// wear.js
(function () {
/*global adventurejs A*/
/**
* @augments {adventurejs.Verb}
* @class wear
* @ajsnode game.dictionary.verbs.wear
* @ajsconstruct MyGame.createVerb({ "name": "wear", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading LocomotionVerbs
* @summary Verb meaning wear, as in "wear chain mail".
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> wear knapsack</span>
* You wear the knapsack. Inside are some comic books, a Superman
* Pez dispenser, your flashlight, some twine, a Swiss Army knife,
* a bottle of water, and a tin of field rations.
* All the basics needed for your big adventure.
* </pre>
* <p>
* <strong>Wear</strong> requires that the
* {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset} to be worn has
* asset.dov.wear.enabled set to true.
* Worn objects will have their
* <a class="code" href="/doc/adventurejs.Tangible.html#property_is_worn">is.worn</a>
* set to true, and may be handled differently from other inventory by
* some verbs.
* </p>
* @ajsverbreactions
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.wear = {
name: "wear",
prettyname: "wear",
past_tense: "wore",
synonyms: ["wear"],
gerund: "wearing",
/**
* @ajsverbstructures
* @memberof wear
*/
accepts_structures: ["verb noun", "verb noun preposition noun"],
/**
* @memberof wear
* @ajsverbphrase
* phrase1:
* {
* accepts_noun: true,
* requires_noun: true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* reachable: true,
* takeable: true,
* in_inventory: true,
* },
* },
*/
phrase1: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
dov: true,
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
takeable: true,
in_inventory: true,
},
},
/**
* @memberof wear
* @ajsverbphrase
* phrase2:
* {
* accepts_noun: true,
* requires_noun: true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* present: true,
* visible: true,
* reachable: true,
* takeable: true,
* in_inventory: true,
* },
* accepts_preposition: true,
* },
*/
phrase2: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
iov: true,
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
takeable: true,
in_inventory: true,
},
accepts_preposition: true,
},
/**
* @memberof wear
* @ajsverbparams
* with_params: {},
*/
with_params: {},
doTry: function () {
var input = this.game.getInput();
var verb_phrase = input.verb_phrase;
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var parent = direct_object.getPlaceAsset();
var msg = "";
if (!direct_object.isDOV("wear")) {
this.game.debug(
`D1497 | ${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;
}
if (direct_object.is.worn) {
this.game.debug(
`D1498 | ${this.name}.js | ${direct_object.id}.is.worn `
);
msg += `$(We're) already ${this.gerund} ${direct_object.articlename}. `;
this.handleFailure(msg);
return null;
}
if (direct_object.is.zipped || direct_object.is.buttoned) {
let state = direct_object.is.zipped ? "zipped" : "buttoned";
let verb = direct_object.is.zipped ? "unzip" : "unbutton";
this.game.debug(
`D1892 | ${this.name}.js | ${direct_object.id}.is.${state} is true `
);
msg += `$(We'll) need to ${verb} ${direct_object.articlename} first. `;
this.handleFailure(msg);
return null;
}
// @TODO wear hat on head
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var verb_phrase = input.verb_phrase;
var closedAnscestors = [];
var direct_object = input.getAsset(1);
var player = this.game.getPlayer();
var parent = direct_object.getPlaceAsset();
var tookFromParent;
var indirect_object = input.getAsset(2);
var indirect_preposition = input.getPreposition(2);
var results;
var msg = "";
// alternately, if we've decided it's available,
// it doesn't matter if it's in inventory
if (parent.id !== player.id) {
// open any containers if necessary
// we only do this for items nested in inventory
if (
direct_object.isWithin(player) &&
direct_object.areAnscestorsClosed()
) {
closedAnscestors = direct_object.getClosedAnscestors();
for (var i = 0; i < closedAnscestors.length; i++) {
this.game.getAsset(closedAnscestors[i]).is.closed = false;
closedAnscestors[i] = this.game.getAsset(closedAnscestors[i]).name;
}
}
// remove direct_object from its parent
var results = parent.onRemoveThatFromThis(direct_object);
if ("undefined" !== typeof results) return results;
// set direct_object's new location to player
results = player.onMoveThatToThis(direct_object, "in");
if ("undefined" !== typeof results) return results;
tookFromParent = true;
}
if (closedAnscestors.length > 0) {
msg += "$(We) open the ";
for (var i = 0; i < closedAnscestors.length; i++) {
if (closedAnscestors.length > 2 && i < closedAnscestors.length - 2) {
msg += ", ";
}
if (
closedAnscestors.length > 1 &&
i === closedAnscestors.length - 1
) {
msg += " and the ";
}
msg += closedAnscestors[i];
}
msg += ". ";
}
if (tookFromParent) {
msg += "$(We) take " + direct_object.articlename;
if (false === parent instanceof adventurejs.Room) {
msg += " from " + parent.articlename;
}
msg += " and put it on. ";
} else {
msg += "$(We) wear " + direct_object.articlename + ". ";
}
// apply state changes
direct_object.is.worn = true;
// print output
return this.handleSuccess(msg, direct_object);
},
};
})(); // wear