Open prophnoran opened 4 years ago
I appreciate that this can be frustrating, but it's not clear to me if you think there's a "correct" behaviour and if so, what you think it should be.
This behaviour exists in various forms in multiple places - see also get
and put
searching the room before they search your inventory.
Changing the search order doesn't solve anything - it might make some cases better but it only really moves the problem around.
I don't see a nice way of unambiguously (and pleasantly) addressing where you're looking for something (i.e. to specify whether open east
is aimed at the exit, an item on the ground, or an item in your inventory)
I can see the argument for some kind of "intelligent search" - filtering out only open-able targets so open chest
finds the chest
on the ground and ignores the chestplate
in your inventory, but I'm wary of the UX impact by obfuscating the behaviour - right now it's not nice but it's generally clear after the first few times it happens to you, and that feels better than behaviour that people will almost always struggle to follow...
Changing the search order doesn't solve anything - it might make some cases better but it only really moves the problem around.
I think it would help a lot here, actually; if exits took priority over items then you couldn't get 'stuck' as often: many doors don't have additional names, and they're much less discoverable if they do. If I'm in a room with a down door which doesn't have a name or doesn't have a name I know, then I'm just stuck; most objects do have more names (quilt
, etc.). Plus, I can leave the room if I really want to (much more annoying to go stash the object somewhere).
It's also worth noting that items (like chestplate in your example) are a little different than doors in this regard because you can find them with 1., 2., etc. For example (while holding a stainless-steel chestplate
in the sheps donation room, which has chests in it):
#!prompt [3471/3471H] [1751/2021M] [453/656V] E>
l chest
A reflective chestplate lies here on the floor.
#!prompt [3471/3471H] [1751/2021M] [453/656V] E>
l 2.chest
A Silverwood Chest
But while at town square in sthiss tor (which has a closed downward exit) while holding an object named down
:
1121/1264H 548/548M 371/371V a:918 1876tnl NESW sneak: >
open down
That's not a container.
1121/1264H 548/548M 371/371V a:918 1876tnl NESW sneak: >
open 2.down
I see no 2.down here.
That is, you're right that it wouldn't categorically solve the problem, but I think it would at least reduce it, by making exits take priority over items in this logic.
Of course this is like the lowest priority thing in the world to fix...