Verb:unplug
Instance of: adventurejs.Verb
Defined in: adventure/dictionary/verbs/unplug.js, line 6
More info: VerbSubscriptions VerbAnatomy VerbProcess ModifyVerbs WriteVerbs
> unplug computer
You unplug the computer! The screen goes dead!
But did you stop the upload in time???
Unplug is understood to have four distinct uses. As an unverb to plug, it can unplug a sink in the sense of opening it, or unplug a sink in the sense of removing a stopper from it. As an unverb to plugIn, it can unplug a computer from an abstract non-specific connection, or unplug a computer from a specific connection like an outlet. Unplug determines based on context which situation is implied. Authors can determine which one to apply on a per-object basis through a Tangible Asset's verb subscriptions.
sink.dov.plug.with_nothing
If this meaning is set, unplug will interpret "unplug sink"
to mean simply changing the plugged state of the direct object.
sink.dov.plug.with_assets = ['stopper']
If this meaning is set, unplug will interpret "unplug sink"
to mean remove a plug object from the direct object.
computer.dov.plugIn.with_nothing
If this meaning is set, unplug will interpret "unplug computer"
to unplug a direct object from an abstract / non-existent
indirect object, as in unplugging a computer without specifying
an outlet, where the outlet is simply implied.
computer.dov.plugIn.with_assets = ['outlet']
If this meaning is set, unplug will interpret "unplug computer"
to unplug a direct object from an indirect object, as in unplugging
a computer from a specific tangible electrical outlet.
unplug 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. AdventureJS 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.$("computer").isConnectedToAsset(
"plugIn",
"brass_outlet",
"to_iov"
);
let printer_is_plugged = PlugGame.$("printer").isConnectedToAsset(
"plugIn",
"brass_outlet",
"to_iov"
);
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.setIs("known", true);
file.setIs("seen", true);
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.setIs("known", true);
counterfeit.setIs("seen", true);
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").$didDo("take")
? `, and the dollar bill has been rolled up and stuffed into it`
: `, but there appears to be a small tube sticking out of it`;
}
msg += `. `;
return msg;
},
},
aspects: {
in: {
contents_limits: {
count: 2, // to account for plug and dollar bill
},
},
},
// If you look through all the instances of
// PlugGame.scorecard.complete, you can see that we're doing
// something a little different here. In other instances
// we're calling scorecard.completeEvent from verb subscriptions.
// But in the case of plugging a sink with a drain, players
// should be able to achieve that via "plug sink with drain"
// OR via "put plug in drain". Both are equally valid.
// In order to capture both verbs, we're going to use
// verb reactions. These are called whenever common events result
// from whatever verb. Moving one thing into another thing
// could be the result of a half dozen different verbs,
// and we want to execute some code regardless of which verb
// was used. To learn more, see /doc/Scripting_VerbReactions.html
doMoveThatToThis: {
"sink plug": function () {
let msg = `$(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. ";
},
},
},
}); //
unplug verb logic
Verb logic falls into a few recognizable patterns.
Direction verbs tend to be simple and redirect to
tryTravel()
. Manipulation verbs
test whether one asset is allowed
to interact with another asset. Locomotion verbs test
the player's current ability to move in a specified way.
Many verbs are similar,
but no two verbs are identical. Each verb has its quirks.
If you would like to learn more about general verb logic,
we recommend you see the
Verb Anatomy and
Verb Process pages.
Verb phases and
verb actions /
reactions
offer various hooks to customize verb behavior.
If you find that you want still more flexibility,
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.
The following sections provide information that is specific to the
verb unplug
, though they include many
features which are common to most verbs.
- Verb Demo
- Sentence Structures help filter player input by defining what sentence structures
unplug
can handle. - Verb Phrases describe the direct and indirect objects that
unplug
can handle. - Verb Subscriptions enable
unplug
to act on specific assets, and provide a collection of properties for customizing those interactions. - Verb Phases offer a broad method for authors to hook into default logic and override it with custom code.
