// selectInHandsUnlessReservoir.js
(function () {
/*global adventurejs A*/
var p = adventurejs.Parser.prototype;
/**
* Exclude from a list of assets all assets that are not in player's hands,
* unless asset is a reservoir (such as "throw sand" while standing in desert).
* @method adventurejs.Parser#selectInHandsUnlessReservoir
* @memberOf adventurejs.Parser
* @param {Array} list
* @returns {Array}
*/
p.selectInHandsUnlessReservoir = function Parser_selectInHandsUnlessReservoir(
list
) {
// we already know it's present and visible and reachable
if ("string" === typeof list) list = [list];
if (!Array.isArray(list)) {
this.game.log(
"L1241",
"warn",
"critical",
"selectInHandsUnlessReservoir.js > received non-array",
"Parser"
);
return [];
}
var foundObjects = [];
var player = this.game.getPlayer();
for (var i = 0; i < list.length; i++) {
var object = this.game.getAsset(list[i]);
// if (object instanceof adventurejs.Substance) {
// continue;
// }
if (object.$is("reservoir")) {
// automatically return substances as present
foundObjects.push(list[i]);
continue;
}
// if it hasn't got a parent it can't be in hands
// not originally intended but this applies directly to substances
if (!object.getPlaceAsset) {
continue;
}
var parent = object.getPlaceAsset();
if (!parent) {
continue;
}
if (
parent.id !== player.id &&
!player.isConnectedToAsset("hold", object, "to_dov")
) {
continue;
}
if (parent.id === player.id && object.is.worn) {
continue;
}
foundObjects.push(list[i]);
}
return foundObjects;
};
})();