// flick.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class flick
* @ajsnode game.dictionary.verbs.flick
* @ajsconstruct MyGame.createVerb({ "name": "flick", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading DestructionVerbs
* @summary Verb meaning flick an asset.
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> flick wyvern's snout</span>
* You flick the wyvern's snout. It sneezes out a tiny fireball.
* </pre>
* <p>
* <strong>Flick</strong> requires that the
* {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset} to be flicked has
* asset.dov.flick.enabled
* set to true. No special logic is provided with the verb.
* Authors wanting to make use of it may need to use a method such
* as verb hooks. See
* <a href="/doc/Scripting_VerbPhases.html">Verb Phases</a>
* to learn more.
* </p>
* @ajsverbreactions
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.flick = {
name: "flick",
prettyname: "flick",
past_tense: "flicked",
synonyms: ["flick"],
/**
* @ajsverbstructures
* @memberof flick
*/
accepts_structures: ["verb noun", "verb noun preposition noun"],
/**
* @memberof flick
* @ajsverbphrase
* phrase1:
* {
* accepts_noun:true,
* requires_noun:true,
* noun_must_be:
* {
* known: true,
* matter: true,
* present_if_tangible: true,
* reachable_if_tangible: true,
* visible_if_tangible: true,
* },
* },
*/
phrase1: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
known: true,
// tangible: true,
// present: true,
// visible: true,
// reachable: true,
matter: true,
present_if_tangible: true,
reachable_if_tangible: true,
visible_if_tangible: true,
},
},
/**
* @memberof flick
* @ajsverbphrase
* phrase2:
* {
* accepts_noun: true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* reachable: true,
* },
* accepts_preposition: true,
* requires_preposition: true,
* },
*/
phrase2: {
accepts_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
accepts_preposition: true,
requires_preposition: true,
},
/**
* @memberof flick
* @ajsverbparams
* with_params: {},
*/
with_params: {},
doTry: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var direct_preposition = input.getPreposition(1);
var indirect_object = input.getAsset(2);
var indirect_preposition = input.getPreposition(2);
var results;
var msg = "";
var containers;
var inhands;
var direct_object_vessel;
// verb enabled?
if (!direct_object.isDOV("flick")) {
this.game.debug(
`F1281 | ${this.name}.js | ${direct_object.id}.dov.flick.enabled is false`
);
msg += `$(We) can't flick ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// single use direct object?
if (
direct_object.DOVallowOnce(this.name) &&
direct_object.DOVdidDo(this.name)
) {
this.game.debug(
`F1823 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.once and ${direct_object.id}.dov.${this.name}.did_do `
);
msg += `${direct_object.Articlename} has already been ${this.past_tense}. `;
this.handleFailure(msg);
return false;
}
// did player input something like "throw sand" ?
// if so it must come from a substance container that
// is either in hands, or in a reachable substance body
if (direct_object instanceof adventurejs.Substance) {
// get a list of available vessels
// this includes only things in inventory and nearby bodies of substance
containers = this.game.findSubstanceBodyOrHeld(direct_object.id);
switch (containers.length) {
case 0:
this.game.debug(` | ${this.name}.js | no valid vessel found `);
msg += `There doesn't appear to be any ${
this.game.getAsset(direct_object.id).name
} to throw. `;
this.handleFailure(msg);
return null;
default:
// use the first container, regardless of how many are found
direct_object_vessel = this.game.getAsset(containers[0]);
input.setAssumed(1, true);
input.setVessel(1, direct_object_vessel);
break;
} // switch containers.length
} // direct_object is substance // not substance
// else {
// // we bypassed the usual in_hands check to allow
// // substance handling so we need to check that now
// inhands = this.game.parser.selectInHands(direct_object.id);
// if (!inhands.length) {
// this.game.debug(
// ` | ${this.name}.js | ${direct_object.id} not in player's hands `
// );
// msg += `$(We're) not holding ${direct_object.articlename}. `;
// this.handleFailure(msg);
// return null;
// }
// }
// parsed sentence structure: verb noun
if (input.hasStructure("verb noun")) {
// indirect object required?
if (direct_object.DOVallowWithNothing(this.name)) {
return true;
}
// indirect objects available?