- Verb Actions offer a surgical method for authors to hook into
unplug
's default logic and inject custom code. - Verb Reactions are Verb Actions that occur as secondary effects of successfully applying
unplug
. - Verb Params contain properties that are distinct to
unplug
. Not all verbs have params. - Verb Methods lists the methods that
unplug
inherits from the Verb class. - Verb Properties lists the properties that
unplug
inherits from the Verb class.
unplug sequencing
unplug sentence structures
accepts_structures: [
"verb noun",
"verb noun preposition noun"
]
The parser uses multiple filtering methods to try to channel player input into useable tokens. Sentence structures are defined for each verb in order to narrow down the input that the verb can handle. 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.
A note about adverbs: though the parser does handle some adverbs, such as "carefully examine tiara" and "turn left", it excludes them from consideration in sentence structures. Due to the slipperyness of the English language, an adverb can appear in multiple positions in a sentence while still describing the same verb, which presents enough possible word combinations to make sentence structures less useful as a filtering tool. Instead, the parser puts adverbs aside and handles them separately.
- 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.
unplug phrases
phrase1:
{
accepts_noun: true,
requires_noun: 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,
},
accepts_preposition: true,
requires_preposition: true,
accepts_these_prepositions: ["from", "with"],
},
The AdventureJS parser uses multiple filtering methods to try to interpret player input. A phrase usually consists of a noun and/or a preposition that can be handled as a direct or indirect object. Each verb defines a unique set of phrases depending on what its logic can handle. Verbs may handle zero, one, two, or three verbs. The nested noun_must_be object sets conditional qualifiers for nouns to help narrow down assets 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.
unplug verb phases
Verb phases are parts of
verb subscriptions that
allow authors to override how unplug
is applied
to any specific asset.
This is a broad method for customizing verb/noun interactions on a per-asset
basis. For example, an author might supply completely different logic
for "throw feather" vs "throw baseball" vs "throw anvil".
When unplug
is applied to an asset, it attempts to run
a sequence of methods. All verbs have a do()
method,
and for most verbs, do()
acts as a sequencer that moves the verb
through six distinct sub-methods, or phases:
doBeforeTry
,
doTry
,
doAfterTry
,
doBeforeSuccess
,
doSuccess
and
doAfterSuccess
.
Each phase serves a specific purpose.
doTry
handles all the default conditional logic to determine whether a verb can be applied to an asset: ie, is the asset present, visible, reachable, etc?doSuccess
handles state changes and printing messages back to the player.- The other four phases,
doBeforeTry
,doAfterTry
,doBeforeSuccess
anddoAfterSuccess
have no default logic. Instead they offer hooks for the author to inject custom code anywhere in the life cycle of the verb action.
See below for examples of how to use verb phases for unplug
.
do
doBeforeTry
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
unplug: {
doBeforeTry: function( params )
{
let msg = `You're about to try to unplug ${this.articlename}. `;
this.game.print(msg);
return;
},
},
},
});
doTry
doAfterTry
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
unplug: {
doAfterTry: function( params )
{
let msg = `You just tried to unplug ${this.articlename}! `;
this.game.print(msg);
return;
},
},
},
});
doBeforeSuccess
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
unplug: {
doBeforeSuccess: function( params )
{
let msg = `You're about to succeed in performing unplug on ${this.articlename}. `;
this.game.print(msg);
return;
},
},
},
});
doSuccess
doAfterSuccess
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
unplug: {
doAfterSuccess: function( params )
{
let msg = `You succeeded in performing unplug on ${this.articlename}. `;
this.game.print(msg);
return;
},
},
},
});
Expand for example
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 );
},
},
},
});
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.
unplug verb actions
These verb actions are available for the verb unplug
.
Expand any item to see a code example.
If unplug is called with only a direct object, as in
"unplug lantern", the
Verb actions can have nested functions for specific asset
interactions. If
If unplug is called with only a direct object, as in
"light lantern", the
Verb actions can have nested functions for specific asset interactions.
