Verb: plug demo structures phrases params phases actions methods properties
Instance of: adventurejs.Verb
Defined in: adventure/dictionary/verbs/plug.js, line 7
More info: VerbSubscriptions VerbAnatomy VerbProcess ModifyVerbs WriteVerbs
> plug rusty drain
You plug the rusty drain with the rubber stopper. It makes a
poor seal and probably won't hold water for very long.
Whatever you have in mind, you'd better do it quickly.
Plug can be understood a couple of ways. In the case of a sink that can be plugged without the use of another asset, "plug sink" will be equivalent to open/close. Here's how you might create this sink:
MyGame.createAsset({
class: "Sink",
name: "sink",
dov: { plug: { with_nothing: true, }, },
})
In the case of a sink that can be plugged by inserting another asset, like a stopper, to plug it, "plug sink with stopper" will mean putting the stopper in the sink (or sink drain, if it has one). Here's how you might create this sink and stopper:
MyGame.createAsset({
class: "Sink",
name: "sink",
dov: { plug: { with_assets: ['stopper'], }, },
})
MyGame.createAsset({
class: "Plug",
name: "stopper",
iov: { plug: { with_assets: ['sink'], }, },
})
plug demo + example code
// PlugGame.js
// ----------
/*global adventurejs PlugGame*/
var PlugGame = new adventurejs.Game("PlugGame", "PlugGameDisplay").set({
// title, version, and author are shown in the title bar
title: "Plug Game",
version: "0.0.1",
author: "Ivan Cockrum",
description: "This is my great game! Thanks for playing!",
});
PlugGame.settings.set({
// if this is true, lists of exits will
// show the names of rooms they lead to
show_room_names_in_exit_descriptions: true,
// if this is true, lists of exits will
// only include room names known to player
show_room_names_in_exit_descriptions_only_when_room_is_known: false,
// if this is true, lists of exits will only
// show room names for exits player has used
show_room_names_in_exit_descriptions_only_after_exit_has_been_used: false,
// if this is true, verbose room descriptions
// will only be shown on first visit
print_verbose_room_descriptions_on_first_visit: true,
// if this is true, adventurejs will print
// debug messages to the game display
print_debug_messages: true,
// set this to set a default response to
// player input that is not understood
if_parser_has_no_response_print_this: "I have no response to your input. ",
// set this to provide a default
// response to blank input
if_input_is_empty_print_this: "I didn't see any input. ",
// alternately, game can be set to print
// the current room description with
// if_input_is_empty_print_room_description: true
});
PlugGame.createAsset({
class: "Room",
name: "Plug Foyer",
descriptions: {
look: `Welcome to the Plug Demo, where you can try plugging and unplugging things with the verbs plug, plugIn and unplug. Adventure.js understands "plug" to have four distinct verb ases. Which one is applied in any given circumstance is determined by the verb subscriptions of the assets involved. Visit the other rooms in this demo to find some demonstrations. `,
brief: "Try verbs. Plug, plugIn, unplug. ",
},
exits: {
north: "Plug Something Into Something",
south: "Plug Something Into Nothing",
east: "Plug Something With Nothing",
west: "Plug Something With Something",
},
}); // Plug Foyer
PlugGame.createAsset({
class: "Player",
name: "Mario",
place: { in: "Plug Foyer" },
is: { active: true },
});
// Scoring
PlugGame.scorecard.set({
// aggregate_updates determines how score updates
// are printed. With aggregate_updates set to true,
// if multiple score events occur in a turn, only
// one score update will be printed, with the
// cumulative score change. If aggregate_updates are
// false, each score update will be printed, and will
// use unique score_message that may be provided.
aggregate_updates: false,
// This is how you set score events for your game.
// You can add as few or as many as you like,
// and set points to whatever number you like.
// The names are up to you, so set them however you like.
score_events: {
"plug sink": 1,
"unplug sink": 1,
"put plug in sink": 1,
"remove plug from sink": 1,
"plug in radio": 1,
"unplug radio": 1,
"plug in any computer part": 1,
"unplug any computer part": 1,
// Let's say you want the game to start with
// some points already set. You can do that like this.
"preset points": { points: 5, complete: true, recorded: true },
// You can set negative points too. These preset
// and unset points cancel each other out.
"unset points": { points: -5, complete: true, recorded: true },
// You can also assign "bonus" points. These won't be
// counted in the total, allowing player to earn a
// score like 110/100.
// Customize the score message by setting score_message
// to a string or array or function.
"scan dollar": {
points: 1,
bonus: true,
message: "[ ** $(We) got a bonus point! ** ]",
},
"print dollar": {
points: 1,
bonus: true,
message: "[ ** $(We) got a bonus point! ** ]",
},
},
// To attach a score event to your custom function, use
// PlugGame.scorecard.completeEvent('open window');
// You'll see these sprinkled throughout this demo code.
// Adventurejs has built-in scoring functions,
// but you may, if you like, write custom score handling.
// return a string
// score_message: `$(Our) score went up! `,
// return a custom function
// score_message: function(){
// return `Dude, you totally just got ${this.diff} points!`
// },
// Or maybe you just want to tweak the score display.
// By default score appears in 0/0 format, but let's
// say you'd like it to say "Score: 0 out of 0".
// score_format: function()
// {
// return `Score: ${this.score} out of ${this.total}`;
// }
// Technically you don't even need to use numbered scores.
// You could, if you wanted, set scores as text, like so:
// score_format: function()
// {
// return `Current danger level: ${this.game.vars.danger_level}`;
// }
// score_message and score_format have access to:
// - this.score (old score)
// - this.newscore (new score)
// - this.diff (difference between old/new )
// - this.total (total of points available)
});
// PlugSomethingIntoSomething.js
// ----------
/*global adventurejs A PlugGame*/
PlugGame.createAsset({
class: "Room",
name: "Plug Something Into Something",
// set this empty to prevent it printing
// in lists as "room" rather than "the room"
definite_article: "",
descriptions: {
look: "This room contains a demonstration of plugging one asset into another. Try plugging the computer and the printer into the outlet. This is handled through the verb subscription for plugIn on the computer, printer and outlet. See the example code under PlugSomethingIntoSomething.js for particulars. ",
brief: "You can plug one thing into another here. ",
},
exits: {
south: "Plug Foyer",
},
}); // Plug Something Into Something
PlugGame.createAsset({
class: "Desk",
name: "workstation",
place: { in: "Plug Something Into Something" },
descriptions: {
look: "This computer workstation has ample room for appliances. A two-socket brass outlet is set flush into the workstation's surface. ",
},
aspects: {
attached: {
list_in_room: true,
},
},
});
PlugGame.createAsset({
class: "Computer",
name: "computer",
synonyms: ["monitor", "keyboard", "mouse"],
place: { on: "workstation" },
descriptions: {
look: function () {
let msg =
"It's a honking big old desktop computer. It is currently $(computer is| plugged in or| unplugged). ";
let file = PlugGame.$("file");
if (file.is.created && file.$is("on", "computer")) {
msg += `The desktop shows a single file. `;
}
return msg;
},
},
aspects: {
on: {
with_assets: ["file"],
},
},
dov: {
plugIn: {
with_assets: ["brass outlet"],
on_success: function () {
if (PlugGame.$("file").is.created) {
// Here we're using a simple hack to move a file
// when the computer is plugged/unplugged.
