// selectInInventoryIfTakeable.js
(function() {
/*global adventurejs A*/
"use strict";
var p = adventurejs.Parser.prototype;
/**
* Exclude from a list of assets all assets that are not takeable from player inventory.
* @method adventurejs.Parser#selectInInventoryIfTakeable
* @memberOf adventurejs.Parser
* @param {Array} list
* @returns {Array}
*/
p.selectInInventoryIfTakeable = function Parser_selectInInventoryIfTakeable(list) {
console.warn( "selectInInventoryIfTakeable received " + list );
if("string" === typeof list) list = [list];
if( !Array.isArray( list ) )
{
this.game.log( "warn", "critical", "selectInInventoryIfTakeable.js > received non-array", 'Parser' );
return [];
}
var player = this.game.getPlayer();
var foundObjects = [];
for(var i = 0; i < list.length; i++)
{
var object = this.game.getAsset( list[i] );
if( !object.isDOV('take') )
{
foundObjects.push( list[i] );
continue;
}
if( "undefined" !== typeof object.areAnscestorsUnknown
&& object.areAnscestorsUnknown() )
{
continue;
}
if( !object.isIn( player )
&& !player.IOVisConnectedToAsset(object) )
{
continue;
}
foundObjects.push( list[i] );
// TODO but is it nested in a closed object in player?
// and is it known? could be unseen inside an unopened thing
}
console.warn( "selectInInventoryIfTakeable returned " + foundObjects );
return foundObjects;
}
}());