If doUnplugThis is found to be an object rather than a function,
the
If unplug is called with a direct object, a preposition,
and an indirect object, as in "light lantern with candle",
the
Verb actions can have nested functions for specific asset interactions.
If
If unplug is called with a direct object, a preposition,
and an indirect object, as in "light lantern with candle",
the
Verb actions can have nested functions for specific asset interactions.
If
tryUnplugThis
verb.handleActions()
method
looks for direct_object.tryUnplugThis
.
MyGame.createAsset({
class: "Thing",
name: "First Thing",
tryUnplugThis: function (params) {
let msg = 'Called verb action first_thing.tryUnplugThis()';
MyGame.print(msg);
},
});
direct_object.tryUnplugThis
is found to be an object rather than a function, the
verb.handleActions()
method checks the object
for a nested function that matches the player asset's name.
(Since no indirect object was given, the player is assumed
to be the indirect object.) For example:
MyGame.createAsset({
class: "Thing",
name: "First Thing",
tryUnplugThis: {
"My Hero": function (params) {
let msg = 'Called verb action first_thing.tryUnplugThis["My Hero"]()';
MyGame.print(msg);
}
},
});
doUnplugThis
verb.handleActions()
method
looks for direct_object.doUnplugThis()
.
MyGame.createAsset({
class: "Thing",
name: "First Thing",
doUnplugThis: function (params) {
let msg = 'Called verb action first_thing.doUnplugThis()';
MyGame.print(msg);
},
});
verb.handleActions()
method checks the object for a nested
function using the player asset's name. (Since no indirect object was
given, the player is assumed to be the indirect object.)
For example:
MyGame.createAsset({
class: "Thing",
name: "First Thing",
doUnplugThis: {
"My Hero": function (params) {
let msg = 'Called verb action first_thing.doUnplugThis["My Hero"]()';
MyGame.print(msg);
}
},
});
tryUnplugThis[Preposition]That +
tryUnplugThat[Preposition]This
verb.handleActions()
method looks for
direct_object.tryUnplugThisWithThat
and
indirect_object.tryUnplugThatWithThis
.
MyGame.createAsset({
class: "Thing",
name: "First Thing",
tryUnplugThisWithThat: function (params) {
let msg = 'Called verb action first_thing.tryUnplugThisWithThat()';
MyGame.print(msg);
},
});
MyGame.createAsset({
class: "Thing",
name: "Second Thing",
tryUnplugThatWithThis: function (params) {
let msg = 'Called verb action second_thing.tryUnplugThatWithThis()';
MyGame.print(msg);
},
});
first_thing.tryUnplugThisWithThat
is found to be an
object rather than a function, the verb.handleActions()
looks for first_thing.tryUnplugThisWithThat["Second Thing"]()
.
The indirect object will also be checked for
second_thing.tryUnplugThatWithThis["First Thing"]()
.
The two methods are equivalent. Which to use is purely up to
author's choice. For example:
MyGame.createAsset({
class: "Thing",
name: "First Thing",
tryUnplugThisWithThat: {
"Second Thing": function (params) {
let msg = 'Called verb action first_thing.tryUnplugThisWithThat["Second Thing"]()';
MyGame.print(msg);
}
},
});
MyGame.createAsset({
class: "Thing",
name: "Second Thing",
tryUnplugThatWithThis: {
"First Thing": function (params) {
let msg = 'Called verb action second_thing.tryUnplugThatWithThis["First Thing"]()';
MyGame.print(msg);
}
},
});
doUnplugThis[Preposition]That +
doUnplugThat[Preposition]This
verb.handleActions()
method looks for
direct_object.doUnplugThisWithThat
and
indirect_object.doUnplugThatWithThis
.
MyGame.createAsset({
class: "Thing",
name: "First Thing",
doUnplugThisWithThat: function (params) {
let msg = 'Called verb action first_thing.doUnplugThisWithThat()';
MyGame.print(msg);
},
});
MyGame.createAsset({
class: "Thing",
name: "Second Thing",
doUnplugThatWithThis: function (params) {
let msg = 'Called verb action second_thing.doUnplugThatWithThis()';
MyGame.print(msg);
},
});
first_thing.doUnplugThisWithThat
is found to be an
object rather than a function, the verb.handleActions()
looks for first_thing.doUnplugThisWithThat["Second Thing"]()
.
