SystemActionclass | action.t[1009], objtime.t[221]

The SystemAction class is for actions not affecting the game world but rather acting on the game session, such as SAVE, RESTORE and QUIT.

`class SystemAction : IAction`

Superclass Tree (in declaration order)

`SystemAction`
`IAction`
`Action`
`ReplaceRedirector`
`Redirector`
`object`

Subclass Tree

`SystemAction`
`FileOpAction`

Global Objects

`About Again Brief CmdMenu Credits Debug DebugI Exits ExitsColour ExitsMode ExtraHints FootnoteAction Footnotes FootnotesStatus FullScore Help Hints HintsOff Instructions Intro InventoryTall InventoryWide ListRelations ListTests Notify NotifyOff NotifyOn Quit RecordOff RelationDetails Restart Restore Sample Score ScriptOff Topics Undo Verbose Version WhereHelp`

Summary of Properties

`includeInUndo isRepeatable timeTaken turnsTaken`

Inherited from `IAction` :
`againRepeatsParse`

Inherited from `Action` :
`actionFailed advanceOnFailure allowAll extraMessageParams failCheckMsg failedActionCountsAsTurn implicitTimeTaken isConversational isImplicit oldRoom parentAction parentAllowAll preCond redirectParent reportImplicitActions scopeList spellingPriority synthParamID unhides verifyObj wasIlluminated`

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Summary of Methods

`afterAction exec execCycle getInputFile turnSequence`

Inherited from `IAction` :
`execResolvedAction resolvedObjectsInScope scoreObjects setResolvedObjects`

Inherited from `Action` :
`acknowledgeNotifyStatus addExtraScopeItems addImplicitTime advanceTime announceObject beforeAction buildImplicitActionAnnouncement buildScopeList checkAction checkActionPreconditions commandNotPresent execAction execGroup getAll getAllUnhidden getMessageParam implicitAnnouncement reportAction setMessageParam setMessageParams spPrefix spSuffix synthMessageParam verify verifyObjRole wrapObjectsNP`

Inherited from `ReplaceRedirector` :
`redirect`

Inherited from `Redirector` :
`doInstead doNested doOtherAction`

Properties

`includeInUndo` OVERRIDDEN | `action.t[1011]`

A SystemAction is not normally undo-able

`isRepeatable` OVERRIDDEN | `action.t[1014]`

A SystemAction is not normally repeatable

`timeTaken` OVERRIDDEN | `objtime.t[226]`

For OBJTIME extension; a SystemAction shouldn't normally take any game clock time.

`turnsTaken` OVERRIDDEN | `action.t[1033]`

A SystemAction doesn't take any turns (this is a bit belt-and-braces since turnSequence does nothing in any case).

Methods

`afterAction ( )`OVERRIDDEN | `action.t[1020]`

Since a SystemAction isn't an action in the game world, we don't want it to trigger any after action notifications.

`exec (cmd)`OVERRIDDEN | `action.t[1039]`

Since this isn't an action within the game world we bypass all the normal pre-action handling and just execute a reduced cycle.

`execCycle (cmd)`OVERRIDDEN | `action.t[1046]`

There's no before notifications for a SystemAction so we simply execute the action and, if we should define it as repeatable, make a note of it in case the player issues an AGAIN command on the next turn.

`getInputFile (prompt, dialogType, fileType, flags)` | `action.t[1080]`

Ask for an input file. We call the input manager, which displays the appropriate local file selector dialog. This is used for SystemActions that need a file to act on, such as SAVE, RESTORE and QUIT.

`turnSequence ( )`OVERRIDDEN | `action.t[1027]`

Since a SystemAction isn't an action in the game world, we don't want it to count as a turn, so we don't run any Daemons or Fuses and we don't advance the turn count.

Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1