Is there a straightforward(-ish) way to handle having an object be in multiple, non-nested containers at once?
Think about a large object in a warehouse—a boat, a tractor, whatever—covered by multiple tarps.
And if a container is the wrong way to approach this, what’s a different way to get “container-like” effects (blocking sense paths and so on)?
In this specific example it could be faked with a bunch of conditionals on either the tarp objects or on the boat/tractor/whatever object, but I’m more interested in a general solution.
I’ve said in another thread that I couldn’t get what I wanted with twiddling [sense]Presence. I don’t know if they’re used for anything other than generating a senseInfoTableSubset which is used for listing purposes. You can do more tampering with canBeSensed(obj) or (playerChar).senseObj(args).
As a side warning, don’t try to make a Container a MultiLoc! You’ll get stack overflows, unless you find a way to patch the problem.
Kinda. You could certainly come up with a solution for that particular problem with MultiFaceted, the problem is that I want a more general solution (because I have a bunch of different situations where I want to do this kind of thing).
Occluder also almost does what I want, but it still ends up involving a bunch of conditional spaghetti in a way that, for example, handling all the sense stuff via Containerdoesn’t.