The indirect object will also be checked for
second_thing.doUnplugThatWithThis["First Thing"]()
.
The two methods are equivalent. Which to use is purely up to
author's choice. For example:
MyGame.createAsset({
class: "Thing",
name: "First Thing",
doUnplugThisWithThat: {
"Second Thing": function (params) {
let msg = 'Called verb action first_thing.doUnplugThisWithThat["Second Thing"]()';
MyGame.print(msg);
}
},
});
MyGame.createAsset({
class: "Thing",
name: "Second Thing",
doUnplugThatWithThis: {
"First Thing": function (params) {
let msg = 'Called verb action second_thing.doUnplugThatWithThis["First Thing"]()';
MyGame.print(msg);
}
},
});
WHY SO MANY???
Verb actions provide hooks that allow authors to inject custom code in response to specific combinations of verb/preposition/noun. There are a lot of them and clearly some are redundant; in its defense, it's a deliberate effort to offer a menu of precise injection points for authors' custom code. To use a verb action, just use the verb action name as a method on any asset. Below is a generic example of how to code a verb action.
Expand for example
In this example, the pistol asset has two verb actions.
-
pistol.doShootThis()
will be called when a player inputs "shoot pistol". -
pistol.doShootThatWithThis.television()
will be called when a player inputs "shoot television with pistol".
MyGame.createAsset({
class: "Player",
name: "Elvis",
});
MyGame.createAsset({
class: "Weapon",
name: "pistol",
doShootThis: {
let msg = `You fire the pistol! BANG! `;
MyGame.print(msg);
},
doShootThatWithThis:{
"television": function {
let msg = `You fire the pistol at the television! BANG!
The television explodes with sparks and a screech of static. `;
MyGame.print(msg);
},
},
});
MyGame.createAsset({
class: "Electronics",
name: "television",
});
Verb actions are called by the verb.handleActions()
method, which looks for those nested functions and calls
whatever function it finds.
Each verb has a unique set of actions, which mirror the
sentence structures the verb
can handle. For instance, the verb lock
handles "verb noun" and "verb noun preposition noun",
and so it handles tryLockThis
and
doLockThis
and
tryLockThisWithThat
and
doLockThisWithThat
.
The difference between try
actions and
do
actions is one of timing.
try
actions fire immediately
before a verb's doTry phase,
which provides an opportunity to supersede a verb's
default conditional logic before it tests whether the verb
can be applied to the assets.
do
actions fire immediately
before a verb's doSuccess phase,
which provides an opportunity to supersede or append the verb's
state changes and output to the player.
It's common for sentence structures to be mutated during
a verb's doTry
phase, as doTry
may reorder a player's input to make it conform with the verb's logic.
This means that the try
and do
actions may differ within the same turn. You can check the
browser's Javascript console to see which actions are being
called.
- See Verb Actions to learn more.
- In addition to verb actions, there are verb reactions, which are a set of non-verb-specific hooks that fire as side effects of a verb's doSuccess phase. See Verb Reactions for a complete list of them.
- Verb actions and reactions are related to but distinct from Verb Phases, which allow authors to broadly override entire phases of a verb.
unplug verb reactions
Verb reactions
provide hooks that allow authors to inject custom code
into side effects caused by successful verb operations.
Consider the verb drop
.
Inputting "drop lantern" will result in two events –
removing the lantern from the player and moving it to the room –
which causes these four verb reactions:
• lantern.doRemoveThisFromThat(player)
• player.doRemoveThatFromThis(lantern)
• lantern.doMoveThisToThat(room)
• room.doMoveThatToThis(lantern)
There are four reactions because each asset in the interaction is checked for custom code pertaining to the other. This may seem redundant, but it's done in a deliberate effort to provide flexibility to authors. If you prefer to attach custom code to the lantern, you can. If you prefer to attach custom code to the player, you can. You're welcome to organize your code in whichever way serves you best.
