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Re: Parser Problem
>Try writing in-db parsing ;) The tough thing about parsing this would be
>that it has to check ALL possibilities, for example, parsing this,
>assuming it was 'give <object> <object>'
done.
<spam deleted>
>This brings to mind a new type of parsing. I haven't got a name for it..
>'cause I think I stole it from how I *think* muds do it. As soon as an
doubt it.
>object is either in the room with the player, or in their inventory, it's
>added to a list of commands the player can type. When the player types
yeah. This is how MOO does it. When you enter a room, or an object is
otherwise 'in your scope', then all the verbs on it and it's parents
are then in the 'list of commands' the player can type. Wheither the
args match is a different story. I do understand the internal parsing
of the command by the code, but that would be even more tick hungry than
you suggest and would require something along the lines of 'throwing' an
error, which MOO doesn't have, I'm not saying that it can't be done, but
it would require a near paradigm shift in the way people think of MOO
commands.
>the command, the object's (whatever) is invoked, and it takes care of the
>rest of the parsing. A simple 'read' will work for a note in the room,
Assuming there is only one note. Last thing I want to be presented with
(or program) is a modal parser:
The library
There are a lot of books here.
You see Moby Dick, MOO Programmer's Manual, and Tale of Two Cities.
>read
read what?
This ain't Zork. It's damn confusing when there is lag and you overtype and
then are presented with a question to which it wants an answer, but you had
typed another command and it just fucks up the rest of the commands you had
typed.
>even if you don't type it's name. I've successfully implemented this at
>my RPG MOO, but haven't found anything that will use it... YET.
I find that the best things to implement are those with the least number of
uses. herf.
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