// selectNotInHands.js
(function() {
/*global adventurejs A*/
"use strict";
var p = adventurejs.Parser.prototype;
/**
* Exclude from a list of assets all assets held in player's hands.
* @method adventurejs.Parser#selectNotInHands
* @memberOf adventurejs.Parser
* @param {Array} list
* @returns {Array}
*/
p.selectNotInHands = function Parser_selectNotInHands(list)
{
if("string" === typeof list) list = [list];
if( !Array.isArray( list ) )
{
this.game.log( "warn", "critical", "selectNotInHands.js > received non-array", 'Parser' );
return [];
}
var foundObjects = [];
for(var i = 0; i < list.length; i++)
{
var object = this.game.getAsset( list[i] );
if( object instanceof adventurejs.Substance )
{
foundObjects.push( list[i] );
continue;
}
if( object instanceof adventurejs.Room )
{
foundObjects.push( list[i] );
continue;
}
// if it hasn't got a parent, it's not in inventory
// not originally intended but this applies directly to substances
if( !object.getPlaceAsset ) continue;
var parent = object.getPlaceAsset();
if( !parent ) continue;
if( parent.id === this.game.world._player
&& !object.is.worn )
{
continue;
}
foundObjects.push( list[i] );
}
return foundObjects;
}
}());