// stomp.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class stomp
* @ajsnode game.dictionary.verbs.stomp
* @ajsconstruct MyGame.createVerb({ "name": "stomp", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading DestructionVerbs
* @summary Verb meaning stomp, as in "stomp on wine glass".
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> stomp on ant</span>
* Forgetting the proportional strength of the irradiated ant,
* you attempt to stomp on it. Using its gamma induced strength,
* it throws you back on your bum.
* </pre>
* <p>
* <strong>Stomp</strong> requires that the
* {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset} to be kicked has
* <code>dov.stomp</code> set to true. No special logic is provided with the verb.
* Authors wanting to make use of it may need to use a method such
* as verb hooks. 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.stomp = {
name: "stomp",
prettyname: "stomp",
past_tense: "stamped",
synonyms: ["stomp", "stamp"],
player_must_be: {
not_constrained: true,
not_on_floor: true,
not_nested_elsewhere: true,
},
/**
* @ajsverbstructures
* @memberof stomp
*/
accepts_structures: ["verb noun", "verb preposition noun"],
/**
* @memberof stomp
* @ajsverbphrase
* phrase1:
* {
* 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,
* accepts_these_prepositions: ["on","in"],
* },
*/
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,
accepts_these_prepositions: ["on", "in"],
},
/**
* @memberof stomp
* @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;
var direct_object_vessel;
if (!direct_object) {
this.game.debug(`F1652 | ${this.name}.js | no direct object `);
msg += `$(We) stomp $(our) pretty little feet. `;
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(
`F1653 | ${this.name}.js | tryTravel ${direct_object.direction} `,
);
this.game.tryTravel(direct_object.direction);
return null;
}
}
// verb enabled?
if (!direct_object.isDOV("kick")) {
this.game.debug(
`F1989 | ${this.name}.js | ${direct_object.id}.dov.kick.enabled is false `,
);
msg += `$(We) can't ${this.name} ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
// sentence structure: verb noun
if (input.hasStructure("verb noun")) {
// this.game.debug(`F1647 | ${this.name}.js | preposition required `);
// msg += this.game.parser.getUnparsedMessage(input.input);
// this.handleFailure(msg);
// return null;
direct_preposition = "on";
input.setPreposition(1, "on");
input.setStructure("verb preposition noun");
} // verb noun
// did player input something like "stomp on water" ?
// 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(`F1657 | ${this.name}.js | no valid vessel found `);
msg += `There doesn't appear to be any ${
this.game.getAsset(direct_object.id).name
} to stomp ${direct_preposition}. `;
this.handleFailure(msg);
return null;
case 1:
// set container as direct_object
// and treat like "stomp in container"
direct_object_vessel = this.game.getAsset(containers[0]);
input.setAssumed(1, true);
input.setVessel(1, direct_object_vessel);
// is player in same location as substance?
if (direct_object_vessel.id !== player.getNestOrPlaceAsset().id) {
this.game.debug(
`F1658 | ${this.name}.js | ${direct_object_vessel.id} !== ${
player.getNestOrPlaceAsset().id
}`,
);
msg += `$(We're) not standing in it. `;
this.handleFailure(msg);
return null;
}
return true;
//break;
default:
this.game.debug(
`F1659 | ${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 input something like "stomp in tub" ?
// if they're in the tub let them do it
if (
player.getNestOrPlaceAsset().id === direct_object.id &&
player.getNestOrPlacePreposition() === direct_preposition
) {
this.game.debug(`F1654 | ${this.name}.js | allow stomp `);
return true;
}
// did player input something like "stamp in desk" ?
// but can't go in desk?
if (
"on" !== direct_preposition &&
(!direct_object.hasAspectAt(direct_preposition) ||
!direct_object.aspects[direct_preposition].player.can.enter)
) {
this.game.debug(`F1660 | ${this.name}.js | doVerb go `);
msg += `$(We) can't stomp ${direct_preposition} ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
if (
direct_object.getPlaceAssetId() !== player.getPlaceAssetId() &&
direct_object.getPlaceAssetId() !== player.getNestId()
) {
this.game.debug(
`F1655 | ${this.name}.js | ${
direct_object.id
} is ${direct_object.getPlacePreposition()} ${direct_object.getPlaceAssetId()} and player is ${player.getPlacePreposition()} ${player.getPlaceAssetId()}`,
);
msg += `$(We) can't stomp ${direct_preposition} ${
direct_object.articlename
} ${direct_object.getPlacePreposition()} ${
direct_object.getPlaceAsset().articlename
}. `;
this.handleFailure(msg);
return null;
}
if (direct_object.getPlaceAssetId() === player.id) {
this.game.debug(
`F1990 | ${this.name}.js | ${direct_object.id} is in player `,
);
msg += `$(We) can't ${this.name} ${direct_preposition} ${direct_object.articlename} while holding it. `;
this.handleFailure(msg);
return null;
}
// single use direct object?
if (
direct_object.DOVallowOnce(this.name) &&
direct_object.DOVdidDo(this.name)
) {
this.game.debug(
`F1991 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.once and ${direct_object.id}.dov.${this.name}.did_do `,
);
msg += `${direct_object.Articlename} has already been ${this.past_tense}. `;
this.handleFailure(msg);
return false;
}
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(`F1656 | ${this.name}.js | print doSuccess `);
// compose output
msg += `$(We) ${this.name} ${direct_preposition} ${direct_object.articlename}. `;
// print output
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // stomp