Elsewhere, I asked about “boringthing” types that rejected your attempts to do much with them, so you knew they weren’t important. I managed to make a “boringscen” subtype that worked well as scenery.
But then I ran into backdrops I wanted to make boring. So I wrote this code, which compiles, but I’m worried I may be missing something abstruse.
a boringthing is a kind of thing. a boringbackdrop is a kind of boringthing. a boringbackdrop has a rule called move-rule. after choosing notable locale objects: repeat with item running through boringbackdrops in location of player: set the locale priority of the item to 0; after going: consider the shift-backdrops rule; continue the action; this is the shift-backdrops rule: say "Setting backdrops."; repeat with X running through boringbackdrops: consider the move-rule of X; if the rule succeeded: move X to the location of the player; say "Moved quasi-backdrop [X]."; continue the action; r1 is a room. r2 is north of r1. r3 is east of r2. r4 is south of r3. r1 is west of r4. when play begins: consider the shift-backdrops rule; b14 is a boringbackdrop. move-rule of b14 is the b14-move rule. this is the b14-move rule: if player is in r1 or player is in r4, the rule succeeds; the rule fails;
Am I missing anything I should know about backdrops? I don’t want to do anything tricky–I just want to make sure I have backdrop-ish stuff you can’t do much with.