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Fix Rule Formatting
In various places the word "rule" was formatted as if it was an Alan keyword (i.e. styled as inline code, `Rule`), which it isn't. Amend to it by replacing all occurrences with the word "rule" emphasized (i.e. _rule_) to distinguish it from the general term "rules". Closes #57.
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manual/manual.asciidoc

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:doctitle: The ALAN Adventure Language Reference Manual
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:revnumber: 0.1.97-PreReleaseBeta7
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:revnumber: 0.1.98-PreReleaseBeta7
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:revdate: September 1, 2019
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:revremark: AsciiDoc conversion work
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:doctype: book

manual/manual.html

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manual/manual.pdf

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manual/manual_03.asciidoc

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@@ -2490,7 +2490,7 @@ End Verb.
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If your `Verb` has multiple definitions (e.g. for various classes) applying `Meta` to any one of them will make the verb a meta verb, meaning that if the player uses that verb in any context and on any instance, it won't consume a tick, even if that particular definition did not have the `Meta` property explicitly expressed.
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A library might decide that `'score'` was a meta verb and there is nothing you, as an author, can do to override that short of editing the library source.
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Furthermore, a `Meta` verb does not trigger evaluation of ``Rule``s and ``Event``s either, so they are genuinely "`outside`" the game and should only be used with verbs that are not considered part of the players progression inside the game.
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Furthermore, a `Meta` verb does not trigger evaluation of _rules_ and ``Event``s either, so they are genuinely "`outside`" the game and should only be used with verbs that are not considered part of the players progression inside the game.
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[NOTE]
@@ -2848,7 +2848,7 @@ rule = 'WHEN' expression ('THEN' | '=>')
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--------------------------------------------------------------------------------
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A (((RULE))) `Rule` is an arbitrary expression, which, when true, results in the execution of some given statements.
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A (((RULE))) _rule_ is an arbitrary expression, which, when true, results in the execution of some given statements.
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Rules can only be declared on the global level (not inside classes or instances).
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The main intended use of rules is to detect particular situations and then trigger some action.
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Typically they can be used to make things happen when certain situations arise, such as starting an actor when the hero enters the cave.
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The use of parameters, `Current Actor`, `Current Location`, `Here` and `Nearby` is not allowed in rules conditionals or bodies.
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Rules are executed at no location.
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Therefore, within ``Rule``s it's not possible to communicate directly with the player via output statements (since the hero cannot be where the rule is executing, see <<Output Statements>>).
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Therefore, within _rules_ it's not possible to communicate directly with the player via output statements (since the hero cannot be where the rule is executing, see <<Output Statements>>).
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Triggering an `Event` that handles the output intended for the player is the recommended solution to this.
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The following is a complete game using a rule:
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--------------------------------------------------------------------------------
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In this example the `Rule` conditional (i.e. `Count IsA actor, At kitchen = 1`) is using an aggregation (`count`, see <<Aggregates>>) over two filters (see <<Filters>>) that will count the number of ``actor``s at the `kitchen`, and when that number becomes one, the rule will trigger and execute the statements, in this case scheduling an event that handles the presentation of the output to the player.
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In this example the _rule_ conditional (i.e. `Count IsA actor, At kitchen = 1`) is using an aggregation (`count`, see <<Aggregates>>) over two filters (see <<Filters>>) that will count the number of ``actor``s at the `kitchen`, and when that number becomes one, the rule will trigger and execute the statements, in this case scheduling an event that handles the presentation of the output to the player.
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Again, remember that rules are checked after each actor has moved.
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What happens if there are more actors in play and they move in and out of the kitchen, is left as an exercise to the reader.
@@ -3616,7 +3616,7 @@ Schedule ringing At clock After 60 - minutes Of clock.
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The number of moves can be zero, i.e. `After 0` means that the event will occur now (during this player turn, probably last, though).
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If no location is specified, `Here` is assumed, i.e. it will be executed at the current location, the location where the statement itself was executed.
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An important case is when a `Schedule` statement without a *WHERE* clause is executed inside a `Rule`.
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An important case is when a `Schedule` statement without a *WHERE* clause is executed inside a _rule_.
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Since rules are executed at nowhere so will the event.
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This means that any printout will occur nowhere, and will thus be invisible to the player.
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manual/manual_05.asciidoc

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@@ -27,7 +27,7 @@ The player input is analysed according to the explicit and implicit `Syntax` rul
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Global `Verb` ``Check``s and bodies are used for verbs taking no parameters, otherwise the verb bodies are found in the parameter instances or their classes.
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In case the player typed a directional command the corresponding `Exit` check and code is executed.
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After the (((player commands))) player's command has been taken care of, all ``Rule``s are evaluated and possibly executed.
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After the (((player commands))) player's command has been taken care of, all _rules_ are evaluated and possibly executed.
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Then each of the other ``actor``s executes one step in their ``Script``s (if active) and for each actor the rules are evaluated again.
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Finally, each `Event` that is scheduled for this round is fired, and the rules evaluated yet again.
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Finally the player is prompted for another command.

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