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// exit.js
// OK 09 2023
(function () {
  /*global adventurejs A*/
  "use strict";

  /**
   * @augments {adventurejs.Verb}
   * @class exit
   * @ajsnode game.dictionary.verbs.exit
   * @ajsconstruct MyGame.createVerb({ "name": "exit", [...] });
   * @ajsconstructedby adventurejs.Dictionary#createVerb
   * @hideconstructor
   * @ajsinstanceof Verb
   * @ajsnavheading DirectionVerbs
   * @summary Verb meaning exit an asset, or travel out.
   * @ajssynonyms exit, leave, out
   * @tutorial Scripting_VerbSubscriptions
   * @tutorial Verbs_VerbAnatomy
   * @tutorial Verbs_VerbProcess
   * @tutorial Verbs_ModifyVerbs
   * @tutorial Verbs_WriteVerbs
   * @classdesc
   * <pre class="display border outline">
   * <span class="input">&gt; exit</span>
   * You exit through the revolving door and wind up right back
   * where you started, in the path of your pursuers' guns.
   * </pre>
   * <p>
   * Direction verb: <strong>exit</strong> whatever player is in.
   * To learn about {@link adventurejs.Exit|Exits},
   * see <a href="/doc/GetStarted_CreateAnExit.html">Create an Exit</a>.
   * </p>
   * @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
   */
  A.Preverbs.exit = {
    name: "exit",
    past_tense: "exited",
    is_direction: true,
    synonyms: ["exit", "leave", "out"],
    //verb_prep_noun: [ "go out", "get out" ],
    type: { direction: true },

    /**
     * @ajsverbstructures
     * @memberof exit
     */
    accepts_structures: ["verb", "verb noun"],

    /**
     * @memberof exit
     * @ajsverbphrase
     * phrase1:
     * {
     *   accepts_noun:true,
     *   noun_must_be:
     *   {
     *     player_parent: true,
     *   },
     * },
     */
    phrase1: {
      accepts_noun: true,
      noun_must_be: {
        player_parent: true,
      },
    },

    /**
     * @memberof exit
     * @ajsverbparams
     * with_params: {},
     */
    with_params: {},

    doTry: function () {
      var input = this.game.getInput();
      var player = this.game.getPlayer();
      var currentRoom = this.game.getCurrentRoom();
      var nest_asset = player.getNestAsset();
      var nest_preposition = player.getNestPreposition();
      var unnest_preposition = player.getUnnestPreposition();
      var direct_object = input.getAsset(1);
      var msg = "";

      if (direct_object) {
        if (nest_asset) {
          if (nest_asset.id === direct_object.id) {
            this.game.debug(
              `F1277 | ${this.name}.js | infer go ${unnest_preposition}`
            );
            input.setPreposition(1, unnest_preposition);
            input.setStructure("verb preposition noun");
            this.game.dictionary.doVerb("go");
            return null;
          }

          if (nest_asset.id !== direct_object.id) {
            this.game.debug(
              `F1220 | ${this.name}.js | player is ${nest_preposition} ${nest_asset.id}, not ${direct_object.id}`
            );
            msg += `$(We) can't exit 
              ${direct_object.articlename}
              from $(our) position 
              ${nest_preposition}
              ${nest_asset.articlename}. `;
            this.handleFailure(msg);
            return null;
          }
        }

        if (!nest_asset) {
          if (direct_object.id === currentRoom.id) {
            this.game.debug(`F1276 | ${this.name}.js | tryTravel exit`);
            this.game.tryTravel(this.name);
            return null;
          }
        }
      }

      if (!direct_object) {
        if (nest_asset) {
          input.setAsset(1, nest_asset);
          input.setPreposition(1, unnest_preposition);
          input.setStructure("verb preposition noun");
          this.game.debug(
            `F1278 | ${this.name}.js | infer go ${unnest_preposition}`
          );
          this.game.dictionary.doVerb("go");
          return null;
        } else {
          this.game.tryTravel(this.name);
          return null;
        }
      }

      return true;
    },

    doSuccess: function () {
      return true;
    },
  };
})();