Pre-release
Adventure.js Docs Downloads
Score: 0 Moves: 0
// stand.js

(function () {
  /*global adventurejs A*/
  "use strict";

  /**
   * @augments {adventurejs.Verb}
   * @class stand
   * @ajsnode game.dictionary.verbs.stand
   * @ajsconstruct MyGame.createVerb({ "name": "stand", [...] });
   * @ajsconstructedby adventurejs.Dictionary#createVerb
   * @hideconstructor
   * @ajsinstanceof Verb
   * @ajsnavheading PositionVerbs
   * @summary Verb meaning stand, as in "stand up" or "stand on trap door".
   * @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; stand in pentagram</span>
   * You stand in the pentagram. Eldritch energies
   * flicker and rise from the chalked symbol, protecting
   * you or trapping you inside, you're not sure which.
   * </pre>
   * <p>
   * <strong>Stand in</strong> requires that the
   * {@link adventurejs.Tangible|Tangible}
   * {@link adventurejs.Asset|Asset} has an <strong>in</strong>
   * {@link adventurejs.Aspect|Aspect}
   * and that its
   * aspect.player.can.stand
   * property is set to true.
   * If player is already in the Asset, player will move to
   * a standing position.
   * See
   * <a href="/doc/Tangibles_Aspects.html">How to Use Aspects</a>
   * to learn more.
   * </p>
   * @ajsverbreactions
   * @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
   */
  A.Preverbs.stand = {
    name: "stand",
    prettyname: "stand",
    past_tense: "stood",
    synonyms: ["stand"],
    // verb_prep_noun: ["stand up", "get up", "stand down"],

    /**
     * @ajsverbstructures
     * @memberof stand
     */
    accepts_structures: [
      "verb",
      "verb noun",
      "verb preposition",
      "verb preposition noun",
    ],

    player_must_be: {
      not_constrained: true,
      //not_on_floor: true,
      //not_nested_elsewhere: true,
    },

    /**
     * @memberof stand
     * @ajsverbphrase
     * phrase1:
     * {
     *   accepts_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *     tangible: true,
     *     present: true,
     *     visible: true,
     *     reachable: true,
     *     not_direction: true,
     *     not_in_inventory: true,
     *   },
     *   accepts_preposition: true,
     *   requires_preposition: true,
     * },
     */
    phrase1: {
      accepts_noun: true,
      noun_must_be: {
        known: true,
        tangible: true,
        present: true,
        visible: true,
        reachable: true,
        not_direction: true,
        not_in_inventory: true,
      },
      accepts_preposition: true,
      accepts_preposition_without_noun: true,
      requires_preposition: true,
    },

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

    in_can_mean_on: true,

    doTry: function () {
      var input = this.game.getInput();
      var player = this.game.getPlayer();
      var direct_object = input.getAsset(1);
      var direct_preposition = input.getPreposition(1);
      var nest_asset = player.getNestAsset();
      var nest_preposition = player.getNestPreposition();
      var current_room = this.game.getCurrentRoom();
      var msg = "";
      var results;

      // sentence structure: verb
      if (input.hasStructure("verb")) {
        // already standing
        if (player.is.standing) {
          this.game.debug(`F1099 | ${this.name}.js | ${player.id}.is.standing`);
          msg += `$(We're) already standing! `;
          this.handleFailure(msg);
          return null;
        }
        if (nest_asset && !nest_asset.quirks.stand_means_get_off) {
          direct_preposition = player.getNestOrPlacePreposition();
          direct_object = nest_asset;
        } else {
          direct_preposition = "on";
          direct_object = this.game.getCurrentRoomFloor();
        }
        input.setAsset(1, direct_object);
        input.setPreposition(1, direct_preposition);
        input.setStructure("verb preposition noun");
      }

      // sentence structure: verb preposition
      if (input.hasStructure("verb preposition")) {
        // player input "stand down"
        if (direct_preposition === "down") {
          this.game.debug(
            `F1023 | ${this.name}.js | no response for idiom 'stand down'`
          );
          msg += `YES, SIR! `;
          this.handleFailure(msg);
          return null;
        }

        if (direct_preposition !== "up") {
          this.game.debug(
            `F1096 | ${this.name}.js | no response for idiom 'stand down'`
          );
          msg += `$(We) don't know how to stand ${direct_preposition}. `;
          this.handleFailure(msg);
          return null;
        }

        // already standing
        if (player.is.standing) {
          this.game.debug(`F1024 | ${this.name}.js | player.is.standing`);
          msg += `$(We're) already standing! `;
          this.handleFailure(msg);
          return null;
        }
      } // verb preposition

      // sentence structure: verb preposition
      if (
        input.hasStructure("verb") ||
        input.hasStructure("verb preposition")
      ) {
        // player input "stand" or "stand up"

        if (
          nest_asset &&
          (nest_asset.quirks.stand_means_get_off ||
            ("get" === input.input_verb &&
              nest_asset.quirks.get_up_means_get_off))
        ) {
          // if quirks.stand_means_get_off, go straight to doSuccess
          // return true;
          direct_object = this.game.getCurrentRoomFloor();
          direct_preposition = "on";
        } else if (nest_asset) {
          direct_object = nest_asset;
          direct_preposition = nest_preposition;
        } else {
          // see if the room has its own floor
          direct_object = this.game.getCurrentRoomFloor();
          direct_preposition = "on";
        }

