// screw.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class screw
* @ajsnode game.dictionary.verbs.screw
* @ajsconstruct MyGame.createVerb({ "name": "screw", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading LocomotionVerbs
* @summary Verb meaning screw, as in "screw rod into socket".
* @todo replace canScrewToThing with Aspect methods for limiting attachment
* @todo attachment type?
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> screw suppressor to pistol</span>
* You screw the suppressor to the barrel of the pistol, carefully
* guiding the threads into place. The seam closes tightly, squeezing
* out a bit of grease. You wipe it away with a bit of chamois from
* your pocket. As you refold the chamois, greasy side in, you consider
* the chain of events that brought you here. A late phone call, a
* veiled threat, an untrustworthy promise. You certainly have no
* loyalties to betray here, but neither do you care to be manipulated.
* </pre>
* <p>
* <strong>Screw</strong> one {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset} to another.
* Requires that the receiving Asset has an <code>attach</code>
* {@link adventurejs.Aspect|Aspect}.
* To learn about Aspects, see
* <a href="/doc/Tangibles_Aspects.html">How to Use Aspects</a>.
* </p>
* @ajsverbreactions
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.screw = {
name: "screw",
prettyname: "screw",
past_tense: "screwed",
synonyms: ["screw"],
verb_noun_prep_noun: ["screw to", "screw onto"],
verb_noun_prep_prep_noun: ["screw on to"],
state: "screwed",
//unstate: "unscrewed",
/**
* @memberof screw
* @ajsverbphrase
* phrase1:
* {
* accepts_noun:true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* reachable: true,
* },
* },
*/
phrase1: {
accepts_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
},
/**
* @memberof screw
* @ajsverbphrase
* phrase2:
* {
* accepts_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' ], // @todo
* },
*/
phrase2: {
accepts_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
},
/**
* @memberof screw
* @ajsverbparams
* with_params: {},
*/
with_params: {},
doTry: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var msg = "";
// no indirect object given
if ("undefined" === typeof input.parsedNoun2) {
input.setSoftPrompt({ noun2: true, verb: "screw" });
this.game.debug(
`F1396 | ${this.name}.js | no indirect object received or inferred, soft prompt noun2 `,
);
msg += `Screw ${direct_object.articlename} to what? `;
this.handleFailure(msg);
return null;
}
var indirect_object = input.getAsset(2);
// can't screw
if (
!direct_object.isDOV("screw") ||
!indirect_object.hasAspectAt("attached")
) {
this.game.debug(
`F1395 | ${this.name}.js | ${direct_object.id}.dov.screw.enabled is false or ${indirect_object.id} has no attached aspect `,
);
msg += `$(We) can't screw ${direct_object.articlename} into ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// can we attach this particular thing to that particular thing?
var can_be_screwed = false;
/** @TODO these functions don't exist yet */
if (
direct_object.canScrewToClassOf(indirect_object) ||
direct_object.canScrewToThing(indirect_object)
) {
can_be_screwed = true;
}
if (!can_be_screwed) {
this.game.debug(
`F1394 | ${this.name}.js | ${indirect_object.id} can't accept ${direct_object.id} `,
);
msg += `$(We) can't screw ${direct_object.articlename} into ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// already screwed
if (direct_object.isPlacedAtAspect("attached")) {
this.game.debug(
`F1397 | ${this.name}.js | ${
direct_object.id
} is already attached to ${direct_object.getPlaceAssetId()}`,
);
msg += `${direct_object.Articlename} is ${
direct_object.isDOV("screw") ? "screwed" : "attached"
} to ${indirect_object.articlename}. `;
this.handleFailure(msg);
return null;
}
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var doParent = direct_object.getPlaceAsset();
var indirect_object = input.getAsset(2);
var msg = "";
var results;
this.game.debug(`F1398 | ${this.name}.js | print doSuccess `);
if (doParent.id !== indirect_object.id) {
// remove thing from current parent
//results = parent.onRemoveThatFromThis( direct_object );
results = direct_object.moveFrom(doParent);
if ("undefined" !== typeof results) return results;
// add thing to new parent
//results = indirect_object.onMoveThatToThis( direct_object, "attached" );
results = direct_object.moveTo("attached", indirect_object);
if ("undefined" !== typeof results) return results;
}
msg += `$(We) screw ${direct_object.articlename} into ${indirect_object.articlename}. `;
direct_object.is.screwed = true;
// print output
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // screw