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// wave.js

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

  /**
   * @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"],
    gerund: "waving",

    /**
     * @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: ["with", "at", "to"],
    },

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

    /**
     * @memberof wave
     * @ajsverbparams
     * with_params: {},
     */
    with_params: {},

    doTry: function () {
      var input = this.game.getInput();
      var verb_phrase = input.verb_phrase;
      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 = "";

      // sentence structure: verb noun
      if (
        input.hasStructure("verb noun") ||
        input.hasStructure("verb noun preposition noun")
      ) {
        // verb enabled?
        if (!direct_object.isDOV(this.name)) {
          this.game.debug(
            `D1996 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.enabled is false `
          );
          msg += `$(We) can't ${this.name} ${direct_object.articlename}. `;
          this.handleFailure(msg);
          return null;
        }

        // is player holding asset?
        if (0 === this.game.parser.selectInHands(direct_object.id).length) {
          this.game.debug(
            `D1600 | ${this.name}.js | ${direct_object.id}.isWithin player is false `
          );
          msg += `$(We're) not holding ${direct_object.articlename}. `;
          this.handleFailure(msg);
          return null;
        }

        // single use direct object?
        if (
          direct_object.allowVerbOnce(this.name, "dov") &&
          direct_object.didVerb(this.name, "dov")
        ) {
          this.game.debug(
            `D1997 | ${this.name}.js | ${direct_object.id}.dov.${this.name}.once and ${direct_object.id}.did.${this.name}.directly `
          );
          msg += `$(We) can't ${this.name} ${direct_object.articlename} any more. `;
          this.handleFailure(msg);
          return false;
        }
      } // verb noun

      // sentence structure: verb noun preposition noun or verb preposition noun
      if (
        input.hasStructure("verb noun preposition noun") ||
        input.hasStructure("verb preposition noun")
      ) {
        // "wave at x" is read with x as direct object
        // but we infer that x is indirect object
        if (!indirect_object) indirect_object = direct_object;
        if (!indirect_preposition) indirect_preposition = direct_preposition;

        if ("with" === indirect_preposition) {
          // is player holding asset?
          if (!this.game.parser.selectInHands(indirect_object.id).length) {
            this.game.debug(
              `D2000 | ${this.name}.js | ${indirect_object.id}.$is("inhands") is false `
            );
            msg += `$(We're) not holding ${indirect_object.articlename}. `;
            this.handleFailure(msg);
            return null;
          }
        }

        // can indirect object be used?
        if (!indirect_object.isIOV(this.name)) {
          this.game.debug(
            `D1998 | ${this.name}.js | ${indirect_object.id}.iov.${this.name} is unset `
          );
          msg += `$(We) can't ${this.name} anything ${indirect_preposition} ${indirect_object.articlename}. `;
          this.handleFailure(msg);
          return false;
        }

        // single use indirect object?
        if (
          indirect_object.allowVerbOnce(this.name, "iov") &&
          indirect_object.iDidVerb(this.name, "iov")
        ) {
          this.game.debug(
            `D1999 | ${this.name}.js | ${indirect_object.id}.iov.${
              this.name
            }.once and ${indirect_object.id}.did.${this.name}.indirectly is ${
              indirect_object.did[this.name].indirectly
            } `
          );
          msg += `$(We've) already ${this.past_tense} ${indirect_preposition} ${indirect_object.articlename}. `;
          this.handleFailure(msg);
          return null;
        }
      }

      // sentence structure: verb noun preposition noun
      // ex: "wave x at y", "wave x with y"
      if (input.hasStructure("verb noun preposition noun")) {
      } // verb noun preposition noun

      return true;
    },

    doSuccess: function () {
      var input = this.game.getInput();
      var verb_phrase = input.verb_phrase;
      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 = "";

      // compose output
      msg +=
        `$(We) ${this.name}` +
        `${direct_preposition ? " " + direct_preposition : ""}` +
        `${direct_object ? " " + direct_object.articlename : ""}` +
        `${indirect_preposition ? " " + indirect_preposition : ""}` +
        `${indirect_object ? " " + indirect_object.articlename : ""}` +
        `! `;

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