// getPrintableRoomContents.js
(function () {
/* global AdventureJS A */
var p = AdventureJS.Game.prototype;
/**
*
* @method AdventureJS.Game#getPrintableRoomContents
* @memberOf AdventureJS.Game
* @param {Object} room A room to be printed. Defaults to current room.
*/
p.getPrintableRoomContents = function Game_getRoomContents(
room = this.world[this.world._room]
) {
this.game.log(
"L1050",
"log",
1,
`[getPrintableRoomContents.js] print ${this.world._room} contents`,
"Game"
);
var roomContentsIds = A.FX.clone.call(this.game, room.getAllContents(true)); // array of strings
var assets = {};
var npcs = {};
var contents = [];
var tied = [];
var output = "";
let names = [];
// exclude player from list
roomContentsIds.splice(roomContentsIds.indexOf(this.world._player), 1);
// exclude exits from list ?
// @TODO consider lighting / visibility
for (let i = roomContentsIds.length - 1; i > -1; i--) {
const asset = this.game.getAsset(roomContentsIds[i]);
if (!asset) {
this.game.log(
"L1053",
"warn",
"critical",
`[getPrintableRoomContents.js] found an undefined asset in room ${room.name}`,
"Game"
);
continue;
}
if (asset.is.hidden) {
continue;
}
if (asset.is.listed) {
if (asset.hasClass("Character")) {
npcs[asset.id] = asset;
} else {
assets[asset.id] = asset;
}
}
// important that this remains outside the is.listed check
if (asset.hasListableContents()) {
contents.push(asset);
let nested_contents = asset.getListableContents();
contents = contents.concat(nested_contents);
}
} // for
// console.warn(`contents --------------------------------------------------`);
// contents.forEach((item) => {
// console.warn(item.name);
// });
// if the list is empty return
if (
!Object.entries(assets).length &&
!contents.length &&
!Object.entries(npcs).length
) {
return false;
}
if (0 < Object.entries(assets).length) {
output += "{We} can see ";
}
Object.entries(assets).forEach((item) => {
let name,
article = "";
const asset = item[1];
name = asset.indefinite_name;
if (asset.getVerbConnectionCount("tie", "to_iov")) {
tied.push(asset);
name +=
" (tied to " +
this.game.getPrintableObjectList({
objects: asset.is.connected_by.tie.to_iov,
}) +
")";
}
names.push(name);
});
for (var i = 0; i < names.length; i++) {
const name = names[i];
if (names.length > 1 && i === names.length - 1) {
output += " and ";
}
output += name;
if (i === names.length - 1) {
output += room.has_floor ? " on the floor. " : " here. ";
} else {
output += ", ";
}
}
// console.warn(`getPrintableRoomContents:\n`, contents);
if (contents.length > 0) {
for (var i = 0; i < contents.length; i++) {
output += contents[i].getPrintableListOfContents({
caller: "room",
});
}
}
if (Object.entries(npcs).length) {
for (const id in npcs) {
const char = npcs[id];
const nest = char.getNest();
let nest_text = nest
? `, ${char.getPostureGerund()} ${nest.preposition} ${nest.context.article_name}`
: "";
output += `<span class="ajs-p ajs-character-state">${char.name_is} here${nest_text}.</span> `;
}
}
return output;
};
})();