Expand for example
In this example, imagine that an author would like
the game to print a custom message whenever Elvis enters or leaves
the building, regardless of what verb is used. Authors
can hook into any of the doRemoveThisFromThat
,
doRemoveThatFromThis
, doMoveThisToThat
,
or doMoveThatToThis
verb reactions.
Below is a generic example of how to code a verb reaction.
MyGame.createAsset({
class: "Player",
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! ");
}
},
}),
- Verb reactions aren't specific to any particular verb; they may be called by many verbs. See Verb Reactions for a complete list of them.
- Verb reactions work the same way as Verb Actions. The only differences are that verb reactions are non-specific and only fire at the end of a verb's doSuccess phase.
- Verb actions and reactions are related to but distinct from Verb Phases, which allow authors to broadly override entire phases of a verb.
unplug subscriptions
An asset must be subscribed to a verb for that verb to act upon that asset (with some exceptions). Though verbs are universal, each asset's verb subscriptions are distinct objects that can be used to customize how a given verb interacts with a given asset. To say it another way, a verb subscription is a collection of properties that defines how a verb should be applied to an asset; which allow authors to override a verb's default behaviors on a per-asset basis.
It's important to note that verb subscriptions need to be declared as direct or indirect, depending on whether the asset will be used as a direct object or indirect object. In the case of "unlock lock with key", the lock is the direct object and the key is the indirect object, and each asset needs to be subscribed to unlock in the appropriate way. (It's allowed, and a common pattern, to subscribe assets directly and indirectly to the same verb.)
Expand for example
MyGame.createAsset({
class: "Lock",
name: "lock",
dov: { unlock: true },
});
MyGame.createAsset({
class: "Key",
name: "key",
iov: { unlock: true },
});
As shown in the above example, dov: { unlock: true }
is the minimum that is required to subscribe an asset to a verb. However, verb subscriptions have many properties that can be used to customize how this verb is applied to this asset. (Setting any property eliminates the need to set verb: true
. ) Below is a list of verb subscription properties that authors may find useful.
automatically
allows for some verbs to be performed automatically if context calls for it; for example, when unlocking a door in order to pass through it. This takes precedence over global settings.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { automatically: true } }, });
automatically_after_use
if automatically is set true, this sets it so that a verb can only be applied automatically after a player has already used it manually. This is to prevent automatic use of tools from breaking puzzles. For example, imagine one door with many keys but only one that works; if choosing the right key is part of the puzzle, this option prevents players from simply saying "unlock door" and having the right key automatically selected for them.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { automatically_after_use: true } }, });
doBeforeTry
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutunplug
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { doBeforeTry: function (e) { console.log("unplug.doBeforeTry"); }, } }, });
doAfterTry
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutunplug
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { doAfterTry: function (e) { console.log("unplug.doAfterTry"); }, } }, });
doBeforeSuccess
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutunplug
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { doBeforeSuccess: function (e) { console.log("unplug.doBeforeSuccess"); }, } }, });
doAfterSuccess
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutunplug
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { doAfterSuccess: function (e) { console.log("unplug.doAfterSuccess"); }, } }, });
enabled
allows changing the state of an asset's responsiveness to a given verb. If set false, a subscribed asset will not respond to the verb. This is useful for temporarily disabling verbs for specific assets; for example, if you had a door that could not be unlocked until another action was completed. Authors can enable or disable an individual verb subscription viaasset.setDOV(verbname)
andasset.unsetDOV(verbname)
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { enabled: true } }, });
on_success
is an optional parameter. It is set as a string by default, but authors may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default success message.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { on_success: "You unplug the thing. " } }, });
on_first_success
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default success message the first time it is applied to this asset.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { on_first_success: "You unplug the thing the first time. " } }, });