PlugGame.$("file").setPlace("on", "computer");
}
return "BOUMMMMMMmmmmmmmm. The computer starts up with a deep bassy power chord. ";
},
on_first_success: function () {
PlugGame.scorecard.completeEvent("plug in any computer part");
return this.dov.plugIn.on_success();
},
},
unplug: {
on_success: function () {
PlugGame.$("file").setPlace();
return "BEEEooop. The computer display shrinks to a point, then goes black. ";
},
on_first_success: function () {
PlugGame.scorecard.completeEvent("unplug any computer part");
return this.dov.unplug.on_success();
},
},
},
});
PlugGame.createAsset({
class: "Printer",
name: "printer",
synonyms: ["fan"],
place: { on: "workstation" },
descriptions: {
look: "It's a massive heavy old laser printer. It is currently $(printer is| plugged in| or unplugged). ",
// You can set a variety of different descriptions
// for specific verbs / situations.
// See /doc/NextSteps_Descriptions.html for more info.
listen: () =>
PlugGame.$("printer").$is("pluggedIn")
? "The printer's fan wheezes like an asthmatic in an iron lung. "
: "The printer is ominously silent. ",
},
aspects: {
on: {
with_assets: ["counterfeit bill", "dollar bill"],
},
},
dov: {
plugIn: {
with_assets: ["brass outlet"],
on_success:
"The printer's internal fan spins up with a series of clicks, clanks and whooshes. ",
// We've set all three computer parts to complete
// the same score event, "plug in any computer part".
// We can do that because score events only get
// counted one time.
on_first_success: function () {
PlugGame.scorecard.completeEvent("plug in any computer part");
return this.dov.plugIn.on_success;
},
},
unplug: {
on_success: "The printer shuts down with a wheeze. ",
on_first_success: function () {
PlugGame.scorecard.completeEvent("unplug any computer part");
return this.dov.unplug.on_success;
},
},
},
});
PlugGame.createAsset({
class: "Scanner",
name: "scanner",
place: { on: "workstation" },
descriptions: {
look: "It's a chonky old scanner. It is currently $(scanner is| plugged in or| unplugged). ",
},
aspects: {
on: {
with_assets: ["dollar bill"],
},
},
dov: {
plugIn: {
with_assets: ["brass outlet"],
on_success: function () {
let msg = PlugGame.$("scanner").is.broken
? `The scanner chunks like it's trying to power up, but then fritzes out and goes silent. `
: `The scan head ratchets back and forth trying to find a registration point. `;
return msg;
},
on_first_success: function () {
PlugGame.scorecard.completeEvent("plug in any computer part");
return this.dov.plugIn.on_success();
},
},
unplug: {
on_success: "The scanner shuts down with a loud chunk. ",
on_first_success: function () {
PlugGame.scorecard.completeEvent("unplug any computer part");
return this.dov.unplug.on_success;
},
},
},
});
PlugGame.createAsset({
class: "Outlet",
name: "brass outlet",
synonyms: ["socket", "sockets"],
place: { attached: "workstation" },
description: () => {
let computer_is_plugged = PlugGame.$("computer").DOVisConnectedToAsset(
"plugIn",
"brass_outlet"
);
let printer_is_plugged = PlugGame.$("printer").DOVisConnectedToAsset(
"plugIn",
"brass_outlet"
);
let both_are_plugged = computer_is_plugged && printer_is_plugged;
let msg = `It's a two-socket outlet made of polished brass and set flush into the surface of the workstation. `;
if (both_are_plugged) msg += `The computer and the printer are both `;
else if (computer_is_plugged) msg += `The computer is `;
else if (printer_is_plugged) msg += "The printer is ";
msg += `plugged into it. `;
return msg;
},
is: {
known: true,
},
iov: {
plugIn: {
with_assets: ["computer", "printer"],
with_params: {
max_connections: 2,
},
},
},
});
PlugGame.createAsset({
class: "Thing",
name: "file",
synonyms: [],
adjectives: [],
place: {},
descriptions: {
look: "A single file sits on the computer's desktop. ",
},
dov: {
print: true,
},
});
/* *
* Here's a bonus code example that demonstrates a method for
* creating custom verbs. We set up "scan" and "print" to work
* with the scanner and printer. The logic in this example is much
* less robust than the built-in verbs but shows some things
* authors can do with custom verbs. Another way to handle
* specialized verbs might be to consider a verb like "use"
* which could account for the context of the supplied objects
* and route to an appropriate block of code.
*/
PlugGame.createVerb({
name: "scan",
do: function () {
/**
* Most verbs use doTry, doSuccess, etc. The main reason for
* those verb phases is to create hooks for authors. If you're
* writing your own verb from scratch for your own purposes,
* you needn't write all those. All your verb needs is a "do"
* function.
*/
let input = PlugGame.getInput();
let direct_object = input.getAsset(1);
let scanner = PlugGame.$("scanner");
if (scanner.is.broken) {
PlugGame.print(`Sadly, the scanner has scanned its last scan. `);
return null;
}
if (!direct_object) {
if (PlugGame.$("dollar bill").$is("on", "scanner")) {
direct_object = PlugGame.$("dollar bill");
} else {
PlugGame.print(`There's nothing scannable on the scanner. `);
return null;
}
}
if (direct_object && direct_object.id !== "dollar_bill") {
PlugGame.print(`$(We) can't scan ${direct_object.articlename}. `);
return null;
}
if (!direct_object.$is("on", "scanner")) {
PlugGame.print(`The dollar bill is not on the scanner. `);
return null;
}
if (!scanner.$is("pluggedIn")) {
PlugGame.print(`The scanner is not plugged in. `);
return null;
}
if (!PlugGame.$("computer").$is("pluggedIn")) {
PlugGame.print(`The computer is not plugged in. `);
return null;
}
// ok to scan!
PlugGame.print(`The scanner ratchets noisily and passes a bright light
across the bill. A new file appears on the computer.
But, uh oh, the scanner fritzes and sparks and grinds to a halt. `);
// Note that is.broken is not a default property
// Authors can create new properties at will.
// Just try not to override existing properties.
PlugGame.scorecard.completeEvent("scan dollar");
let file = PlugGame.$("file");
file.setPlace("on", "computer");
file.setKnown();
file.setSeen();
scanner.is.broken = true;
return true;
},
});
PlugGame.createVerb({
name: "print",
do: function () {
let input = PlugGame.getInput();
let direct_object = input.getAsset(1);
let printer = PlugGame.$("printer");
if (printer.is.broken) {
PlugGame.print(`Sadly, the printer has printed its last print. `);
return null;
}
if (!direct_object) {
if (PlugGame.$("file").$is("on", "computer")) {
direct_object = PlugGame.$("file");
} else {
PlugGame.print(`There's nothing printable on the computer. `);
return null;
}
}
if (direct_object && direct_object.id !== "file") {
PlugGame.print(`$(We) can't print ${direct_object.articlename}. `);
return null;
}
if (!direct_object.$is("on", "computer")) {
PlugGame.print(`$(We) don't know of any file. `);
return null;
}
if (!printer.$is("pluggedIn")) {
PlugGame.print(`The printer is not plugged in. `);
return null;
}
if (!PlugGame.$("computer").$is("pluggedIn")) {
PlugGame.print(`The computer is not plugged in. `);
return null;
}
// ok to scan!
PlugGame.print(`The printer clicks and whooshes and spits
out a counterfeit bill.
Now $(we) have two dollars! But, uh oh, the printer grinds
to a stop with a very final sounding kerchunk. At least
$(we) can pay the paperboy. `);
// Note that is.broken is not a default property
// Authors can create new properties at will.
// Be sure they don't conflict with existing properties!
let counterfeit = PlugGame.$("counterfeit bill");
counterfeit.moveTo("on", "printer");
counterfeit.setKnown();
counterfeit.setSeen();
PlugGame.scorecard.completeEvent("print dollar");
printer.is.broken = true;
return true;
},
});
PlugGame.createAsset({
class: "Paper",
name: "counterfeit bill",
synonyms: ["dollar", "money", "paper"],
adjectives: [],
// article: "the",
// we don't set an initial place for this because it
// will be placed during gameplay
// place: { on: "printer" },
descriptions: {
look: `It's a counterfeit dollar bill! `,
},
});
// PlugSomethingIntoNothing.js
// ----------
/*global adventurejs A PlugGame*/
PlugGame.createAsset({
class: "Room",
name: "Plug Something Into Nothing",
// set this empty to prevent it printing
// in lists as "room" rather than "the room"
definite_article: "",
descriptions: {
look: "This room contains a demonstration of plugging an asset into nothing. Try plugging in the radio. An outlet is implied but no asset is created for it. This is handled through the verb subscription for plugIn on the radio. See the example code under PlugSomethingIntoNothing.js for particulars. ",
brief: "You can plug a thing into nothing here. ",
},
exits: {
north: "Plug Foyer",
},
}); // Plug Something Into Nothing
PlugGame.createAsset({
class: "Desk",
name: "worn secretary",
place: { in: "Plug Something Into Nothing" },
descriptions: {
look: "It's an old wooden secretary. Once of high quality, now very worn. ",
},
adjectives: "wooden, plain",
});
PlugGame.createAsset({
class: "Radio",
name: "old fashioned radio",
indefinite_article: "an",
place: { on: "worn secretary" },
descriptions: {
look: () =>
`The old fashioned radio is finished in polished mahogany with a herringbone patterned grill cloth. The on/off button seems to be broken but $(we) can plug it in to turn it on. Currently it is ${
PlugGame.$("old fashioned radio").$is("pluggedIn")
? "plugged in and playing"
: "unplugged and silent"
}. `,
},
dov: {
plugIn: {
with_nothing: true,
// there are several ways to use on_success
// it can return a string or an array or a function
// return a string
// on_success: 'The radio emits a crackle of static. ',
// return a different string from an array each time
// on_success: [
// 'The radio crackles. ',
// 'The radio emits a burst of static. ',
// '$(We) feel a small tingle of electricity from the worn plug. '
// ],
// return the results of a traditional function
// if you need scope, use this
on_success: function () {
// console.log( this ); // returns radio
// registerInterval is used to set an event that
// occurs every turn. In this case, emit is a
// function that prints an output from the radio,
// but only if the user is in the room with it.
this.game.registerInterval(this.id, "emit");
// If you want to print from an array of strings
// without custom logic, you can register an array
// rather than a function, like so
// this.game.registerInterval( this.id, "emit_clips" );
return "The radio emits a crackle of static. ";
},
// return the results of an arrow function
// you can do this but it won't have scope
// on_success: ()=> {
// console.log( this ); // returns window
// return 'The radio emits a crackle of static. ';
// },
// Here, we want to call a different function
// the first time the player plugs in the radio,
// but we also want to call the every-time function.
on_first_success: function () {
PlugGame.scorecard.completeEvent("plug in radio");
return this.dov.plugIn.on_success();
},
},
unplug: {
with_nothing: true,
on_success: function () {
this.game.unregisterInterval(this.id, "emit_clips");
return "The radio shuts off with a clipped burst of static. ";
},
// Here, we want to call a different function
// the first time the player unplugs the radio,
// but we also want to call the every-time function.
on_first_success: function () {
PlugGame.scorecard.completeEvent("unplug radio");
return this.dov.unplug.on_success();
},
// then_destroy is a property to destroy an asset
// after a verb has been applied to it.
// then_destroy can return a string,
// or a string from an array, or results of a function.
// Regardless of which is used, the asset will
// be destroyed, aka removed from the game world.
// then_destroy: function(){
// return 'As $(we) extract the worn plug, a burst of electricity races up the threadworn cord. The radio bursts into fire and explodes into pieces! ';
// },
// Any string returned will be appended to the
// turn's output.
// You can also print output directly if you like.
// That way it will precede the turn's output.
// then_destroy: function(){
// this.game.print('DESTROY!');
// },
},
},
// We're using emit() as a function to call on every turn.
// It's our common convention to use the name emit but it
// is arbitrary; you can add whatever properties you like.
emit: function () {
var msg = "";
// We use this opportunity to add some custom logic.
// Is the player in the room with this radio?
if (this.getRoomId() === this.game.getCurrentRoom().id) {
// If so grab a random string from emit_clips.
msg +=
this.emit_clips[Math.floor(Math.random() * this.emit_clips.length)];
} else {
// Otherwise print a "distant sound" message.
msg += "A muffled radio broadcast emanates from some other room. ";
}
this.game.print(msg);
},
// emit_clips is an arbitrary property added to this asset
emit_clips: [
"A tinny voice from the radio announces an upcoming Cubs game. ",
"The radio's speaker vibrates with an attenuated tuba solo.",
"A pitchman hawks Sudzo Soap on the radio. ",
"The radio plays that big band sound complete with oomphas. ",
"The radio broadcast is interrupted by an announcer breaking in to warn of a Martian attack. ",
"The radio emits a brassy jazz number punctuated by staccato bursts of tap. ",
"Judy Garland warbles on the radio. ",
"The radio announcer promises that justice will be served on an upcoming episode of The Shadow. ",
],
}); //
// PlugASinkWithAPlug.js
// ----------
/*global adventurejs A PlugGame*/
PlugGame.createAsset({
class: "Room",
name: "Plug Something With Something",
// set this empty to prevent it printing
// in lists as "room" rather than "the room"
definite_article: "",
descriptions: {
look: `This room contains a demonstration of plugging a drain with a plug. Try plugging and unplugging the drain. This is handled through the verb subscription for plug on the sink drain and the plug. See the example code under PlugSomethingWithSomething.js for particulars. `,
brief: "Try to plug and unplug the sink. ",
},
exits: {
east: "Plug Foyer",
},
}); // Plug Something With Something
// sink
PlugGame.createAsset({
class: "Table",
name: "bathroom counter",
place: { in: "Plug Something With Something" },
description: "The neat bathroom counter is surfaced in white tile. ",
adjectives: "white, tile",
});
// This vessel sink is a complex asset with
// linked parts. The parts will be registered
// during initialization to create relationships
// between them.
PlugGame.createAsset({
class: "Sink",
name: "vessel sink",
place: { on: "bathroom counter" },
descriptions: {
look: function () {
let msg = `A vessel sink with porcelain handles and a stainless steel faucet. Its drain appears to be $(sink drain is| plugged or| unplugged). `;
if (PlugGame.$("dollar bill").$is("in", "sink drain")) {
msg += PlugGame.$("dollar bill").$is("in", "sink drain")
? `Something odd about the drain demands a closer inspection. `
: ``;
}
return msg;
},
},
aspects: {
attached: { know_with_parent: true },
},
parts: [
"sink's hot water handle",
"sink's cold water handle",
"sink faucet",
"sink drain",
"sink plug",
],
});
PlugGame.createAsset({
class: "Plug",
name: "sink plug",
synonyms: "plug",
place: { on: "bathroom counter" },
description: "A sink drain plug. ",
});
PlugGame.createAsset({
class: "Drain",
name: "sink drain",
synonyms: "sink drain",
descriptions: {
look: function () {
let msg = `The dark drain is currently $( sink drain is| plugged or| unplugged )`;
if (PlugGame.$("dollar bill").$is("in", "sink drain")) {
msg += PlugGame.$("dollar bill")._didDo("take")
? `, and the dollar bill has been rolled up and stuffed into it`
: `, but there appears to be a small tube sticking out of it`;
}
msg += `. `;
return msg;
},
},
aspects: {
in: {
maxcount: 2, // to account for plug and dollar bill
},
},
// If you look through all the instances of
// PlugGame.scorecard.complete, you can see that we're doing
// something a little different here. In other instances
// we're calling scorecard.completeEvent from verb subscriptions.
// But in the case of plugging a sink with a drain, players
// should be able to achieve that via "plug sink with drain"
// OR via "put plug in drain". Both are equally valid.
// In order to capture both verbs, we're going to use
// verb reactions. These are called whenever common events result
// from whatever verb. Moving one thing into another thing
// could be the result of a half dozen different verbs,
// and we want to execute some code regardless of which verb
// was used. To learn more, see /doc/Scripting_VerbReactions.html
doMoveThatToThis: {
"sink plug": function () {
let msg = `$(We) plug the sink by putting the plug in the drain. `;
// overrideOutput will replace any other output with this msg.
this.game.overrideOutput(msg);
PlugGame.scorecard.completeEvent("put plug in sink");
return;
},
},
doRemoveThatFromThis: {
"sink plug": function () {
let msg = `$(We) unplug the sink by pulling the sink plug from the sink drain. `;
this.game.overrideOutput(msg);
PlugGame.scorecard.completeEvent("remove plug from sink");
return;
},
},
});
PlugGame.createAsset({
class: "Faucet",
name: "sink faucet",
synonyms: ["faucet"],
adjectives: ["stainless steel"],
description: "The sink faucet. ",
substance_id: "water",
max_volume_of_flow_per_turn: 1000,
});
PlugGame.createAsset({
class: "FaucetHandle",
name: "sink's hot water handle",
synonyms: ["handle", "sink handle"],
adjectives: ["hot water", "sink", "porcelain"],
description: "The sink's hot water handle. ",
set_substance_id: "water",
set_substance_temperature: 70,
});
PlugGame.createAsset({
class: "FaucetHandle",
name: "sink's cold water handle",
synonyms: ["handle", "sink handle"],
adjectives: ["cold water", "sink", "porcelain"],
description: "The sink's cold water handle. ",
set_substance_id: "water",
set_substance_temperature: 15,
});
PlugGame.createAsset({
class: "Collection",
name: "sink handles",
synonyms: ["porcelain handles"],
place: { attached: "vessel sink" },
collection: ["sink's hot water handle", "sink's cold water handle"],
is: { listed_in_parent: false },
description: "Two porcelain sink handles, hot and cold. ",
});
PlugGame.createAsset({
class: "PaperMoney",
name: "dollar bill",
synonyms: ["one", "tube", "money", "paper"],
adjectives: ["small"],
// article: "the",
place: { in: "sink drain" },
descriptions: {
look: function () {
let msg = PlugGame.$("dollar bill").$is("in", "sink drain")
? `The small tube seems to be a rolled up piece of paper. `
: `It's a one dollar bill featuring George Washington with an old fashioned twirly mustache drawn on in black ink. `;
return msg;
},
},
dov: {
take: {
on_first_success: function () {
let msg =
"$(We) pull out the tube and discover that it's a rolled up dollar bill! You unroll it and flatten it out. ";
PlugGame.overrideOutput(msg);
//return null;
},
},
put: {
on_success: function () {
if (this.$is("in", "sink drain")) {
let msg = `$(We) roll up the dollar bill and stuff it back in the sink drain. `;
PlugGame.overrideOutput(msg);
}
},
},
},
});
// PlugThis.js
// ----------
/*global adventurejs A PlugGame*/
PlugGame.createAsset({
class: "Room",
name: "Plug Something With Nothing",
// set this empty to prevent it printing
// in lists as "room" rather than "the room"
definite_article: "",
descriptions: {
look: `This room contains a demonstration of plugging and unplugging an asset without the aid of a plug. Try plugging and unplugging the sink. This is handled through the verb subscription for plug on the sink. `,
brief:
"Try to plug and unplug the sink. See the example code under PlugThis.js for particulars. ",
},
exits: {
west: "Plug Foyer",
},
}); // Plug Something With Nothing
PlugGame.createAsset({
class: "Sink",
name: "simple pedestal sink",
place: { in: "Plug Something With Nothing" },
descriptions: {
look: () =>
`It's a simple pedestal sink that $(we) can plug and unplug. Right now it is ${
PlugGame.$("simple pedestal sink").$is("plugged")
? "plugged"
: "unplugged"
}. `,
},
dov: {
plug: {
with_nothing: true,
on_first_success: function () {
PlugGame.scorecard.completeEvent("plug sink");
return "TADA! ";
},
},
unplug: {
with_nothing: true,
on_first_success: function () {
PlugGame.scorecard.completeEvent("unplug sink");
return "It's probably less exciting than you were imagining. ";
},
},
},
}); //
plug sentence structures
accepts_structures: [
"verb noun",
"verb noun preposition noun"
]
The Adventurejs parser uses multiple filtering methods to try to interpret player input. Sentence structures are defined for each verb in order to narrow down the sentence structures that a verb can accept. For example, the verb "hit" might accept "verb noun" as in "hit troll", or "verb noun preposition noun" as in "hit troll with sword", whereas an intransitive verb like "jump" might accept "verb" as a complete sentence. This helps to filter player input. Input that isn't accepted will return a warning to the player.
- It is possible for authors to modify a verb's structures through the use of patchVerb.
- To learn more about modifying verbs, see Modify Verbs.
plug phrases
phrase1:
{
accepts_noun: true,
requires_noun: true,
accepts_preposition: true,
noun_must_be:
{
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
},
phrase2:
{
accepts_noun: true,
noun_must_be:
{
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
in_inventory_if_takeable: true,
},
accepts_preposition: true,
requires_preposition: true,
accepts_these_prepositions: [ "with" ],
},
The Adventurejs parser uses multiple filtering methods to try to interpret player input. Phrases are defined for each verb in order to narrow down the words that a verb can accept. This applies to preposition/noun pairs: from zero in the case of intransitive verbs, up to three in the case of verbs that can handle input such as "pour water from jug into basin". The nested noun_must_be object sets conditional qualifiers for nouns, that helps narrow down game objects that the verb might act upon. Input that isn't accepted will return a warning to the player.
- It is possible for authors to modify a verb's phrases through the use of patchVerb.
- To see a list of properties that can be set for phrases, see the Phrase class.
- To see a list of properties that can be set for phrase.noun_must_be, see the NounMustBe class.
- To learn more about modifying verbs, see Modify Verbs.
plug params
Some verbs have custom params which are mirrored in the properties of any asset subscribed to the verb.
with_params: {
connections: [],
max_connections: 1,
take_breaks_connections: true,
take_takes_connections: false,
},
For example, consider this setting of the verb plugIn:
MyGame.dictionary.verbs.plugIn.with_params.max_connections = 1
By default, assets that can be plugged in will take this setting and can only be plugged in to one other asset. Now imagine that an author wants to create a power cord that needs to be plugged in to both a computer and an outlet.
MyGame.createAsset({
class: "Cable",
name: "power cord",
dov: { plugIn: { with_assets: ['computer','outlet'], with_params: { max_connections: 2 }, }, },
})
MyGame.createAsset({
class: "Computer",
name: "PC",
iov: { plugIn: { with_assets: ['power cord'], }, },
})
MyGame.createAsset({
class: "ElectricalOutlet",
name: "outlet",
iov: { plugIn: { with_assets: ['power cord'], }, },
})
The power cord's max_connections setting overrides the verb's max_attachment setting, allowing the player to plug the power cord into two assets, while the computer and the outlet can still have only one asset plugged into them.
- It is possible for authors to modify a verb's params through the use of patchVerb.
- To learn more about modifying verbs, see Modify Verbs.
plug verb phases
Verb Phases allow an
author to override how a verb is applied
to any given asset. This is a broad method for exercising control
over verb/noun
interactions that allows for custom per-asset verb logic.
For example, an author might supply completely different logic
for "throw feather" vs "throw baseball" vs "throw anvil". This
works by overriding portions of asset
verb subscriptions.
When a verb is applied to an asset, its do()
method is called. For most (but not all) verbs,
do()
acts as a
sequencer that moves the verb through six distinct phases.
doTry
handles all the conditional logic to determine whether a verb can be applied to an asset.doSuccess
handles output and state changes.doBeforeTry
,doAfterTry
,doBeforeSuccess
anddoAfterSuccess
don't do anything by themselves, but provide opportunities for authors to inject custom code at various stages of a verb action.
do
doBeforeTry
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
plug: {
doBeforeTry: function( params )
{
let msg = `You're about to try to plug ${this.Name}. `;
this.game.print(msg);
return;
},
},
},
});
doTry
doAfterTry
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
plug: {
doAfterTry: function( params )
{
let msg = `You just tried to plug ${this.Name}! `;
this.game.print(msg);
return;
},
},
},
});
doBeforeSuccess
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
plug: {
doBeforeSuccess: function( params )
{
let msg = `You're about to try to succeed in performing plug on ${this.Name}. `;
this.game.print(msg);
return;
},
},
},
});
doSuccess
doAfterSuccess
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
plug: {
doAfterSuccess: function( params )
{
let msg = `You're moving on from your success performing plug on ${this.Name}. `;
this.game.print(msg);
return;
},
},
},
});
For example, consider the verb "take" as applied to this singing sword. Imagine that an author wants the game to print a custom message when the player tries to take the sword, and a different message when the player succeeds in taking it.
MyGame.createAsset({
class: "Sword",
name: "singing sword",
dov: {
take:
{
doAfterTry: function( params )
{
let msg = "The sword begins to vibrate as your hand curls around its haft. ";
MyGame.print( msg );
},
doAfterSuccess: function( params )
{
let msg = "The sword bursts into song in your hand. ";
MyGame.print( msg );
},
},
},
});
Please note that verb subscriptions are set distinctly for direct objects and indirect objects. All of the prior examples show verb phases applied to direct object verb subscriptions. Verb phases can also be applied to indirect object subscriptions. For example, perhaps our swinging sword had to be removed from a stone. We might want to hook into the stone's indirect object verb subscription for "remove".
MyGame.createAsset({
class: "Thing",
name: "stone",
iov: {
remove:
{
doBeforeTry: function( params )
{
let msg = "Will the stone judge you worthy enough to remove the sword? "
MyGame.print( msg );
},
doAfterSuccess: function( params )
{
let msg = "With the sword removed, the stone bursts into rubble! ";
MyGame.print( msg );
this.destroy();
},
},
},
});
- To learn more, see Verb Phases.
- Verb Phases are related to but distinct from Verb Actions, which offers a more surgical method to hook into the doTry and doSuccess phases, on a per object basis.
plug verb actions
Verb actions
provide hooks for injecting custom code into very specific
verb actions (or reactions). It works by looking for
custom functions attached to the assets
that the verb is being applied to, and calling
any function that it finds. It's a fine-grained way to
tailor specific verb/noun interactions.
Each verb has a unique set of actions. For
instance, the verb lock
has onTryLock
and
onTryLockThisWithThat
and several other lock-specific hooks, whereas the verb
climb
has onTryClimb
and
onTryClimbFromThisToThat
, etc.
Expand any item to see a code example.
If a verb is called with a direct object, the verb.handleActions method
looks at the direct object for a verb action. Verb actions can have nested functions. If tryPlugThis is found to be
an object rather than a function, the verb.handleActions method checks the
object for a nested verb action that treats the player as an indirect object.
This can be used in this way: If a verb is called with a direct object, the verb.handleActions method
looks at the direct object for a verb action. (Although, during the doTry phase, it's
common for sentence structures to mutate so that they have changed by the time
they reach the doSuccess phase.) Verb actions can have nested functions. If doPlugThis is found to be
an object rather than a function, the verb.handleActions method checks the
object for a nested verb action that treats the player as an indirect object.
This can be used in this way: If a verb is called with a direct object + preposition + indirect object,
the verb.handleActions method looks at the direct object + preposition
for a verb action. Verb actions can have nested functions. If tryPlugThisThroughThat
is found to be
an object rather than a function, the verb.handleActions method checks the
object for a nested verb action for the indirect object.
This can be used in this way: If a verb is called with a direct object + preposition, the verb.handleActions method
looks at the direct object + preposition for a verb action. This example uses "through"
as the preposition, but any preposition can be used. You can even set up
unique function calls per preposition. Verb actions can have nested functions. If tryPlugThisThroughThat
is found to be
an object rather than a function, the verb.handleActions method checks the
object for a nested verb action for the indirect object.
This can be used in this way:
tryPlugThis
MyGame.createAsset({
class: "Thing",
name: "This Asset",
tryPlugThis: function (params) {
let msg = 'Called verb action this_asset.tryPlugThis()';
this.game.print(msg);
return;
},
});
MyGame.createAsset({
class: "Thing",
name: "This Asset",
tryPlugThis: {
"My Hero": function (params) {
let msg = 'Called verb action this_asset.tryPlugThis["My Hero"]()';
this.game.print(msg);
return;
}
},
});
doPlugThis
MyGame.createAsset({
class: "Thing",
name: "This Asset",
doPlugThis: function (params) {
let msg = 'Called verb action this_asset.doPlugThis()';
this.game.print(msg);
return;
},
});
MyGame.createAsset({
class: "Thing",
name: "This Asset",
doPlugThis: {
"My Hero": function (params) {
let msg = 'Called verb action this_asset.doPlugThis["My Hero"]()';
this.game.print(msg);
return;
}
},
});
tryPlugThis[Preposition]That
MyGame.createAsset({
class: "Thing",
name: "This Asset",
tryPlugThisThroughThat: function (params) {
let msg = 'Called verb action this_asset.tryPlugThisThroughThat()';
this.game.print(msg);
return;
},
});
MyGame.createAsset({
class: "Thing",
name: "This Asset",
tryPlugThisThroughThat: {
"That Asset": function (params) {
let msg = 'Called verb action this_asset.tryPlugThisThroughThat["That Asset"]()';
this.game.print(msg);
return;
}
},
});
doPlugThis[Preposition]That
MyGame.createAsset({
class: "Thing",
name: "This Asset",
doPlugThisThroughThat: function (params) {
let msg = 'Called verb action this_asset.doPlugThroughThis()';
this.game.print(msg);
return;
},
});
MyGame.createAsset({
class: "Thing",
name: "This Asset",
doPlugThisThroughThat: {
"That Asset": function (params) {
let msg = 'Called verb action this_asset.doPlugThisThroughThat["That Asset"]()';
this.game.print(msg);
return;
}
},
});
Each of the items above can be expanded to show a specific example, but here is a generic example.
MyGame.createAsset({
class: "Player",
name: "Elvis",
});
MyGame.createAsset({
class: "Weapon",
name: "pistol",
});
MyGame.createAsset({
class: "Electronics",
name: "television",
doShootThisWithThat:{
"pistol": function {
let msg = "You fire the pistol at the television, which explodes with a screech of static and sparks. ";
this.game.print(msg);
},
},
});
- To learn more, see Verb Actions.
- Some hooks are not tied to any specific verbs and though these are technically identical, we refer to them as verb reactions. See Verb Reactions for a list of them.
- Verb actions are related to but distinct from verb phases, which allow authors to broadly override entire phases of a verb.
plug verb reactions
None available for plug
Verb reactions
provide a hook for authors to inject custom code into specific
interactions between assets.
They are identical to verb actions but for one thing:
while verb actions are called during a verb's doTry or doSuccess
phases, verb reactions are called as a secondary effect,
or result, of doSuccess. For example,
take lantern
results in moving
the lantern to the player from its original parent.
Drop lantern
results in
moving the lantern from the player to the room.
In both cases, the lantern leaves one place and enters
another, so both verbs result in calling these four
verb reactions:
lantern.doRemoveThisFromThat(player)
,
player.doRemoveThatFromThis(lantern)
,
lantern.doMoveThisToThat(room)
, and
room.doMoveThatToThis(lantern)
.
OMG you may exclaim. Why four reactions? Technically, two reactions are occurring – the lantern leaves the player and enters the room – but because we want to give authors maximum flexibility to organize code however makes sense to them, we check both assets for code relative to the other.
In this example, imagine that an author would like the game to print a custom message whenever a certain asset enters or leaves another asset, by any method.
MyGame.createAsset({
class: "NPC",
name: "Elvis",
}),
MyGame.createAsset({
class: "Room",
name: "The Building",
doMoveThatToThis:
{
"Elvis": function()
{
MyGame.print("Elvis has entered The Building! ");
}
},
doRemoveThatFromThis:
{
"Elvis": function()
{
MyGame.print("Elvis has left The Building! ");
}
},
}),
- To learn more, see Verb Reactions.
- Hooks that are tied directly to verbs are called verb actions. See Verb Actions for more information.
- Verb reactions are related to but distinct from verb phases, which allow authors to broadly override entire phases of a verb.
plug verb logic
Verb logic falls into a few recognizable patterns. Direction verbs tend to be simple. Manipulation verbs do a lot of testing to see whether one asset is allowed to interact with another asset. Many verbs are similar, but no two verbs are identical. Each verb has its quirks. If you would like to learn more about verb logic, we recommend you see the Verb Anatomy and Verb Process pages. If you find that you want more than you can get from verb phases and verb actions / reactions / you may want to investigate the patchVerb method, which lets you replace entire blocks of verb code. You can also write verbs from scratch if you're so inclined. See Modify Verbs for a complete list of verb modification methods.
Private Constructor:
MyGame.createVerb({ "name": "plug", [...] });
plug is a predefined instance of Verb that gets constructed automatically at runtime. It is defined in the library as a generic object, and then passed to Dictionary#createVerb for construction, validation, and initialization. Because this is predefined, authors should not need to create new instances. For information on modifying predefined Verbs, see Modify Verbs.
- Index
- Methods
- Properties
Index
Methods:
- Inherited from Verb canBeIntransitive
- Inherited from Verb do
- Inherited from Verb doSuccess
- Inherited from Verb doTry
- Inherited from Verb enqueueCollection
- Inherited from Verb getState
- Inherited from Verb handleActions
- Inherited from Verb handleFailure
- Inherited from Verb handleSuccess
- Inherited from Verb hasState
- Inherited from Verb hasVerbSubscriptionConnection
- Inherited from Verb initialize
- Inherited from Verb set
- Inherited from Verb setState
- Inherited from Verb setVerbSubscriptionConnection
- Inherited from Verb tryDestroyAfterUsing
- Inherited from Verb tryDestroyDirectObjectAfterUsing
- Inherited from Verb tryDestroyIndirectObjectAfterUsing
- Inherited from Verb tryToInferIndirectObject
- Inherited from Verb tryToPutThisInThatAspect
- Inherited from Verb unsetVerbSubscriptionConnection
- Inherited from Verb validate
Properties:
- Inherited from Verb accepts_direction
- Inherited from Verb accepts_number
- Inherited from Verb accepts_string
- Inherited from Verb adjectives
- Inherited from Verb article
- Inherited from Verb dictionary
- Inherited from Verb direction_preposition
- Inherited from Verb doVerb
- Inherited from Verb doVerbFromThis
- Inherited from Verb doVerbThatFromThis
- Inherited from Verb doVerbThatWithThis
- Inherited from Verb doVerbThis
- Inherited from Verb doVerbThisFromThat
- Inherited from Verb doVerbThisWithThat
- Inherited from Verb doVerbWithThis
- Inherited from Verb enqueue_collections
- Inherited from Verb extends
- Inherited from Verb game
- Inherited from Verb in_can_mean_on
- Inherited from Verb input_substitutions
- Inherited from Verb is_compass_direction
- Inherited from Verb is_direction
- Inherited from Verb is_spatial_direction
- Inherited from Verb let_verb_handle_disambiguation
- Inherited from Verb let_verb_handle_remaining_input
- Inherited from Verb name
- Inherited from Verb Name
- Inherited from Verb override_verb_failure_msg
- Inherited from Verb override_verb_success_msg
- Inherited from Verb past_tense
- Inherited from Verb player_must_be
- Inherited from Verb prettyname
- Inherited from Verb related
- Inherited from Verb requires_number
- Inherited from Verb requires_string
- Inherited from Verb state
- Inherited from Verb state_strings
- Inherited from Verb synonyms
- Inherited from Verb tryVerbFromThis
- Inherited from Verb tryVerbThatFromThis
- Inherited from Verb tryVerbThatWithThis
- Inherited from Verb tryVerbThis
- Inherited from Verb tryVerbThisFromThat
- Inherited from Verb tryVerbThisWithThat
- Inherited from Verb tryVerbWithThis
- Inherited from Verb type
- Inherited from Verb unstate
- Inherited from Verb verb_noun_prep
- Inherited from Verb verb_noun_prep_noun
- Inherited from Verb verb_noun_prep_noun_prep_noun
- Inherited from Verb verb_noun_prep_prep_noun
- Inherited from Verb verb_prep_noun
- Inherited from Verb verb_prep_noun_prep_noun
- Inherited from Verb verb_prep_noun_prep_noun_prep_noun
- Inherited from Verb verb_prep_prep_noun
- Inherited from Verb verb_prep_prep_prep_noun
Methods Collapse all |
canBeIntransitive()
Defined in: adventure/dictionary/Verb.js, line 1905
Inherited from: adventurejs.Verb#canBeIntransitive
do()
Defined in: adventure/dictionary/Verb.js, line 968
Inherited from: adventurejs.Verb#do
do ->
- doBeforeTry (hook for authors)
- doTry
- doAfterTry (hook for authors)
- doBeforeSuccess (hook for authors)
- doSuccess
- doAfterSuccess (hook for authors)
A Verb instance isn't required to use all of these methods. Some Verbs may bypass Verb.doTry because no special conditions are required to apply the Verb. Some specialized Verbs such as oops and undo override Verb.do entirely and don't use any submethods.
The other four submethods – Verb.doBeforeTry, Verb.doAfterTry, Verb.doBeforeSuccess, and Verb.doAfterSuccess – exist to provide optional hooks for authors to add custom interactions with individual Assets. For more information about Verb Actions and Verb Phases, see Verb Actions and Verb Phases.
And so, the first thing Verb.do does is to verify that each method exists on the Verb instance. If the submethod exists, it is called. Each submethod sends a return to Verb.do.
If the Verb is acting on a collection, a false return means that the Asset currently being acted on has responded in a way that blocks further parsing, and brings this turn to a halt. A null return means that the Asset currently being acted on has concluded its own parsing, but not in such a way as to block further parsing, and Verb.do moves on to the next Asset.
doSuccess()
Defined in: adventure/dictionary/Verb.js, line 1233
Inherited from: adventurejs.Verb#doSuccess
doTry()
Defined in: adventure/dictionary/Verb.js, line 1138
Inherited from: adventurejs.Verb#doTry
enqueueCollection()
Defined in: adventure/dictionary/Verb.js, line 1582
Inherited from: adventurejs.Verb#enqueueCollection
getState()
Defined in: adventure/dictionary/Verb.js, line 1923
Inherited from: adventurejs.Verb#getState
handleActions()
Defined in: adventure/dictionary/Verb.js, line 1153
Inherited from: adventurejs.Verb#handleActions
handleFailure()
Defined in: adventure/dictionary/Verb.js, line 1620
Inherited from: adventurejs.Verb#handleFailure
handleSuccess()
Defined in: adventure/dictionary/Verb.js, line 1718
Inherited from: adventurejs.Verb#handleSuccess
hasState()
Defined in: adventure/dictionary/Verb.js, line 1914
Inherited from: adventurejs.Verb#hasState
hasVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2064
Inherited from: adventurejs.Verb#hasVerbSubscriptionConnection
initialize()
Defined in: adventure/dictionary/Verb.js, line 1547
Inherited from: adventurejs.Verb#initialize
Todos: How does patchVerb handle initialization?
set(props) → {adventurejs.Verb}
Defined in: adventure/dictionary/Verb.js, line 1608
Inherited from: adventurejs.Verb#set
Parameters:
-
props
Object
A generic object containing properties to copy to the DisplayObject instance.
setState()
Defined in: adventure/dictionary/Verb.js, line 1932
Inherited from: adventurejs.Verb#setState
setVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 1941
Inherited from: adventurejs.Verb#setVerbSubscriptionConnection
computer.dov.plugIn.with_params.connections = ['socket']
socket.iov.plugIn.with_params.connections = ['computer']
This is one of two verb subscription properties that are related and very similar, and it's important to understand the distinction between them.
...with_assets
defines which assets CAN BE connected.
...with_params.connections
stores which assets ARE connected.
with_assets:
computer.dov.plugIn.with_assets = ['socket']
connections:
computer.dov.plugIn.with_params.connections = ['socket']
tryDestroyAfterUsing(object_of, asset) → {Object}
Defined in: adventure/asset/tryDestroyAfterUsing.js, line 7
Inherited from: adventurejs.Verb#tryDestroyAfterUsing
Parameters:
-
object_of
String -
asset
Object
Returns:
Object
tryDestroyDirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyDirectObjectAfterUsing.js, line 7
Inherited from: adventurejs.Verb#tryDestroyDirectObjectAfterUsing
Parameters:
-
asset
Object
asset.dov[this.name].then_destroy
.
This is intended to provide a hook for authors
to easily destroy an object after a single use, such as a key
that only works once and then breaks or disappears.
Returns:
Boolean
|
string
tryDestroyIndirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyIndirectObjectAfterUsing.js, line 7
Inherited from: adventurejs.Verb#tryDestroyIndirectObjectAfterUsing
Parameters:
-
asset
Object
asset.iov[this.name].then_destroy
.
This is intended to provide a hook for authors
to easily destroy an object after a single use, such as a key
that only works once and then breaks or disappears.
Returns:
Boolean
|
string
tryToInferIndirectObject(direct_object, handle_input) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1292
Inherited from: adventurejs.Verb#tryToInferIndirectObject
Parameters:
-
direct_object
Object -
handle_input
Boolean
If true, updates the global input object per standard specs used by most (but not all) of the verb instances that call this method.
Returns:
Object
tryToPutThisInThatAspect(direct_object, preposition, indirect_object) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1369
Inherited from: adventurejs.Verb#tryToPutThisInThatAspect
Parameters:
-
direct_object
Object -
preposition
String -
indirect_object
Object
Returns:
Object
unsetVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2009
Inherited from: adventurejs.Verb#unsetVerbSubscriptionConnection
computer.dov.plugIn.with_params.connections = ['socket']
socket.iov.plugIn.with_params.connections = ['computer']
validate()
Defined in: adventure/dictionary/Verb.js, line 1540
Inherited from: adventurejs.Verb#validate
Properties |
accepts_direction :String
Defined in: adventure/dictionary/Phrase.js, line 27
Inherited from: adventurejs.Verb#accepts_direction
accepts_number :String
Defined in: adventure/dictionary/Phrase.js, line 41
Inherited from: adventurejs.Verb#accepts_number
accepts_string :String
Defined in: adventure/dictionary/Phrase.js, line 20
Inherited from: adventurejs.Verb#accepts_string
adjectives :String
Defined in: adventure/dictionary/Verb.js, line 251
Inherited from: adventurejs.Verb#adjectives
article :Boolean
Defined in: adventure/dictionary/Verb.js, line 328
Inherited from: adventurejs.Verb#article
Default value: false
dictionary :Object
Defined in: adventure/dictionary/Verb.js, line 144
Inherited from: adventurejs.Verb#dictionary
Default value: {}
direction_preposition :Boolean
Defined in: adventure/dictionary/Verb.js, line 340
Inherited from: adventurejs.Verb#direction_preposition
Default value: ""
doVerb :Getter
Defined in: adventure/dictionary/Verb.js, line 487
Inherited from: adventurejs.Verb#doVerb
doVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 503
Inherited from: adventurejs.Verb#doVerbFromThis
doVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 543
Inherited from: adventurejs.Verb#doVerbThatFromThis
doVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 527
Inherited from: adventurejs.Verb#doVerbThatWithThis
doVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 495
Inherited from: adventurejs.Verb#doVerbThis
doVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 535
Inherited from: adventurejs.Verb#doVerbThisFromThat
doVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 519
Inherited from: adventurejs.Verb#doVerbThisWithThat
doVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 511
Inherited from: adventurejs.Verb#doVerbWithThis
enqueue_collections :Array
Defined in: adventure/dictionary/Verb.js, line 406
Inherited from: adventurejs.Verb#enqueue_collections
Default value: false
enqueue_collections
if true allows a verb to
unbundle the members of a collection in order to queue up
separate actions for each. For example, "gems" is a collection
that refers to three unique assets; "diamond", "emerald"
and "ruby". If take.enqueue_collections is true, "take gems"
will act individually on the diamond, the emerald and the ruby.
Only applies to direct object.
extends :String
Defined in: adventure/dictionary/Verb.js, line 165
Inherited from: adventurejs.Verb#extends
Default value: ""
game :Object
Defined in: adventure/dictionary/Verb.js, line 137
Inherited from: adventurejs.Verb#game
Default value: {}
in_can_mean_on :Boolean
Defined in: adventure/dictionary/Verb.js, line 295
Inherited from: adventurejs.Verb#in_can_mean_on
Default value: false
input_substitutions :Object
Defined in: adventure/dictionary/Verb.js, line 357
Inherited from: adventurejs.Verb#input_substitutions
Default value: {}
is_compass_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 311
Inherited from: adventurejs.Verb#is_compass_direction
Default value: false
is_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 304
Inherited from: adventurejs.Verb#is_direction
Default value: false
is_spatial_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 319
Inherited from: adventurejs.Verb#is_spatial_direction
Default value: false
let_verb_handle_disambiguation :Boolean
Defined in: adventure/dictionary/Verb.js, line 275
Inherited from: adventurejs.Verb#let_verb_handle_disambiguation
Default value: false
let_verb_handle_remaining_input :Boolean
Defined in: adventure/dictionary/Verb.js, line 284
Inherited from: adventurejs.Verb#let_verb_handle_remaining_input
Default value: false
name :String
Defined in: adventure/dictionary/Verb.js, line 174
Inherited from: adventurejs.Verb#name
Default value: ""
Name :Getter
Defined in: adventure/dictionary/Verb.js, line 422
Inherited from: adventurejs.Verb#Name
Default value: []
override_verb_failure_msg :String
Defined in: adventure/dictionary/Verb.js, line 369
Inherited from: adventurejs.Verb#override_verb_failure_msg
Default value: undefined
override_verb_success_msg :String
Defined in: adventure/dictionary/Verb.js, line 378
Inherited from: adventurejs.Verb#override_verb_success_msg
Default value: undefined
past_tense :String
Defined in: adventure/dictionary/Verb.js, line 191
Inherited from: adventurejs.Verb#past_tense
player_must_be :Object
Defined in: adventure/dictionary/Verb.js, line 259
Inherited from: adventurejs.Verb#player_must_be
Default value: {}
prettyname :String
Defined in: adventure/dictionary/Verb.js, line 182
Inherited from: adventurejs.Verb#prettyname
requires_number :String
Defined in: adventure/dictionary/Phrase.js, line 48
Inherited from: adventurejs.Verb#requires_number
requires_string :String
Defined in: adventure/dictionary/Phrase.js, line 34
Inherited from: adventurejs.Verb#requires_string
state :String
Defined in: adventure/dictionary/Verb.js, line 198
Inherited from: adventurejs.Verb#state
state
is an optional property for verbs that apply
state to assets, such as close and lock. For example, "close door"
will set door.is.closed to true. When used, state will contain the
state to be set true on an asset. In the case of close, its state
would be "closed".
state_strings :String
Defined in: adventure/dictionary/Verb.js, line 218
Inherited from: adventurejs.Verb#state_strings
state_strings
is an optional property for verbs that is
used to provide string substitutions for authors using the string
substitution form of $(sink drain is| plugged or| unplugged).
Because "unplugged" isn't a proper verb state, we'll use this as a
reverse lookup to test whether the asset, sink_drain in this case,
is subscribed to the relevant verb and has the specified state.
state_strings only apply to direct objects.
synonyms :Getter/Setter
Defined in: adventure/dictionary/Verb.js, line 551
Inherited from: adventurejs.Verb#synonyms
Default value: []
tryVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 447
Inherited from: adventurejs.Verb#tryVerbFromThis
tryVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 479
Inherited from: adventurejs.Verb#tryVerbThatFromThis
tryVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 463
Inherited from: adventurejs.Verb#tryVerbThatWithThis
tryVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 431
Inherited from: adventurejs.Verb#tryVerbThis
tryVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 471
Inherited from: adventurejs.Verb#tryVerbThisFromThat
tryVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 455
Inherited from: adventurejs.Verb#tryVerbThisWithThat
tryVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 439
Inherited from: adventurejs.Verb#tryVerbWithThis
type :String
Defined in: adventure/dictionary/Verb.js, line 152
Inherited from: adventurejs.Verb#type
Default value: ""
unstate :String
Defined in: adventure/dictionary/Verb.js, line 208
Inherited from: adventurejs.Verb#unstate
unstate
is an optional property for verbs that unset
state from assets, such as open and unlock. For example, "open door"
will set door.is.closed to false. When used, unstate will contain the
state to be set false on an asset. In the case of open, its unstate
would be "closed".
verb_noun_prep :Array
Defined in: adventure/dictionary/Verb.js, line 617
Inherited from: adventurejs.Verb#verb_noun_prep
Default value: []
verb_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 781
Inherited from: adventurejs.Verb#verb_noun_prep_noun
Default value: []
Though verb_prep_noun and verb_noun_prep_noun look similar, the reason they are separate fields is because we have to use different regex patterns to find each type in user input.
verb_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 870
Inherited from: adventurejs.Verb#verb_noun_prep_noun_prep_noun
Default value: []
verb_noun_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 828
Inherited from: adventurejs.Verb#verb_noun_prep_prep_noun
Default value: []
verb_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 658
Inherited from: adventurejs.Verb#verb_prep_noun
Default value: []
verb_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 575
Inherited from: adventurejs.Verb#verb_prep_noun_prep_noun
Default value: []
verb_prep_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 916
Inherited from: adventurejs.Verb#verb_prep_noun_prep_noun_prep_noun
Default value: []
verb_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 699
Inherited from: adventurejs.Verb#verb_prep_prep_noun
Default value: []
verb_prep_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 740
Inherited from: adventurejs.Verb#verb_prep_prep_prep_noun
Default value: []