# Doers

A Doer intervenes between a Command and the actions it performs. Most of the Doers defined in the standard library (which simply match any player command) either pass the command straight on to the appopriate action (if it is to be performed by the player character) or call the handleCommand() method of the target actor (or other object) if it's a command directed at anyone else (such as GEORGE, TAKE THE RED BALL). But game authors can define custom Doers to intervene much more drastically, either stopping the action in its tracks or doing something quite different from the norm. A Doer is thus a little like an Inform 7 instead rule, and like an instead rule it can be defined to match specific actions on specific objects under specific circumstances, and only take effect then. Its use is thus similar to that of an instead rule, except that adv3Lite authors are likely to use Doers rather less frequently than Inform 7 authors use instead rules, since the methods for customizing action results can often achieve the same results and will often be a better way of doing things. But there are cases where defining a custom Doer may be the better or simpler approach.

There are basically two aspects to defining a Doer: defining the circumstances under which it is active, and defining what it does when it's active. We'll consider each of these in turn.

## Defining when a Doer is active

### Matching a Command

The first part of defining when a Doer is active is defining what command it should match. We do this on its cmd property, which should be defined as a single-quoted string specifying the action and any objects it might take. We call this the command string.

The command string specifies a verb and its objects, generally using the same verb phrase syntax that a player would use to enter a command to the game. The exact verb syntax is up to the language library to define; for English, we replicate the same verb phrases used to parse command input.

The verb phrase syntax is generally the same as for regular player commands, but the noun syntax is different. Each noun is written as the source code name of a game object or class. That is, not a noun-and-adjective phrase as the player would type it, but the program symbol name as it appears in the source code. If you use a class name, the command matches any object of the class. For example, to handle putting any treasure in any container:

    cmd = 'put Treasure in Container'

You can match multiple objects or classes in a single noun slot (and you can freely mix objects and classes). For example, to handle putting any treasure or magic item in a container:

    cmd = 'put Treasure|Magical in Container'

You can't use the '|' syntax with verbs, because the verb syntax covers the entire phrase. You can match multiple verbs by writing out the entire phrasing for each verb, separating each phrase with a semicolon:

    cmd = 'take skull; put skull in Thing'

You can also write a command that matches ANY verb, by using "*" as the verb. You can follow the "*" with any number of objects; the first is the direct object, the second is the indirect, and the third is the accessory (note, the adv3Lite library does not currently make any use of the third, accessory, object, unless you include the TIAAction extension). This phrasing will match any verb that matches the given objects AND the given number of objects. For example, '* Thing' will match any verb with a direct object that's of class Thing, but it won't match verbs without any objects or verbs with an indirect object. Using "*" as a noun will match any object as well as no object at all.

Note, however, that there are some limitations with the kinds of objects a Doer's command string can match. The matching currently only works properly on objects derived from Thing (i.e. for TActions and TIActions, along with IActions). It can, however, be made to appear to work with directions to a limited extent. For example, a Doer defined like this will match a GO NORTH command:

    Doer
       cmd = 'go north'
       ...
    ;

We can also define a Doer that will match an attempt to move in one of several directions, for example:

    Doer
       cmd = 'go north|south'
       ...
    ;

This will match both GO NORTH or GO SOUTH (or just N or S for that matter). But the way it works isn't quite the way it works with commands referring to physical objects, like the TAKE SKULL example. If you defined a Doer like this:

    Doer
       cmd = 'go xxx'
       ...
    ;

You'd find it would match an attempt to move in any direction (whatever xxx was, provided it wasn't the name of a direction). In the case of a movement command we could work round this by defining a direction property on the Doer:

    Doer 'go dir'
      direction = northDir
      ...
    ;

It would, however, be simpler to define the action as 'go north' to achieve the same effect. Note the use of the Doer template here. Since the cmd property has to be defined for every Doer and it's usually a relatively short single-quoted string, it makes sense to use a template for it like this.

In the previous example it wouldn't have made any difference what word followed 'go', provided it's alphanumeric and didn't match the name of a direction recognized by the library. It could as well have been 'banana' or 'kangaroo' for all the difference it makes to the way the library interprets the command string in this special case; for the travel command it's simply matching the pattern 'go' followed by one other word. This is a consequence of the fact that at this point the Mercury implementation is set up only to recognize the verb, direct object, indirect object, and accessory object names in a command string, and its parser doesn't treat a direction as any of these. The library conceals this limitation from game authors by scanning the cmd string of every Doer and, if it finds the name of a direction (e.g. 'north') it adds the corresponding direction object (e.g. northDir) to the Doer's direction property. So, for example we could do the following:

    Doer 'go port|starboard|forward|aft'
        exec(curCmd)
        {
            "Shipboard directions have no meaning in this game. ";

            /*
             *  Use the abort macro to stop the rest of the action processing
             *  cycle in its tracks, since we don't want this refusal to
             *  act to count as a player turn.
             */
            abort;
        }

    ;

This would block any command to go Port, Starboard, Forward or Aft with the message shown (rather than printing the normal "You can't go that way" message, which could be taken as implying that the Shipboard Directions might be usable in a different room).

