Open eriktorbjorn opened 4 years ago
A similar thing happens when you're thrown out of the casino if you didn't pick up the suitcase:
>WAIT
Time passes...
You see the dealer approaching with Billy Monday.
>SCORE
Your score is 150 of a possible 200, in 640 turns.
>WAIT
Time passes...
The pair of thugs hurry up to confront you. The dealer summarily eighty-sixes
you from the room.
Menagerie Nook
You are standing outside of the elephant tent. Along its side wall to the north
sits a cage with straw poking out of it. The menagerie is northwest of here.
Facing you on the east side there is a big old plywood sideshow front, faded
beyond recognition. It serves as the barrier wall of an enclosed structure
behind the elephant tent.
>SCORE
Your score is 150 of a possible 200, in 643 turns.
That's handled by I-CHASE
:
<TELL CR
"The pair of thugs hurry up to confront you. ">
<COND (<IN? ,KIESTER ,LOCAL-GLOBALS>
<EIGHTY-SIX>
<RFALSE>)
So it looks deliberate, but can it really be?
When you encounter Comrade Thumb at the drinking fountain, if you wait for him to leave one move passes for each message:
and so on. Until you reach the last one:
So the last message did not interrupt the waiting. I noticed this while testing if "FOLLOW COMRADE THUMB" works, and it does. But only if you're quick enough. If you wait like this, you lose your chance.
This is because
I-BOOST
returns false here:Oddly enough, if you wait in another room, Comrade Thumb exiting does interrupt the waiting. This is presumably because
BOOST-EXIT
returns true, and soI-BOOST
does as well:I think the correct behaviour would be to
<RTRUE>
in the first case, and<RFALSE>
in the second. It seemed to work for me when I tried it.