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Extends: adventurejs.Atom

Defined in: adventure/Asset.js, line 4

More info: _Overview

Constructor:

MyGame.createAsset({ "class":"Asset", "name":"foo" })

Description

Asset is subclassed from the foundational class Atom, and is the most basic game world class from which all other asset classes, Tangible, Substance, and Intangible, are derived. Besides setting the prototypal validation and initialization functions, it also defines many common properties used to determine how assets appear in printed statements. It's unlikely that authors would want to subclass Asset directly as it has few properties, unless it's to create a whole new low-level Asset type.

Private Constructor:

var foo = new adventurejs.Asset(game_name, name)

Though all in-game glasses use a standard constructor method under the hood, it's unlikely that you'd need to call it directly. To create an instance of the Asset class, it must be defined in a game file as a generic object. That object will be used at runtime to construct a new game class instance, which will be validated and initialized before adding it to the Game. See above for the public constructor, or see Game#createAsset to learn more.

Parameters:

  • game_name String
    The name of the top level game object.
  • name String
    A name for the object, to be serialized and used as ID.
Inherited Overrides

Index

Methods:

Properties:

Methods Collapse all  |  Expand all

$can
$can()

Defined in: adventure/asset/$can.js, line 6

$can() is a general method for getting at asset properties stored in asset.can.
$is
$is()

Defined in: adventure/asset/$is.js, line 6

$is() is a generalized method for getting various asset states, usually stored in the asset.is nested object. It can also test for more complex circumstances, such as in the case of Tangibles. For example, if your game has a sword in a stone, you can test whether the sword is currently in the stone with MyGame.$("sword").is("in", "stone")
$must
$must()

Defined in: adventure/asset/$must.js, line 6

$must() is a general method for getting at asset properties stored in asset.must.
$quirks
$quirks() → {Boolean}

Defined in: adventure/asset/$quirk.js, line 6

$quirk() is a general method for getting at asset properties stored in asset.quirks.

Returns:

Boolean
$quirks
$quirks() → {Object}

Defined in: adventure/asset/$quirks.js, line 6

$quirks() is a general method for getting a list of quirks stored in asset.quirks.

Returns:

Object
addWordsToLookup
addWordsToLookup(words, type)

Defined in: adventure/asset/addWordsToLookup.js, line 5

Parameters:

  • words Array
  • type String
addWordsToLookup() takes words associated with this asset and adds them to the global lookup table.
aliases
aliases()

Defined in: adventure/Asset.js, line 832

aliases() is a collection of method names that are meant for authors to use. Since they don't exist on all classes, we set up these aliases so that, if authors call them on classes they're not applicable to, they will politely return null instead of throwing a "not a function" error.
allowVerbOnce
allowVerbOnce(verb, ov) → {Boolean}

Defined in: adventure/asset/allowVerbOnce.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
allowVerbOnce is a method to check whether this asset is subscribed to allow the specified verb to act on it as only once.

Returns:

Boolean
allowVerbWithAnything
allowVerbWithAnything(verb, ov) → {Boolean}

Defined in: adventure/asset/allowVerbWithAnything.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
allowVerbWithAnything is a method to check whether this asset is subscribed to act as a direct object with the specified verb without any direct object.

Returns:

Boolean
allowVerbWithAsset
allowVerbWithAsset(options) → {Boolean}

Defined in: adventure/asset/allowVerbWithAsset.js, line 5

Parameters:

  • options Object
    An object of options.
    Properties
    • verb String
      Default value:
      The name of a verb.
    • asset Object
      Default value:
      A game asset.
    • ov String <optional>
      Default value: "dov"
      Direct or indirect object of verb (default is "dov").
allowVerbWithAsset is a method to check whether this asset is subscribed to act as an object with the specified verb and object.

Returns:

Boolean
allowVerbWithNothing
allowVerbWithNothing(verb, ov) → {Boolean}

Defined in: adventure/asset/allowVerbWithNothing.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
allowVerbWithNothing is a method to check whether this asset is subscribed to act as a direct object with the specified verb without any indirect object. For example, "plug in computer" where when an outlet is implied but not defined.

Returns:

Boolean
allowVerbWithPreposition
allowVerbWithPreposition(verb, prep, ov) → {Boolean}

Defined in: adventure/asset/allowVerbWithPreposition.js, line 5

Parameters:

  • verb String
    A verb name.
  • prep String
    A preposition.
  • ov String
    Direct or indirect object of verb.
Return whether the specified preposition is explicitly allowed for this verb and object.

Returns:

Boolean
canDoVerbAutomatically
canDoVerbAutomatically(verb) → {Boolean}

Defined in: adventure/asset/canDoVerbAutomatically.js, line 5

Parameters:

  • verb String
canDoVerbAutomatically is a method to check whether the specified verb can be performed automatically. Assumes that asset.dov[verb].enabled is true.