on_failure
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default failure message.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { on_failure: "You failed to unplug the thing. " } }, });
on_first_failure
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default failure message the first time it is applied to this asset.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { on_first_failure: "You failed to unplug the thing the first time. " } }, });
once
if true, the verb can only be applied once to the asset. The verb subscription will be disabled after use.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { once: true } }, });
then_destroy
allows author to specify that this asset should be destroyed after using. If then_destroy is set, the asset will be destroyed after a single use regardless of how once is set. By default, then_destroy is set to a boolean. It may optionally be set to string or array or function subject to getStringOrArrayOrFunction(). If any of those types are found, they will be called and returned as results.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { then_destroy: true } }, });
with_anything
pertains only to indirect objects. If true, this asset can be used as an indirect object of this verb with any direct object.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", iov: { unplug: { with_anything: true } }, });
with_assets
allows author to specify particular assets that can interact with this one using the given verb. For example "unlock door with key" where the specified key is the only asset that can unlock door. This works distinctly for direct and indirect verb subscriptions. So, for instance, in "unlock door with key", the door might have a direct object subscription, while the key has an indirect object description.Expand for example
MyGame.createAsset({ class: "Door", name: "gold door", dov: { unlock: { with_assets: [ "gold key" ] } }, }); MyGame.createAsset({ class: "Key", name: "gold key", iov: { unlock: { with_assets: [ "gold door" ] } }, });
with_classes
allows author to specify particular classes that can interact with this asset using the given verb. For example "unlock door with skeleton key" where any instance of the class SkeletonKey can unlock door. This works distinctly for direct and indirect verb subscriptions. So, for instance, in "unlock door with skeleton key", the door might have a direct object subscription, while the key has an indirect object description.Expand for example
MyGame.createAsset({ class: "Door", name: "red door", dov: { unlock: { with_classes: [ "SkeletonKey" ] } }, }); MyGame.createAsset({ class: "SkeletonKey", name: "skeleton key", iov: { unlock: { with_classes: [ "Door", "Chest" ] } }, });
with_nothing
pertains only to direct objects. If true, the specified verb can be applied to the direct object without the use of any indirect object.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { with_nothing: true } }, });
with_params
is used to contain a set of parameters that are specific to this particular verb. For example, plugIn includeswith_params.max_connections
for setting limits on how many other assets this asset can be plugged in to. See the with_params section on this page to learn more aboutunplug
's parameters.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { with_params: { unplug_property: value } } }, });
with_prepositions
allows author to explicitly permit certain prepositions to be used with a verb on this object. For instance: "knock over umbrella stand" might fail with a message of "you can't knock over the umbrella stand"; settingumbrella_stand.dov.knock.with_prepositions = ["over"]
will allow the action to succeed.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { unplug: { with_prepositions: [ "through", "over" ] } }, });
- To learn more about working with verb subscriptions, see Verb Subscriptions.
- These are most, but not all, of the properties of a verb subscription. For full reference, see the VerbSubscription class.
unplug params
Some verbs may have custom params. When an asset subscribes to such a verb, the verb's params are mirrored in the asset's verb subscription, where they are unique to that asset. To put it another way: while each verb may have a unique set of params, each asset may have its own customized version of those params.
with_params: {},
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. The author can achieve that by customizing the cord's subscription to plugIn.
Expand for example
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'], }, },
})
In this example, the power cord verb subscription's max_connections setting overrides the verb's max_connections setting, allowing the player to plug the power cord into two assets. The computer and the outlet don't have any custom value set for max_connections; they'll receive the default value, meaning they each can 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.
