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The Ford scenario doesn't always track the thumb's broken status correctly

Open eriktorbjorn opened this issue 5 years ago • 0 comments

  • As Arthur, break the thumb (by pressing the green button).
  • Go to the Ford scenario, and end it immediately ("KILL ME").
  • As Arthur, repair the thumb (press the red button and show the guarantee to the robot).
  • Go to the Ford scenario, and end it immediately.

When you return to the Heart of Gold, the thumb is now broken.

That is because the game only tracks if the thumb is broken, not if it's working. This is in COUNTRY-LANE-F:

		       <COND (<FSET? ,THUMB ,MUNGEDBIT>
			      <PUT ,FORD-TABLE 4 T>
			      <FCLEAR ,THUMB ,MUNGEDBIT>)>

And this is in JIGS-UP:

		       <COND (<GET ,FORD-TABLE 4>
			      <FSET ,THUMB ,MUNGEDBIT>)>

So in the example above...

  • When you first go back as Ford, the thumb is broken so it stores T in the fourth slot of FORD-TABLE.
  • When the scenario ends, it breaks the thumb. (It was working during the Ford scenario, but now it's broken again.)
  • When you go back to the Ford scenario again, the thumb was repaired. But that doesn't matter since the fourth slot of FORD-TABLE still contains T.
  • When the scenario ends, the thumb is broken again.

So COUNTRY-LANE-F should put <> in FORD-TABLE if the thumb is working, and JIGS-UP should clear the MUNGEDBIT if the thumb wasn't broken.

eriktorbjorn avatar Feb 14 '20 07:02 eriktorbjorn