if (!direct_object.DOVhasIndirectObjects(this.name)) {
this.game.debug(
`F1949 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.with_nothing is false `
);
msg += `$(We) don't know of a way to ${this.name} ${direct_object.articlename}. `;
this.handleFailure(msg);
return false;
}
// infer indirect object?
results = this.tryToInferIndirectObject(direct_object, true);
if (results.prompt) {
this.game.debug(`F1950 | ${this.name}.js | soft prompt for noun2 `);
msg += `What would $(we) like to ${this.name} ${direct_object.articlename} with? `;
this.handleFailure(msg);
return false;
} else if (results.success) {
indirect_object = results.indirect_object;
indirect_preposition = "with";
}
} // verb noun
// parsed sentence structure: verb noun preposition noun
if (input.hasStructure("verb noun preposition noun")) {
if (indirect_preposition === "with" && !indirect_object.isIn(player)) {
this.game.debug(
`F1947 | ${this.name}.js | ${direct_object.id} is not in player `
);
msg += indirect_object.isDOV("take")
? `$(We're) not carrying ${indirect_object.articlename}. `
: `$(We) can't use ${indirect_object.articlename} that way. `;
this.handleFailure(msg);
return null;
}
// works with any indirect object?
if (direct_object.DOVallowWithAnything(this.name)) {
return true;
}
// indirect object not required?
if (direct_object.DOVallowWithNothing(this.name)) {
this.game.debug(
`F1951 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.with_nothing `
);
msg += `$(We) can't ${this.name} ${direct_object.articlename} ${indirect_preposition} ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// indirect object usable with direct object?
if (!direct_object.DOVallowWithAsset(this.name, indirect_object)) {
this.game.debug(
`F1952 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.with_assets/with_classes does not include ${indirect_object.id} `
);
msg += `$(We) can't ${this.name} ${direct_object.articlename} ${indirect_preposition} ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// can indirect object be used?
if (!indirect_object.isIOV(this.name)) {
this.game.debug(
`F1953 | ${this.name}.js | ${indirect_object.id}.iov.${this.name}.enabled is false `
);
msg += `$(We) can't ${this.name} anything ${indirect_preposition} ${indirect_object.articlename}. `;
this.handleFailure(msg);
return false;
}
// single use indirect object?
if (
indirect_object.IOVallowOnce(this.name) &&
indirect_object.IOVdidDo(this.name)
) {
this.game.debug(
`F1954 | ${this.name}.js | ${indirect_object.id}.iov.${
this.name
}.once and ${indirect_object.id}.iov.${this.name}.do_count is ${
indirect_object.iov[this.name].do_count
} `
);
msg += `${indirect_object.Articlename} has already been used to ${this.name} something. `;
this.handleFailure(msg);
return null;
}
}
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var direct_preposition = input.getPreposition(1);
var indirect_object = input.getAsset(2);
var indirect_preposition = input.getPreposition(2);
var direct_object_vessel = this.game.getAsset(input.getVessel(1));
var currentRoom = this.game.getCurrentRoom();
var results;
var msg = "";
this.game.debug(`F1282 | ${this.name}.js | print doSuccess`);
// sentence structure: verb noun
if (input.hasStructure("verb noun")) {
// flick thing
if (direct_object_vessel) {
msg += `$(We) flick a bit of ${direct_object.articlename} from ${direct_object_vessel.articlename}. `;
} else {
msg += `$(We) flick ${direct_object.articlename}. `;
}
} // verb noun
// sentence structure: verb noun preposition noun
if (input.hasStructure("verb noun preposition noun")) {
if (direct_object_vessel) {
msg += `$(We) flick a bit of ${direct_object.articlename} from ${direct_object_vessel.articlename} ${indirect_preposition} ${indirect_object.articlename}. `;
} else {
if ("with" !== indirect_preposition) {
results = player.onRemoveThatFromThis(direct_object);
if ("undefined" !== typeof results) return results;
results = currentRoom.onMoveThatToThis(direct_object, "in");
if ("undefined" !== typeof results) return results;
}
msg += `$(We) flick ${direct_object.articlename} ${indirect_preposition} ${indirect_object.articlename}. `;
}
} // verb noun preposition noun
// print output
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // flick