, in which case you can just set its desc property in the normal way, but the two ends of passage may look different, in which case you can define a separate room1Desc and room2Desc to define how it looks from each end (which is another reason you might want to define the room1 and room2 properties explicitly, so you can see which is which).

The change in appearance might, however, lead to a change in the way the passage should be referred to; for example the passage might be narrow at one end but broaden out at the other. To handle this you can use the room1Vocab and/or room2Vocab properties explicitly. You don't need to define both, since if you define one, the extension will use the passage's initial vocab property for the other. For example:

firstRoom: Room 'First Room'
	"A narrow passage leads east. "	
 	east = myPassage
;

myPassage: SymPassage 'narrow passage; leading east' @firstRoom @secondRoom
	room1Desc = "The passage leading east is quite narrow, but looks like it broadens out further along. "
	room2Desc = "The passage leading west is quite broad, but looks like it narrows further along. "
	room2Vocab = 'wide passage; broad leading west'     
;

secondRoom: Room 'Second Room'
	"A wide passage leads west. "
	west = myPassage
;
 

Having to define two description properties where the descriptions don't vary all that much feel like a lot of busywork. An alternative is to define simply the one desc property and vary it using embedded expressions (the << >> syntax). SymConnector and its descendants define a number of properties and methods to help with this. The inRoom1 and inRoom2 properties are true if the player character is in room1 or room2 respectively. The room1Dir and room1Dir properties give the direction of travel (as a Direction object) the player character must go in to traverse this room from room1 and room2 respectively, while the dirName property gives the name of that direction from the perspective of the player character's current location (assuming this is either room1 or room2. This would enable us to define the myPassage object aboce as:

myPassage: SymPassage 'narrow passage; leading east' @firstRoom @secondRoom
	"The passage leading <<dirName>> is quite <<inRoom1 ? 'narrow' : 'broad'>> but looks like it <<inRoom1 ? 'broadens out' : 'narrows'>> further along. "
	
	room2Vocab = 'wide passage; broad leading west'     
;
 
This can be compressed a bit further by using the byRoom method for the desc property thus:

	"The passage leading <<dirName>> is quite <<byRoom(['narrow', broad'])>> but looks like it <<byRoom(['broadens out', 'narrows])'>> further along. "	
 

Note that the byRoom() method takes a single argument that should be a list of two strings, the first to be displayed for room1 and the second for room2. This allows all alternative method of achieving the same result using a string template thus:

	"The passage leading <<dirName>> is quite <<['narrow', broad']) by room>> but looks like it <<['broadens out', 'narrows'] by room>> further along. "	
 

The use of these techniques is not restricted to the desc property; they can be employed on any property/method of a SymmConnector (such as travelDesc) you may want to vary according to the room or direction of travel (travelDesc is invoked while the player character is still in the starting location, so if the player is in room1 travel is towards room2 and vice versa). Note that the byRoom() method is also defined on Thing, where is simply returns an empty string. Game code could thus use it elsewhere than with the symconn extension for whatever purpose a game author deems convenient, passing a list of whatever length is useful for the purpose.

Note, however, that all these techniques assume that the player character is either in room1 or room2 when viewiing the SymConnector in question. This may mot be the case if the SymCommector is visible from a remote location that's part of a SenseRegion also containing the player character. This shouldn't matter too much provided suitable care is taken in defining the SymConnector's remoteDesc(pov) appropriately.

The SymPassage class also defines the isOpen property which is true by default. The symconn extension makes no use of this property on SymPassage, but a game could use it to simulate a passage that starts out blocked, e.g.:

 cave: Room 'Cave'
    "A passage runs off to the west. "
    west: SymPassage
    {
       -> cave2
       'passage; narrow'
       "<<isOpen>>It's quite narrow, but you should be able to squeeze through. <<else>>It's blocked by a fall of rock. <<end>>"
       
       isOpen = nil
       canTravelerPass(traveler) { return isOpen; }
       
       explainTravelBarrier(traveler)
       {
           "The passage is blocked by rubble from a rockfall. ";
       }
    } 
 

Then at some later point in the game when the player managed to unblock the passage you would call cave.west.makeOpen(true);


A SymPathPassage is a kind of SymPassage representing a path, road, or track (the kind of thing you might find in an outside location as opposed to a passage indoors). It behaves exactly like a SymPassage except that players can also GO ALONG, GO UP, GO DOWN, or FOLLOW it, all of which have the same effect, namely of travelling via the SymPathPassage.