Note that if we want to test for the direction associated with the player's command in the exec() method of a Doer in any other way, we need to test the value of the current command's verbProd.dirMatch.dir property, for example:

    Doer 'go xxx'
        exec(curCmd)
        {
            local dirn;
            if(curCmd.verbProd.dirMatch != nil)
               dirn = curCmd.verbProd.dirMatch.dir;

            /*
             * Note that the dirn variable should now reference a Direction object.
             */
            if(dirn == northDirection)
               ...
        }
    ;

Incidentally, Doers work even less well at matching commands involving literals or topics (conversational commands and the like), but this is probably not much of a restriction in practice since it is hard to envisage a situation where it would be useful to have a Doer intercept such commands. It is just about possible to get a Doer to match a command involving a Topic, but the way of doing it may seem a bit counterintuitive: you have to use ResolvedTopic as the name of the object or class to be matched. For example this works:

    Doer 'think about ResolvedTopic'
        execAction(c)
        {
            if(c.dobj.name == 'relativity')
                "That's quite beyond you. ";
            else
                inherited(c);
        }
    ;

Or you could do it this way:

    Doer 'think about ResolvedTopic'
        execAction(c)
        {
            "That's quite beyond you. ";
        }
        when = gCommand.dobj.name == 'relativity'
    ;

For a LiteralAction you can do a similar trick using LiteralObject:

    Doer 'write LiteralObject'
        execAction(c)
        {
            "You write <q><<c.dobj.name>></q> on the first thing that comes
            to hand. ";
        }
    ;

### Matching Special Conditions

In addition to matching commands, you can specify the conditions under which a Doer takes effect; when the conditions are not met, the Doer does not intervene in the handling of the command. The conditions you can specify on a Doer are:

- where: This is a room or region, or a list of rooms and/or regions; the player character must be in the specified room or region, or one of the specified rooms or regions in the list, for the Doer to take effect.
- during: A Scene that must be currently happening for the Doer to take effect (or a list of scenes, one of which must be active)
- when: A condition that must be true for the Doer to take effect (i.e. an expression that evaluates to true or nil or a method that returns true or nil)
- who: The actor performing the command (or a list of actors, one of whom must be the actor performing this command). Use this condition with care, since you could end up bypassing the normal command-handling process (for when the player character gives an order to an actor) in ways you may not intend.

If you specify more than one of these conditions, then all the conditions you specify have to be true for the Doer to take effect.

To give just one example: people often ask how to disable the UNDO command during combat. Here's one way we could do it with a Doer: first define a scene during which the combat takes place then define the corresponding Doer:

    Doer 'undo'
        exec(curCmd)
        {
            "Sorry, you can't undo right now. ";
        }

        during = combatScene
    ;

Note that we don't need to use the abort macro in this case (though doing so would be harmless) since Undo, being a SystemAction, wouldn't run any after notifications, daemons or turn count increment in any case (which are the steps 'abort' would normally prevent).

## Defining What a Doer Does

There are two methods you can override on Doer to affect what it does, exec(curCmd) and execAction(curCmd). Which of them you choose depends on what it is you want to achieve. By default exec(curCmd) calls execAction(curCmd) if the action is to be carried out by the player character, and curCmd.actor.handleCommand if it's a command directed at anyone or anything else. Thus if you want your custom Doer to have the same effect whether the command is an action to be carried out by the player character or a command directed at someone else, then execCmd() is probably the best method to override; this works best when you simply want to block the action altogether, as in the examples we've seen so far. But it you want to make the command work differently just for the player character, then execAction() is probably the better choice; at the very least, if you choose to override exec() for anything other than simply blocking the command altogether you'll need to bear in mind that your custom code will be executed whether the player enters a command for the player character to carry out (e.g. TAKE RED BALL) or a command for someone or something else to carry out (e.d. BOB, TAKE THE RED BALL), and your code will therefore have to cover both cases, something you don't need to worry about if you override execAction() (which is precisely why it's a separate method in the first place).

