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// step.js

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

  /**
   * @augments {adventurejs.Verb}
   * @class step
   * @ajsnode game.dictionary.verbs.step
   * @ajsconstruct MyGame.createVerb({ "name": "step", [...] });
   * @ajsconstructedby adventurejs.Dictionary#createVerb
   * @hideconstructor
   * @ajsinstanceof Verb
   * @ajsnavheading LocomotionVerbs
   * @summary Verb meaning step, as in "step on ant" or "step over threshold".
   * @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; step over threshold</span>
   * You step over the threshold, carrying your new bride, careful to
   * avoid tripping over your own comically large feet. Your bride runs
   * her gloved hand through your rainbow colored perm, tickling your nose
   * with her colorful yellow and fuscia frill. She raises her head for
   * a kiss, and you mash your brightly painted red lips into hers,
   * commingling both your makeups into smears of red and white pancake.
   * You part breathlessly, and she honks your foam nose in connubial bliss.
   * </pre>
   * <p>
   * See
   * <a href="/doc/Scripting_VerbPhases.html">Verb Phases</a>
   * to learn how to customize this verb.
   * </p>
   * @ajsverbreactions
   * @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
   */
  A.Preverbs.step = {
    name: "step",
    prettyname: "step",
    past_tense: "stepped",
    synonyms: ["step"],

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

    /**
     * @memberof step
     * @ajsverbphrase
     * phrase1:
     * {
     *   accepts_noun:true,
     *   noun_must_be:
     *   {
     *     known: true,
     *     matter: true,
     *     present_if_tangible: true,
     *     reachable_if_tangible: true,
     *     visible: true,
     *     not_worn: true,
     *     not_in_inventory: true,
     *   },
     *   accepts_preposition: true,
     *   requires_preposition: true,
     * },
     */
    phrase1: {
      accepts_noun: true,
      noun_must_be: {
        known: true,
        matter: true,
        present_if_tangible: true,
        reachable_if_tangible: true,
        visible: true,
        not_worn: true,
        not_in_inventory: true,
      },
      accepts_preposition: true,
      requires_preposition: true,
    },

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

    doTry: function () {
      var input = this.game.getInput();
      var direct_object = input.getAsset(1);
      var direct_preposition = input.getPreposition(1);
      var input = this.game.getInput();
      var player = this.game.getPlayer();
      var msg = "";
      var containers;

      if (!direct_object) {
        this.game.debug(`F1648 | ${this.name}.js | no direct object `);
        msg += `$(We) step. `;
        this.handleFailure(msg);
        return null;
      }

      // this can be a travel verb - is noun a direction?
      if (direct_object.direction) {
        if (
          !direct_preposition ||
          "through" === direct_preposition ||
          "in" === direct_preposition
        ) {
          this.game.debug(
            `F1416 | ${this.name}.js | tryTravel ${direct_object.direction} `
          );
          this.game.tryTravel(direct_object.direction);
          return null;
        }
      }

      // no preposition
      if (!direct_preposition) {
        this.game.debug(`F1644 | ${this.name}.js | preposition required `);
        msg += this.game.parser.getUnparsedMessage(input.input);
        this.handleFailure(msg);
        return null;
      }

      // did player input something like "step on sand" ?
      // if so it must come from a substance container that
      // is a reachable substance body
      if (direct_object instanceof adventurejs.Substance) {
        // get a list of available bodies of substance
        containers = this.game.findSubstanceContainers(direct_object.id, [
          "Present",
          "Known",
          "Visible",
          "BodyOfSubstance",
        ]);
        console.warn("containers", containers);

        switch (containers.length) {
          case 0:
            this.game.debug(`F1649 | ${this.name}.js | no valid vessel found `);
            msg += `There doesn't appear to be any ${
              this.game.getAsset(direct_object.id).name
            } to step ${direct_preposition}. `;
            this.handleFailure(msg);
            return null;
          case 1:
            // set container as direct_object
            // and treat like "step in container"
            direct_object = this.game.getAsset(containers[0]);
            input.setAsset(1, direct_object);
            if (direct_object.id === this.game.getCurrentRoom().id) {
              this.game.debug(
                `F1651 | ${this.name}.js | ${direct_object.id} is current room `
              );
              msg += `$(We're) standing in it. `;
              this.handleFailure(msg);
              return null;
            }
            break;
          default:
            this.game.debug(
              `F1650 | ${this.name}.js | multiple containers found, disambiguate `
            );
            // disambiguate - need to set parsedNoun.matches
            // save containers back to input for next turn disambiguation
            input.setParsedNounMatchesQualified(1, containers);
            this.game.parser.printNounDisambiguation({
              parsedNoun: input.getParsedNoun(1),
              nounIndex: 1,
            });
            return null;
        } // switch containers.length
      } // direct_object is substance

      // did player mean to stand on the thing?
      if (
        direct_preposition === "on" &&
        direct_object.quirks.step_on_means_stand_on
      ) {
        this.game.debug(`F1645 | ${this.name}.js | doVerb stand `);
        this.game.dictionary.doVerb("stand");
        return null;
      }

      // did player input something like "step in tub" ?
      // let them go
      if (
        direct_object.hasAspectAt(direct_preposition) &&
        direct_object.getAspectAt(direct_preposition).player.can.enter
      ) {
        this.game.debug(`F1646 | ${this.name}.js | doVerb go `);
        input.setVerb("go");
        this.game.dictionary.doVerb("go");
        return null;
      }

      // did player input something like "step in tub" ?
      // let them go
      if (
        direct_object.hasAspectAt(direct_preposition) &&
        !direct_object.getAspectAt(direct_preposition).player.can.enter
      ) {
        this.game.debug(`F1417 | ${this.name}.js | doVerb go `);
        msg += `$(We) can't step ${direct_preposition} ${direct_object.articlename}. `;
        this.handleFailure(msg);
        return null;
      }

      // did player input something like "step in tub" ?
      // but can't go in tub?
      if (
        "on" !== direct_preposition &&
        (!direct_object.hasAspectAt(direct_preposition) ||
          !direct_object.aspects[direct_preposition].player.can.enter)
      ) {
        this.game.debug(`F1647 | ${this.name}.js | doVerb go `);
        msg += `$(We) can't step ${direct_preposition} ${direct_object.articlename}. `;
        this.handleFailure(msg);
        return null;
      }

      if (
        direct_object.getPlaceAssetId() !== player.getPlaceAssetId() &&
        direct_object.getPlaceAssetId() !== player.getNestId()
      ) {
        this.game.debug(
          `F1652 | ${this.name}.js | ${
            direct_object.id
          } is ${direct_object.getPlacePreposition()} ${direct_object.getPlaceAssetId()} and player is ${player.getPlacePreposition()} ${player.getPlaceAssetId()}`
        );
        msg += `$(We) can't step ${direct_preposition} ${
          direct_object.articlename
        } ${direct_object.getPlacePreposition()} ${
          direct_object.getPlaceAsset().articlename
        }. `;
        this.handleFailure(msg);
        return null;
      }

      return true;
    },

    doSuccess: function () {
      var input = this.game.getInput();
      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 results;
      var msg = "";

      this.game.debug(`F1418 | ${this.name}.js | print doSuccess `);
      msg += `$(We) step ${direct_preposition} ${direct_object.articlename}. `;

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