The place to discuss the ADRIFT Interactive Fiction toolkit

ADRIFT Parser - What is the Problem?

This forum is the place to discuss the older ADRIFT versions 3.9 and 4.0.

Please refer to the ADRIFT 4 Manual for more information.

Postby vulture » Wed Feb 23, 2011 1:28 am

I've read in a few places that the ADRIFT command parser is a problem. What exactly is the problem? Something to do with pattern matching? Thanks.
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Postby ralphmerridew » Thu Feb 24, 2011 4:38 am

The big one is that any overrides are based around the exact text entered, as opposed to the meaning of the command.

For example, suppose a game contains a diary and a dictionary.

Consider these situations:

A) The player holds the dictionary; the diary is in another room; the player types "READ BOOK".
B) The player holds the diary; the dictionary is in another room; the player types "READ BOOK".
C) The player holds both and types "READ DIARY".

Which of these cases will you handle similarly?

ADRIFT 4 makes it very easy to handle cases A and B the same way (the player typed "READ BOOK" in both cases), while handling case C differently.
Inform, TADS, Hugo and (I think) ADRIFT 5 handle B and C the same way (the player wanted to read the diary), while handling case A differently.
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