Returns:

Boolean
canSetVerbState
canSetVerbState(verb) → {Boolean}

Defined in: adventure/asset/canSetVerbState.js, line 5

Parameters:

  • verb String
canSetVerbState is a method to check whether the specified verb can set state on this asset. Assumes that asset.dov[verb].enabled is true

Returns:

Boolean
destroy
destroy()

Defined in: adventure/Asset.js, line 818

Destroy this asset.
destroy
destroy()

Defined in: adventure/asset/destroy.js, line 6

Todos: What else needs to happen on destroy?

destroy is called to remove an asset from the game world.
didDoVerbs
didDoVerbs(verbs) → {Boolean}

Defined in: adventure/asset/didDoVerbs.js, line 5

Parameters:

  • verbs Array
didDoVerbs check whether any of the specified verbs has ever been applied to the asset as a direct object. This is a convenience method that relies on asset.didVerb()

Returns:

Boolean
didIoVerbs
didIoVerbs(verbs) → {Boolean}

Defined in: adventure/asset/didIoVerbs.js, line 5

Parameters:

  • verbs Array
didIoVerbs check whether any of the specified verbs has ever been applied to the asset as an indirect object. This is a convenience method that relies on asset.iDidVerb()

Returns:

Boolean
didVerb
didVerb(verb, ov) → {Boolean}

Defined in: adventure/asset/didVerb.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
didVerb is a method to check whether this asset was already used as an object by the specified verb.

$did is an alias for authors.

Returns:

Boolean
didVerbCount
didVerbCount(verb, ov) → {Int}

Defined in: adventure/asset/didVerbCount.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
didVerbCount is a method to get a count of times this asset was used as a direct object by the specified verb.

$didCount is an alias for authors.

Returns:

Int
doVerbAction
doVerbAction(action, asset2, asset3, params) → {Boolean}

Defined in: adventure/asset/doVerbAction.js, line 5

Parameters:

  • action string
  • asset2 string
    We use asset.name here instead of asset.id in support of authors, because we're never asking them to deal in IDs, only names. Hooks will only be defined by authors, so we let them use asset.name as their identifier. We do however make an effort to see if an id has been passed instead of a name, because Ivan.
  • asset3 string
  • params object
    Arbitrary parameter object.
Check if this asset has a general verb action or reaction for the specified event, or if the asset has an action for the specific asset. If either form is found, pass it to getStringOrArrayOrFunction and return the results. If the result returns false or null it will terminate the calling verb's default behavior.

Returns:

Boolean
getClassInheritance
getClassInheritance() → {Array}

Defined in: adventure/Atom.js, line 168

Inherited from: adventurejs.Atom#getClassInheritance

getClassInheritance is a utility method to get an asset's class inheritance chain. Returns a list of class names from high to low.

Returns:

Array
getVerbConnectionCount
getVerbConnectionCount(verb, to_ov) → {Int}

Defined in: adventure/asset/getVerbConnectionCount.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • to_ov String
    Connection to direct or indirect objects of verb.
Return the number of assets connected to this asset via the specified verb.

Returns:

Int
getVerbConnections
getVerbConnections(verb, to_ov) → {Array}

Defined in: adventure/asset/getVerbConnections.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • to_ov String
    Connection to direct or indirect objects of verb.
Return an array of asset ids connected to this asset via the specified verb.

Returns:

Array
getVerbMaxConnections
getVerbMaxConnections(verb, ov) → {Boolean}

Defined in: adventure/asset/getVerbMaxConnections.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
Get the maximum number of connections allowed by the specified verb, inclusive of direct and indirect subscriptions.

Returns:

Boolean
getVerbParam
getVerbParam(verb, param) → {*}

Defined in: adventure/asset/getVerbParam.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • param String
    The name of a param in with_params.
Return the value of the specified parameter in the specified verb subscription.

Returns:

*
getVerbState
getVerbState()
has
has(asset)

Defined in: adventure/asset/$has.js, line 6

Parameters:

  • asset Object
has is an alias to asset.isWithin() that reverses the direct and indirect objects, to test whether that asset is in this asset.
if( MyGame.$('crown').$has('jewel') ){ // do stuff }
hasAction
hasAction(hook_name, asset1_name, asset2_name) → {Boolean}

Defined in: adventure/asset/hasAction.js, line 5

Parameters:

  • hook_name string
  • asset1_name string
    We use asset.name here instead of asset.id to make life slightly easier for authors. Asset IDs are formed from asset names, but generally we don't expect authors to be aware of IDs. Hooks will only be defined by authors, so let them use asset.name as their identifier. We do however make an effort to see if an id has been passed instead of a name.
  • asset2_name string
Check if this asset has a general verb action or reaction for the specified event, or if the asset has an action for the specific asset.

