Pre-release
AdventureJS Docs Downloads
Score: 0 Moves: 0
// type.js

(function () {
  /* global adventurejs A */

  /**
   * @augments {adventurejs.Verb}
   * @class type
   * @ajsnode game.dictionary.verbs.type
   * @ajsconstruct MyGame.createVerb({ "name": "type", [...] });
   * @ajsconstructedby adventurejs.Dictionary#createVerb
   * @hideconstructor
   * @ajsinstanceof Verb
   * @ajsnavheading CompositionVerbs
   * @summary Verb meaning type, as in "type on keyboard".
   * @tutorial Scripting_VerbSubscriptions
   * @tutorial Verbs_VerbAnatomy
   * @tutorial Verbs_VerbProcess
   * @tutorial Verbs_ModifyVerbs
   * @tutorial Verbs_WriteVerbs
   * @ajsdemo WritingDemo, Office, Playroom, Classroom, Library, Scorecard
   * @ajscss Styles
   * @classdesc
   * <pre class="display border outline">
   * <span class="ajs-player-input">&gt; type on keyboard</span>
   * You type on the keyboard. PEFBIJOVAS;DVLKJ ;LAJKSVJVJLS J.
   * Well, walk across it, more like. Your paws aren't very precise.
   * The computer blares a warning: "CAT-LIKE TYPING DETECTED!"
   * </pre>
   * <p>
   * <strong>Type</strong> on a {@link adventurejs.Tangible|Tangible}
   * {@link adventurejs.Asset|Asset}.
   * Requires that the Asset has
   * asset.dov.type.enabled set to true. <strong>Type</strong>
   * considers a direct object's parent. For instance, type can
   * infer the meaning of
   * <code class="property">type on paper</code>
   * if the specified paper is in a typewriter.
   * </p>
   * @ajsverbreactions
   * @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
   */
  A.Preverbs.type = {
    name: "type",
    prettyname: "type on",
    past_tense: "typed",
    synonyms: [],
    gerund: "typing",

    allow_iov_on_iov: true,

    /**
     * @ajsverbstructures
     * @memberof type
     */
    accepts_structures: [
      "verb noun", // type "foo"
      "verb preposition noun",
      // type on typewriter, type on paper
      "verb noun preposition noun",
      // type "foo" on typewriter, type "foo" on paper
      "verb preposition noun preposition noun",
      // type on paper with typewriter
      "verb noun preposition noun preposition noun",
      // type "foo" on paper with typewriter ?
    ],

    /**
     * @memberof type
     * @ajsverbphrase
     * phrase1:
     * {
     *   accepts_noun: true,
     *   requires_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *     present_if_tangible: true,
     *     reachable_if_tangible: true,
     *   },
     *   accepts_preposition: true,
     *   preposition_must_be: ["on", "with"],
     * },
     */
    phrase1: {
      accepts_noun: true,
      requires_noun: true,
      noun_must_be: {
        known: true,
        present_if_tangible: true,
        reachable_if_tangible: true,
      },
      accepts_preposition: true,
      preposition_must_be: ["on", "with"],
    },

    /**
     * @memberof type
     * @ajsverbphrase
     * phrase2:
     * {
     *   accepts_noun: true,
     *   requires_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *     present_if_tangible: true,
     *     reachable_if_tangible: true,
     *   },
     *   accepts_preposition: true,
     *   requires_preposition: true,
     *   preposition_must_be: ["on", "with"],
     * },
     */
    phrase2: {
      accepts_noun: true,
      requires_noun: true,
      noun_must_be: {
        known: true,
        present_if_tangible: true,
        reachable_if_tangible: true,
      },
      accepts_preposition: true,
      requires_preposition: true,
      preposition_must_be: ["on", "with"],
    },

