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// Chest.js
(function () {
  /*global adventurejs A*/
  "use strict";

  /**
   * @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing.Container.SolidContainer.Chest
   * @augments adventurejs.SolidContainer
   * @class adventurejs.Chest
   * @ajsconstruct MyGame.createAsset({ "class":"Chest", "name":"foo", [...] })
   * @ajsconstructedby adventurejs.Game#createAsset
   * @ajsnavheading TreasureClasses
   * @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 Maybe there's gold inside! Arg a trap!
   * @ajstangiblecontainer in
   * @classdesc <strong>Chest</strong> is a subclass of
   * {@link adventurejs.Container|Container} /
   * {@link adventurejs.SolidContainer|SolidContainer}. Chests can be
   * locked and unlocked with a {@link adventurejs.Key|Key}
   * (or {@link adventurejs.Lockpick|Lockpick}).
   *
   * The interaction is determined by properties on both the
   * Chest and the Key.
   * The Chest will have the Key ID listed in its
   * <code class="property">asset.dov.unlock.with_assets</code>.
   * The Key will also have a list of Asset IDs it can unlock in its
   * <code class="property">asset.iov.unlock.with_assets</code>
   * property.
   * (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. )
   * See the example below to create locked chest with a key.
   * <pre class="display"><code class="language-javascript">MyGame.createAsset({
   *   class: "Chest",
   *   name: "treasure chest",
   *   place: { in: "Treasure Room" },
   *   is: { locked: true },
   *   dov: { unlock: { with_assets: ['brass key'], }, },
   * });
   * MyGame.createAsset({
   *   class: "Key",
   *   name: "brass key",
   *   place: { in: "Treasure Room" },
   *   iov: { unlock: { with_assets: ['treasure chest'], }, },
   * });
   * </code></pre>
   **/
  class Chest extends adventurejs.SolidContainer {
    constructor(name, game_name) {
      super(name, game_name);
      this.class = "Chest";

      this.noun = "chest";
      this.plural = "chests";
      this.singlePluralPairs = [["chest", "chests"]];

      this.unsetDOVs(["take", "put", "give"]); // depends on size of chest - up to author
      this.setDOVs(["close", "open"]);
      this.setDOV({
        unlock: { with_nothing: false },
      });
      this.setDOV({
        lock: { with_nothing: false },
      });

      this.is.closed = true;
      this.is.locked = true;

      this.aspects.in = new adventurejs.Aspect("in", this.game_name).set({
        parent_id: this.id,
        list_in_examine: true,
        maxheight: 6,
        maxwidth: 6,
        maxdepth: 6,
        maxcount: 10,
        maxsize: 20,
        maxweight: 100,
      });
    }
  }

  adventurejs.Chest = Chest;
})();