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// 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">&gt; 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