// Solid.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @ajspath adventurejs.Atom.Asset.Matter.Substance.Solid
* @augments adventurejs.Substance
* @class adventurejs.Solid
* @ajsconstruct MyGame.createAsset({ "class":"Solid", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading SubstanceClasses
* @param {String} game_name Name of top level game instance that is scoped to window.
* @param {String} name Instance name.
* @summary Base class for Solid Substances, like dirt.
* @tutorial Substances_AboutSubstances
* @classdesc
* <p>
* <strong>Solid</strong> is a subclass of
* {@link adventurejs.Substance|Substance} with solid
* (as opposed to liquid or gaseous) properties.
* </p>
* <h3 class="examples">Example:</h3>
* <p>
* Substances are different from
* {@link adventurejs.Tangible|Tangibles} in that they're
* semi-global, rather than singular. The class represents
* all of its kind in a {@link adventurejs.Game|Game},
* meaning, if you create an instance called "dirt", all
* dirt in the Game is the same dirt, whether it's in a
* grave or a bucket.
* </p>
* <pre class="display"><code class="language-javascript">MyGame.createAsset({
* class: "Solid",
* name: "dirt",
* description: "It's dirt. ",
* });
* MyGame.createAsset({
* class: "Bucket",
* name: "bucket",
* place: { in: "shed" },
* description: "It's a bucket. ",
* in:
* {
* vessel: {
* volume: 2000,
* substance_id: "dirt",
* },
* },
* });
* </code></pre>
**/
class Solid extends adventurejs.Substance {
constructor(name, game_name) {
super(name, game_name);
this.class = "Solid";
this.noun = "Solid";
this.setDOVs(["pour", "take", "put", "give"]);
this.setIOVs(["fill"]);
this.is.solid = true;
//this.freezing_temperature = 0; // water // TODO lookup table
//this.boiling_temperature = 100; // water // TODO lookup table
this.specific_heat = 0.8; // soil = 0.8Kj or 800j // TODO lookup table
this.state = this.game.settings.states.SOLID;
}
}
adventurejs.Solid = Solid;
})();