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name: "actions"
category: "General"
description: |
The action queue system resolves all gameplay commands on the 600ms game tick
instead of instantly. Commands fall into three classes:
Instant actions — execute immediately, bypassing the tick queue entirely:
say, score, inventory, equipment, look, exits, help, map, option,
alias, unalias, description, queued, stop
Free actions — stackable, all execute before active actions:
wear, wield, remove, unwear, unwield, style
You can queue multiple free actions. They execute in the order you typed them.
Active actions — only the most recent survives:
All other commands (move, attack, mine, chop, fish, cut, use, talk,
pull, push, burn, stoke, get, drop, search, quit)
If you queue two active actions, the newer one replaces the older one.
Order of execution each tick:
1. Free actions (per player, in order)
2. Active actions (globally, sorted by real-time timestamp)
This means free actions always take effect before active actions, even if
you typed the active one first. For example, "attack goblin" then "style
aggressive" in the same tick means style applies first, then combat starts.
Conflict resolution:
- If two players attack the same mob on the same tick, the first to
queue the command gets the kill.
- If multiple players successfully harvest a shared-resource object on
the same tick, ALL players get their drops.
- If two players try to pick up the same item, the first queued gets it.
See also: help queued
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