// ride.js
(function () {
/*global adventurejs A*/
/**
* @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 Vehicle?
* @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
* as transporation to another room.
* Requires that the Asset to be ridden has
* <code>asset.dov.ride.enabled</code>
* 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 specified, player will try to travel.
* </p>
* <p>
* It's assumed that anything that has
* dov.ride will be a
* {@link adventurejs.Vehicle|Vehicle}.
* See
* <a href="/doc/Tangibles_Vehicles.html">Simple Vehicles</a>
* to learn more.
* </p>
*
* <p>
* Subscribing a Tangible
* {@link adventurejs.Asset|Asset}
* to verb <code>ride</code>
* allows players to ride the Tangible Asset
* while still holding it in inventory.
* <br><br>
* Normally, when putting one Tangible
* in/on/under/behind another, the child asset is
* added to the parent asset's in/on/under/behind
* {@link adventurejs.Aspect|Aspect}.
* <br><br>
* In the case of {@link adventurejs.Character|Characters},
* they can only be
* <strong>in</strong> the {@link adventurejs.Room|Room}
* they are in. When Characters move in/on/under/behind
* Tangible subclasses such as {@link adventurejs.Chair|Chairs}
* or {@link adventurejs.Bed|Beds}, they become
* <strong>nested</strong>, which is a secondary form of
* parent/child relationship.
* <br><br>
* For example, the player is <strong>IN</strong> a room.
* A bed is also <strong>IN</strong> the same room.
* When the player gets <strong>ON</strong> the bed,
* the player remains <strong>IN</strong> the room
* and also becomes <strong>NESTED ON</strong> the bed.
* <br><br>
* We do this for a couple of reasons. One is to prevent
* overcomplicating the routines that determine what
* Tangible Assets are considered to be within scope when
* parsing player input. Another is to avoid
* circular child/parent relationships,
* which overcomplicate save/restore operations.
* Circular relationships also overcomplicate parsing player input.
* <br><br>
* For example, imagine that a player holds a skateboard
* <strong>IN</strong> their inventory
* and then stands <strong>ON</strong> the skateboard.
* If both objects were in each other's Aspects,
* that would be a circular relationship. By nesting the
* player to the skateboard, the skateboard can remain
* in the player's inventory with fewer complications.
* </p>
*
* @ajsverbreactions doNestThatToThis, doNestThisToThat, doUnnestThatFromThis, doUnnestThisFromThat, doRemoveThisFromThat, doRemoveThatFromThis, doMoveThisToThat, doMoveThatToThis
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.ride = {
name: "ride",
prettyname: "ride",
past_tense: "ridden",
synonyms: ["ride"],
verb_prep_noun: ["ride on"],
gerund: "riding",
/**
* @ajsverbstructures
* @memberof ride
*/
accepts_structures: [
"verb", // ride
"verb noun", // ride bike, ride east
"verb noun noun", // ride bike east
"verb preposition noun", // ride on bike, ride in boat
"verb noun noun", // ride bike east
"verb noun preposition noun", // ride east on bike, ride bike under bridge?
],
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?
* },
* @TODO what about "ride east on bike" ?
*/
phrase2: {
accepts_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
accepts_preposition: true,
},
/**
* @memberof ride
* @ajsverbparams
* with_params: {},
*/
with_params: {},
doTry: function () {
var input = this.game.getInput();
var verb_phrase = input.verb_phrase;
var input_verb = input.input_verb;
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 nest_asset = player.getNestAsset();
var currentRoom = this.game.getCurrentRoom();
var msg = "";
var results;
if (verb_phrase === "ride on") {
//
}
// if player inputs "ride east on bike"
// ensure sentence is in order of "ride bike to east"
if (direct_object && indirect_object && direct_object.direction) {
if (!indirect_object.isDOV(input_verb)) {
this.game.debug(
`D1149 | ${this.name}.js | ${indirect_object.id}.dov.${input_verb}.enabled is unset `
);
msg += `$(We) can't ${input_verb} ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
input.swapPhrases(1, 2);
direct_object = input.getAsset(1);
direct_preposition = input.getPreposition(1);
indirect_object = input.getAsset(2);
indirect_preposition = input.getPreposition(2);
}
// ride, peddle, skate, drive
if (input.hasStructure("verb")) {
if (!nest_asset || !nest_asset.isDOV(input_verb)) {
// or prompt?
