LSDE Dialog Engine / PortResolutionInput
Interface: PortResolutionInput
Defined in: types.ts:824
What resolvePort() needs to pick the wires to follow.
Properties
actionRejected?
optionalactionRejected?:boolean
Defined in: types.ts:844
ACTION only: true when a call failed, so catch is tried before then.
actorPort?
optionalactorPort?:string
Defined in: types.ts:846
DIALOG with portPerCharacter: the CARD ID of the speaking actor (var1), never an index.
block
block:
Block
Defined in: types.ts:826
The block being left. Its type picks the routing rule.
conditionPort?
optionalconditionPort?:string
Defined in: types.ts:832
CONDITION only: the port its cases picked — out, default, or K1….
links
links:
Link[]
Defined in: types.ts:828
The wires it carries — block.next, straight off the block.
routerPorts?
optionalrouterPorts?:string[]
Defined in: types.ts:842
ROUTER only: every port it leaves by, in order — the K* of each true case, then then or catch LAST.
A list and not one port, because a router does not pick an exit: it launches one per true case and continues besides. The continuation comes last so that the traversal, which keeps the first non-async target as the main flow, keeps then/catch when the case routes are async — which is the arrangement LSDE recommends and init() warns about otherwise.
selectedOptionId?
optionalselectedOptionId?:string
Defined in: types.ts:830
CHOICE only: the option the player picked. Its id is its port (C1…).
