// Keyboard.js
(function () {
/* global adventurejs A */
/**
* @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing.Keyboard
* @augments adventurejs.Thing
* @class adventurejs.Keyboard
* @ajsconstruct MyGame.createAsset({ "class":"Keyboard", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading ElectronicsClasses
* @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 A computer keyboard that players can type on.
* @classdesc
* <p>
* <strong>Keyboard</strong> is a subclass of
* {@link adventurejs.Thing|Thing} with a
* verb phase for the
* {@link adventurejs.Verb|Verb} {@link type}.
* (For more information about verb hooks, see
* <a href="/doc/Scripting_VerbPhases.html">Verb Phases</a>.)
* It accepts input in the form of
* <code class="property">type "foo" on keyboard</code> where "foo" is a
* string with quotes around it. Keyboard can have its
* <code class="property">typing_targets</code> property set to one or more
* {@link adventurejs.Asset|Assets},
* and the input string will display on them. See the following
* transcript to get an idea how this plays out.
* </p>
* <pre class="display border outline">
* <span class="ajs-player-input">> type "It was the best of times, it was the BLURST of times?" on keyboard</span>
* You type "It was the best of times, it was the BLURST of times?"
* on the keyboard. Your input appears on the screen as you type.
*
* <span class="ajs-player-input">> x screen</span>
* It's a fancy monitor. A line of input is visible on it:
* "It was the best of times, it was the BLURST of times?"
* </pre>
* <h3 class="examples">Example:</h3>
* <pre class="display"><code class="language-javascript">MyGame.createAsset({
* class: "Keyboard",
* name: "keyboard",
* place: { on: "desk" },
* descriptions: { look: "It's a keyboard. You can type on it. ", },
* dov: { take: false },
* typing_targets: ["screen"],
* });
* MyGame.createAsset({
* class: "Screen",
* name: "screen",
* place: { on: "desk" },
* descriptions: { look: "It's a fancy monitor. ", },
* dov: { take: true },
* });
* </code></pre>
**/
class Keyboard extends adventurejs.Thing {
constructor(name, game_name) {
super(name, game_name);
this.class = "Keyboard";
// this.setDOV("type");
this.setIOV("type");
/**
* Keyboard can operate on a separate typing_target.
*
* doAfterTry lets the verb's standard checks run
* before checking specifics for this object
*
* doBeforeSuccess preempts doSuccess because
* we want to override the standard success
*/
this.iov.type.doBeforeSuccess = function (params) {
var input = this.game.getInput();
var tool_asset = input.verb_params.tool_asset;
var msg = "";
// state change?
if (tool_asset.typing_targets.length && input.strings.length) {
for (let item in tool_asset.typing_targets) {
let id = tool_asset.typing_targets[item];
let asset = this.game.getAsset(id);
asset.typed_strings.push(input.strings[0]);
}
}
// compose output
msg += `{We} type `;
msg += input.strings.length ? `"${input.strings[0]}" ` : ``;
msg += `on ${tool_asset.articlename}. `;
msg += tool_asset.typing_targets.length
? `{Our} input appears on ${this.game.getPrintableObjectList({
article: "definite",
objects: tool_asset.typing_targets,
})} as {we} type. `
: ``;
// --------------------------------------------------
// print output
// --------------------------------------------------
this.game.dictionary.verbs[params.verb].handleSuccess(msg, tool_asset);
return null;
};
}
}
adventurejs.Keyboard = Keyboard;
})();