Returns:

Boolean
hasClass
hasClass(prop) → {Boolean}

Defined in: adventure/Atom.js, line 148

Inherited from: adventurejs.Atom#hasClass

Parameters:

  • prop String
    Name of the class to test for.
A method to test whether the Atom is an instance of a given class.

Returns:

Boolean
hasDescription
hasDescription(identifier) → {String|Boolean}

Defined in: adventure/asset/hasDescription.js, line 5

Parameters:

  • identifier String
See if asset has a description for an identifier, such as "look in book", where "in" has been defined as a key at asset.descriptions.in. "look" is always the default identifier.

Returns:

String | Boolean
hasDirectObjects
hasDirectObjects(verb) → {Boolean}

Defined in: adventure/asset/hasDirectObjects.js, line 5

Parameters:

  • verb String
hasDirectObjects is a method to check whether this asset has any particular direct objects specified by the author for use with the specified verb.

Returns:

Boolean
hasIndirectObjects
hasIndirectObjects(verb) → {Boolean}

Defined in: adventure/asset/hasIndirectObjects.js, line 5

Parameters:

  • verb String
hasIndirectObjects is a method to check whether this asset has any particular indirect objects specified by the author for use with the specified verb.

Returns:

Boolean
hasVerbMaxConnections
hasVerbMaxConnections(verb, to_ov) → {Boolean}

Defined in: adventure/asset/hasVerbMaxConnections.js, line 5

Todos: dov/iov or both

Parameters:

  • verb String
    The name of a verb.
  • to_ov String
    Connection to direct or indirect objects of verb.
Get whether the asset's specific verb connections are at the maximum set by verb.with_params.max_connections.

Returns:

Boolean
hasVerbParam
hasVerbParam(verb, param) → {*}

Defined in: adventure/asset/hasVerbParam.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • param String
    The name of a param in with_params.
Return a boolean to indicate whether the specified parameter exists in the specified verb subscription.

Returns:

*
iDidVerb
iDidVerb(verb, ov) → {Boolean}

Defined in: adventure/asset/iDidVerb.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
iDidVerb is a method to check whether this asset was already used as an indirect objecb by the specified verb.

$iDidDo is an alias for authors.

Returns:

Boolean
iDidVerbCount
iDidVerbCount(verb, ov) → {Int}

Defined in: adventure/asset/iDidVerbCount.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
iDidVerbCount is a method to get a count of times this asset was used as an indirect object by the specified verb.

$iDidCount is an alias for authors.

Returns:

Int
incrementDoVerbCount
incrementDoVerbCount(verb, ov)

Defined in: adventure/asset/incrementDoVerbCount.js, line 5

Parameters:

  • verb String
  • ov String
    "dov" or "iov" representing a direct or indirect object.
incrementDoVerbCount takes a verb and an object and updates this asset's count of the number of times the verb has acted upon it.
incrementTryVerbCount
incrementTryVerbCount(verb, index)

Defined in: adventure/asset/incrementTryVerbCount.js, line 5

Parameters:

  • verb String
  • index Int
incrementTryVerbCount takes a verb and an index and updates this asset's count of the number of times the verb has attempted upon it.
initialize
initialize()

Defined in: adventure/Asset.js, line 642

initialize() is the final step of creating a new game world asset, following construction and validation. The chief job of initialization is to add all of this asset's words to MyGame.world_lookup.

Because we're not doing natural language processing and everything is indexed, we want to increase the chances that the parser understands player input that is partial or has words jumbled. We add a lookup entry for every combination of an object's adjectives with its noun(s). For example we have a "green colored pencil", and we want the parser to understand "green pencil" or "colored pencil". If there are other colored pencils, we want the parser to understand "colored pencils". If there are colored pencils in three shades of green, we want the parser to understand "green pencils". We store all of these combinations to the lookup.
isConnectedToAnything
isConnectedToAnything(verb, to_ov) → {Boolean}

Defined in: adventure/asset/isConnectedToAnything.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • to_ov String
    Direct or indirect object of verb.
Check whether this asset is currently connected to anything by a verb such as plugIn or tie. For example, if this asset is a computer plugged into an outlet, this method would return true.

Returns:

Boolean
isConnectedToAsset
isConnectedToAsset(verb, asset, to_ov) → {Boolean}

Defined in: adventure/asset/isConnectedToAsset.js, line 5

Parameters:

  • verb String
    The name of the verb to test.
  • asset Object | String
    A game asset or asset id to test.
  • to_ov String
    Connection to direct or indirect objects of verb.
Check whether this asset is currently connected as a direct object to the specified indirect object by the specified verb. For example, in the case of a computer plugged into an outlet, the computer would be the direct object, and calling this method on it would return true.

