Comments (3)
This is harder to do than it appears. We can't check the synonym as soon as its parsed, because a new object could be added later that would cause a conflict. Maybe we could record synonyms too, and then just disallow an object's name from matching a synonym and vice versa? Then, whichever condition causes a conflict first would be caught and an error would be reported.
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Yes, this will work, and it's the easiest way to handle this situation. GGG!
from trogdor.
Actually, this wouldn't be an unresolved ambiguity. When we have to make a clarification, we always do so with unique object names, so this will never be an issue. A+ for effort, though! Closing this.
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Related Issues (20)
- Global synonyms for objects in room HOT 1
- Global synonyms for objects and creatures HOT 1
- Override creature's allegiance per player HOT 1
- Creature Combat (Part 1. Investigate) HOT 1
- Creature Combat (2. Bare Bones) HOT 1
- New event handler HOT 4
- Add events to attack
- Player and creature health system
- Remember last command entered
- Move default values to defines and/or enums HOT 1
- Make damage done by bare hands configurable HOT 1
- Creatures using weapons HOT 1
- Creature counter-attack
- Creature auto-attack HOT 3
- Make attributes configurable
- Custom messages for combat and health HOT 1
- Valgrind struct in object.h HOT 1
- Friendly and neutral creatures should NOT attack back by default HOT 1
- Add creature's location to creature->location in construct.c HOT 1
- Accessor/setter methods for various types of entities HOT 1
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