// selectReachableIfTangible.js
(function() {
/*global adventurejs A*/
"use strict";
var p = adventurejs.Parser.prototype;
/**
* Exclude from a list of assets all assets that are not reachable by player.
* @method adventurejs.Parser#selectReachableIfTangible
* @memberOf adventurejs.Parser
* @param {Array} list
* @returns {Array}
*/
p.selectReachableIfTangible = function Parser_selectReachableIfTangible(list)
{
if("string" === typeof list) list = [list];
if( !Array.isArray( list ) )
{
this.game.log( "warn", "critical", "selectReachableIfTangible.js > received non-array", 'Parser' );
return [];
}
var player = this.game.getPlayer();
var nest_asset = player.getNestAsset();
var nest_ancestor = this.game.getAsset( player.getNestAnscestorId() );
var foundObjects = [];
for(var i = 0; i < list.length; i++)
{
var object, object_parent, object_ancestor, object_ancestor;
object = this.game.getAsset( list[i] );
if(!object) continue;
if( object instanceof adventurejs.Substance )
{
// automatically return substances as present
foundObjects.push( list[i] );
continue;
}
// abstractions are always reachable
if( object.is.abstract )
{
foundObjects.push( list[i] );
continue;
}
// if object is a plug, test against its parent
if( object.IOVisConnectedToAnything('plug') )
{
object = object.getPlaceAsset();
}
object_parent = object.getPlaceAsset();
object_ancestor = this.game.getAsset( object.getAncestorId() );
// player is carrying it, ok
//if( object.isIn( player ) ) {
if( object.isIn( player ) )
{
foundObjects.push( list[i] );
continue;
}
// player is in it, ok
if( player.isNested()
&& object.id === nest_asset.id )
{
foundObjects.push( list[i] );
continue;
}
// if player is nested and trying to get up/down
if( player.isNested()
&& object.direction === "down"
|| object.direction === "up" )
{
foundObjects.push( list[i] );
continue;
}
// if player is in/on/under/behind something
if( player.isNested()
// player is not nested in object
&& object.id !== nest_asset.id
// it's not top of the nest
&& object.id !== nest_ancestor.id
// it's not in inventory
//&& object_ancestor.id !== player.id
// it's not nested in same container as player
&& object_parent.id !== nest_asset.id
// it's not nested in same container as player
&& object_ancestor.id !== nest_ancestor.id
// it's not explicitly reachable from thing player is nested in
&& !nest_asset.canPlayerReachThatFromThis( object )
// it's not inside another thing that is
// explicitly reachable from thing player is nested in
&& !nest_asset.canPlayerReachThatFromThis( object_ancestor )
){
console.warn( "reachable excluded", object.id );
continue;
}
// is player on the floor, but object not on the floor?
// this check might be too restrictive
if( !player.isNested()
&& player.isOnFloor()
&& !(object instanceof adventurejs.Floor)
&& object.getPlaceAssetId() !== player.getPlaceAssetId() )
{
console.warn( "Exclude " + object.name + " because player is on the floor." );
continue;
}
// is player at different y height?
// figure out y overlap
var range = object.getYRange();
// is player close enough on y?
if( player.position.y < range.min || player.position.y > range.max )
{
console.warn( "Exclude " + object.name + " because player at different y." );
continue;
}
/*
TODO
on top of a tall object?
behind glass?
inside something that's closed?
*/
foundObjects.push( list[i] );
}
//console.warn( "selectReachable returned " + foundObjects );
return foundObjects;
}
}());