// Axe.js
(function () {
/* global adventurejs A */
/**
* @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing.BladedWeapon.Axe
* @augments adventurejs.BladedWeapon
* @class adventurejs.Axe
* @ajsconstruct MyGame.createAsset({ "class":"Axe", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading ToolClasses
* @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 Lockpicks can be used to pick locks.
* @classdesc
* <p>
* <strong>Axe</strong> is a subclass of
* {@link adventurejs.BladedWeapon|BladedWeapon} that
* can be used to stab or hit.
* </p>
* <pre class="display"><code class="language-javascript">MyGame.createAsset({
* class: "Axe",
* name: "chopping axe",
* place: { in: "Weapons Locker" },
* });
* </code></pre>
**/
class Axe extends adventurejs.BladedWeapon {
constructor(name, game_name) {
super(name, game_name);
this.class = "Axe";
this.singlePluralPairs = [["axe", "axes"]];
this.setIOVs(["kill", "hit"]); // stab, chop
}
}
adventurejs.Axe = Axe;
})();