Some Problems with a Openable, Booth

To wrap things up:

Supressing the full description of an enclosing room after reappearing light can be handled by replacing it with a more appropriate description of the booth we are currently in (thanks @jjmcc):

+ closet: Openable, Booth 'pretty little wooden closet' 'little closet'
	isLookAroundCeiling(actor, pov) { return true; }

Excluding the closet we are standing in from the description of the surrounding room can be done with:

    isListed { return !gPlayerChar.isIn(self); }

Inhibiting “a whole bunch of actions” from within a booth is to vague for a general solution. Something can be done with OutOfReach, remoteDesc() and SenseConnector’s… (Thanks @johnnywz00 , @jjmcc ) For now a simple

preCond = [actorDirectlyInRoom]

for my two objects does the job.

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