    /**
     * @memberof type
     * @ajsverbphrase
     * phrase3:
     * {
     *   accepts_noun: true,
     *   requires_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *     present_if_tangible: true,
     *     reachable_if_tangible: true,
     *   },
     *   accepts_preposition: true,
     *   requires_preposition: true,
     *   preposition_must_be: ["on", "with"],
     * },
     */
    phrase3: {
      accepts_noun: true,
      requires_noun: true,
      noun_must_be: {
        known: true,
        present_if_tangible: true,
        reachable_if_tangible: true,
      },
      accepts_preposition: true,
      requires_preposition: true,
      preposition_must_be: ["on", "with"],
    },

    /**
     * Type breaks our usual direct / indirect pattern
     * because technically, the information being typed is
     * the direct object, even if no information is specified.
     * So for example "type 'foo' on paper" treats 'foo', aka the
     * information object, as the direct object, and the paper
     * as the direct object. Whereas "type on paper", even though
     * no information object has been provided, must infer one,
     * leading to the same result.
     *
     * "type 'foo' on paper with typewriter" treats both the paper
     * and the typewriter as indirect objects. So, though it may
     * seem that "type on paper" should treat paper as the
     * direct object, in fact it does not.
     *
     * Usually, we can use isDOV() and isIOV() to determine which
     * asset acts on another - as with lock and key - but here,
     * in order to distinguish direct from indirect object, we add
     * a custom verb param to make the relationship explicit.
     * @memberof type
     * @ajsverbparams
     * with_params: {
     *   // tool is a typing implement
     *   tool: false,
     *   // target is a typing target
     *   target: false,
     * },
     */
    with_params: {
      // tool is a typing implement
      tool: false,

      // target is a typing target
      target: false,
    },

    doTry: function () {
      var input = this.game.getInput();
      var target_asset_place;
      var room = this.game.getRoom();
      var msg = "";

      let info_asset,
        info_preposition,
        target_asset,
        target_preposition,
        tool_asset,
        tool_preposition;

      let count = input.getPhraseCount();

      for (let i = count; i > 0; i--) {
        const asset = input.getAsset(i);
        const preposition = input.getPreposition(i);

        // is asset information?
        if (asset?.is.information) {
          if (info_asset) {
            this.game.debug(
              `D1496 | ${this.name}.js | can't handle multiple information assets`
            );
            msg += `{We} don't know how to ${input.input}. `;
            this.handleFailure(msg);
            return null;
          }
          // we've done minimal noun/preposition gates in phrases
          // to allow for input flexibility, but information asset
          // shouldn't have a preposition, so check that now
          if (preposition) {
            this.game.debug(
              `D1529 | ${this.name}.js | can't handle preposition`
            );
            msg += `{We} don't know how to ${this.name} ${preposition} "${asset.articlename}." `;
            this.handleFailure(msg);
            return null;
          }
          info_asset = input.verb_params.info_asset = asset;
          continue;
        }

        // is asset a tool?
        if (asset?.isIOV(this.name) && asset.iov[this.name].with_params.tool) {
          if (tool_asset) {
            this.game.debug(
              `D1505 | ${this.name}.js | can't handle multiple tool assets`
            );
            msg += `{We} don't know how to ${input.input}. `;
            this.handleFailure(msg);
            return null;
          }
          if (!["on", "with"].includes(preposition)) {
            this.game.debug(
              `D1524 | ${this.name}.js | can't handle preposition`
            );
            msg += `{We} don't know how to ${this.name} ${preposition} ${asset.articlename}. `;
            this.handleFailure(msg);
            return null;
          }
          tool_asset = input.verb_params.tool_asset = asset;
          tool_preposition = input.verb_params.tool_preposition = preposition;
          continue;
        }