Returns:

Boolean
isConnectedToNothing
isConnectedToNothing(verb, ov) → {Boolean}

Defined in: adventure/asset/isConnectedToNothing.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
Check whether this asset is currently connected as an indirect object to nothing (aka null) by the specified verb. For example, in the case of a computer that can be plugged in, an author might prefer not to create a specific outlet into which to plug the computer. For that case we allow 'plug in computer', and write a null value to asset.is.connected_by.plugIn.to_iov to represent the computer's plugged in state.

Returns:

Boolean
isDOV
isDOV(verb) → {Boolean}

Defined in: adventure/asset/isDOV.js, line 5

Parameters:

  • verb String
isDOV is a method to check whether this asset is subscribed to allow the specified verb to act on it as a direct object.

Returns:

Boolean
isIOV
isIOV(verb) → {Boolean}

Defined in: adventure/asset/isIOV.js, line 5

Parameters:

  • verb String
isIOV is a method to check whether this asset is subscribed to allow the specified verb to act on it as an indirect object.

Returns:

Boolean
isOV
isOV(verb) → {Boolean}

Defined in: adventure/asset/isOV.js, line 5

Parameters:

  • verb String
isOV is a method to check whether this asset is subscribed to allow the specified verb to act on it as either a direct or indirect object.

Returns:

Boolean
isVerbState
isVerbState(verb) → {Boolean}

Defined in: adventure/asset/isVerbState.js, line 5

Parameters:

  • verb String
isVerbState is a method to check whether this asset already has state set by the specified verb.

Returns:

Boolean
iTriedVerb
iTriedVerb(verb, ov) → {Boolean}

Defined in: adventure/asset/iTriedVerb.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
iTriedVerb is a method to check whether it was attempted to use this asset as an indirect object by the specified verb.

$iTried is an alias for authors.

Returns:

Boolean
iTriedVerbCount
iTriedVerbCount(verb, ov) → {Boolean}

Defined in: adventure/asset/iTriedVerbCount.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
iTriedVerbCount is a method to get a count of times it was attempted to use this asset as an indirect object by the specified verb.

$iTryCount is an alias for authors.

Returns:

Boolean
redirectVerb
redirectVerb(oldVerb, newVerb)

Defined in: adventure/asset/redirectVerb.js, line 6

Parameters:

  • oldVerb String
  • newVerb String
redirectVerb is a method for setting a verb redirect on this asset, such that when one verb is called on the asset, another verb will be called instead. Example: player enters "hit person", it is redirected to "slap person".
set
set(props) → {Object}

Defined in: adventure/Atom.js, line 136

Overrides from: adventurejs.Atom#set

Parameters:

  • props Object
    A generic object containing properties to copy to the Object instance.
Provides a chainable shortcut method for setting a number of properties on the instance.

Returns:

Object Returns the instance the method is called on (useful for chaining calls.)
setDOV
setDOV(verb, params)

Defined in: adventure/asset/setDOV.js, line 6

Parameters:

  • verb String
  • params Object
setDOV is a passthrough to setVerbSubscription with direct object specified.
setDOVs
setDOVs(verb, params)

Defined in: adventure/asset/setDOVs.js, line 6

Parameters:

  • verb String
  • params Object
setDOVs is a passthrough to send multiple verbs to setVerbSubscription with direct object specified.
setIOV
setIOV(verb, params)

Defined in: adventure/asset/setIOV.js, line 6

Parameters:

  • verb String
  • params Object
setIOV is a passthrough to setVerbSubscription with indirect object specified.
setIOVs
setIOVs(verb, params)

Defined in: adventure/asset/setIOVs.js, line 6

Parameters:

  • verb String
  • params Object
setIOVs is a passthrough to send multiple verbs to setVerbSubscription with indirect object specified.
setIs
setIs(bool)

Defined in: adventure/asset/setIs.js, line 6

Parameters:

  • bool Boolean
Set asset.is.state.
setLinkedState
setLinkedState(bool)

Defined in: adventure/asset/setLinkedState.js, line 6

Parameters:

  • bool Boolean
setLinkedState sets an asset and its linked asset to the specified state.
setObjectOfVerbs
setObjectOfVerbs(object_of, verb)

Defined in: adventure/asset/setObjectOfVerbs.js, line 6

Parameters:

  • object_of String
  • verb String
setObjectOfVerbs is a convenience method that passes a list of verb names through to setVerbSubscription.
setVerbState
setVerbState()
setVerbSubscription
setVerbSubscription(object_of, verb, params)

Defined in: adventure/asset/setVerbSubscription.js, line 5

Todos: phase out earlier version

Parameters:

