// ride.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class ride
* @ajsnode game.dictionary.verbs.ride
* @ajsconstruct MyGame.createVerb({ "name": "ride", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading LocomotionVerbs
* @summary Verb meaning ride, as in "ride horse".
* @todo Ride NPCs (like a horse). Will NPC be a SimpleVehicle?
* @todo What about things like rafts that aren't under player's control?
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> ride hippogryph</span>
* You ride the hippogryph, bearing in mind that this is not one of your
* classical type hippogryphs - you know, half horse, half gryphon - but
* is in fact a full-on hippopotamus named Griff. As such, Griff has
* mixed feelings about the arrangement of being ridden. On the one hand,
* you could kick your heels and go "yah!" and he could carry you across
* the lake. On the other, he could roll over and crush you. Griff
* casually regurgitates some cud and reswallows it while he considers the
* situation. (Unlike other ruminants, hippos don't chew their cud.
* THE MORE YOU KNOW!)
* </pre>
* <p>
* <strong>Ride</strong> a
* {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset}, optionally in a direction.
* Requires that the Asset to be ridden has
* asset.dov.ride.enabled
* set to true. If player isn't on Asset, verb will
* redirect to {@link go}. If player is already on Asset
* and a direction is also provided, player will try to travel.
* </p>
* <p>
* It's assumed that anything that has
* dov.ride will be a
* {@link adventurejs.SimpleVehicle|SimpleVehicle}.
* See
* <a href="/doc/Tangibles_SimpleVehicles.html">Simple Vehicles</a>
* to learn more.
* </p>
* @ajsverbreactions
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.ride = {
name: "ride",
prettyname: "ride",
past_tense: "rode",
synonyms: ["ride", "peddle", "skate"],
verb_prep_noun: ["ride on"],
/**
* @ajsverbstructures
* @memberof ride
*/
accepts_structures: [
"verb",
"verb noun",
"verb preposition noun",
"verb noun noun",
"verb noun preposition noun",
],
player_must_be: {
not_constrained: true,
not_on_floor: true,
not_nested_elsewhere: true,
able_to_ride: true,
},
/**
* @memberof ride
* @ajsverbphrase
* phrase1:
* {
* accepts_noun:true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* singular: false,
* //not_in_inventory: true,
* },
* },
*/
phrase1: {
accepts_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
singular: false,
},
},
/**
* @memberof ride
* @ajsverbphrase
* phrase2:
* {
* accepts_noun:true,
* noun_must_be:
* {
* direction: true,
* },
* accepts_preposition: true,
* // accepts_these_prepositions: ["to"], // ride onto? ride into?
* },
*/
phrase2: {
accepts_noun: true,
noun_must_be: {
direction: true,
},
accepts_preposition: true,
},
/**
* @memberof ride
* @ajsverbparams
* with_params: {},
*/
with_params: {},
doTry: function () {
var input = this.game.getInput();
var input_verb = input.input_verb;
var direct_object = input.getAsset(1);
var indirect_object = input.getAsset(2);
var player = this.game.getPlayer();
var nest_asset = player.getNestAsset();
var currentRoom = this.game.getCurrentRoom();
var msg = "";
if (!direct_object) {
if (nest_asset && nest_asset.is.rideable) {
// was ride called without noun?
direct_object = nest_asset;
input.setAsset(2, direct_object);
this.game.debug(
`F1213 | ${this.name}.js | infer ${direct_object.id} as direct_object `,
);
} else {
// can't do it
input.setSoftPrompt({ noun1: true, verb: "ride" });
this.game.debug(
`F1211 | ${this.name}.js | no direct_object received or inferred, soft prompt noun1 `,
);
msg += `What would $(we) like to ${input_verb}? `;
this.handleFailure(msg);
return null;
}
}
// did player input something like "ride east" ?
if (
direct_object.direction &&
!indirect_object &&
nest_asset &&
nest_asset.is.rideable
) {
// set nest as direct object
indirect_object = direct_object;
direct_object = nest_asset;
input.setPhrase(2, input.getPhrase(1));
input.setAsset(1, nest_asset);
input.setStructure("verb noun noun");
}
if ("peddle" === input_verb && !direct_object.is.peddleable) {
this.game.debug(
`F1214 | ${this.name}.js | ${direct_object.id}.is.peddleable is false `,
);
msg += `${direct_object.Articlename} can't be peddled. `;
this.handleFailure(msg);
return null;
}
if ("skate" === input_verb && !direct_object.is.skateable) {
this.game.debug(
`F1215 | ${this.name}.js | ${direct_object.id}.is.skateable is false `,
);
msg += `$(We) can't skate on ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
if (!direct_object.isDOV("ride")) {
this.game.debug(
`F1216 | ${this.name}.js | ${direct_object.id}.dov.ride.enabled is false `,
);
msg += `${direct_object.Articlename} can't be ridden. `;
this.handleFailure(msg);
return null;
}
if (nest_asset.id !== direct_object.id) {
if (indirect_object) {
this.game.debug(
`F1217 | ${this.name}.js | player must be on ${direct_object.id} `,
);
msg += `$(We're) not on ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
input.setVerb("go");
input.setPreposition(1, "on");
input.setStructure("verb preposition noun");
this.game.dictionary.doVerb("go");
return null;
}
if (!player.can.ride || !player.getNestOrPlaceAspect().player.can.ride) {
this.game.debug(
`F1854 | ${
this.name
}.js | player.can.ride is false or ${player.getNestOrPlaceAsset()}.aspects.${player.getNestOrPlacePreposition()} }.player.can.ride is false`,
);
msg += `$(We) can't ride ${direct_object.articlename} here. `;
this.handleFailure(msg);
return null;
}
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var direct_object = input.getAsset(1);
var indirect_object = input.getAsset(2);
var player = this.game.getPlayer();
var nest_asset = player.getNestAsset();
var msg = "";
var results;
this.game.debug(`F1212 | ${this.name}.js | doSuccess `);
if (indirect_object && indirect_object.direction) {
results = this.game.tryTravel(indirect_object.direction, {
with: [direct_object.id],
});
if (A.isFalseOrNull(results)) return results;
// no msg because tryTravel handled it
} else {
msg += `$(We) ride ${direct_object.articlename} around the room. `;
}
// print output
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // ride