        // is asset a target?
        if (
          asset?.isIOV(this.name) &&
          asset.iov[this.name].with_params.target
        ) {
          if (target_asset) {
            this.game.debug(
              `D1504 | ${this.name}.js | can't handle multiple target assets`
            );
            msg += `{We} don't know how to ${input.input}. `;
            this.handleFailure(msg);
            return null;
          }
          if (preposition !== "on") {
            this.game.debug(
              `D1514 | ${this.name}.js | can't handle preposition`
            );
            msg += `{We} don't know how to ${this.name} ${preposition} ${asset.articlename}. `;
            this.handleFailure(msg);
            return null;
          }
          target_asset = input.verb_params.target_asset = asset;
          target_preposition = input.verb_params.target_preposition =
            preposition;
          continue;
        }

        // is asset none of these things?
        this.game.debug(
          `D1665 | ${this.name}.js | unusable asset ${asset.id} found`
        );
        msg += `{We} don't know how to ${this.name} ${preposition ? preposition : ""} ${asset ? asset.articlename : ""}. `;
        this.handleFailure(msg);
        return null;
      }

      // if we didn't receive one of these three things
      // then we got nothin' to work with
      if (!info_asset && !target_asset && !tool_asset) {
        this.game.debug(`D1663 | ${this.name}.js | no relevant assets found`);
        msg += `{We} don't know how to ${input.input}. `;
        this.handleFailure(msg);
        return null;
      }

      // if no info_asset we need to make one for consistency with dov/iov write
      if (!info_asset) {
        info_asset = input.verb_params.info_asset =
          this.game.getAsset("global_string");
        input.shiftPhrase({ asset: info_asset });
      }

      // @TODO how to limit input to alpha or numeric

      // if no tool_asset, is target_asset in a tool?
      if (target_asset && !tool_asset) {
        target_asset_place = target_asset.getPlaceAsset();
        if (!target_asset_place.isIOV(this.name)) {
          this.game.debug(
            `D1510 | ${this.name}.js | ${target_asset.id} is not in a typewriter `
          );
          msg += `{We} can't ${this.name} directly on ${target_asset.articlename}. `;
          this.handleFailure(msg);
          return null;
        }
        count++;
        tool_asset = input.verb_params.tool_asset = target_asset_place;
        input.setAsset(count, tool_asset);
        input.setInferred(count, true);
        this.game.printInferred(`with ${tool_asset.articlename}`);
      }

      // if no tool_asset, can we infer tool_asset?
      if (!tool_asset) {
        // see if there's an obvious keyboard
        var room_contents = room.getAllNestedContents();
        var asset = null;
        var keyboards = [];

        for (var i = 0; i < room_contents.length; i++) {
          var id = room_contents[i];
          var asset = this.game.getAsset(id);
          if (!asset) continue;
          if (asset.isIOV(this.name) && asset.iov[this.name].with_params.tool) {
            keyboards.push(id);
          }
        }

        if (keyboards.length) {
          keyboards = this.game.parser.selectKnown(keyboards);
          keyboards = this.game.parser.selectReachable(keyboards);
          keyboards = this.game.parser.selectVisible(keyboards);
        }

        if (!keyboards.length) {
          this.game.debug(
            `D1663 | ${this.name}.js | no assets found with .iov.type.enabled set to true `
          );
          msg += `{We} {don't} see anything to type on. `;
          this.handleFailure(msg);
          return null;
        }

        // increment phrase count because we're adding a new word
        count++;

        // choice of containers?
        if (
          keyboards.length > 1 &&
          !this.game.settings.auto_pick_inferred_objects
        ) {
          this.game.debug(
            `D1664 | ${this.name}.js | multiple keyboards found, disambiguate `
          );
          // ask player to choose a keyboard
          input.setParsedNoun(count, new adventurejs.ParsedNoun());
          input.setPreposition(count, "on");
          // save containers back to input for next turn disambiguation
          input.setParsedNounMatchesQualified(count, keyboards);
          // revise the sentence structure
          input.setStructure(`${input.getStructure()} preposition noun`);
          this.game.parser.printNounDisambiguation({
            parsedNoun: input.getParsedNoun(count),
            nounIndex: count,
          });
          return null;
        }

