// Lake.js
(function () {
/*global adventurejs A*/
/**
* @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing.Reservoir.Lake
* @augments adventurejs.Reservoir
* @class adventurejs.Lake
* @ajsconstruct MyGame.createAsset({ "class":"Lake", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading ReservoirClasses
* @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 base class for all kinds of containers which hold liquid.
* @ajssubstancecontainer in
* @ajstangiblecontainer in
* @classdesc <strong>Lake</strong> is a child class
* of {@link adventurejs.Reservoir|Reservoir}, an infinite substance
* container that is part of the landscape.
* It can be filled from, drunk from, and have things poured into it.
* Unlike with smaller substance containers, no substance mixing will
* occur if other substances are poured into it.
* <pre class="display"><code class="language-javascript">MyGame.createAsset({
* class: "Lake",
* name: "Dog Lake",
* descriptions: { look: "It's unclear why the lake was named Dog Lake. ", },
* contains: "water",
* });
* </code></pre>
**/
class Lake extends adventurejs.Reservoir {
constructor(name, game_name) {
super(name, game_name);
this.class = "Lake";
this.setDOVs(["drink"]);
this.setIOVs(["fill", "empty", "pour", "dip"]);
this.aspects.in.player.can.swim = true;
this.aspects.in.player.posture = "swim";
this.contains = "water";
//this.aspects.in.vessel.substance_id = "water";
// this.onPourLiquidOutOfMe = function LiquidContainer_onPourLiquidOutOfMe(
// id
// ) {
// console.log(this.name, "onPourLiquidOutOfMe", id);
// };
// this.doPourLiquidOutOfMe = {};
// this.onPourLiquidIntoMe = function LiquidContainer_onPourLiquidIntoMe(
// id
// ) {
// console.log(this.name, "onPourLiquidIntoMe", id);
// };
// this.doPourLiquidIntoMe = {};
}
initialize(game) {
super.initialize(game);
return this;
}
}
adventurejs.Lake = Lake;
})();