senseContext object | pov.t[66]

Sense context output filter. When the sense context doesn't allow the player character to sense whatever's going on, we'll block all output; otherwise, we'll pass output through unchanged.

`senseContext : SwitchableCaptureFilter`

Superclass Tree (in declaration order)

`senseContext`
`SwitchableCaptureFilter`
`CaptureFilter`
`OutputFilter`
`object`

Summary of Properties

`cached_ isBlocking_ sense_ source_`

Inherited from `SwitchableCaptureFilter` :
`isBlocking`

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Summary of Methods

`isBlocking recalcSenseContext setSenseContext shouldBlock withSenseContext`

Inherited from `SwitchableCaptureFilter` :
`filterText`

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Properties

`cached_` | `pov.t[109]`

no description available

`isBlocking_` | `pov.t[108]`

our current cached blocking status, and its validity

`sense_` | `pov.t[179]`

the source object and sense of the sensory context

`source_` | `pov.t[180]`

no description available

Methods

`isBlocking ( )` | `pov.t[91]`

Get our current blocking status. If we've already cached the status, we'll return the cached status; otherwise, we'll compute and cache the new blocking status, based on the current sensory environment.

`recalcSenseContext ( )` | `pov.t[75]`

Recalculate the current sense context. We will check to see if the player character can sense the current sense context's source object in the current sense context's sense, and show or hide output from this point forward accordingly. This can be called any time conditions change in such a way that the sense context should be refigured.

`setSenseContext (source, sense)` | `pov.t[168]`

Set a sense context.

`shouldBlock ( )` | `pov.t[115]`

Calculate whether or not I should be blocking output according to the current game state. Returns true if so, nil if not.

`withSenseContext (source, sense, func)` | `pov.t[141]`

invoke a callback with a given sense context

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3