The liquid model in Savoir-Faire attempts to handle the following abilities:
- A liquid object possesses the properties of
- quantity (how much exists)
- color (defined in CMY components)
- source (what liquid it originally came from)
- A liquid object can possess the attributes
- wet (non-wet liquids are powders; see below)
- sticky (probably useful only for Savoir-Faire)
- edible (only edible liquids may be drunk)
- Liquids can be contained in any non-porous container
- While the liquid is in inventory, the container's contents will be described in such a way as to indicate about how full the container is
- If there is difficulty disambiguating between two liquids of the same name, the game will ask the player (and understand the answer to), "do you mean the water in the cup or the water in the jar?"
- To avoid annoyance, the water is not otherwise routinely referred to as "the water in the jar"
- Open containers of liquid cannot be put into the game's sack object
- If an open container is thrown or hit, it will spill the liquid
- If a container is broken, it will spill the liquid
- Liquids are divisible; different amounts can be held in a container
- Drinking a liquid will remove a quantity that is variable within a given range. This is to prevent the player solving any measurement puzzles by measuring in 'sips.'
- Different-sized sips are described by the randomizer as small sips, sips, or long drafts, so that the player at least has a sense of roughly how much has been drunk
- Pouring a liquid from one container to another checks the capacity of the new container. If it is less (counting all the solid and liquid objects already therein) than the quantity of liquid demands, the liquid object will be divided.
- A container may be defined with a leakiness routine. If it is defined, the liquid will call this routine each turn to determine whether it should be doing anything
- The leakiness routine can be used to simulate the effects of gradual removal of the water through such effects as dripping, evaporation, or flow into another segment of, eg, a pipe.
- Liquids can be mixed
- Mixtures of liquids 'remember' what their contents are and what the percentage of their component liquids are
- Tastes of liquid mixtures default to a description that mentions the two most prevalent liquids in the mix.
- It is possible to override this feature with a routine that will print an individual description of the taste of two or more specific liquids.
- Colors of a liquid mixture are described based on the colors of the components of the mixture, with the most prevalent component being dominant in color.
- Combining two liquids of the same source makes them back into one and does not use the terminology of mixture
- A mixture of liquids is flagged 'edible' only as long as all its components are edible
- Some materials, such as wood, are able to float
- Pouring a liquid into a container containing wood or other 'floaters' will automatically cause the wood to float to the top of the container
- Some materials, such as cloth, are absorbent
- Placing an absorbent object in a liquid or pouring a liquid over the absorbent object will cause it to become wet
- Absorbent objects remember what kind of liquid they contain
- Squeezing an absorbent object will dry it
- Squeezing an absorbent object into a container will move a quantity of the appropriate liquid into that container
- Squeezing a wet absorbent object over another object, or wiping another object with a wet absorbent object, will cause the other object to become wet
- Absorbent objects, if white to begin with, will take on the color of the liquid in which they are dipped, assuming that color is not 'clear'
- Powders are modelled as dry liquids
- Floater objects in powders do not float to the surface
- Absorbent objects do not absorb powders
- Mixtures become wet as soon as any 'wet' liquid is added to them; otherwise they are dry mixtures
- Locations are construed to be a single container
- Pouring liquids on the ground will cause them to mix into a single puddle
- The player is prevented from drinking liquids that are on the ground
- Puddles in a location do not cause other objects there to float
- In pre-release versions of Savoir-Faire, this was not worked out properly, with the result that if you spilled a liquid in a location you would get a message such as "The door bobs to the surface!" Likewise, it was occasionally possible through a bug to get an uncontained liquid in the player's inventory, and then all the player's floatable possessions would be described as rising to the surface (of what, it's not clear...)
No attempt is made to deal with the following possibilities:
- Flame and flammability (a brief perusal of the list will suggest to the reader why no flame is allowed in Savoir-Faire)
- Dousing a lit flame
- Heating a liquid
- Combining liquids of differing temperatures
- Flammable liquids such as oil, alcohol, or gas
- Mixtures of flammable and non-flammable liquids
- Melting or destruction of containers of flaming liquid
- Melting or destruction of items in containers of flaming liquid
- Floating objects that can be set on fire (and whether they should be doused at some point)
- Relative density. There is no attempt to account for, for instance, oil that floats on top of water.
- Floating containers that ought to sink after their contents reach a certain weight. Lack of support for this is arguably a bug.
- Suspensions that eventually settle.
- Strainers, sieves, pouring mixtures of solids and liquids through cloth
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All text and images on these pages copyright Emily Short, 2002.
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