// plugIn.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class plugIn
* @ajsnode game.dictionary.verbs.plugIn
* @ajsconstruct MyGame.createVerb({ "name": "plugIn", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading ManipulationVerbs
* @ajsstate pluggedIn
* @summary Verb meaning plug in, as in "plug in computer".
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> plug computer into socket</span>
* You plug the ancient computer into the dusty socket. Nothing happens.
* But wait! Was that a flicker of light? It was! A small red light blinks on.
* And then another, and another as the ancient computer begins to wake.
* You hear a deep thrumming sound that rises in pitch until it becomes a
* painful screeching whine. And then silence. Until. The computer speaks!
* "THIS WORLD IS MINE!" Uh oh.
* </pre>
* <p>
* <strong>PlugIn</strong> applies to the physical act of attaching one
* asset to another, such as plugging in a computer. If
* <code>asset.dov.plugIn.with_nothing</code>
* is true, players can input "plug in computer" without specifying a
* particular asset to plug the computer into, and it will just be
* implied that the computer is plugged into a wall outlet.
* Conversely, in order to specify an asset such as an outlet to plug
* the computer into, enter asset IDs into the computer's
* <code>asset.dov.plugIn.with_assets</code>.
* This distinction exists so that authors can choose how fiddly
* they want to get.
* Note that plugIn is distinct from
* <a href="/doc/plug.html">Plug</a>, which pertains to plugging things like
* drains.
* </p>
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
* @ajsdemo PlugGame, PlugSomethingIntoSomething, PlugSomethingIntoNothing, PlugSomethingWithSomething, PlugSomethingWithNothing
*/
A.Preverbs.plugIn = {
name: "plugIn",
prettyname: "plug in",
past_tense: "plugged in",
verb_noun_prep: ["plug in"], // plug computer in
verb_prep_noun: ["plug in"], // plug in computer
verb_noun_prep_noun: ["plug into", "plug in"], // plug computer into outlet
state: "pluggedIn",
state_string: "plugged in",
unstate_string: "not plugged in",
/**
* @ajsverbstructures
* plugIn is parsed as a compound word which means that we
* don't parse 'in' as a separate word and therefore don't
* accept 'verb noun preposition noun' as with many other verbs.
* @memberof plugIn
*/
accepts_structures: ["verb noun", "verb noun noun"],
/**
* @memberof plugIn
* @ajsverbphrase
* phrase1:
* {
* accepts_noun: true,
* requires_noun: true,
* //accepts_preposition: true,
* //accepts_these_prepositions: ["in"],
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* reachable: true,
* },
* },
*/
phrase1: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
},
/**
* @memberof plugIn
* @ajsverbphrase
* phrase2:
* {
* accepts_noun: true,
* //requires_noun: true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* reachable: true,
* },
* //accepts_preposition: true,
* requires_preposition: true,
* accepts_these_prepositions: [ "to" ],
* },
*/
phrase2: {
accepts_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
//requires_preposition: true,
//accepts_these_prepositions: [ "to" ],
},
/**
* @memberof plugIn
* @ajsverbparams
* with_params: {
* connections: [],
* max_connections: 1,
* take_breaks_connections: true,
* take_takes_connections: false,
* },
*/
with_params: {
connections: [],
max_connections: 1,
take_breaks_connections: true,
take_takes_connections: false,
},
doTry: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var indirect_object = input.getAsset(2);
var indirect_preposition = input.getPreposition(2);
var results;
var msg = "";
var drain;
// parsed sentence structure: verb
if (input.hasStructure("verb")) {
}
// parsed sentence structure: verb noun
if (input.hasStructure("verb noun")) {
} // verb noun
// can be direct object of verb?
if (!direct_object.isDOV(this.name)) {
this.game.debug(
`F1765 | ${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;
}
// already plugged into nothing? // takes place of state check
if (
direct_object.DOVallowWithNothing(this.name) &&
direct_object.DOVisConnectedToNothing(this.name)
) {
this.game.debug(
`F1358 | ${this.name}.js | ${direct_object.id}.dov.plugIn.with_params.connections contains null `,
);
msg += `${direct_object.Articlename} is already plugged in. `;
this.handleFailure(msg);
return false;
}
// sentence structure: verb noun // ie plugIn computer
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(
`F1690 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.with_nothing is false `,
);
msg += `$(We) don't know of a way to ${this.prettyname} ${direct_object.articlename}. `;
this.handleFailure(msg);
return false;
}
// infer indirect object?
