It ends up chopping the parser command into five functions:
the main one that gets the verb, then one for checking barriers, one for
checking items in the room, the one for checking items in the player's
inventory, and one for checking direction words. I'll also need to check for adjectives, which
so far has been half coded in horrendous way, but that code should be scrapped
and recreated in a smaller function, which will hopefully be easier and less
confusing soon. Maybe.
Friday, January 16, 2015
Latchkey #64 - Parser Work
I went back and split the enormous parser function into
bite-size pieces. That way I just get to
the verb first, and check for other things as necessary. I figure, if the player types a command that
in no way could reference barriers, there's no point in checking for barriers
in the player's command, yet normally that's one of the first things to be
checked. This new way of putting the
verb first might possibly reduce unnecessary steps, but at the very least it
should make things easier to understand at a glance. That parser command is big and nasty and I
had trouble understanding what I coded, even with comments in place. This new change isn't fully implemented yet,
but the functions exist without syntax errors, so it's a start.
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