// Typewriter.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing.Typewriter
* @augments adventurejs.Thing
* @class adventurejs.Typewriter
* @ajsconstruct MyGame.createAsset({ "class":"Typewriter", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading WritingClasses
* @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 typewriter that players can type on.
* @ajstangiblecontainer in
* @classdesc
* <strong>Typewriter</strong> is a subclass of
* {@link adventurejs.Thing|Thing} with a
* verb_hooks 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 typewriter</code> where "foo" is a
* string with quotes around it. Keyboard can have its
* <code class="property">typing_target_id</code> set to an
* {@link adventurejs.Asset|Asset} with its
* <code class="property">is.typing_target</code> property set to true,
* and the input string will display on it. See the following
* transcript to get an idea how this plays out.
* </p>
* <pre class="display border outline">
* <span class="input">> x typewriter</span>
* It's a typewriter.
*
* <span class="input">> type "foo" on typewriter</span>
* There's no paper in the typewriter. You bang out "foo"
* on the keys but nothing comes of it.
*
* <span class="input">> open middle drawer</span>
* You open the middle drawer. In the middle drawer you see a blue sheet.
*
* <span class="input">> take blue sheet</span>
* You take the blue sheet from the middle drawer.
*
* <span class="input">> put blue sheet in typewriter</span>
* You put the blue sheet in the typewriter.
*
* <span class="input">> type "cordon bleu" on typewriter</span>
* You type "cordon bleu" on the blue sheet.
*
* <span class="input">> x blue sheet</span>
* It's a blue sheet of paper. Printed on the blue sheet is a phrase: "cordon bleu".
* </pre>
* <h3 class="examples">Example:</h3>
* <pre class="display"><code class="language-javascript">MyGame.createAsset({
* class: "Typewriter",
* name: "typewriter",
* place: { on: "desk" },
* descriptions: { look: "It's an old fashioned Corona typewriter. ", },
* dov: { take: false, },
* });
* MyGame.createAsset({
* class: "Paper",
* name: "blue sheet",
* descriptions: { look: "It's a blue sheet of paper. ", },
* place: { in: "middle drawer" },
* });
* </code></pre>
**/
class Typewriter extends adventurejs.Thing {
constructor(name, game_name) {
super(name, game_name);
this.class = "Typewriter";
this.setDOVs(["type", "take", "give"]);
this.setIOV("type");
this.aspects.in = new adventurejs.Aspect("in", this.game_name).set({
parent_id: this.id,
classes_allowed: ["Paper"],
list_in_examine: true,
maxcount: 1,
});
/**
* Typewriter needs a sheet of paper in it.
*
* 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
*/
// @TODO dov? iov?
this.dov.type.doAfterTry = function (params) {
var input = this.game.getInput();
var direct_object = input.getAsset(1);
if (direct_object.aspects.in.contents.length == 0) {
var msg =
"There's no paper in " +
direct_object.articlename +
". $(We) bang ";
if (0 < input.strings.length) {
msg += "out " + input.strings[0] + " ";
}
msg += "on the keys but nothing comes of it. ";
this.game.dictionary.verbs[params.verb].handleFailure(
msg,
direct_object
);
return null;
}
return true;
};
this.dov.type.doBeforeSuccess = function (params) {
var input = this.game.getInput();
var direct_object = input.getAsset(1);
var msg = "";
var indirect_object = this.game.getAsset(
direct_object.aspects.in.contents[0]
);
// state change?
if (indirect_object && input.strings.length) {
indirect_object.written_strings.push(input.strings[0]);
}
// compose output
msg += `$(We) type `;
msg += input.strings.length ? `${input.strings[0]} ` : ``;
msg += `on ${
indirect_object
? indirect_object.articlename
: direct_object.articlename
}. `;
// print output
this.game.dictionary.verbs[params.verb].handleSuccess(
msg,
direct_object
);
return null;
};
}
}
adventurejs.Typewriter = Typewriter;
})();