// setVerbWithAsset.js
(function () {
/*global adventurejs A*/
var p = adventurejs.Asset.prototype;
/**
* <strong>setVerbWithAsset</strong> is used to specify
* another asset that can be used as an object with this
* asset. For example, if this asset is a locking
* chest, chest.setVerbWithAsset('unlock', 'gold key', 'iov') would add
* the gold key as an indirect object of the chest.
* @memberOf adventurejs.Asset
* @method adventurejs.Asset#setVerbWithAsset
* @param {String} verb The name of a verb.
* @param {Object} asset
* @param {String} ov Direct or indirect object of verb.
* @returns {Boolean}
*/
p.setVerbWithAsset = function Asset_setVerbWithAsset(verb, asset, ov) {
if (!ov || (ov !== "dov" && ov !== "iov")) ov = "dov";
if (!verb || !this.game.dictionary.verbs[verb]) return false;
if ("string" === typeof asset) asset = this.game.getAsset(asset);
if (!asset) return false;
// verify that this is set as a direct object of verb
if (!this["is" + ov.toUpperCase()](verb)) {
// isDOV isIOV
this["set" + ov.toUpperCase()](verb); // setDOV setIOV
}
// verify that indirect object isn't already set
if (-1 === this[ov][verb].with_assets.indexOf(asset.id)) {
this[ov][verb].with_assets.push(asset.id);
}
// that it works with an asset means it doesn't work with nothing
this[ov][verb].with_nothing = false;
return true;
};
})();