// updateInventoryDocks.js
(function () {
/*global adventurejs A*/
var p = adventurejs.Display.prototype;
/**
* Set inventory in inventory docks.
* @method adventurejs.Display#updateInventoryDocks
* @param {Object} properties
* @TODO different lists for specific docks
*/
p.updateInventoryDocks = function Display_updateInventoryDocks(inventory) {
this.inventorydocks.forEach(function (dock) {
let html = '<div class="inventorydock">';
let assetclasses, is, is_in;
if (dock.dataset.assetclasses) {
assetclasses = dock.dataset.assetclasses.split(",");
}
if (dock.dataset.is) {
is = dock.dataset.is.split(",");
}
if (dock.dataset.is_in) {
is_in = dock.dataset.is_in.split(",");
}
inventory.forEach(function (item) {
let asset = this.game.getAsset(item);
let image = "";
let hasimage = "";
if (asset.image) {
image = `<span class="inventory icon"><img src="${
this.game.image_lookup[asset.image]
}"/></span>`;
hasimage = "hasimage";
}
let allow = true;
// assetclasses limits to specified classes, like Weapon or Key
if (assetclasses && assetclasses.length) {
let allowed_class = false;
for (var klas in assetclasses) {
if (asset instanceof adventurejs[assetclasses[klas]]) {
allowed_class = true;
continue;
}
}
if (!allowed_class) allow = false;
}
// is means limit to inventory with particular state, like is.worn for clothes
if (is && is.length) {
let allowed_is = false;
for (var truth in is) {
if (asset.is[is[truth]]) {
allowed_is = true;
continue;
}
}
if (!allowed_is) allow = false;
}
// is_in means limit to inventory in a container, like a knapsack
if (is_in && is_in.length) {
console.warn("asset", asset);
console.warn("is_in", is_in);
let allowed_is_in = false;
for (var id in is_in) {
if (asset.isWithin(is_in[id])) {
allowed_is_in = true;
continue;
}
}
if (!allowed_is_in) allow = false;
}
if (allow) {
let itemhtml = `<button data-id="${asset.id}" data-name="${asset.name}" class="dock_button btn_inventory inventory id_${asset.id} class_${asset.class} ${hasimage}" data-name="${asset.name}"><span class="inventory name">${asset.name}</span>${image}</button>`;
html += itemhtml;
}
}, this);
html += "</div>";
dock.innerHTML = html;
dock.querySelectorAll(".btn_inventory").forEach(function (el) {
el.game = this.game;
el.addEventListener("click", function () {
if (this.game.display.inputEl.value.length) {
this.game.sendToInput(el.dataset.name);
} else {
this.game.sendToParser("examine " + el.dataset.name);
}
});
}, this);
}, this);
};
})();