  • object_of String
  • verb String | Object
    An early version takes a string, with separate params object. A later version takes an object that includes the verb name as an object key and params as value.
  • params Object
    An optional param that works with the earlier version.
setVerbSubscription constructs verb subscriptions at asset.dov / asset.iov. It's intended mostly as a private function, though it is available to authors. An early version takes a string with separate params object. A later version takes an object that includes the verb name as an object key and params as value. // valid (for now) early version this.setIOV('hold',{with_params:{max_connections:2}}); // valid later version with one verb this.setIOV( { hold: { with_params: { max_connections:2 } } } ); // valid later version with multiple verbs this.setIOVs([ { hold: { with_params: { max_connections:3 } } }, { smell: true }, ]);
setVerbSubscriptionsWithAssets
setVerbSubscriptionsWithAssets(description) → {String}

Defined in: adventure/asset/setVerbSubscriptionsWithAssets.js, line 5

Parameters:

  • description String
Link assets that connect via verb subscriptions. For example, imagine "hit target with sword", where we have target.dov.hit.with_assets:["sword"] This pass will set sword.iov.hit.with_assets:["target"] to ensure that both assets are in sync and either can be queried.

Returns:

String
setVerbWithAsset
setVerbWithAsset(verb, asset, ov) → {Boolean}

Defined in: adventure/asset/setVerbWithAsset.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • asset Object
  • ov String
    Direct or indirect object of verb.
setVerbWithAsset is used to specify another asset that can be used as an object with this asset. For example, if this asset is a locking chest, chest.setVerbWithAsset('unlock', 'gold key', 'iov') would add the gold key as an indirect object of the chest.

Returns:

Boolean
setVerbWithClass
setVerbWithClass(verb, klass, ov) → {Boolean}

Defined in: adventure/asset/setVerbWithClass.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • klass String
  • ov String
    Direct or indirect object of verb.
setVerbWithClass is a method to add an indirect object class to asset.dov[verb].with_classes.

Returns:

Boolean
toggleState
toggleState(verb) → {Boolean}

Defined in: adventure/asset/toggleState.js, line 5

Parameters:

  • verb String
Apply the specified verb's state change to the asset.

Returns:

Boolean
triedVerb
triedVerb(verb, ov) → {Boolean}

Defined in: adventure/asset/triedVerb.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
triedVerb is a method to check whether it was attempted to use this asset as a direct object by the specified verb.

$tried is an alias for authors.

Returns:

Boolean
triedVerbCount
triedVerbCount(verb, ov) → {Boolean}

Defined in: adventure/asset/triedVerbCount.js, line 5

Parameters:

  • verb String
    The name of a verb.
  • ov String
    Direct or indirect object of verb.
triedVerbCount is a method to get a count of times it was tried to use this asset as a direct object by the specified verb.

$triedCount is an alias for authors.

Returns:

Boolean
undestroy
undestroy()

Defined in: adventure/asset/undestroy.js, line 6

undestroy is called to return a destroyed asset to the game world.
unredirectVerb
unredirectVerb(oldVerb)

Defined in: adventure/asset/unredirectVerb.js, line 6

Parameters:

  • oldVerb String
unredirectVerb is a method for removing previously set verb redirects.
unsetDOV
unsetDOV(verb)

Defined in: adventure/asset/unsetDOV.js, line 6

Parameters:

  • verb String
unsetDOV is a passthrough to unsetVerbSubscription.
unsetDOVs
unsetDOVs(verbs)

Defined in: adventure/asset/unsetDOVs.js, line 6

Parameters:

  • verbs Array
unsetDOVs is a passthrough to unsetVerbSubscription.
unsetIOV
unsetIOV(verb)

Defined in: adventure/asset/unsetIOV.js, line 6

Parameters:

  • verb String
unsetIOV is a passthrough to unsetVerbSubscription.
unsetIOVs
unsetIOVs(verbs)

Defined in: adventure/asset/unsetIOVs.js, line 6

Parameters:

  • verbs Array
unsetIOVs is a passthrough to unsetVerbSubscription.
unsetVerbSubscription
unsetVerbSubscription(object_of, verb)

Defined in: adventure/asset/unsetVerbSubscription.js, line 5

Parameters:

  • object_of String
  • verb String
unsetVerbSubscription disables the use of the specified verb with this asset, if it has been previously set.
validate
validate()

Defined in: adventure/Asset.js, line 620

validate() provides an opportunity to check author-made Assets for errors before initializing them.
validateVerbConnections
validateVerbConnections()

Defined in: adventure/asset/validateVerbConnections.js, line 5

Validate any connections specified in the game file. Assets can subscribe to verbs with dov[verb] and some verbs can make connections between assets that they act upon. Connections are stored in asset.is.connected_by.verbname.to_iov["array of asset ids"]. Authors can preset connections in their game file, so we validate any preset connections here.

Properties  | 

adjectives
adjectives :Getter/Setter

Defined in: adventure/Asset.js, line 329

A list of adjectives defined for this asset in the game file. Some asset classes may have predefined adjectives. If a class has predefined adjectives, and an author creates an instance of the class with custom adjectives, the custom adjectives will be appended to the predefined ones.
article_name
article_name :Getter

Defined in: adventure/Asset.js, line 411

Getter function returns asset name preceded either by definite article or indefinite article, depending on what's set for the asset's use_definite_article_in_lists property.
articlename
articlename :Getter

Defined in: adventure/Asset.js, line 425

Getter function returns asset name or proper name, depending on settings.
Articlename
Articlename :Getter

Defined in: adventure/Asset.js, line 492

Returns this.articlename with propercase.
articlename_is
articlename_is :Getter

Defined in: adventure/Asset.js, line 452

Getter function returns asset name or proper name plus is or are, depending on settings.
Articlename_is
Articlename_is :Getter

Defined in: adventure/Asset.js, line 501

Returns this.articlename_is with propercase.
articlename_isnt
articlename_isnt :Getter

Defined in: adventure/Asset.js, line 462

Getter function returns asset name or proper name plus isn't or aren't, depending on settings.
Articlename_isnt
Articlename_isnt :Getter

Defined in: adventure/Asset.js, line 510

Returns this.articlename_isnt with propercase.
articlename_was
articlename_was :Getter

Defined in: adventure/Asset.js, line 472

Getter function returns asset name or proper name plus was or were, depending on settings.
Articlename_was
Articlename_was :Getter

Defined in: adventure/Asset.js, line 519

Returns this.articlename_was with propercase.
articlename_wasnt
articlename_wasnt :Getter

Defined in: adventure/Asset.js, line 482

Getter function returns asset name or proper name plus wasn't or weren't, depending on settings.
Articlename_wasnt
Articlename_wasnt :Getter

Defined in: adventure/Asset.js, line 528

Returns this.articlename_wasnt with propercase.
can
can :Object

Defined in: adventure/Asset.js, line 58

can is a generalized container for asset boolean properties.
collection
collection :Getter/Setter

Defined in: adventure/Asset.js, line 201

Collection is a special property that lets one object stand in for a group of objects. For example, object desk has three drawers: top_drawer, middle_drawer, bottom_drawer. desk_drawers is a scenery object attached to desk which intercepts player input like "examine drawers", so that author can return a response like "You see three drawers."
definite_article
definite_article :String

Defined in: adventure/Asset.js, line 232

Default value: 'the'

The asset's preferred definite article. Can be overridden in game file. Can also be set to honorific, ex: "Mr." "Mrs."
definite_name
definite_name :Getter

Defined in: adventure/Asset.js, line 370

Getter function returns asset name preceded by its definite article, example: 'the asset'.
description
description :*

Defined in: adventure/Asset.js, line 557

An alias to descriptions.look.
descriptions
descriptions :Object

Defined in: adventure/Asset.js, line 177

A list of descriptions for a variety of contexts. Only description is required, all others are optional. Most of these apply only to Tangible Asset.
  • descriptions.description -
  • descriptions.brief - used for room descriptions if player has typed "brief"
  • descriptions.verbose - used for room descriptions if player has typed "verbose"
  • descriptions.listen - used if player types "listen" or "listen to thing"
  • descriptions.in - used if player types "look in thing"
  • descriptions.through - used if player types "look through thing"
  • descriptions.smell - used if player types "smell thing"
  • descriptions.taste - used if player types "taste thing"
  • descriptions.touch - used if player types "touch thing"
  • descriptions.careful - used if player types "carefully examine thing"
did
did :Object

Defined in: adventure/Asset.js, line 339

did is used to track which verbs have acted upon this object.
dont_use_articles
dont_use_articles :Boolean

Defined in: adventure/Asset.js, line 260

Default value: false

An option to prevent definite/indefinite articles from appearing before an asset name. Used chiefly for characters, to prevent phrases such as "the Mrs. Beasley". Can be overridden in game file.
dov
dov :Boolean

Defined in: adventure/Asset.js, line 72

Default value: {}

dov is a container for direct object verb subscriptions.
dov
dov :Boolean

Defined in: adventure/Asset.js, line 80

Default value: {}

dov is a container for verb subscriptions.
exclude_from_disambiguation
exclude_from_disambiguation :Boolean

Defined in: adventure/Asset.js, line 151

Default value: false

Exclude this item from consideration in resolving disambiguation. Used chiefly for global assets like exits and walls that are used to catch references to non-existant assets.
exclude_from_lookup
exclude_from_lookup :Boolean

Defined in: adventure/Asset.js, line 142

Default value: false

Almost all assets will be listed in the world_lookup table that is used to find assets from player input , with some exceptions, such as SceneryZones.
game
game :Getter

Defined in: adventure/Atom.js, line 115

Inherited from: adventurejs.Atom#game

Returns the top level game object. Use this.game.
image
image :String

Defined in: adventure/Asset.js, line 353

image is used to store the id of an image in game.image_lookup that is associated with this asset.
indefinite_article
indefinite_article :String

Defined in: adventure/Asset.js, line 241

Default value: 'a'

The asset's preferred indefinite article. Can be overridden in game file.
indefinite_name
indefinite_name :Getter

Defined in: adventure/Asset.js, line 397

Getter function returns asset name preceded by its indefinite article, example: 'an asset'.
iov
iov :Boolean

Defined in: adventure/Asset.js, line 90

Default value: {}

iov is a container for direct object verb subscriptions.
is
is :Object

Defined in: adventure/Asset.js, line 47

is is a generalized container for asset states. Many states are / can be stored here. A chief benefit of this is being able to get specific states by testing asset.is.state. Note that there is also an asset.$is() method which is related to this, but is a distinct function.
is.abstract
is.abstract :Boolean

Defined in: adventure/Asset_Is.js, line 88

Default value: false

Nested property of Is

Abstractions are universally available and bypass reachability tests.
is.collection
is.collection :Boolean

Defined in: adventure/Asset_Is.js, line 48

Default value: true

Nested property of Is

Set whether object is a collection of other object IDs.
is.data
is.data :Boolean

Defined in: adventure/Asset_Is.js, line 103

Default value: false

Nested property of Is

A data asset represents data such as a name or password. Ex: "enter password", "tell name to guard"
is.destroyed
is.destroyed :Boolean

Defined in: adventure/Asset_Is.js, line 33

Default value: false

Nested property of Is

Set to true when an object is removed from the game by destruction.
is.extant
is.extant :Boolean

Defined in: adventure/Asset_Is.js, line 41

Default value: true

Nested property of Is

Set to true when an object is in the game.
is.global
is.global :Boolean

Defined in: adventure/Asset_Is.js, line 79

Default value: false

Nested property of Is

Almost all tangible assets have a singular location. Global assets are available in all locations in order to catch player input.
is.initialized
is.initialized :Boolean

Defined in: adventure/Asset_Is.js, line 62

Default value: false

Nested property of Is

Used at runtime to keep track of asset's initialization state.
is.known
is.known :Boolean

Defined in: adventure/Asset_Is.js, line 26

Default value: false

Nested property of Is

Used to track whether player knows about an asset.
is.known
is.known :Boolean

Defined in: adventure/assets/Tangible_Is.js, line 26

Default value: false

Nested property of Is

Used to track whether player has seen an asset.
is.nameless
is.nameless :Boolean

Defined in: adventure/Asset_Is.js, line 69

Default value: false

Nested property of Is

Almost all assets are given a name which is then used to create their id, with some exceptions. For example, exit ids are generated by taking the name of the exit's room + the exit's direction.
is.placeholder
is.placeholder :Boolean

Defined in: adventure/Asset_Is.js, line 95

Default value: false

Nested property of Is

Placeholders are universally available to catch references to non-existent elements, such as when player tries to use an exit that doesn't exist.
is.plugged
is.plugged :Boolean

Defined in: adventure/assets/Tangible_Is.js, line 35

Default value: false

Nested property of Is

Set whether this asset is plugged, like a drain.
is.pluggedIn
is.pluggedIn :Boolean

Defined in: adventure/assets/Tangible_Is.js, line 42

Default value: false

Nested property of Is

Set whether this asset is plugged in, like an appliance.
is.plural
is.plural :Boolean

Defined in: adventure/Asset_Is.js, line 121

Default value: false

Nested property of Is

Define whether an asset is plural, as opposed to singular, in the sense of eyeglasses vs a drinking glass. Used to help select pronouns.
is.singleton
is.singleton :Boolean

Defined in: adventure/Asset_Is.js, line 111

Default value: false

Nested property of Is

Todos: Have only applied this to several special global assets, and have not implemented any code around it. Is it still useful?

