// give.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class give
* @ajsnode game.dictionary.verbs.give
* @ajsconstruct MyGame.createVerb({ "name": "give", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading ManipulationVerbs
* @summary Verb meaning give asset to character.
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> give incriminating evidence to butler</span>
* You give the piece of incriminating evidence to the butler.
* He blanches, then turns to flee. The chase is on!
* </pre>
* <strong>Give</strong> a
* {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset} to an
* {@link adventurejs.NPC|NPC} Asset. Requires
* that the Tangible Asset is in player's inventory.
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.give = {
name: "give",
prettyname: "give",
past_tense: "gave",
synonyms: [],
//verb_noun_prep_noun: ["give to"],
/**
* @ajsverbstructures
* @memberof close
*/
accepts_structures: ["verb noun", "verb noun preposition noun"],
/**
* @memberof give
* @ajsverbphrase
* phrase1:
* {
* accepts_noun:true,
* requires_noun:true,
* noun_must_be:
* {
* in_inventory: true,
* },
* },
*/
phrase1: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
in_inventory: true,
},
},
/**
* @memberof give
* @ajsverbphrase
* phrase2:
* {
* accepts_noun:true,
* requires_noun: true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* },
* accepts_preposition: true,
* requires_preposition: true,
* accepts_these_prepositions: ["to"],
* },
*/
phrase2: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
character: true,
},
accepts_preposition: true,
requires_preposition: true,
accepts_these_prepositions: ["to"],
},
/**
* @memberof give
* @ajsverbparams
* with_params: {},
*/
with_params: {},
doTry: function () {
var input = this.game.getInput();
var direct_object = input.getAsset(1);
var indirect_object = input.getAsset(2);
var indirect_preposition = input.getPreposition(2);
var player = this.game.getPlayer();
var msg = "";
var results;
// can't give this thing
if (!direct_object.isDOV("give")) {
this.game.debug(
`F1292 | ${this.name}.js | ${direct_object.id}.dov.give.enabled is false`,
);
msg += `$(We) can't give ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// can't remove this thing
if (direct_object.is.worn && !direct_object.isDOV("remove")) {
this.game.debug(
`F1294 | ${this.name}.js | ${direct_object.id}.dov.remove.enabled is false`,
);
msg += `$(We) can't remove ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// parsed sentence structure: verb noun
if (input.hasStructure("verb noun")) {
// find a character in the room
let chars = this.game.getCurrentRoom().findClassInThis("Character", {
exclude: [player.id],
});
for (let i = chars.length - 1; i > -1; i--) {
if (!this.game.getAsset(chars[i]).isIOV("give")) {
chars.splice(i, 1);
}
}
switch (chars.length) {
case 1:
indirect_object = this.game.getAsset(chars[0]);
indirect_preposition = "to";
input.setAsset(2, indirect_object);
input.setPreposition(2, "to");
input.setAssumed(2);
input.setStructure("verb noun preposition noun");
break;
default:
input.setPreposition(2, "to");
input.setSoftPrompt({
noun2: true,
structure: "verb noun preposition noun",
});
this.game.debug(`F1924 | ${this.name}.js | soft prompt for noun2 `);
msg += `To whom would $(we) like to ${this.name} ${direct_object.articlename}? `;
this.handleFailure(msg);
return null;
}
} // verb noun
// parsed sentence structure: verb noun preposition noun
if (input.hasStructure("verb noun preposition noun")) {
// give to only works with characters
if (!(indirect_object instanceof adventurejs.Character)) {
this.game.debug(
`F1290 | ${this.name}.js | ${indirect_object.id} is not class Character`,
);
msg += `$(We) can't give anything to ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// can't give to this character
if (!indirect_object.isIOV("give")) {
this.game.debug(
`F1291 | ${this.name}.js | ${indirect_object.id}.iov.give is unset`,
);
msg += `$(We) can't give anything to ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
}
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var closedAnscestors = [];
var direct_object = input.getAsset(1);
var indirect_object = input.getAsset(2);
var parent = direct_object.getPlaceAsset();
var results;
var msg = "";
this.game.debug(`F1293 | ${this.name}.js | print doSuccess`);
// if player is giving thing that is nested in inventory,
// we'll auto-open any containers if necessary
if (direct_object.isIn(player) && direct_object.areAnscestorsClosed()) {
closedAnscestors = direct_object.getClosedAnscestors();
for (var i = 0; i < closedAnscestors.length; i++) {
this.game.getAsset(closedAnscestors[i]).is.closed = false;
closedAnscestors[i] = this.game.getAsset(closedAnscestors[i]).name;
}
}
if (closedAnscestors.length > 0) {
msg += "$(We) open the ";
for (var i = 0; i < closedAnscestors.length; i++) {
if (closedAnscestors.length > 2 && i < closedAnscestors.length - 2) {
msg += ", ";
}
if (
closedAnscestors.length > 1 &&
i === closedAnscestors.length - 1
) {
msg += " and the ";
}
msg += closedAnscestors[i];
}
msg += ". ";
}
// if it's an article of clothing, remove it
if (direct_object.is.worn) {
results = direct_object.unfasten();
msg += results ? `$(We) ${results}, then remove, ` : `$(We) remove `;
msg += `${direct_object.articlename}. `;
direct_object.incrementDoVerbCount("remove", 1);
direct_object.is.worn = false;
}
// remove thing from its current container
results = parent.onRemoveThatFromThis(direct_object);
if ("undefined" !== typeof results) return results;
// set thing's new location to indirect_object
results = indirect_object.onMoveThatToThis(direct_object, "in");
if ("undefined" !== typeof results) return results;
// compose output
msg += `$(We) give ${direct_object.articlename} to ${indirect_object.articlename}. `;
if (
(1 < input.parsedNoun1.matches.qualified.length ||
this.game.parser.isParsingMultiple()) &&
-1 === input.output_class.indexOf("concatenate_output")
) {
input.output_class += " concatenate_output ";
}
// print output
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // give