// selectTangible.js
(function () {
/* global AdventureJS A */
var p = AdventureJS.Parser.prototype;
/**
* Exclude from a list of assets all non-tangible assets.
* @method AdventureJS.Parser#selectTangible
* @memberOf AdventureJS.Parser
* @param {Array} list
* @returns {Array}
*/
p.selectTangible = function Parser_selectTangible(list) {
if ("string" === typeof list) list = [list];
if (!Array.isArray(list)) {
this.game.log(
"L1251",
"error",
"critical",
["[selectTangible.js] selectTangible() received non-array", list],
"Parser"
);
return [];
}
this.game.log(
"L1132",
"log",
"high",
`[selectTangible.js] selectTangible() receive:\n${list}`,
"Parser"
);
var foundObjects = [];
for (var i = 0; i < list.length; i++) {
var object = this.game.getAsset(list[i]);
if (
object instanceof AdventureJS.Assets.Tangible ||
// || object instanceof AdventureJS.Assets.Substance
object instanceof AdventureJS.Assets.Room ||
object instanceof AdventureJS.Assets.Exit ||
//|| object instanceof AdventureJS.Assets.Floor
//|| object instanceof AdventureJS.Assets.Ceiling
object instanceof AdventureJS.Assets.Scenery ||
object instanceof AdventureJS.AssetHelpers.Platonic ||
object.is.global /*&& !object.is.abstract @todo handle abstractions */
) {
foundObjects.push(list[i]);
continue;
}
}
this.game.log(
"L1680",
"log",
"high",
`[selectTangible.js] selectTangible() return:\n${foundObjects}`,
"Parser"
);
return foundObjects;
};
})();