Meant for use to distinguish some assets as being singular in the game world.
is.validated
is.validated :Boolean

Defined in: adventure/Asset_Is.js, line 55

Default value: false

Nested property of Is

Used at runtime to keep track of asset's validation state.
must
must :Object

Defined in: adventure/Asset.js, line 65

must is a generalized container for asset boolean properties.
Name
Name :String

Defined in: adventure/Atom.js, line 102

Inherited from: adventurejs.Atom#Name

Name returns the name of the class instance with the first character uppercased.
name_is_proper
name_is_proper :Boolean

Defined in: adventure/Asset.js, line 216

Default value: false

Used to determine whether to display a name or proper name.
noun
noun :String

Defined in: adventure/Asset.js, line 270

noun is a string representing the type of asset this is, for example 'mug' or 'rock'. Players can input this word to refer to any asset of its type.
noun
noun :String

Defined in: adventure/Asset.js, line 309

group is a string representing a collective category. For example, chair, bed, and desk all share a group of furniture. Players can input this word to refer to any asset of its type.
noun
noun :String

Defined in: adventure/Asset.js, line 319

synonyms is a collection of alternate words that can be used to refer to this asset. For example, an object called 'rock' might have synonyms of ['pebble', 'stone']. Players can input synonyms to refer to this asset.
plural
plural :String

Defined in: adventure/Asset.js, line 300

plural is a string representing multiple assets of this type, for example 'swords'. Players can input this word to refer to groups of assets.
print_bold
print_bold :Boolean

Defined in: adventure/Asset.js, line 112

Default value: false

Set to true to have an object's name be printed bold.
print_class
print_class :String

Defined in: adventure/Asset.js, line 134

Default value: ""

Set an arbitrary string to apply CSS classes to an object's name whenever it is printed.
print_italic
print_italic :Boolean

Defined in: adventure/Asset.js, line 119

Default value: false

Set to true to have an object's name be printed italic.
print_style
print_style :String

Defined in: adventure/Asset.js, line 126

Default value: ""

Set an arbitrary string to apply CSS styles to an object's name whenever it is printed.
pronouns
pronouns :String

Defined in: adventure/Asset.js, line 279

pronouns determines what pronouns to use for this asset. Options are FIRST, PLURAL, SECOND, MALE, FEMALE, NONBINARY, and NONHUMAN. Non-character assets are generally NONHUMAN.
propername
propername :String

Defined in: adventure/Asset.js, line 223

The asset's proper name, as provided in the game file. Assets can have both a name and a proper name. Used chiefly for characters, so that, for example, an asset can be both 'cat' and 'Mister Whiskers'.
proxy
proxy :Getter

Defined in: adventure/Asset.js, line 547

Return a proxy if this asset has one. Most will not. Exits have Apertures as proxies.
proxy
proxy :Getter

Defined in: adventure/assets/tangibles/Exit.js, line 350

Return Aperture as proxy if this exit has one.
quirks
quirks :Object

Defined in: adventure/Asset.js, line 101

quirks is a container for setting how to handle ambiguous verbs based on context. For example, if player inputs "stand" while sitting in a chair with quirks.stand_means_get_off set to true, player will get off the chair, as opposed to trying to stand in place on the chair.
short_name
short_name :Getter

Defined in: adventure/Asset.js, line 384

Getter/setter returns a short name for the asset, if one has been given, or the full name if not.
singlePluralPairs
singlePluralPairs :Array

Defined in: adventure/Asset.js, line 288

singlePluralPairs is a collection of strings representing the singular and plural forms of this asset, for example ['mug', 'mugs']. Players can use the singular to refer to a single asset or the plural to refer to a group of assets. These are stored in pairs so we can check for correspondence between the forms.
split_name_for_world_lookup
split_name_for_world_lookup :Boolean

Defined in: adventure/Asset.js, line 160

Default value: true

Object names are split into individual words for the world_lookup table. For example, given an object named "crystal sword", adventurejs creates lookup table entries for "crystal" and "sword". This lets the game recognize either word as player input, such as "get crystal" or "swing sword".

But, an author might want to name a thing, eg, "hole in the ground", in which case we wind up with lookup table entries for "hole" and "in" and "the" and "ground", which is likely to lead to bad input parsing. To avoid name splitting, set split_name_for_world_lookup to false. The object's full name will still be added to the lookup.
to_be
to_be :Getter

Defined in: adventure/Asset.js, line 591

Getter function returns singular or plural form of "to be" depending on asset.is.plural property.
to_be
to_be :Getter

Defined in: adventure/Asset.js, line 601

Getter function returns singular or plural form of "to be" depending on asset.is.plural property.
tried
tried :Object

Defined in: adventure/Asset.js, line 346

tried is used to track which verbs have been tried upon this object.
use_definite_article_in_lists
use_definite_article_in_lists :Boolean

Defined in: adventure/Asset.js, line 249

Default value: false

A preference for how an asset's name appears when it is printed in certain contexts. Chiefly used for room names. For example, you might name a room 'Sitting Room', but want it to appear as 'the Sitting Room' in some contexts for narrative clarity. Can be overridden in game file.