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(1 edit)

Connection scanning in explicit match commands pre-dates the barrier mechanism.

It essentially lets adventuron know when a direction will lead somewhere not covered by the connection map (like directions in a maze for example), or context specific enter and exits, or directions.

I think I'm going to change adventuron to use basic exit list calculations by default. The barrier mechanism is far more reliable at blocking and enabling conditional exits, but the mechanism can still be switched on for games with mazes (where connections mappings are dynamic and made via the on_command {} block.

Why on earth would mazes need this? Mazes aren't dynamic. Not unless they use random connections and that's a very bad practice anyway.

Bad practice, but de rigueur in the 1980s, I recall (from spending many frustrating turns in mazes, back in the day).

This ain't the 1980s. If you put a maze with random exits nowadays, you'll get crucified. Even so, the maze will always show you the exits, it's the destination that's random.

Sadly, this is true. Although doubtless there are a few 1980s adventure game masochists  still about, who would relish a game full of random mazes and  (for good measure) non-reciprocal exits that lead to a totally  different location in the reverse direction. There is a niche for everything!