Private Constructor:
MyGame.createVerb({ "name": "unplug", [...] });
unplug 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 hasStructure
- Inherited from Verb hasVerbSubscriptionConnection
- Inherited from Verb initialize
- Inherited from Verb set
- Inherited from Verb setState
- Inherited from Verb setVerbConnection
- Inherited from Verb tryDestroyAfterUsing
- Inherited from Verb tryDestroyDirectObjectAfterUsing
- Inherited from Verb tryDestroyIndirectObjectAfterUsing
- Inherited from Verb tryToInferIndirectObject
- Inherited from Verb tryToPutThisInThatAspect
- Inherited from Verb unsetVerbConnection
- Inherited from Verb validate
Properties:
- Inherited from Verb accepts_adverbs
- Inherited from Verb accepts_direction
- Inherited from Verb accepts_number
- Inherited from Verb accepts_string
- Inherited from Verb accepts_structures
- Inherited from Verb Overrides from Verb adjectives
- Inherited from Verb article
- Inherited from Verb can_span
- Inherited from Verb default_direction
- 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 gerund
- 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_relative_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 phrase1
- Inherited from Verb phrase2
- Inherited from Verb phrase3
- Inherited from Verb player_must_be
- Inherited from Verb Overrides from Verb posture
- 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 2340
Inherited from: adventurejs.Verb#canBeIntransitive
do()
Defined in: adventure/dictionary/Verb.js, line 1045
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 1479
Inherited from: adventurejs.Verb#doSuccess
doTry()
Defined in: adventure/dictionary/Verb.js, line 1236
Inherited from: adventurejs.Verb#doTry
enqueueCollection()
Defined in: adventure/dictionary/Verb.js, line 2005
Inherited from: adventurejs.Verb#enqueueCollection
getState()
Defined in: adventure/dictionary/Verb.js, line 2358
Inherited from: adventurejs.Verb#getState
handleActions()
Defined in: adventure/dictionary/Verb.js, line 1251
Inherited from: adventurejs.Verb#handleActions
handleFailure()
Defined in: adventure/dictionary/Verb.js, line 2049
Inherited from: adventurejs.Verb#handleFailure
handleSuccess()
Defined in: adventure/dictionary/Verb.js, line 2148
Inherited from: adventurejs.Verb#handleSuccess
hasState()
Defined in: adventure/dictionary/Verb.js, line 2349
Inherited from: adventurejs.Verb#hasState
hasStructure() → {boolean}
Defined in: adventure/dictionary/Verb.js, line 2376
Inherited from: adventurejs.Verb#hasStructure
Returns:
boolean
hasVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2506
Inherited from: adventurejs.Verb#hasVerbSubscriptionConnection
initialize()
Defined in: adventure/dictionary/Verb.js, line 1970
Inherited from: adventurejs.Verb#initialize
Todos: How does patchVerb handle initialization?
set(props) → {adventurejs.Verb}
Defined in: adventure/dictionary/Verb.js, line 2037
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 2367
Inherited from: adventurejs.Verb#setState
setVerbConnection()
Defined in: adventure/dictionary/Verb.js, line 2386
Inherited from: adventurejs.Verb#setVerbConnection
computer.is.connected_by.plugIn.to_iov = ['socket']
socket.is.connected_by.plugIn.to_dov = ['computer']
tryDestroyAfterUsing(object_of, asset) → {Object}
Defined in: adventure/asset/tryDestroyAfterUsing.js, line 6
Inherited from: adventurejs.Verb#tryDestroyAfterUsing
Parameters:
-
object_of
String -
asset
Object
Returns:
Object
tryDestroyDirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyDirectObjectAfterUsing.js, line 6
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 6
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 1540
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 1750
Inherited from: adventurejs.Verb#tryToPutThisInThatAspect
Parameters:
-
direct_object
Object -
preposition
String -
indirect_object
Object
Returns:
Object
unsetVerbConnection()
Defined in: adventure/dictionary/Verb.js, line 2447
Inherited from: adventurejs.Verb#unsetVerbConnection
computer.is.connected_by.plugIn.to_iov = ['socket']
socket.is.connected_by.plugIn.to_dov = ['computer']
validate()
Defined in: adventure/dictionary/Verb.js, line 1963
Inherited from: adventurejs.Verb#validate
Properties |
accepts_adverbs :Array