results = this.tryToInferIndirectObject(direct_object);
if (results.prompt) {
// restructure sentence for next turn
//input.setPreposition(2,'with');
input.setSoftPrompt({
noun2: true,
structure: "verb noun noun",
});
this.game.debug(`F1692 | ${this.name}.js | soft prompt for noun2 `);
msg += `What would $(we) like to plug ${direct_object.articlename} into? `;
this.handleFailure(msg);
return false;
} else if (results.success) {
indirect_object = results.indirect_object;
indirect_preposition = "to";
input.setNewPhrase({
asset: indirect_object,
preposition: indirect_preposition,
});
input.setStructure("verb noun noun");
}
} // verb noun
// parsed sentence structure: verb noun noun
// ie plugIn computer outlet
if (input.hasStructure("verb noun 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(
`F1762 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.with_nothing `,
);
msg += `$(We) can't plug ${direct_object.articlename} into ${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(
`F1763 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.with_assets/with_classes does not include ${indirect_object.id} `,
);
msg += `$(We) can't plug ${direct_object.articlename} into ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// can indirect object be used?
if (!indirect_object.isIOV(this.name)) {
this.game.debug(
`F1907 | ${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(
`F1813 | ${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;
}
// is direct object already plugged in?
if (
direct_object.dov.plugIn.with_params.connections.length >=
direct_object.dov.plugIn.with_params.max_connections
) {
this.game.debug(
`F1752 | ${this.name}.js | ${direct_object.id}.dov.plugIn.with_params.max_connections reached `,
);
msg += direct_object.DOVisConnectedToAsset(this.name, indirect_object)
? `${direct_object.Articlename} is already plugged into ${indirect_object.articlename}. `
: `${direct_object.Articlename} can't be plugged into any more things. `;
this.handleFailure(msg);
return null;
}
// does indirect object already have max plugged into it?
if (
indirect_object.iov.plugIn.with_params.connections.length >=
indirect_object.iov.plugIn.with_params.max_connections
) {
this.game.debug(
`F1760 | ${this.name}.js | ${indirect_object.id}.iov.plugIn.with_params.max_connections reached `,
);
msg += `${indirect_object.Articlename} can't have any more things plugged into it. `;
this.handleFailure(msg);
return null;
}
} // verb noun noun
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var direct_place = direct_object.getPlaceAsset();
var indirect_object = input.getAsset(2);
var indirect_preposition = input.getPreposition(2);
var msg = "";
var results;
this.game.debug(`F1723 | ${this.name}.js | print doSuccess `);
// parsed sentence structure: verb noun
if (input.hasStructure("verb noun")) {
// connect direct object to null
this.setVerbSubscriptionConnection(direct_object, null);
} // verb noun
// sentence structure: verb noun noun
if (input.hasStructure("verb noun noun")) {
// connect direct object to indirect object
this.setVerbSubscriptionConnection(direct_object, indirect_object);
// @TODO reconsider plug as one type of attachment
// what to do if player moves between nests or tries travel?
// if( direct_object.isIn(player) )
// {
// // remove direct_object from player?
// results = indirect_object.moveFrom( player );
// if( "undefined" !== typeof results ) return results;
// }
// // move indirect_object to direct_object
// results = indirect_object.moveTo( "in", direct_object );
// if( "undefined" !== typeof results ) return results;
} // verb noun noun
// apply state changes
this.setState(direct_object, true);
// compose output
msg += `$(We) plug`;
msg += `${indirect_object ? "" : " in"}`;
msg += `${direct_object ? " " + direct_object.articlename : ""}`;
msg += `${indirect_object ? " into " + indirect_object.articlename : ""}`;
msg += `. `;
// print output
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // plug