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// recall.js

(function () {
  /* global adventurejs A */

  /**
   * @augments {adventurejs.Verb}
   * @class recall
   * @ajsnode game.dictionary.verbs.recall
   * @ajsconstruct MyGame.createVerb({ "name": "recall", [...] });
   * @ajsconstructedby adventurejs.Dictionary#createVerb
   * @hideconstructor
   * @ajsinstanceof Verb
   * @ajsnavheading IntroversionVerbs
   * @summary Verb meaning recall, as in "recall spell".
   * @tutorial Scripting_VerbSubscriptions
   * @tutorial Verbs_VerbAnatomy
   * @tutorial Verbs_VerbProcess
   * @tutorial Verbs_ModifyVerbs
   * @tutorial Verbs_WriteVerbs
   * @classdesc
   * <pre class="display border outline">
   * <span class="ajs-player-input">&gt; recall Roger</span>
   * You think about Roger. Those full lips, those wide eyes.
   * You never thought you'd feel this way about another turtle.
   * </pre>
   * <strong>Recall</strong> returns a generic response
   * about any
   * {@link adventurejs.Asset|Asset}. Use
   * <a href="/doc/Scripting_VerbReactions.html">verb reactions</a>
   * to provide unique responses to specific assets.
   * @ajsverbreactions doRecallThis, doRecallThat
   * @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
   */
  A.Preverbs.recall = {
    name: "recall",
    prettyname: "recall",
    past_tense: "recalled",
    synonyms: ["thinkabout", "recall", "consider"],
    verb_prep_noun: ["think about"], // think about thing
    gerund: "thinking",

    /**
     * @memberof recall
     * @ajsverbphrase
     * phrase1:
     * {
     *   accepts_noun: true,
     *   requires_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *   },
     * },
     */
    phrase1: {
      accepts_noun: true,
      requires_noun: true,
      noun_must_be: {
        known: true,
      },
    },

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

    doTry: function () {
      var input = this.game.getInput();
      var verb_phrase = input.verb_phrase;
      var direct_object = input.getAsset(1);
      var indirect_object = input.getAsset(2);
      var msg = "";

      if (verb_phrase === "think about") {
        //
      }

      // can't talk to non-characters
      // if (!(direct_object)) {
      //   this.game.debug(
      //     ` | ${this.name}.js | ${direct_object.id} `
      //   );
      //   msg += `${direct_object.Articlename} ... `;
      //   this.handleFailure(msg);
      //   return null;
      // }

      return true;
    },

    doSuccess: function () {
      var input = this.game.getInput();
      var verb_phrase = input.verb_phrase;
      var direct_object = input.getAsset(1);
      var indirect_object = input.getAsset(2);
      var player;
      var direct_object;
      var msg = "";

      // recall x
      msg += `{We} recall ${direct_object.articlename}. `;

      return this.handleSuccess(msg, direct_object);
    },
  };
})(); // recall