Clarification:
Most of our event code is unwieldy.
This is how I'd like it to work:
The Command_processor
should have the following information in it for each valid command:
Valid Command - "move west"
Pre Acceptance Checking - "can I 'move west'"
Event Class - "what kind of event is 'move west'"
Event Delay - "how long will moving west take?"
Event - "how do I 'move west'"
The Command_Processor will most likely have CODEREFS for each of the
data types, except for Event Class. For efficiency, Command_Processor
will contain a single hash of hashes... perhaps like the following:
$self->{matrix}= (
"move west"=> (
"Test"=>\&Player::MoveTest('west'),
"Class"=>"Player",
"Delay"=>\&Player::MoveDelay('walk'),
"Event"=>\&Player::Move('west')
),
"run west" => (
"Test"=>\&Player::MoveTest('west'),
"Class"=>"Player",
"Delay"=>sub { return int (100/($DEXTERITY /2)
+)} ,
# OR ##
"Delay"=>\&Player::MoveDelay('run'),
"Event"=>\&Player::Move('west')
),
}
###############################################################
So when the command processor recieves a request, it first checks
for the validity of the command:
return $INVALID_CMD unless defined ($self->{matrix}->{$NEWCOMM
+AND});
And then:
return $CMD_FAIL unless &$self->{matrix}->{$NEWCOMMAND}->{'Tes
+t'};
and if everything is okay:
return $self->{eventqueue}->event_add(
&$self->{matrix}->{$NEWCOMMAND}->{'Delay'},
&$self->{matrix}->{$NEWCOMMAND}->{'Event'}
);
And this is how it should work.
###############################################################