// Key.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing.Key
* @augments {adventurejs.Thing}
* @class adventurejs.Key
* @ajsconstruct MyGame.createAsset({ "class":"Key", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading KeyClasses
* @param {String} game_name The name of the top level game object.
* @param {String} name A name for the object, to be serialized and used as ID.
* @summary Keys unlock locks.
* @tutorial CreateKey
* @classdesc
* <p>
* <strong>Key</strong> is a subclass of
* {@link adventurejs.Thing|Thing}
* that can be used to unlock locked
* {@link adventurejs.Asset|Assets}.
* The interaction is determined by properties on both objects.
* The Key will have a list of Asset
* <a href="#id">IDs</a> it can unlock in its
* <code class="property">asset.iov.unlock.with_assets</code>,
* and the locked object will also have the Key ID listed in its
* <code class="property">asset.dov.unlock.with_assets</code>.
* (You can set just one or the other in your game file.
* As long as one is set, the Key and Lock will be associated during
* initialization.) The locked object will also have
* asset.dov.lock.enabled set to true.
* See the example below to create a key and a locked chest.
* </p>
* <pre class="display"><code class="language-javascript">MyGame.createAsset({
* class: "Key",
* name: "brass key",
* place: { in: "Treasure Room" },
* iov: { unlock: { with_assets: ['treasure chest'], }, },
* });
* MyGame.createAsset({
* class: "Chest",
* name: "treasure chest",
* place: { in: "Treasure Room" },
* is_locked: true,
* dov: { unlock: { with_assets: ['brass key'], }, },
* });
* </code></pre>
**/
class Key extends adventurejs.Thing {
constructor(name, game_name) {
super(name, game_name);
this.class = "Key";
this.setDOVs(["put", "give", "take", "drop", "throw", "tie"]);
this.setIOVs(["lock", "unlock"]);
this.descriptions.look = "It's a key.";
this.singlePluralPairs = [["key", "keys"]];
this.on_tie_to_this_take_this = true;
this.on_tie_to_drag_behind_rope = true;
}
}
adventurejs.Key = Key;
})();