        // we should now be able to assume a direct object
        if (direct_object) {
          input.setAsset(1, direct_object);
          input.setPreposition(1, direct_preposition);
          input.setAssumed(1, true);
          input.setStructure("verb preposition noun");
        }
      } // verb || verb preposition

      // sentence structure: verb preposition noun
      if (input.hasStructure("verb preposition noun")) {
        // is player allowed to stand here?
        if (
          !player.can.stand ||
          !direct_object.aspects[direct_preposition].player.can.stand
        ) {
          this.game.debug(
            `F1025 | ${this.name}.js | player.can.stand is false or ${direct_object.id}.aspects.${direct_preposition} }.player.can.stand is false`
          );
          msg += `$(We) can't stand ${direct_preposition} ${direct_object.articlename}. `;
          this.handleFailure(msg);
          return null;
        }

        // can player reach it?
        if (nest_asset && nest_asset.id !== direct_object.id) {
          results = this.canPlayerGoThereFromNest(
            direct_preposition,
            direct_object
          );
          if (results.failure) {
            // this.handleFailure(results.msg);
            // return null;
            this.game.dictionary.doVerb("go");
            return null;
          }
          // if (results.return) return true;
        }

        // player is nested some other way with target
        // and needs to unnest first
        if (
          nest_asset &&
          nest_asset.id === direct_object.id &&
          nest_preposition !== direct_preposition
        ) {
          this.game.debug(
            `F1028 | ${this.name}.js | player is otherwise nested ${nest_preposition} ${nest_asset.id}`
          );
          msg += `$(We) can't do that from $(our) position ${player.getPostureGerund()} ${nest_preposition} ${
            nest_asset.articlename
          }. `;
          this.handleFailure(msg);
          return null;
        }

        // player is already standing [preposition] target
        if (player.is.standing) {
          var already_on_it;

          if (
            nest_asset &&
            nest_asset.id === direct_object.id &&
            nest_preposition === direct_preposition
          ) {
            already_on_it = true;
          }
          if (!nest_asset && direct_object instanceof adventurejs.Floor) {
            already_on_it = true;
          }

          if (already_on_it) {
            this.game.debug(
              `F1029 | ${this.name}.js | player.is.standing ${direct_preposition} ${direct_object.id} `
            );
            msg += `$(We're) already standing ${direct_preposition} ${direct_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 direct_preposition = input.getPreposition(1);
      var indirect_object = input.getAsset(2);
      var indirect_preposition = input.getPreposition(2);
      var nest_asset = player.getNestAsset();
      var nest_preposition = player.getNestPreposition();
      var do_nest, do_unnest;
      var fromfloor;
      var tofloor;
      var results;
      var msg = "";

      this.game.debug(`F1415 | ${this.name}.js | print doSuccess`);

      tofloor = direct_object instanceof adventurejs.Floor;
      fromfloor = !nest_asset || nest_asset instanceof adventurejs.Floor;

      // floor to floor
      if (fromfloor && tofloor) {
        do_unnest = true;
        this.game.debug(`F1026 | ${this.name}.js | from floor to floor `);
        msg += `$(We) clamber up to a standing position. `;
      }

      // floor to nest or change positions on nest
      else if (
        (fromfloor && !tofloor) ||
        (nest_asset && nest_asset.id === direct_object.id)
      ) {
        do_unnest = nest_asset && nest_asset.id !== direct_object.id;
        do_nest = fromfloor && !tofloor;
        this.game.debug(
          `F1617 | ${this.name}.js | from floor to asset or change position on asset `
        );
        msg += `$(We) climb to a standing position ${direct_preposition} ${direct_object.articlename}. `;
      }

      // nest_asset to floor - unnest
      else if (!fromfloor && tofloor) {
        do_unnest = true;
        this.game.debug(`F1618 | ${this.name}.js | from asset to floor `);
        msg += `$(We) hop ${player.getPrettyUnnestPreposition()} ${
          nest_asset.articlename
        } and stand ${direct_preposition} ${direct_object.articlename}. `;
      }

      // nest_asset to same nest_asset
      else if (!fromfloor && !tofloor && direct_object.id === nest_asset.id) {
        if (player.is.lying || player.is.sitting || player.is.kneeling) {
          this.game.debug(`F1619 | ${this.name}.js | change posture on floor `);
          msg += `$(We) stand up ${nest_preposition} ${direct_object.articlename}. `;
        }
      }

      // nest_asset to other nest_asset
      else if (!fromfloor && !tofloor && direct_object.id !== nest_asset.id) {
        do_nest = true;
        do_unnest = true;
        this.game.debug(
          `F1620 | ${this.name}.js | move from one asset to another `
        );
        msg += `$(We) climb over to ${direct_object.articlename} and stand ${direct_preposition} it. `;
      }

      if (do_unnest && nest_asset) {
        results = player.onUnnestThisFromThat(nest_asset);
        if ("undefined" !== typeof results) return results;
      }

      if (do_nest && direct_object) {
        results = player.onNestThisToThat(direct_object, direct_preposition);
        if ("undefined" !== typeof results) return results;
      }

      player.posture = "stand";

      // print output
      this.handleSuccess(msg, direct_object);
      return true;
    },
  };
})(); // stand