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<H1>[MUD-Dev] Re: darkness/visibility</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: darkness/visibility </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 22 Jun 1998 15:14:41 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Thu, 11 Jun 1998 15:02:02 +1200 (NZST) 
Oliver Jowett&lt;oliver#jowett,manawatu.planet.co.nz&gt; wrote:

&gt; The problem, I think, is one of character memory: if you just turned
&gt; off the light switch, you should know it's there to turn on again
&gt; (at least for a while), barring sadistic puzzles involving moving
&gt; switches.. Conversely, if you just walked into the room, you know
&gt; nothing about a light switch (although searching for one by feel is
&gt; feasible).

&gt; I don't have a good solution for this. Suggestions?

Do the same thing that Infocom did (which maps to the room model well,
but not the coordinate model).  You retain two data sets for a
character in a location:

  1) What he can see right now.

  2) What he has seen shortly before now (eg before the lights went
     out).

This can be as simple as a "knows-about" contextual structure hung off 
the character's current state.  The depth of the context can be quite
brief (only as far as the current room, or longer:

    &gt; l
    You are in a room.  There is a switch on the wall.
    &gt; north
    You are in a different room.
    &gt; south
    You are in a room.  There is a switch on the wall.
    &gt; flip switch
    It is very dark.
    &gt; north
    Ok.
    &gt; south
    Okay.
    &gt; flip switch
    You remember where the switch was from the last time you saw this
      room, and with a bit of feeling around, flip it.  The lights
      come back on!  You are blind.
   
You can also extend towards processes of discovery:

    &gt; l
    You are in a room.  There is a switch on the wall.
    &gt; flip switch.
    It is dark.  You hear a grue!
    &gt; flip switch
    What switch?  You can't see anything!  You can hear a grue
      however.
    &gt; feel wall
    What wall?  I can't see no wall!
    &gt; north
    Ouch!  You walk into a wall.
    &gt; feel wall
    Its pretty rough, and very flat.  Oh!  Something sticks out of the
      wall at about chest height.  It feels like a little stick,
      perhaps switch or something at about chest height!
    &gt; flip switch
    The light comes on.  You are blind.  A grue screams.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


</PRE>

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<LI><STRONG><A NAME="00957" HREF="msg00957.html">[MUD-Dev] darkness/visibility</A></STRONG>
<UL><LI><EM>From:</EM> Oliver Jowett &lt;oliver#jowett,manawatu.planet.co.nz&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] User Input Parser, was Re: darkness/visibility</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01051" HREF="msg01051.html">[MUD-Dev] User Input Parser, was Re: darkness/visibility</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Mon 15 Jun 1998, 19:32 GMT
</LI>
<LI><strong><A NAME="01126" HREF="msg01126.html">[MUD-Dev] Natural Language Parsing (Was: Re: darkness/visibility)</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Thu 18 Jun 1998, 18:57 GMT
<UL>
<LI><strong><A NAME="01128" HREF="msg01128.html">[MUD-Dev] Re: Natural Language Parsing (Was: Re: darkness/visibility)</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Thu 18 Jun 1998, 20:57 GMT
<UL>
<LI><strong><A NAME="01129" HREF="msg01129.html">[MUD-Dev] OT: Ack!</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 18 Jun 1998, 21:31 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="01160" HREF="msg01160.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 22 Jun 1998, 22:14 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00945" HREF="msg00945.html">[MUD-Dev] Telepathy Rules</A></strong>, 
Lawrence W. Homer <a href="mailto:afn40452#afn,org">afn40452#afn,org</a>, Wed 10 Jun 1998, 21:38 GMT
<LI><strong><A NAME="00943" HREF="msg00943.html">[MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</A></strong>, 
Mike Sellers <a href="mailto:mike#bignetwork,com">mike#bignetwork,com</a>, Wed 10 Jun 1998, 20:46 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01005" HREF="msg01005.html">[MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Fri 12 Jun 1998, 20:42 GMT
<UL>
<LI><strong><A NAME="01008" HREF="msg01008.html">[MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Fri 12 Jun 1998, 21:06 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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