        // set new input phrase to the keyboard
        tool_asset = input.verb_params.tool_asset = this.game.getAsset(
          keyboards[0]
        );
        tool_preposition = input.verb_params.tool_preposition = "on";

        input.setPhrase(count, {});
        input.setAsset(count, tool_asset);
        input.setPreposition(count, "on");
        input.setInferred(count, true);
        input.setStructure(`${input.getStructure()} preposition noun`);
        this.game.printInferred(`on ${tool_asset.articlename}`);
      } // !tool_asset

      if (tool_asset && !target_asset) {
        const tool_aspect = tool_asset.getAspectAt("in");
        let contents;
        if (tool_aspect) {
          contents = tool_aspect.contents;
        }
        if (contents?.length) {
          for (var i = 0; i < contents.length; i++) {
            var asset = this.game.getAsset(contents[i]);
            if (!asset) continue;
            if (asset.isDOV(this.name)) {
              // take the first thing found
              target_asset = input.verb_params.target_asset = asset;
              break;
            }
          }
        }
      }

      if (target_asset && tool_asset && !target_asset.isIn(tool_asset)) {
        this.game.debug(
          `D1402 | ${this.name}.js | ${target_asset.id} is not in ${tool_asset.id} `
        );
        msg += `${target_asset.Articlename} isn't in ${tool_asset.articlename}. `;
        this.handleFailure(msg);
        return null;
      }

      // reorder input if needed
      // (1) info_asset (2) tool_asset (3) target_asset

      let phrase_count = input.getPhraseCount();

      let asset_in_info_slot = input.getAsset(1);
      if (
        info_asset &&
        asset_in_info_slot &&
        info_asset.id !== asset_in_info_slot.id
      ) {
        // move info_asset to slot 1
        let info_found_in_slot;
        for (let i = 1; i <= phrase_count; i++) {
          if (input.getAsset(i).id === info_asset.id) {
            info_found_in_slot = i;
            break;
          }
        }
        input.swapPhrases(info_found_in_slot, 1);
      }

      let asset_in_target_slot = input.getAsset(2);
      if (
        target_asset &&
        asset_in_target_slot &&
        target_asset.id !== asset_in_target_slot.id
      ) {
        // move target_asset to slot 2
        let target_found_in_slot;
        for (let i = 1; i <= phrase_count; i++) {
          if (input.getAsset(i).id === target_asset.id) {
            target_found_in_slot = i;
            break;
          }
        }
        if (target_found_in_slot) input.swapPhrases(target_found_in_slot, 2);
      }

      let asset_in_tool_slot = input.getAsset(phrase_count);
      if (
        tool_asset &&
        asset_in_tool_slot &&
        tool_asset.id !== asset_in_tool_slot.id
      ) {
        // move tool_asset to last slot [phraseCount]
        let tool_found_in_slot;
        for (let i = 1; i <= phrase_count; i++) {
          let asset = input.getAsset(i);
          if (asset && asset.id === tool_asset.id) {
            tool_found_in_slot = i;
            break;
          }
        }
        if (tool_found_in_slot)
          input.swapPhrases(tool_found_in_slot, phrase_count);
      }

      return true;
    },

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

      let {
        info_asset,
        info_preposition,
        target_asset,
        target_preposition,
        tool_asset,
        tool_preposition,
      } = input.verb_params;

      if (target_asset?.isIn(tool_asset)) {
        msg += `Using ${tool_asset.articlename}, {we} `;
      } else msg += `{We} `;
      msg += `type `;

      if (input.strings.length) {
        if (target_asset) target_asset.typed_strings.push(input.strings[0]);
        msg += `"${input.strings[0]}" `;
      }

      if (target_asset?.isIn(tool_asset)) {
        msg += `on ${target_asset.articlename}. `;
      } else {
        msg += `on ${tool_asset.articlename}. `;
      }

      // --------------------------------------------------
      // print output
      // --------------------------------------------------
      return this.handleSuccess(msg, target_asset);
    },
  };
})(); // type