Whether you're overriding exec(curCmd) or execAction(curCmd), it's useful to know that the curCmd parameter represents the current Command object (it can't be abbreviated to cmd, since that's the name of a property of Doer; you could abbreviate it to something briefer like just c in your own code if you wish, but we use curCmd in this manual to make it clear what it's for). You can use the properties of curCmd to get at the parser's interpretation of the player's command. The actor property give the actor the command is targeted at (usually the player character if it's an ordinary command, but otherwise the other actor if the command was targeted at another actor). The action property gives the action to be carried out (e.g. Take, Jump, PutIn). The dobj and iobj properties give the direct and indirect objects of the command, if they exist.

At the point at which exec() or execAction() is called on a Doer, the parser has thus identified the action to be carried out, and the objects involved in that command, and the Command object is processing the action for one set of objects (where the command might apply to multiple direct objects, say). The parser has used the action's verify method to help it resolve the objects, but that's all; the verify method has not yet been used to determine whether or not the action can go ahead, and no other part of the action handling has been carried out. If you try to handle the action manually you should be aware that unless the normal action handling is executed, the library won't carry out any before notifications, although depending on the action it will usuall carry out the after notification, execute any daemons, and advance the turn counter (since these steps are handled by the Command object). The main exception is with SystemActions, that don't execute before and after notifications, fuses, daemons and incrementing turn count in any case. If your Doer simply substitutes one action for another (probably the commonest case apart from blocking an action altogether), then none of this should be a problem, since the new action will handle all the notifications and so forth in any case.

To make this easier for you, the Doer object provides a doInstead() method, which can be called with one or more parameters. The first parameter is the action you want to execute (e.g. Jump, Take, PutIn). The two optional parameters are the new direct and indirect objects of the command which, if they are included, must be called in the order direct object, indirect object.To give some examples:

- doInstead(Jump); makes the player character jump.
- doInstead(Take, redBall); makes the player character take the red ball.
- doInstead(PutIn, redBall, blueBox); makes the player character put the red ball in the blue box.
- doInstead(PutIn, gDobj, blueBox); makes the player character put the original direct object of the command in the blue box.

One use of Doer to redirect one command to another could be where English idiom suggests a meaning for a command other than its usual IF interpretation. For example, whereas GO THROUGH X normally means passing through X or walking through X, a command like GO THROUGH JUNK could be a way of saying SEARCH JUNK, so we might define a Doer like this:

    Doer 'go through junk'
        exec(curCmd)
        {
            doInstead(LookIn, gDobj);
        }
    ;

The one slight problem with this is that this Doer will match any wording of the GO THROUGH action, including WALK THROUGH JUNK, for example, which may be less than ideal. We can solve this problem by defining the strict property of the Doer to true, which means it will only match the player's command if the first word of the player's command (the command verb) is strictly identical to the first word of the Doer's cmd property. So in this case do define the Doer to match GO THROUGH JUNK but not WALK THROUGH JUNK we'd write:

    Doer 'go through junk'
        strict = true

        exec(curCmd)
        {
            doInstead(LookIn, gDobj);
        }
    ;

For a travel command, use the special Go action followed by the direction object corresponding to the direction you want the player character to go in; for example:

     Doer 'jump'
        execAction(curCmd)
        {
            "You jump off the cliff, and down you go! ";
            doInstead(Go, downDir);
        }
        where = cliffEdge
     ;

If you prefer, you can use the macros goInstead() and goNested() instead. For example, goInstead(north) would be exactly equivalent to doInstead(Go, northDir).

The kind of situation where one might want to use a Doer to carry out the full processing of a command rather than simply redirecting it to another action might be where an action involving a particular pair of objects does something quite out of the ordinary. For example, suppose that inserting the blood-diamond into the crown of the demon king results in the player character being instantly transported into the nether regions; we might use a Doer like this:

     Doer 'put bloodDiamond in crown'
        execAction(c)
        {

            "The crown shatters in your hand. An instant later there's a
             blinding flash and you suddenly feel horribly hot. Once you
             recover your sight you see your surroundings have changed
             ... for the worse!\b";

             crown.moveInto(nil);

             hell.travelVia(gPlayerChar);
        }

    /*
         * If we are going to handle an action manually we should first
         * call its beforeAction() method manually to ensure that all
         * the appropriate beforeAction notification are handled as
         * we would expect. Setting handleAction to true ensures that
         * this is taken care of.
         */

        handleAction = true
     ;

