I have a bunch of disparate “understand “X” as a mistake” lines in my source I would like to clean up. Like, about 100 in Shuffling Around.
In fact I think it would be most efficient to dump them into “after reading a command.”
But I’m wondering about possible bad effects beside the usual needing to debug.
understand "troves" as a mistake ("Nice try, but that's next game! You do not need riches to beat Red Bull Burdell.[fake-clue of store v]") when player is in trips strip. understand "towers" as a mistake ("That should work--but it doesn't! Maybe the towers would be too big to tackle in the game in a series, anyway.[fake-clue of store w]") when player is in trips strip.
after reading a command: if player is in trips strip: [this could go in a separate action] if the player's command includes "troves", say "...." instead; if the player's command includes "towers", say "...." instead;
Is this a good idea? It feels right, but I’m wary of mucking heavily with such an important function. It could even help code organization so I know what special tries are accounted for.
I guess I’m looking for general possible problems here I don’t know about, and given the scope of the change, I’d like to make sure I’m not shooting myself in the foot before I start. For instance, I doubt there’ll be much slowdown with the big if clauses, but that came to mind as a potential problem. But it would be nice to be able to reduce the # of actions in the header (“use MAX_ACTIONS of 210” could drop to, say, 110).