// taste.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class taste
* @ajsnode game.dictionary.verbs.taste
* @ajsconstruct MyGame.createVerb({ "name": "taste", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading SensationVerbs
* @summary Verb meaning taste, as in "taste toad venom".
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> taste fruit</span>
* You taste the forbidden fruit. Did you think that only
* tasting it and not eating it would protect you from the
* curse of knowledge? Well, forget it, buddy. Now you know.
* NOW. YOU. KNOW. Now get outta my garden!
* </pre>
* <p>
* <strong>Taste</strong> requires that the
* {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset} to be tasted has
* asset.dov.taste.enabled
* 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 more.
* </p>
* <p>
* Taste and {@link lick|lick} behave identically if they're
* not given any special reactions.
* </p>
* @ajsverbreactions
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.taste = {
name: "taste",
prettyname: "taste",
past_tense: "tasted",
synonyms: ["taste"],
/**
* @ajsverbstructures
* @memberof taste
*/
accepts_structures: ["verb noun"],
/**
* @memberof taste
* @ajsverbphrase
* phrase1:
* {
* accepts_noun:true,
* requires_noun: true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* reachable: true,
* },
* },
*/
phrase1: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
},
/**
* @memberof taste
* @ajsverbparams
* with_params: {},
*/
with_params: {},
doTry: function () {
var input = this.game.getInput();
var direct_object = input.getAsset(1);
var msg = "";
if (!direct_object.isDOV("taste")) {
this.game.debug(
`F1432 | ${this.name}.js | ${direct_object.id}.dov.taste.enabled is false `
);
msg += `$(We) can't taste ${direct_object.name}. `;
this.handleFailure(msg);
return null;
}
// single use direct object?
if (
direct_object.DOVallowOnce(this.name) &&
direct_object.DOVdidDo(this.name)
) {
this.game.debug(
`F1994 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.once and ${direct_object.id}.dov.${this.name}.did_do `
);
msg += `$(We've) already ${this.past_tense} enough of ${direct_object.articlename}. `;
this.handleFailure(msg);
return false;
}
if (!direct_object.hasDescription("taste")) {
this.game.debug(
`F1433 | ${this.name}.js | ${direct_object.id}.descriptions.taste is unset `
);
msg += `${direct_object.Articlename} has no particular taste. `;
this.handleFailure(msg);
return null;
}
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var direct_object = input.getAsset(1);
var msg = "";
this.game.debug(`F1434 | ${this.name}.js | print doSuccess `);
// compose output
msg += `$(We) gently nibble at ${direct_object.articlename}. `;
msg += direct_object.getDescription("taste");
// print output
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // taste