Note in particular the use of the handleAction property here. If we are handling an entire action manually within a Doer without letting any action actually handle it, it is essential to start by calling the beforeAction() method of the action we're notionally handling so that the normal beforeAction notifications are sent. Failure to do so may lead to puzzling bugs later when we find that various beforeAction(), roomBeforeAction() etc. methods defined elsewhere are not working as we expect. We can take care of this by setting the handleAction property of the Doer, which will then call the appopriate beforeAction() handling for us. To trigger beforeAction handling handleAction property should either be set to true or to the name of an Action object. If it is set to true the beforeAction routines of the action we are notionally handling will be carried out (in the above example, those for the PutIn action). If we set it to some other action, such as Travel (since in this example we are sending the player character on a journey to hell), the beforeAction handlings for that action will be executed instead. The main difference is in what will show up as gAction (i.e. the current action) if we want to test for it in the beforeAction() and/or roomBeforeAction() methods of any objects and/or rooms.

That said, there are two cases where it makes sense to leave handleAction at its default value of nil. The first is where you want the Doer to stop the action in its tracks and do nothing (such as refusing to go to starboard when the attempt to do so doesn't even make sense), since in such a case no action is actually carried out and you don't want any beforeAction notifications to occur. The second is when you use doInstead() to carry out a new action, in which case that new action will handle its own beforeAction notifications without further ado.

Note that you can also call doInstead() on a Thing or an Action, using precisely the same syntax, and with broadly similar effects (broadly similar in that when you call this method on an Action or Thing you're intervening at a later stage of the action-processing cycle, so the effect isn't quite the same). Thing and Action also define a doNested() method for when you want to perform one action as part of another instead of replacing one action with another. It's also perfectly okay to call doNested() on a Doer, but in that case it won't do anything different from doInstead(), so there's little point.

If you're wondering which to use, then as a rule of thumb Doer.doInstead() should be used to handle special cases in your game code, whereas calling doInstead() or doNested() in the execAction() method of an Action or an action method on a Thing (or, for that matter, using the lower-level functions replaceAction() or nestedAction()) is best left either to general case handling of a new (user defined) action or when Doer.doInstead() simply won't do the job (for example because you need to execute a nested action as part of another action, or you need to make another actor do something via nestedActorAction() or replaceActorAction(), but such cases are likely to be rare). The technical difference is that calling Doer.doInstead() calls the exec() method of the new action (and so gives you the entire action cycle) whereas all the other methods call the execAction() method of the new action (and so skip part of the action cycle).

Under what other circumstances is it better to define a Doer rather than override the various methods described in the Action Results section above? The kinds of situation where it seems likely that a Doer may be the better choice include:

1. Preventing certain actions taking place altogether (conditionally or otherwise) as in some of the examples given above.
2. Transforming one action into another action.
3. Doing something different under special circumstances, which can be readily specified using the where, when and/or during properties of a Doer (but remember to set handleAction to true).
4. Implementing special handling of a TIAction when what should happen depends on the particular objects involved, particularly when it depends on particular pairings of direct and indirect objects, which can become quite awkward to deal with using the methods described under Action Results (but remember to set handleAction to true).

Of these, 1 and 2 are the safest. In cases 3 and 4 you need to remember to set the Doer's handleAction property to true, as shown above, or else you may find yourself faced with hard-to-find bugs. Uses 3 and 4 may work well if you're careful about how you employ them, but do bear in mind that if you effectively bypass the normal action handling in that way, you may have to handle a lot of complexity that would otherwise be handled for you in the library. Sometimes, a better alternative to using a Doer in cases 3 and 4 may be to make use of the Rules extension and, say, calling a RuleBook from within the appropriate action() method. Doers can be useful, but they are not a magic bullet for every kind of complex problem. Rules are also smarter about sorting themselves in order of specificity.

The effect of setting handleAction to true is to ensure that the appropriate beforeAction notifications are sent before the execAction() method is executed, thus, for example, allowing a relevant beforeAction() or roomBeforeAction() method to veto the action. It is good practice to do this unless you are absolutely certain you want to bypass the beforeAction notifications, since otherwise you may be left wondering why beforeAction notifications aren't working as you expect.

