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#4 MATCH behavior with exits taking args.

open
nobody
None
3
2001-06-20
2000-08-06
No
To give an example:
If you have an action named 'a' that takes arguments
and a program like this:

main "a thing" match unparseobj .tell ;

It will match the action a if there is no 'a thing' object
in the vicinity...

This is an artifact of the fact the matching code is
used to match commands, but seems undesriable behavior.

I feel that we should remove this behavior from the
MATCH, etc. primitives as it's likely to only confuse
people.

Prehaps we could have a MATCH_EXIT primitive to
keep this behavior, which would allow people to
get whether it was a split match like 'a thing' is?

Discussion

  • Chris Brine

    Chris Brine - 2000-08-09

    I have another idea for this 'problem':

    For compatability purposes I believe that 'match' should be left as is... Just in case. But instead, why not add a new set of match prims:
    'full_match' it would require for the full string to be matched to an object/exit/etc.
    And also a set of prims that will match the string to different object types. Ie. prog_match, thing_match, exit_match, room_match... Sort of like your 'match_exit' idea.
    Of course, since I'm not one of the developers I am merely submitting this as an idea to think on. It is just that I believe that compatability is very important, even though it is also a good idea to make it possible to do, well, more. :)

     
  • Revar Desmera

    Revar Desmera - 2000-08-23
    • priority: 5 --> 3
    • milestone: 100779 --> 100411
     
  • Kyle Hamilton

    Kyle Hamilton - 2001-06-20
    • labels: 100619 -->
    • milestone: 100411 -->
     
  • Lawrence Cotnam Jr.

    Logged In: YES
    user_id=255830

    What would be nice actually is if MATCH took two parmeters,
    one for the search string, and one for type of objects to
    look for, muck like @find allowed things like '@find
    guest=p' to find any players named guest. Probably best
    added as a new primitive.

     

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