input.setSoftPrompt({
index: 1,
type: "noun",
noun1: true,
verb: input_verb,
});
this.game.debug(
`D1122 | ${this.name}.js | no direct_object received or inferred, soft prompt noun1 `
);
msg += `What would $(we) like to ${input_verb}? `;
this.handleFailure(msg);
return null;
}
this.game.log(
"L1366",
"log",
"high",
`${this.name}.js > infer ${direct_object.id} as direct_object `,
"verbs"
);
direct_object = nest_asset;
input.setAsset(1, direct_object);
input.setStructure("verb noun");
}
// "verb noun",
// ride bike, peddle boat, skate..., drive car
// ride east, peddle east, skate east, drive east
if (input.hasStructure("verb noun")) {
if (!direct_object.direction && !direct_object.isDOV(input_verb)) {
this.game.debug(
`D1135 | ${input_verb}.js | player is not nested on an asset with asset.dov.${input_verb}.enabled set `
);
msg += `$(We) can't ${input_verb} ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// ride east, peddle east, skate east, drive east
// all ok
if (direct_object.direction) {
if (nest_asset && nest_asset.isDOV(input_verb)) {
input.swapPhrases(1, 2);
// set nest as direct object
input.setAsset(1, nest_asset);
input.setStructure("verb noun noun");
direct_object = nest_asset;
indirect_object = input.getAsset(2);
this.game.printInferred(
`${player.getNestPreposition()} ${nest_asset.articlename}`
);
} else {
// is player carrying anything they can get on and input_verb?
let rides = player.findNestedAssetsWithProperty("dov.ride");
if (rides.length) {
input.swapPhrases(1, 2);
input.setAsset(1, rides[0]);
input.setStructure("verb noun noun");
direct_object = rides[0];
indirect_object = input.getAsset(2);
input.verb_params.mount = true;
} else {
this.game.debug(
`D1139 | ${this.name}.js | player is not nested on an asset with asset.dov.${input_verb}.enabled set `
);
msg += `$(We're) not on anything $(we) can ${input_verb}. `;
this.handleFailure(msg);
return null;
}
}
}
// rike bike, peddle bike, drive car
else if (direct_object.isDOV(input_verb)) {
if (!nest_asset || nest_asset.id !== direct_object.id) {
// not on it, so try to get on it
input.setVerb(1, "go");
input.setPreposition(1, direct_object.default_aspect);
input.setPreposition(1, "on");
input.setStructure("verb preposition noun");
return this.game.dictionary.doVerb("go");
}
// good to go
return true;
} else {
input.setSoftPrompt({
index: 2,
type: "noun",
noun2: true,
verb: input_verb,
});
this.game.debug(
`D1143 | ${this.name}.js | no destination received or inferred, soft prompt noun2 `
);
msg += `Where would $(we) like to ${input_verb}? `;
this.handleFailure(msg);
return null;
}
}
if (
input.hasStructure("verb noun noun") ||
input.hasStructure("verb noun preposition noun")
) {
if (direct_object.direction && indirect_object.isDOV(input_verb)) {
input.swapPhrases(1, 2);
direct_object = input.getAsset(1);
direct_preposition = input.getPreposition(1);
indirect_object = input.getAsset(2);
indirect_preposition = input.getPreposition(2);
}
}
if (!nest_asset || nest_asset.id !== direct_object.id) {
if (indirect_object) {
this.game.debug(
`D1217 | ${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(1, "go");
input.setPreposition(1, "on");
input.setStructure("verb preposition noun");
return this.game.dictionary.doVerb("go");
}
// if (!player.can.ride || !player.getNestOrPlaceAspect().canPlayer("ride")) {
// this.game.debug(
// `D1854 | ${
// this.name
// }.js | player.can.ride is false or ${player.getNestOrPlaceAsset()}.aspects.${player.getNestOrPlacePreposition() }.player.can.ride is false`,
// );
// msg += `$(We) can't ride ${direct_object.articlename} here. `;
// this.handleFailure(msg);
// return null;
// }
if (indirect_object && indirect_object.direction) {
if (input.verb_params.mount) {
results = player.onNestThisToThat(nest_asset);
if ("undefined" !== typeof results) return results;
}
return this.game.tryTravel(indirect_object.direction, {
with: [direct_object.id],
});
}
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var verb_phrase = input.verb_phrase;
var input_verb = input.input_verb;
var direct_object = input.getAsset(1);
var direct_preposition = input.getPreposition(1);
var indirect_object = input.getAsset(2);
var indirect_preposition = input.getPreposition(2);
var player = this.game.getPlayer();
var nest_asset = player.getNestAsset();
var msg = "";
var results;
// @TODO what about did_doSuccess?
if (!input.did_tryTravel) {
msg += `$(We) ${input_verb} ${direct_object.articlename} about a bit. `;
}
// print output
return this.handleSuccess(msg, direct_object);
},
};
})(); // ride