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Defined in: adventure/Input.js, line 5

Framework class

Description

Input is a special class constructed by Parser.parseInput(), and used to store each turn's input and all of the metadata that is generated for it, including the verb and noun(s) that were parsed, whether a disambiguation was called for, whether a soft prompt was made, whether a noun was inferred based upon context, and other data. This is an internal class that authors should not need to construct.

Private Constructor:

var foo = new adventurejs.Input()
Inherited Overrides

Methods Collapse all  |  Expand all

appendTurn
appendTurn(msg) → {boolean}

Defined in: adventure/Input.js, line 319

appendTurn

Parameters:

  • msg String
    Arbitrary string to append to next print.
Lets author append an arbitrary string to this turn's output.

Returns:

boolean
deletePhrase
deletePhrase(index)

Defined in: adventure/Input.js, line 469

Parameters:

  • index int
Delete the specified phrase in the verified sentence and renumber any higher numbered phrases.
getAdverb
getAdverb() → {String}

Defined in: adventure/Input.js, line 425

Try to get an adverb from the verb in the verified sentence.

Returns:

String
getAsset
getAsset(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 642

Parameters:

  • index int
Try to get an asset from the parsedNoun in the specified phrase in the verified sentence.

Returns:

Object | Boolean
getContainerAsset
getContainerAsset(index)

Defined in: adventure/Input.js, line 757

Parameters:

  • index Int
When player refers to a substance, some verbs will try to identify a vessel containing that substance. Get that container asset.
getDictionaryVerb
getDictionaryVerb(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 392

Parameters:

  • index int
Get dictionary verb from the verified sentence.

Returns:

Object | Boolean
getDirection
getDirection(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 869

Parameters:

  • index int
Try to get a direction from the verified sentence.

Returns:

Object | Boolean
getExclusion
getExclusion(index) → {String|Boolean}

Defined in: adventure/Input.js, line 619

Parameters:

  • index int
Try to get an exclusion string from the verified sentence.

Returns:

String | Boolean
getInferred
getInferred(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 933

Parameters:

  • index int
Ask if verified noun has been set inferred.

Returns:

Object | Boolean
getInPhrase
getInPhrase(position, property) → {*}

Defined in: adventure/Input.js, line 1014

Parameters:

  • position String
  • property String
Try to get a property from the specified phrase.

Returns:

*
getInput
getInput()

Defined in: adventure/Input.js, line 511

Get the source input for this turn, accounting for soft prompt responses that update last turn's input.
getNoun
getNoun(index) → {String|Boolean}

Defined in: adventure/Input.js, line 592

Parameters:

  • index int
Try to get a noun string from the verified sentence.

Returns:

String | Boolean
getNounCount
getNounCount() → {int}

Defined in: adventure/Input.js, line 560

Get a count of nouns.

Returns:

int
getParam
getParam(param) → {*}

Defined in: adventure/Input.js, line 1189

Parameters:

  • param String
Get a verb parameter. If a comparator is provided, will test if param value is equivalent and return a boolean. If no comparator is provided, will return the value of the param.

Returns:

*
getParsedNoun
getParsedNoun(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 891

Parameters:

  • index int
Try to get a parsedNoun in the specified phrase in the verified sentence.

Returns:

Object | Boolean
getPhrase
getPhrase(index) → {Object}

Defined in: adventure/Input.js, line 548

Parameters:

  • index int
Get the specified phrase from the verified sentence.

Returns:

Object
getPhraseCount
getPhraseCount()

Defined in: adventure/Input.js, line 833

Get the number of phrases in the input.
getPreposition
getPreposition(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 847

Parameters:

  • index int
Try to get a preposition from the verified sentence.

Returns:

Object | Boolean
getStructure
getStructure()

Defined in: adventure/Input.js, line 1102

Todos: replace with verified sentence structure

Returns the parsed sentence structure.
getStructure
getStructure(value) → {boolean}

Defined in: adventure/Input.js, line 1122

Todos: replace with verified sentence structure

Parameters:

  • value String
Returns the parsed sentence structure.

Returns:

boolean
getSubject
getSubject() → {*}

Defined in: adventure/Input.js, line 1207

The character that this turn applies to. By default, this will be the player. In the case of input such as "Claude, go east", target will be the specified NPC.

Returns:

*
getSubject
getSubject() → {*}

Defined in: adventure/Input.js, line 1220

The character that this turn applies to. By default, this will be the player. In the case of input such as "Claude, go east", target will be the specified NPC.

Returns:

*
getSubstance
getSubstance(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 667

Parameters:

  • index int
Try to get a substance asset from the parsedNoun in the specified phrase in the verified sentence.

Returns:

Object | Boolean
getVerb
getVerb(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 376

Parameters:

  • index int
Get verb from the verified sentence.

Returns:

Object | Boolean
hasInput
hasInput() → {Boolean}

Defined in: adventure/Input.js, line 1047

Does the input object have verified input?

Returns:

Boolean
hasPhrase
hasPhrase(index) → {Boolean}

Defined in: adventure/Input.js, line 580

Parameters:

  • index int
Does the specified phrase exist in the verified sentence?

Returns:

Boolean
hasVerb
hasVerb(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 360

Parameters:

  • index int
Get verb from the verified sentence.

Returns:

Object | Boolean
overrideTurn
overrideTurn(msg) → {boolean}

Defined in: adventure/Input.js, line 334

Parameters:

  • msg String
    Arbitrary string to override next print.
Lets author override this turn's output.

Returns:

boolean
prependTurn
prependTurn(msg) → {boolean}

Defined in: adventure/Input.js, line 347

Parameters:

  • msg String
    Arbitrary string to prepend to next print.
Lets author prepend an arbitrary string to this turn's output.

Returns:

boolean
pushParsedWord
pushParsedWord(params)

Defined in: adventure/Input.js, line 1134

Parameters:

  • params Object
Push a parsed word to parsed_sentence.
pushPhrase
pushPhrase(params) → {Int}

Defined in: adventure/Input.js, line 769

Parameters:

  • params Object
Add a new phrase at the lowest available phrase number. Inferred is always true.

Returns:

Int
pushViewModifiers
pushViewModifiers(identifier, asset, type)

Defined in: adventure/Input.js, line 1144

Parameters:

  • identifier String
    aka aspect or preposition or description
  • asset Object
    can be null
  • type String
    auto or input
Push asset to view_modifiers for use with customized asset descriptions.
setAdverb
setAdverb() → {String}

Defined in: adventure/Input.js, line 440

Set an adverb for the verb in the verified sentence.

Returns:

String
setAsset
setAsset(index, parsedNoun)

Defined in: adventure/Input.js, line 686

Parameters:

  • index Int
  • parsedNoun Object
Set the asset in the specified phrase. Asset means Asset-classed object, but we store here a ParsedNoun which is its own classed object that includes metadata about the Asset object. If asset is a string, try to get the object. If asset is a direction string, try to get an exit.
setCharacter
setCharacter()

Defined in: adventure/Input.js, line 1233

The character that this turn applies to. By default, this will be the player. In the case of input such as "Claude, go east", target will be the specified NPC.
setContainer
setContainer(index, asset)

Defined in: adventure/Input.js, line 716

Parameters:

  • index Int
  • asset Object
When player refers to a substance, some verbs will try to identify a vessel containing that substance. Save that vessel id here.
setContainer
setContainer(index)

Defined in: adventure/Input.js, line 745

Parameters:

  • index Int
When player refers to a substance, some verbs will try to identify a vessel containing that substance. Get that vessel id.
setDirection
setDirection(index, value)

Defined in: adventure/Input.js, line 880

Parameters:

  • index int
  • value Object
Set verified direction.
setDisambiguate
setDisambiguate(params)

Defined in: adventure/Input.js, line 1088

Parameters:

  • params Object
Indicate that this turn parsed one word, which may satisfy a disambiguation prompt.
setExclusion
setExclusion(index, value) → {String|Boolean}

Defined in: adventure/Input.js, line 630

Parameters:

  • index int
  • value String
Set an exclusion string in the verified sentence.

Returns:

String | Boolean
setInferred
setInferred(index) → {Object|Boolean}

Defined in: adventure/Input.js, line 944

Parameters:

  • index int
Set verified noun inferred.

Returns:

Object | Boolean
setInPhrase
setInPhrase(position, property) → {*}

Defined in: adventure/Input.js, line 1032

Parameters:

  • position String
  • property String
Try to get a property from the specified phrase.

Returns:

*
setNoun
setNoun(index, value) → {String|Boolean}

Defined in: adventure/Input.js, line 603

Parameters:

  • index int
  • value String
Set a noun string from the verified sentence. Be careful to avoid letting noun and parsedNoun fall out of sync. By contrast, setAsset() will set both noun and parsedNoun.

Returns:

String | Boolean
setOneWord
setOneWord(params)

Defined in: adventure/Input.js, line 1074

Parameters:

  • params Object
Indicate that this turn parsed one word, which may satisfy a disambiguation prompt.
setParam
setParam(param, value)

Defined in: adventure/Input.js, line 1178

Parameters:

  • param String
  • value *
Set a verb parameter.
setParsedNoun
setParsedNoun(index, parsedNoun)

Defined in: adventure/Input.js, line 903

Parameters:

  • index int
  • parsedNoun Object
Set a parsedNoun in the specified phrase in the verified sentence.
setParsedNoun
setParsedNoun(index, parsedNoun)

Defined in: adventure/Input.js, line 915

Parameters:

  • index int
  • parsedNoun Object
Set a parsedNoun in the specified phrase in the verified sentence.
setPhrase
setPhrase(index, type, value)

Defined in: adventure/Input.js, line 454

Parameters:

  • index int
  • type string
  • value string
Set the specified phrase in the verified sentence.
setPreposition
setPreposition(index, value)

Defined in: adventure/Input.js, line 858

Parameters:

  • index int
  • value string
Set verified preposition.
setSoftPrompt
setSoftPrompt(params)

Defined in: adventure/Input.js, line 1058

Parameters:

  • params Object
Set a soft prompt for next turn.
setStructure
setStructure()

Defined in: adventure/Input.js, line 1112

Todos: replace with verified sentence structure

Set the parsed sentence structure.
setVerb
setVerb(value)

Defined in: adventure/Input.js, line 409

Parameters:

  • value String
Set the specified verb in the verified sentence. We're only ever taking one verb, but provisioning for more in the future in the case of structures such as "tell person to go north".
shiftPhrase
shiftPhrase(params) → {Int}

Defined in: adventure/Input.js, line 803

Parameters:

  • params Object
Insert a new phrase at beginning of sentence structure. Inferred is always true.

Returns:

Int
swapNouns
swapNouns(index1, index2) → {Object|Boolean}

Defined in: adventure/Input.js, line 974

Parameters:

  • index1 int
  • index2 int
Swap two nouns

Returns:

Object | Boolean
swapPhrases
swapPhrases(index1, index2) → {Object|Boolean}

Defined in: adventure/Input.js, line 956

Parameters:

  • index1 int
  • index2 int
Swap two phrases

Returns:

Object | Boolean
swapPrepositions
swapPrepositions(index1, index2) → {Object|Boolean}

Defined in: adventure/Input.js, line 999

Parameters:

  • index1 int
  • index2 int
Swap two prepositions

Returns:

Object | Boolean
updateStructure
updateStructure()

Defined in: adventure/Input.js, line 490

Reset the verified sentence structure (after revising verified_sentence).

Properties  | 

allow_circular_verb
allow_circular_verb :Boolean

Defined in: adventure/Input.js, line 221

Default value: false

Todos: Should this also be an Array and sync indexes with verb_chain?

In some instances we want to allow a verb to be reused, such as when we're redirecting between nouns rather than verbs.
did_do
did_do :Boolean

Defined in: adventure/Input.js, line 303

Default value: false

did_doSuccess
did_doSuccess :Boolean

Defined in: adventure/Input.js, line 281

Default value: false

Set when one verb calls another verb via dictionary.doVerb(), so that the wrapping verb performs a minimal doSuccess.
did_try
did_try :Boolean

Defined in: adventure/Input.js, line 297

Default value: false

did_tryTravel
did_tryTravel :Boolean

Defined in: adventure/Input.js, line 289

Default value: false

Set when a verb calls tryTravel() - which has its own success methods - so that the calling verb performs a minimal doSuccess.
disambiguate
disambiguate :int

Defined in: adventure/Input.js, line 196

Default value: { 'index':null, 'noun1':false, 'noun2':false, 'noun3':false }

When we call for disambiguation, we ask for noun1, noun2, or noun3. We save the index here so we can refer to, for ex: "disambiguate["noun"+disambiguate.index].
found_word
found_word :String

Defined in: adventure/Input.js, line 130

Default value: ""

If player only input one word, store that here, because we parse single words differently from multiple words.
game
game :Getter

Defined in: adventure/Input.js, line 310

Getter function that returns the top level game object. Use this.game.
input
input :String

Defined in: adventure/Input.js, line 42

Default value: ""

Save the original input string for later reference.
input_verb
input_verb :String

Defined in: adventure/Input.js, line 138

Default value: ""

A string containing the id of the verb that was found in player input. Verb id may differ from actual input. For example, "plug in" results in "plugIn".
output_class
output_class :String

Defined in: adventure/Input.js, line 122

Default value: ""

Optional string containing a space delimited list of CSS classes to apply to the printed output.
parsed_input
parsed_input :String

Defined in: adventure/Input.js, line 115

The parsed version of the player's input string.
parsed_sentence
parsed_sentence :Array

Defined in: adventure/Input.js, line 73

Default value: []

We use this as an intermediary step to store the parsed, typed input before we verify it.
parsed_word
parsed_word :Array

Defined in: adventure/Input.js, line 65

Default value: { 'enabled':false }

Property used by handleWord() to pass data to parseMultipleInputs().
parsedNoun1
parsedNoun1 :Getter|Setter

Defined in: adventure/Input.js, line 1280

A bridge between the old and new input systems. A parsed noun object for the first noun found in player input.
parsedNoun1_is_assumed
parsedNoun1_is_assumed :Getter|Setter

Defined in: adventure/Input.js, line 1313

A bridge between the old and new input systems. Player did not input a noun, but we extrapolated one from context.
parsedNoun2
parsedNoun2 :Getter|Setter

Defined in: adventure/Input.js, line 1291

A bridge between the old and new input systems.
parsedNoun2_is_assumed
parsedNoun2_is_assumed :Getter|Setter

Defined in: adventure/Input.js, line 1325

A bridge between the old and new input systems. Player did not input a noun, but we extrapolated one from context.
parsedNoun3
parsedNoun3 :Getter|Setter

Defined in: adventure/Input.js, line 1302

A bridge between the old and new input systems.
parsedNoun3_is_assumed
parsedNoun3_is_assumed :Getter|Setter

Defined in: adventure/Input.js, line 1337

A bridge between the old and new input systems. Player did not input a noun, but we extrapolated one from context.
preposition1
preposition1 :Getter|Setter

Defined in: adventure/Input.js, line 1247

A bridge between the old and new input systems.
preposition2
preposition2 :Getter|Setter

Defined in: adventure/Input.js, line 1258

A temporary bridge between the old and new input systems.
preposition3
preposition3 :Getter|Setter

Defined in: adventure/Input.js, line 1269

A temporary bridge between the old and new input systems.
printer
printer :Object

Defined in: adventure/Input.js, line 92

Default value: {append:[],prepend:[],override:[],appended:[],prepended:[],overridden:[]}

Object for managing strings that author appends/overrides/prepends to native output.
replacements
replacements :Object

Defined in: adventure/Input.js, line 239

Default value: {}

During parsing we replace substrings with other substrings. Here we keep a record of the source substrings.
soft_prompt
soft_prompt :Boolean

Defined in: adventure/Input.js, line 170

Default value: { 'verb':null, 'noun1':false, 'noun2':false, 'noun3':false, 'enabled':false, 'satisfied':false }

We're making a soft prompt with this turn, asking for clarification of a verb or noun.
strings
strings :Array

Defined in: adventure/Input.js, line 247

Default value: []

If player inputs quoted strings, we save them here. Ex: 'type "foo" on typewriter', we save "foo" as an unparsed string.
target
target :Object

Defined in: adventure/Input.js, line 33

Default value: {}

By default, character is player. If input is found to be an NPC directive, such as "Floyd, go east", character will be set to NPC.
unknown_word
unknown_word :String

Defined in: adventure/Input.js, line 163

Default value: undefined

If parser found an unknown word, store it here.
unparsed_input
unparsed_input :String

Defined in: adventure/Input.js, line 108

Default value: ""

The original unparsed player's input string.
verb_chain
verb_chain :Array

Defined in: adventure/Input.js, line 212

Default value: []

It's possible to redirect from one verb to another within a single turn. We save each verb's id in verb_chain, to check that we're not stuck in a circular loop.
verb_params
verb_params :Object

Defined in: adventure/Input.js, line 230

Default value: {}

A method for passing arbitrary properties along with a verb redirect. For ex: close_with may redirect to lock_with, and we may want to pass a param such as "autoClose=true".
verb_phrasal_pattern
verb_phrasal_pattern :Array

Defined in: adventure/Input.js, line 255

Default value: []

During parse we perform regex to identify phrasal verbs. For example, if player inputs "write name on paper with pencil", joinPhrasalVerbNounPrepNounPrepNouns() would find "write_on_with paper pencil". We save the phrasal verb for use in verb logic.
verb_phrase
verb_phrase :String

Defined in: adventure/Input.js, line 147

Default value: ""

The verb and its associated prepositions. For example "jump from root to branch" would result in "jump from to".
verb_phrase_prepositions
verb_phrase_prepositions :String

Defined in: adventure/Input.js, line 155

Default value: ""

Just the prepositions of the phrasal verb. For example "jump from root to branch" would result in "from to".
verified_sentence
verified_sentence :Object

Defined in: adventure/Input.js, line 49

Default value: {}

The end result of parsing is a set of verified words - verbs, nouns and prepositions - which can be used by verbs.
verified_sentence_structure
verified_sentence_structure :Array

Defined in: adventure/Input.js, line 81

Default value: ""

This is a simple representation of the parsed input for comparison purposes. Verbs may have their accepts_structures property set to a list of valid sentence structures. This gives us another way to validate input, by comparing it to a verb's capabilities.
view_modifiers
view_modifiers :Object

Defined in: adventure/Input.js, line 57

Default value: []

An array of assets that may be used to modify asset descriptions, such as viewports, viewpoints, light sources.