The SymDoor class lets you define a door using one object instead of the usual two. Using the standard adv3Lite library you'd typically set up a door between two rooms like this:

 redRoom: Room 'Red Room'
   "A door leads south. "
   
   south = blackDoor1
 ;
 
 + blackDoor1: Door 'black door'
    "It's black. "
    otherSide = blackDoor2
 ;
 
 greenRoom: Room 'Green Room'
   "A door leads north. "
   north = blackDoor1  
   
+ blackDoor2: Door 'black door'
    "It's black. "
    otherSide = blackDoor1
;   
 

Using the SymDoor class this could be reduced to this:

 redRoom: Room 'Red Room'
   "A door leads south. "
   
   south = blackDoor
 ;
 
 blackDoor: SymDoor 'black door' @redRoom @greenRoom
    "It's black. "
    
 ;
 
 greenRoom: Room 'Green Room'
   "A door leads north. "
   
   north = blackDoor
 ;    
 

You don't actually need to define north = blackDoor on greenRoom here, since the symconn extension will do this for you, but, as mentioned above, you might find it easier to understand what's going on in your code if you do.

You can set up a SymDoor in much the same wasy as SymPassage. In particular you can use the room1Desc, room2Desc, room1Vocab and room2Vocab properties just as you would on a SymPassage. In addition, on a SymDoor you can define room1Lockability and room2Lockability properties to make the lockability work in different ways on each side of the door (although if you want the same lockability on both sides of the door you can just override its lockability property). The one thing you can't do is define different keys to work on the different sides of the door. If you really wanted to do that you'd be better off using the regular Door class to define the door as two different objects.

It's sometimes convenient to refer to a door by the direction it leads in (e.g. "The west door" or "The north door"). The symconn extension takes care of this for you automatically. For example, the black door in the example above can be referred to by the player as 'south door' when the player character is in redRoom and as 'north door' when the player character is greenRoom and the game will know which door is meant, without the game author having to take any steps to make this happen. If, however, you want to suppress this behaviour on a particular SymDoor, you can do so simply by overriding its attachDir property to nil (attachDir is a method that works out which direction property a SymDoor is attached to in the player character's location, which is used by the DirState State object to add the appropriate direction name adjectives, such as 'north', to the SymDoor's vocab).


The SymStairway class lets you define a stairway using one object instead of the usual two (a paired StairwayUp and StairwayDown). In essence you can define a SymStairway in just the same way as a SymPassage, using the same properties to customize its two ends if and as desired. In addition, however, a SymStairway needs to know which is its upper end and which its lower end, which it does via its upperEnd and lowerEnd properties (which should contain the rooms at its upper and lower ends respectively). Provided the SymStairway is attached to the up or down property of at least one of the rooms it connects, the extension can work out which end is which for itself and there's no need for you to specify this in your game code. The extension can also do this if the connection to the up or down property is indirect, via an asExit() macro, e.g., up asExit(west) where the SymStairway is directly attached to the west property. If, however, the SymStairway is only reachable via a compass direction (or in or out) then you'll need to define its upperEnd and lowerEnd properties yourself.

On the subject of the asExit() macro, if you define up asExit(west) on the lower room, it's generally a good idea to define down asExit(east) (or whatever direction takes you back down) on the upper room, since if the player reaches the upper room with the command UP s/he'll expect be to able to reverse that travel with the command DOWN. For that reason, if this extension finds an UnlistedProxyConnector (as Exit()) on the up or down property of a room, it will ensure that there's a matching UnlistedProxyConnector on the corresponding down or up property of the destination room, unless that property has been already overriden in game code or there's no other way back down defined on the destination room. Normally this will be what you will want, but if you don't (for example, because there are several ways down from the destination room), you can block this by defining the down direction on the upper room (say) as noExit or else, perhaps, as a string explaining why DOWN is not an appropriate direction, for example, dpwn = 'From here staircases lead down to north, east and west; which way do you want to go?'.

In addition to the shortcut methods for writing descriptions on other kinds of SymCommector, SymStairway defines inUpper and inLower properties which evaluate to true or nil depending on whether the player character is at the upper end or lower end of the SymStairway in question. The upOrDOwn evaluates to 'down' if we're at the upper end and 'up' if we're at the lower end (these being the ways the stairway will run from either end). Finally, the byEnd() method works analogously to the byRoom() method, taking as its argument a list of two strings, and returning the first if we're at the upper end of the stairway and the second otherwise. So for example one could define:

testStairs: SymStairway 'staircase; ; stairs' @startroom @orangeRoom
    "The stairs <<['climb', 'descend'] by room>> <<upOrDown>> to the <<dirName>>. "
    
    travelDesc = "{I} {run} <<upOrDown>> the stairs. "
;

Note that SymPassage is a subclass of SymConnector (and MultiLoc) and the superclass of SymDoor, but that SymPassage does not inherit from Passage, or SymDoor from Door, or SymStairway from StairwayUp or StairwayDown.

