Pre-release
Adventure.js Docs Downloads
Score: 0 Moves: 0
// wave.js

(function () {
  /*global adventurejs A*/
  "use strict";

  /**
   * @augments {adventurejs.Verb}
   * @class wave
   * @ajsnode game.dictionary.verbs.wave
   * @ajsconstruct MyGame.createVerb({ "name": "wave", [...] });
   * @ajsconstructedby adventurejs.Dictionary#createVerb
   * @hideconstructor
   * @ajsinstanceof Verb
   * @ajsnavheading GesticulationVerbs
   * @summary Verb meaning wave, as in "wave at Queen" or "wave pennant".
   * @tutorial Scripting_VerbSubscriptions
   * @tutorial Verbs_VerbAnatomy
   * @tutorial Verbs_VerbProcess
   * @tutorial Verbs_ModifyVerbs
   * @tutorial Verbs_WriteVerbs
   * @classdesc
   * <pre class="display border outline">
   * <span class="input">&gt; wave at dock</span>
   * You wave at the people remaining on the dock. Poor bastards who
   * couldn't afford the ticket. Oh well, sod 'em all. You don't give
   * them another thought as you turn to find your cabin aboard the
   * RMS Titanic.
   * </pre>
   * <p>
   * <strong>Wave</strong> can be intransitive, or it can take a
   * {@link adventurejs.Tangible|Tangible}
   * {@link adventurejs.Asset|Asset} to be waved.
   * Wave doesn't provide any special logic.
   * 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>
   * @ajsverbreactions
   * @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
   */
  A.Preverbs.wave = {
    name: "wave",
    past_tense: "waved",
    synonyms: ["wave"],

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

    player_must_be: {
      not_constrained: true,
    },

    /**
     * @memberof wave
     * @ajsverbphrase
     * phrase1:
     * {
     *   accepts_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *     tangible: true,
     *     present: true,
     *     visible: true,
     *   },
     *   accepts_preposition: true,
     *   accepts_these_prepositions: [ 'at', 'to' ],
     * },
     */
    phrase1: {
      accepts_noun: true,
      noun_must_be: {
        known: true,
        tangible: true,
        present: true,
        visible: true,
      },
      accepts_preposition: true,
      accepts_these_prepositions: ["at", "to"],
    },

    /**
     * @memberof wave
     * @ajsverbphrase
     * phrase2:
     * {
     *   accepts_noun: true,
     *   noun_must_be:
     *   {
     *     known: true,
     *     tangible: true,
     *     present: true,
     *     visible: true,
     *   },
     *   requires_preposition: true,
     *   accepts_preposition: true,
     *   accepts_these_prepositions: [ 'at', 'to' ],
     * },
     */
    phrase2: {
      accepts_noun: true,
      noun_must_be: {
        known: true,
        tangible: true,
        present: true,
        visible: true,
      },
      requires_preposition: true,
      accepts_preposition: true,
      accepts_these_prepositions: ["at", "to"],
    },

    /**
     * @memberof wave
     * @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 indirect_object = input.getAsset(2);
      var indirect_preposition = input.getPreposition(2);
      var player = this.game.getPlayer();
      var msg = "";

      if (direct_object && !direct_preposition) {
        // is player holding asset?
        //if( !direct_object.isIn(player) )
        if (0 === this.game.parser.selectInHands(direct_object.id).length) {
          this.game.debug(
            `F1600 | ${this.name}.js | ${direct_object.id}.isIn player is false `,
          );
          msg += `$(We're) not holding ${direct_object.articlename}. `;
          this.handleFailure(msg);
          return null;
        }
      }

      // player input "wave x at y"
      if (indirect_object) {
        return true;
      }

      // player input "wave x" or "wave at x"
      else if (direct_object) {
        // player input "wave at x"
        if (direct_preposition) {
        }

        // player input "wave x"
        if (!direct_preposition) {
        }

        return true;
      }

      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(`F1494 | ${this.name}.js | print doSuccess `);

      // player input "wave x at y"
      if (indirect_object) {
        msg += `$(We) wave ${direct_object.articlename} ${indirect_preposition} ${indirect_object.articlename}. `;
      }

      // player input "wave x" or "wave at x"
      else if (direct_object) {
        // player input "wave at x"
        if (direct_preposition) {
          msg += `$(We) wave ${direct_preposition} ${direct_object.articlename}. `;
        }

        // player input "wave x"
        if (!direct_preposition) {
          msg += `$(We) wave ${direct_object.articlename}. `;
        }
      } else {
        msg += "$(We) wave! ";
      }

      // print output
      this.handleSuccess(msg, direct_object);
      return true;
    },
  };
})(); // wave