// selectKnown.js
(function () {
/*global adventurejs A*/
"use strict";
var p = adventurejs.Parser.prototype;
/**
* Exclude from a list of assets all assets that are unknown by player.
* @method adventurejs.Parser#selectKnown
* @memberOf adventurejs.Parser
* @param {Array} list
* @returns {Array}
*/
p.selectKnown = function Parser_selectKnown(list) {
if ("string" === typeof list) list = [list];
if (!Array.isArray(list)) {
this.game.log(
"warn",
"critical",
"selectKnown.js > received non-array",
"Parser"
);
return [];
}
var foundObjects = [];
for (var i = 0; i < list.length; i++) {
var object;
object = this.game.getAsset(list[i]);
//console.warn( "selectKnown examining " + list[i] );
// is it a substance in a container we haven't examined?
var sub = list[i].split(":"); // asset:aspect:substance
if (3 === sub.length) {
console.warn("sub", sub);
var known = this.game.getAsset(sub[0]).aspects[sub[1]].vessel
.vessel_is_known;
if (!known) {
continue;
}
}
if (object instanceof adventurejs.Substance) {
//var container = this.game.getAsset( list[i] );
if (!object.is.known) {
continue;
}
}
/**
* Objects become known once they're "seen" by player.
* Omit unknown object, but also omit if any of its
* anscestors are unknown. It's possible for a known
* object to be inside an unknown object, but this state
* is unlikely to happen by accident, so we'll take unknown
* anscestors to mean the object was deliberately hidden.
*/
if (!object.is.known) {
continue;
}
if (object.areAnscestorsUnknown && object.areAnscestorsUnknown()) {
continue;
}
foundObjects.push(list[i]);
}
//console.log( "selectKnown returned " + foundObjects );
return foundObjects;
};
})();