Further Considerations

The symconn extension doesn't enable you to do anything you couldn't do without it; it just makes setting up (most) connections a bit less work. The main upside is that it gives you a bit less typing to do; a corresponding potential downside is that it may make your code less clear, since some of the connections between rooms will be implicitly added by the extension rather than shown explicitly in your code (for example, if you define hall.east as study and leave this extension to define study.west = hall, then when you come to look at your code later it may not be apparent that there's an exit west from the study to the hall (especially if the definitions of the study and the hall are some way apart in your code). You could, of course, add a comment to that effect, but then you might as well have defined study.west = hall in your code. A subsidiary advantage of using this extension is that should you forget to define a connection back (e.g. you define hall.east as study but forget to define study.west as hall), this extension will take care of it for you. The corresponding disadvantage is that you'd have to remember to explicitly define study.west = noExit if for some reason you didn't want the connection back, although since this is unlikely to occur very often, in this instance the advantage might clearly outweigh the disadvantage.

So one way to use this extension might be to define all directional connections you want on each room explicitly (so it's clear in your code where every direction leads) but to take advantage of the SymConn, SymPasaage and SymDoor classes to avoid having to define pairs of objects where a single object can do the job perfectly well, while regarding the extension's ability to supply any missing back connections as an added bonus in cases of accidental omission.

Being able to define doors with one (SymDoor) object instead of two (Door) objects may well be a welcome saving of labour, especially if the majority of doors in your game are the same both sides, as may often be the case. To make your code clearer, you may prefer to define the room1 and room2 properties on your SymDoors (and SymPassages) explicitly; for example, instead of:

blackDoor1: SymDoor 'black door'
    "It's black. "
    room2 = greenRoom
 ; 
 

You could write:

blackDoor1: SymDoor 'black door'
    "It's black. "
    room1 = redRoom
    room2 = greenRoom
 ; 
 

Or, using an alternative form of the SymPassage/SymDoor template:

blackDoor1: SymDoor 'black door' @redRoom @greenRoom
    "It's black. "    
 ; 
 

Which may make it clearer in your code which two rooms the black door is connecting. Note, however, that if you do this you must also define redRoom.south = blackDoor (and you could also optionally define greenRoom.north = blackDoor if you wished for the sake of clarity). Or, more generally, if you explicitly define the room1 property on a SymDoor or a SymPassage, you must (normally) also remember to assign the SymDoor or SymPassage to a direction property of room1.

A possible exception to this, where you would have to define the room1 and room2 properties explicitly without assigning the SymDoor to a direction property of room1 would be if you were trying to model the presence of more than one door leading in the same direction. For example, suppose there were two doors, a red door and a green door both leading west from the same room. One way you could model this might be as follows:

 livingRoom: Room 'The Living Room' 
    "There are two doors on the west side of the room, one red and
     the other green. "
        
    west: TravelConnector
    {
        getDestination(origin)
        {
            switch(pcRouteFinder.currentDestination)
            {
            case redRoom:
                return redRoom;
            case greenRoom:
                return greenRoom;
            default:
                return nil;
            }
        }
        
        execTravel(actor, traveler, conn)
        {
            local dest = getDestination(traveler.getOutermostRoom);
            if(dest == redRoom)
                redDoor.execTravel(actor, traveler, conn);
            else if(dest == greenRoom)
                greenDoor.execTravel(actor, traveler, conn);
            else            
            {
                "There are two doors to the west, a red one and a green one. ";
                askChooseObject(GoThrough, DirectObject, 'Which one do you want
                    to go through? ');
            }
        }
    }
    
    
;

redDoor: SymDoor 'red door' @livingRoom @redRoom
;

greenDoor: SymDoor 'green door' @livingRoom @greenRoom
;
 

Here, most of the complication on the TravelConnector defined on livingRoom.west is simply to allow the routefinder to find a route to the red room and the green room through the red and green doors. If you weren't concerned about that, you could simply define:

   west()
   {
       "There are two doors to the west, a red one and a green one. ";
        askChooseObject(GoThrough, DirectObject, 'Which one do you want
        to go through? ');
   }
 
 

But then GO TO RED ROOM and GO TO GREEN ROOM might fail to work as expected.

Overall it's up to you as a game author to weigh up the pros and cons of various different approaches, including whether or not to use this extension, and then make your own decision about how you want to work.

This covers most of what you need to know to use this extension. For additional information see the source code and comments in the symconn.t file.