The effect may be illustrated by means of the following examples. Suppose on the current room you have defined:

     roomBeforeAction()
        {
            if(gActionIs(Wait))
            {
                "There's no time to hang around here! ";
                exit;
            }
        }

And elsewhere in you code you have the following Doer:

     Doer 'wait'
        execAction(c)
        {
            "You wait patiently, but nothing much happens. ";
        }
    ;

Then the response to WAIT would be "You wait patiently, but nothing much happens. " Since the beforeAction notifications haven't been sent, roomBeforeAction() never gets a look-in. But if instead you defined the Doer thus:

     Doer 'wait'
        execAction(c)
        {
            "You wait patiently, but nothing much happens. ";
        }

        handleAction = true // NOTE THIS ADDITION
    ;

Then the response to WAIT would be "There's no time to hang around here! " In this case the roomBeforeAction() method would intercept the action, as you would normally expect.

A good example of a type 3 case where you might want to use a Doer to handle an entire action manually, bypassing the normal action handling, is where you want to allow the player character to ride a vehicle into an enterable object (for example, to allow the player to use the command ENTER COPSE to make the player character ride a bike into the copse, when the copse object is an Enterable representing the exterior of another location, such as insideCopse). The default library behaviour here would be to make the player character get off the bicycle and enter the copse on foot (that is the player character object would be moved to insideCopse but the bike would be left behind). This default is perfectly sensible; in most cases where the player character is in or on one object it makes sense for the player character to leave that first object before entering a second. Unfortunately, it may not be what we want in this particular case. While it would be possible to override the dobjFor(Enter) handling on the copse object to produce the desired effect, this would be quite fiddly to get right (given that we'd also want to allow the player character to walk into the copse without using any vehicle), and is almost certainly much more easily handled with a Doer:

    Doer 'enter copse'
        execAction(c)
        {
            "{I} {ride} the bike into the copse. ";
            bike.travelVia(insideCopse);
        }

        handleAction = true

        when = gPlayerChar.isIn(bike);
    ;

## Priority of Doers

If several Doers are defined, it's possible that more than one will match a given command, in which case there needs to be some way of determining which one takes effect. The way in which the Mercury library, and hence the adv3Lite library, handles this is rather like the way Inform 7 orders the priority of rules such as instead rules, by giving the more specific Doers priority over less specific ones. Doers also have a priority property (default value 100) which can be used to determine the Doer's precedence order manually. You can use this when it's necessary to override the default precedence order, which is figured according to the specialization rules described below.

Most of the time, you shouldn't need to set a priority manually. If you don't, the library determines the precedence automatically according to the degree of specialization. However, the way the library figures specialization is a heuristic, so it's not always right. In cases where the heuristic produces the wrong results, you can bypass the rules by setting a priority manually. A manual priority takes precedence over all of the standard rules.

The basic approach is to process Doers in order from most specific to most general. This creates a natural hierarchy of handlers where more specific rules override the generic, default handlers. Here are the degrees of specialization, in order of importance:

1. A Doer with a higher priority value takes precedence over one with a lower value.
2. A Doer with a when condition is more specific than a Doer without one. A when condition means that the Doer is designed to operate only under specific circumstancs, so it's inherently more specialized than one that always operates.
3. A Doer with a where condition is more specific than a Doer without one. A where condition means that the Doer only applies to a limited geographical area.
4. A Doer with a who condition is more specific than a Doer without one. A who condition means that the Doer only applies to a particular actor.
5. A Doer with a during condition is more specific than a Doer without one. A during condition means that a Doer is restricted to a particular scene.
6. A Doer that matches a particular Action is more specific than one that matches any Action.
7. If two Doer commands are for the same Action, the Doer that matches a more specialized subclass (or just a single object instance) for a noun phrase is more specific than one that matches a base class for the same noun phrase. For example, 'take Container' is more specific than 'take Thing', because Container is a subclass of Thing, and 'take backpack' (where the 'backpack' is a Container) is more specific than either. This type of specialization applies in the canonical object role order: direct object, indirect object, accessory. For example, we consider 'put Container in Thing' to be more specific than 'put Thing in Container', because we look at the direct object by itself before we even consider the indirect object. This rule only applies when the Action is the same: 'put Thing in Container' and 'open Door' are equal for the purposes of this rule.

It's important to understand that each degree of specialization is considered independently of the others, in the order above. For example, if you have a Doer with just a 'when' condition, and another with only a 'where' condition, the one with the 'when' condition has higher priority. This is because we look at the presence of a 'when' condition first, before even considering whether there's a 'where' condition.

The library has no way to gauge the specificity of a 'when','where', 'who' or 'during' condition, so there's no finer-grained priority to the conditions than simply their presence or absence.

If two Doers have the same priority based on the rules above, the one that's defined LATER in the source code has priority. This means that Doers defined in the game take priority over library definitions.

adv3Lite Library Manual
Table of Contents | Actions > Doers
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