// where.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments {adventurejs.Verb}
* @class where
* @ajsnode game.dictionary.verbs.where
* @ajsconstruct MyGame.createVerb({ "name": "where", [...] });
* @ajsconstructedby adventurejs.Dictionary#createVerb
* @hideconstructor
* @ajsinstanceof Verb
* @ajsnavheading UtilityVerbs
* @summary Verb that returns location of an object.
* @todo consider "last saw" and how this applies to NPCs who move between rooms
* @tutorial Scripting_VerbSubscriptions
* @tutorial Verbs_VerbAnatomy
* @tutorial Verbs_VerbProcess
* @tutorial Verbs_ModifyVerbs
* @tutorial Verbs_WriteVerbs
* @classdesc
* <pre class="display border outline">
* <span class="input">> where is hendrickson</span>
* You last saw Ms. Hendrickson in the Supply Room.
* </pre>
* <p>
* <strong>Where is</strong> a
* {@link adventurejs.Tangible|Tangible}
* {@link adventurejs.Asset|Asset} will return the name of the
* {@link adventurejs.Room|Room} that the Asset is in. Intended
* chiefly for debugging, but may also be useful in game play.
* </p>
* tryWhereThis
* doWhereThis
* @ajsverbphases doBeforeTry, doAfterTry, doBeforeSuccess, doAfterSuccess
*/
A.Preverbs.where = {
name: "where",
prettyname: "where is",
synonyms: [],
verb_prep_noun: ["where is"],
/**
* @ajsverbstructures
* @memberof exits
*/
accepts_structures: ["verb noun"],
/**
* @memberof where
* @ajsverbphrase
* phrase1:
* {
* accepts_noun: true,
* requires_noun: true,
* noun_must_be:
* {
* known: true,
* tangible: true,
* },
* },
*/
phrase1: {
accepts_noun: true,
requires_noun: true,
noun_must_be: {
known: true,
tangible: true,
},
},
/**
* @memberof where
* @ajsverbparams
* with_params: {},
*/
with_params: {},
doTry: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var room = direct_object.getRoomId();
var results;
var msg = "";
if ("Room" === direct_object.class) {
this.game.debug(
`F1500 | where.js | " + direct_object.id + ".class is Room `
);
msg += `Maybe $(we) should draw a map? `;
this.handleFailure(msg);
return null;
}
if (!direct_object.areAnscestorsKnown()) {
this.game.debug(
`F1501 | where.js | ${direct_object.id} has unknown ancestors `
);
msg += `$(We) don't know where ${direct_object.articlename} is. `;
this.handleFailure(msg);
return null;
}
if (!room) {
this.game.debug(`F1502 | where.js | ${direct_object.id} has no room `);
msg += `$(We) don't know where ${direct_object.articlename} is. `;
this.handleFailure(msg);
return null;
}
if (room === this.game.world._currentRoom) {
this.game.debug(
`F1503 | where.js | ${direct_object.id} is in current room `
);
msg += `${direct_object.Articlename} is right here in the room with $(us)! `;
this.handleFailure(msg);
return null;
}
return true;
},
doSuccess: function () {
var input = this.game.getInput();
var player = this.game.getPlayer();
var direct_object = input.getAsset(1);
var room = this.game.getAsset(direct_object.getRoomId());
var results;
var msg = "";
// TODO: handle characters
this.game.debug(`F1504 | where.js | print doSuccess `);
msg += `$(We) last saw ${direct_object.articlename} in ${
room.use_definite_article_in_lists ? room.definite_article + " " : ""
} ${room.name}. `;
this.handleSuccess(msg, direct_object);
return true;
},
};
})(); // where