eventManager object | events.t[425]

Event Manager. This is a schedulable object that keeps track of fuses and daemons, and schedules their execution.

`eventManager : BasicEventManager Schedulable`

Superclass Tree (in declaration order)

`eventManager`
`BasicEventManager`
`object`
`Schedulable`
`object`

Summary of Properties

`curEvent_ events_ scheduleOrder`

``

Inherited from `Schedulable` :
`allSchedulables gameClockTime nextRunTime`

Summary of Methods

`executeList executePrompt executeTurn getNextRunTime`

Inherited from `BasicEventManager` :
`addEvent removeCurrentEvent removeEvent removeMatchingEvents`

Inherited from `Schedulable` :
`calcScheduleOrder construct execute incNextRunTime`

Properties

`curEvent_` | `events.t[563]`

the event currently being executed

`events_`OVERRIDDEN | `events.t[560]`

our list of fuses and daemons

`scheduleOrder` OVERRIDDEN | `events.t[432]`

Use a scheduling order of 1000 to ensure we go after all actors. By default, actors use scheduling orders in the range 100 to 400, so our order of 1000 ensures that fuses and daemons run after all characters on a given turn.

Methods

`executeList (lst)` | `events.t[499]`

internal service routine - execute the fuses and daemons in the given list, in eventOrder priority order

`executePrompt ( )` | `events.t[489]`

Execute a command prompt turn. We'll execute each per-command-prompt daemon.

`executeTurn ( )`OVERRIDDEN | `events.t[467]`

Execute a turn. We'll execute each fuse and each daemon that is currently schedulable.

`getNextRunTime ( )`OVERRIDDEN | `events.t[438]`

Get the next run time. We'll find the lowest run time of our fuses and daemons and return that.

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