// step.js
(function () {
/*global adventurejs A*/
/**
* @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">> 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 doRemoveThisFromThat, doRemoveThatFromThis, doMoveThisToThat, doMoveThatToThis, doNestThatToThis, doNestThisToThat, doUnnestThatFromThis, doUnnestThisFromThat
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.step = {
name: "step",
prettyname: "step",
past_tense: "stepped",
synonyms: ["step"],
gerund: "stepping",
player_must_be: {
not_constrained: true,
not_on_floor: true,
not_nested_elsewhere: true,
},
/**
* @ajsverbstructures
* @memberof step
*/
accepts_structures: ["verb", "verb noun", "verb preposition noun"],
/**
* @memberof step
* @ajsverbphrase
* phrase1:
* {
* accepts_noun:true,
* noun_must_be:
* {
* known: true,
* matter: true,
* present_if_tangible: true,
* reachable_if_tangible: true,
* visible_if_tangible: 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: true,
reachable: true,
reservoir_if_substance: true,
visible: 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 verb_phrase = input.verb_phrase;
var direct_object = input.getAsset(1);
var direct_preposition = input.getPreposition(1);
var direct_substance = input.getSubstance(1);
var direct_container;
var input = this.game.getInput();
var verb_phrase = input.verb_phrase;
var player = this.game.getPlayer();
var nest_asset = player.getNestAsset();
var msg = "";
var containers, container;
var results;
if (!direct_object) {
return true;
}
// 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.log(
"L1374",
"log",
"high",
`${this.name}.js | infer tryTravel ${direct_object.direction}`,
"verbs"
);
return this.game.tryTravel(direct_object.direction);
}
}
// no preposition
if (!direct_preposition) {
this.game.debug(`D1644 | ${this.name}.js | preposition required `);
msg += this.game.parser.getUnparsedMessage(input.getInput());
this.handleFailure(msg);
return null;
}
// if (direct_substance) {
// direct_container = direct_object;
// direct_object = direct_substance;
// }
if (direct_object.id === nest_asset.id) {
this.game.debug(
`D2094 | ${this.name}.js | player is ${direct_preposition} ${direct_object.id} `
);
msg += `$(We're) ${player.getPostureGerund()} ${player.getNestPreposition()} ${
direct_object.articlename
}. `;
this.handleFailure(msg);
return null;
}
// did player mean to stand on the thing?
if (
direct_preposition === "on" &&
direct_object.hasQuirk("step_on_means_stand_on") &&
this.game.hasVerb("stand")
) {
this.game.log(
"L1375",
"log",
"high",
`${this.name}.js | infer verb stand`,
"verbs"
);
return this.game.dictionary.doVerb("stand");
}
if (
"out" === direct_preposition &&
nest_asset &&
nest_asset.id === direct_object.id
) {
this.game.log(
"L1376",
"log",
"high",
`${this.name}.js | infer verb go`,
"verbs"
);
input.setVerb(1, "go");
return this.game.dictionary.doVerb("go");
}
// did player input something like "step in tub" ?
// let them go
if (
direct_object.hasAspectAt(direct_preposition) &&
direct_object.getAspectAt(direct_preposition).canPlayer("enter")
) {
this.game.log(
"L1377",
"log",
"high",
`${this.name}.js | infer verb go`,
"verbs"
);
input.setVerb(1, "go");
return this.game.dictionary.doVerb("go");
}
// does aspect exist but player can't enter it?
if (
direct_object.hasAspectAt(direct_preposition) &&
!direct_object.getAspectAt(direct_preposition).canPlayer("enter")
) {
this.game.debug(
`D1417 | ${this.name}.js | ${direct_object.id}.aspects.${direct_preposition}.player.can.enter is false `
);
msg += `$(We) can't ${this.name} ${direct_preposition} ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// for aspects other than on
if (
"on" !== direct_preposition &&
!direct_object.getAspectAt(direct_preposition)?.canPlayer("enter")
) {
this.game.debug(
`D1647 | ${this.name}.js | ${direct_object.id}.aspects.${direct_preposition} is unset ${direct_object.id}.aspects.${direct_preposition}.player.can.enter is false `
);
msg += `$(We) can't ${this.name} ${direct_preposition} ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
if (
!direct_object.hasClass("Room") &&
direct_object.getPlaceAssetId() !== player.getPlaceAssetId() &&
direct_object.getPlaceAssetId() !== player.getNestId()
) {
let place = player.getNestOrPlaceAsset();
let is_room = place.hasClass("Room");
this.game.debug(
`D1652 | ${this.name}.js |
${direct_object.id}'s place is
${direct_object.getPlacePreposition()}
${direct_object.getPlaceAssetId()} and player is
${player.getPlacePreposition()}
${player.getPlaceAssetId()} `
);
msg +=
`$(We) can't ${this.name} ${direct_preposition} ${direct_object.articlename} ` +
`from $(our) position ` +
`${is_room ? "on" : player.getNestOrPlacePreposition()} ` +
`${is_room ? "the floor" : place.articlename} ` +
`while ${direct_object.getPronoun("we're")} ` +
`${direct_object.getPlacePreposition()} ` +
`${direct_object.getPlaceAsset().articlename}. `;
this.handleFailure(msg);
return null;
}
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var verb_phrase = input.verb_phrase;
// if (input.did_tryTravel) return this.handleSuccess();
var direct_object = input.getAsset(1);
var direct_preposition = input.getPreposition(1);
var direct_substance = input.getSubstance(1);
var indirect_object = input.getAsset(2);
var indirect_preposition = input.getPreposition(2);
var player = this.game.getPlayer();
var results;
var msg = "";
// compose output
msg +=
`$(We) ${this.name}` +
`${direct_preposition ? " " + direct_preposition : ""}` +
`${
direct_substance ? " " + direct_substance.articlename + " of " : ""
}` +
`${direct_object ? " " + direct_object.articlename : ""}` +
`${indirect_preposition ? " " + indirect_preposition : ""}` +
`${indirect_object ? " " + indirect_object.articlename : ""}` +
`. `;
// print output
return this.handleSuccess(msg, direct_object);
},
}; // END step
})();