// open.js
// OK 09 2023
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class open
* @ajsnode game.dictionary.verbs.open
* @ajsconstruct MyGame.createVerb({ "name": "open", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading OpenCloseVerbs
* @ajscaninferindirect true
* @summary Verb meaning open 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">> open refrigerator</span>
* You open the refrigerator. Contrary to the expectations created
* by a lifetime of watching film, it does NOT contain the bloody
* corpse of a wife or girlfriend, nor does it contain rotting meat
* replete with buzzing flies, nor is it comically empty. In fact,
* this refrigerator (or 'fridge, if you prefer) is full, nay, packed,
* with healthy and nutritious looking fruits and vegetables.
* </pre>
* <p>
* <strong>Open</strong> a
* {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset}.
* Requires that the Asset to open has
* <code>asset.dov.open.enabled</code> set to true and
* <code>asset.is.closed</code> set to true.
* For the sake of giving better user experience, "open" is
* generously interpreted according to context, since players
* might use it broadly in several contexts. For example,
* "open" can be understood to mean unlock, unseal, unzip, or
* unplug, if conditions suggest that's what the user means.
* </p>
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
* @ajsdemo OpenGame, SittingRoom, Library, Playground, Objects
*/
A.Preverbs.open = {
name: "open",
prettyname: "open",
past_tense: "opened",
synonyms: ["open"],
unstate: "closed",
enqueue_collections: true,
/**
* @ajsverbstructures
* @memberof open
*/
accepts_structures: ["verb noun", "verb noun preposition noun"],
/**
* @memberof open
* @ajsverbphrase
* phrase1:
* {
* accepts_noun: true,
* requires_noun: true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* reachable: true,
* singular: false,
* },
* },
*/
phrase1: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
singular: false,
},
},
/**
* @memberof open
* @ajsverbphrase
* phrase2:
* {
* accepts_noun: true,
* noun_must_be:
* {
* in_inventory: true,
* known: true,
* },
* accepts_preposition: true,
* requires_preposition: true,
* accepts_these_prepositions: ["with"],
* },
*/
phrase2: {
accepts_noun: true,
noun_must_be: {
in_inventory: true,
known: true,
},
accepts_preposition: true,
requires_preposition: true,
accepts_these_prepositions: ["with"],
},
/**
* @memberof open
* @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 results;
var msg = "";
// parsed sentence structure: verb
if (input.hasStructure("verb")) {
}
// parsed sentence structure: verb noun
if (input.hasStructure("verb noun")) {
} // verb noun
// has direct object got a registered drain asset?
// if so use that as direct object
if (direct_object.registered_parts?.Drain) {
direct_object = this.game.getAsset(
direct_object.registered_parts.Drain,
);
if (!direct_object) return null;
input.setAsset(1, direct_object);
input.setAssumed(1, true);
}
// did player input "open drain"
// where open means unplug?
if (direct_object.isDOV("unplug") && direct_object.is.plugged) {
this.game.debug(
`F1367 | ${this.name}.js | ${direct_object.id}.dov.plug, doVerb plug `,
);
this.game.dictionary.doVerb("unplug");
return null;
}
// we give some latitude in interpreting 'open'
// see if any of these verbs can be applied
var openverbs = ["unlock", "pick", "unseal", "unzip"]; // unplug needs additional logic
for (var i = 0; i < openverbs.length; i++) {
if (
direct_object.isDOV(openverbs[i]) &&
!direct_object.isState(openverbs[i])
) {
// @TODO this complicates verb.with_results when open-> unlock with auto-open
// may need to rethink or add a setting for it
if (direct_object.DOVallowWithNothing(openverbs[i])) {
input.verb_params.auto_open = true;
this.game.debug(
`F1707 | ${this.name}.js | ${direct_object.id}.is.locked, doVerb unlock `,
);
this.game.dictionary.doVerb(openverbs[i]);
return null;
}
this.game.debug(
`F1703 | ${this.name}.js | ${
direct_object.id
}.is.${this.game.dictionary.verbs[openverbs[i]].getState()}`,
);
msg += `${direct_object.Articlename} is ${this.game.dictionary.verbs[
openverbs[i]
].getState()}. `;
this.handleFailure(msg);
return false;
}
}
// verb enabled?
if (!direct_object.isDOV(this.name)) {
this.game.debug(
`F1144 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.enabled is false `,
);
msg += `${direct_object.Articlename} can't be ${this.past_tense}. `;
this.handleFailure(msg);
return null;
}
// verb state?
if (this.hasState() && direct_object.isState(this.name)) {
this.game.debug(
`F1145 | ${this.name}.js | ${
direct_object.id
}.is.${this.getState()} is ${direct_object.isState(this.name)}`,
);
msg += `${direct_object.Articlename} isn't ${this.getState()}. `;
this.handleFailure(msg);
return null;
}
// single use direct object?
if (
direct_object.DOVallowOnce(this.name) &&
direct_object.DOVdidDo(this.name)
) {
this.game.debug(
`F1825 | ${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;
}
// 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(
`F1754 | ${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 null;
}
// infer indirect object?
results = this.tryToInferIndirectObject(direct_object, true);
if (results.prompt) {
this.game.debug(`F1756 | ${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")) {
// 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(
`F1356 | ${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(
`F1357 | ${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(
`F1904 | ${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(
`F1810 | ${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;
}
} // verb noun preposition noun
return true;
},
doSuccess: function () {
var input = this.game.getInput();
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 player = this.game.getPlayer();
var msg = "";
var results;
this.game.debug(`F1695 | ${this.name}.js | print doSuccess `);
// apply state changes
this.setState(direct_object, false);
// compose output
msg += `$(We) ${this.name}`;
msg += `${direct_preposition ? " " + direct_preposition : ""}`;
msg += `${direct_object ? " " + direct_object.articlename : ""}`;
msg += `${indirect_preposition ? " " + indirect_preposition : ""}`;
msg += `${indirect_object ? " " + indirect_object.articlename : ""}`;
msg += `. `;
// printable contents?
if (direct_object.hasContentsAtAspect("in")) {
msg += direct_object.getPrintableListOfContentsAt("in");
}
// print output
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // open