Okay, it’s even weirder. Even if I don’t get rid of that rule, it still messes up:
"Sandbox" by Brian Rushton.
Parlor is a room.
The closet door is a door. It is north from parlor and south from Elsewhere.
The delivery box is a closed openable container. It is held by the player.
A pizza slice is a kind of thing. There are five pizza slices in the delivery box.
The parser nothing error internal rule response (D) is "[The noun] [can't] contain things."
This gives similar results:
>take slices
The closet door can't contain things.
>get all from box
There are none at all available!
>get all slices
There are none at all available!
Edit:
The closet door doesn’t have to be a door, apparently it happens for any scenery object. So I tried making the closet an open container:
"Sandbox" by Brian Rushton.
Parlor is a room.
The closet is an open container in parlor.
The delivery box is a closed openable container. It is held by the player.
A pizza slice is a kind of thing. There are five pizza slices in the delivery box.
and got this result:
>open box
You open the delivery box, revealing five pizza slices.
>take slices
The closet is empty.
>showme closet
closet - open container
location: in Parlor
singular-named, improper-named; unlit, inedible, portable; opaque, open, unopenable, unlocked
list grouping key: none
printed name: "closet"
printed plural name: "containers"
indefinite article: none
description: none
initial appearance: none
carrying capacity: 100
>
It says the closet is empty but SHOWME CLOSET shows it’s open!
Editedit:
Looks like it’s connected to behavior described here:
My guess is it’s defaulting to the ‘remove’ action but interpreting the target of the ‘remove’ action as the held pizza box, since ‘GET SLICES FROM BOX’ works just fine.