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// wait.js
(function () {
  /* global adventurejs A */

  /**
   * @augments {adventurejs.Verb}
   * @class wait
   * @ajsnode game.dictionary.verbs.wait
   * @ajsconstruct MyGame.createVerb({ "name": "wait", [...] });
   * @ajsconstructedby adventurejs.Dictionary#createVerb
   * @hideconstructor
   * @ajsinstanceof Verb
   * @ajsnavheading UtilityVerbs
   * @summary Verb that waits for one turn.
   * @tutorial Scripting_VerbSubscriptions
   * @tutorial Verbs_VerbAnatomy
   * @tutorial Verbs_VerbProcess
   * @tutorial Verbs_ModifyVerbs
   * @tutorial Verbs_WriteVerbs
   * @classdesc
   * <pre class="display border outline">
   * <span class="ajs-player-input">&gt; wait</span>
   * You wait one turn. Three buses arrive.
   * </pre>
   * <p>
   * <code>Wait</code> one turn.
   * </p>
   */
  A.Preverbs.wait = {
    name: "wait",
    past_tense: "waited",
    synonyms: ["wait", "z"],
    gerund: "waiting",

    /**
     * @ajsverbstructures
     * @memberof wait
     */
    accepts_structures: ["verb", "verb noun noun"],

    /**
     * @memberof wait
     * @ajsverbphrase
     * phrase1:
     * {
     *   accepts_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *   },
     * },
     */
    phrase1: {
      accepts_noun: true,
      noun_must_be: {
        known: true,
      },
    },

    /**
     * @memberof wait
     * @ajsverbphrase
     * phrase2:
     * {
     *   accepts_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *   },
     * },
     */
    phrase2: {
      accepts_noun: true,
      noun_must_be: {
        known: true,
      },
    },

    doTry: function () {
      var input = this.game.getInput();
      var asset1 = input.getAsset(1);
      var asset2 = input.getAsset(2);
      var msg = "";

      if (asset1 && !asset1.hasClass("GlobalNumber")) {
        this.game.debug(
          `D1536 | ${this.name}.js | ${asset1.id} can only be a number `
        );
        msg += `{We} {don't} know how to ${input.input}. `;
        this.handleFailure(msg);
        return null;
      }

      if (asset2 && !asset2.is.time) {
        this.game.debug(
          `D1537 | ${this.name}.js | ${asset2.id} can only be a measure of turns or time `
        );
        msg += `{We} {don't} know how to ${input.input}. `;
        this.handleFailure(msg);
        return null;
      }

      return true;
    },

    doSuccess: function () {
      var input = this.game.getInput();
      var asset1 = input.getAsset(1);
      var asset2 = input.getAsset(2);
      var msg = "";

      if (asset1 && asset2) {
        // queue additional wait turns
        for (let i = 0; i < asset1.values[0]; i++) {
          this.game.parser.input_queue.push({
            input: "wait",
            printInput: false,
          });
        }
      } else {
        // compose output
        msg += `{We} ${this.agree()} a turn. `;

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