Defined in: adventure/dictionary/Verb.js, line 428
Inherited from: adventurejs.Verb#accepts_adverbs
Default value: []
accepts_direction :String
Defined in: adventure/dictionary/Phrase.js, line 26
Inherited from: adventurejs.Verb#accepts_direction
accepts_number :String
Defined in: adventure/dictionary/Phrase.js, line 40
Inherited from: adventurejs.Verb#accepts_number
accepts_string :String
Defined in: adventure/dictionary/Phrase.js, line 19
Inherited from: adventurejs.Verb#accepts_string
accepts_structures :Array
Defined in: adventure/dictionary/Verb.js, line 422
Inherited from: adventurejs.Verb#accepts_structures
Default value: []
adjectives :String
Defined in: adventure/dictionary/Verb.js, line 299
Overrides from: adventurejs.Verb#adjectives
article :Boolean
Defined in: adventure/dictionary/Verb.js, line 384
Inherited from: adventurejs.Verb#article
Default value: false
can_span :String
Defined in: adventure/dictionary/Verb.js, line 236
Inherited from: adventurejs.Verb#can_span
default_direction :String
Defined in: adventure/dictionary/Verb.js, line 163
Inherited from: adventurejs.Verb#default_direction
Default value: ""
dictionary :Object
Defined in: adventure/dictionary/Verb.js, line 143
Inherited from: adventurejs.Verb#dictionary
Default value: {}
direction_preposition :Boolean
Defined in: adventure/dictionary/Verb.js, line 396
Inherited from: adventurejs.Verb#direction_preposition
Default value: ""
doVerb :Getter
Defined in: adventure/dictionary/Verb.js, line 564
Inherited from: adventurejs.Verb#doVerb
doVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 580
Inherited from: adventurejs.Verb#doVerbFromThis
doVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 620
Inherited from: adventurejs.Verb#doVerbThatFromThis
doVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 604
Inherited from: adventurejs.Verb#doVerbThatWithThis
doVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 572
Inherited from: adventurejs.Verb#doVerbThis
doVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 612
Inherited from: adventurejs.Verb#doVerbThisFromThat
doVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 596
Inherited from: adventurejs.Verb#doVerbThisWithThat
doVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 588
Inherited from: adventurejs.Verb#doVerbWithThis
enqueue_collections :Array
Defined in: adventure/dictionary/Verb.js, line 483
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 171
Inherited from: adventurejs.Verb#extends
Default value: ""
game :Object
Defined in: adventure/dictionary/Verb.js, line 136
Inherited from: adventurejs.Verb#game
Default value: {}
gerund :String
Defined in: adventure/dictionary/Verb.js, line 200
Inherited from: adventurejs.Verb#gerund
in_can_mean_on :Boolean
Defined in: adventure/dictionary/Verb.js, line 351
Inherited from: adventurejs.Verb#in_can_mean_on
Default value: false
input_substitutions :Object
Defined in: adventure/dictionary/Verb.js, line 434
Inherited from: adventurejs.Verb#input_substitutions
Default value: {}
is_compass_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 367
Inherited from: adventurejs.Verb#is_compass_direction
Default value: false
is_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 360
Inherited from: adventurejs.Verb#is_direction
Default value: false
is_relative_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 375
Inherited from: adventurejs.Verb#is_relative_direction
Default value: false
let_verb_handle_disambiguation :Boolean
Defined in: adventure/dictionary/Verb.js, line 331
Inherited from: adventurejs.Verb#let_verb_handle_disambiguation
Default value: false
let_verb_handle_remaining_input :Boolean
Defined in: adventure/dictionary/Verb.js, line 340
Inherited from: adventurejs.Verb#let_verb_handle_remaining_input
Default value: false
name :String
Defined in: adventure/dictionary/Verb.js, line 179
Inherited from: adventurejs.Verb#name
Default value: ""
Name :Getter
Defined in: adventure/dictionary/Verb.js, line 499
Inherited from: adventurejs.Verb#Name
Default value: []
override_verb_failure_msg :String
Defined in: adventure/dictionary/Verb.js, line 446
Inherited from: adventurejs.Verb#override_verb_failure_msg
Default value: undefined
override_verb_success_msg :String
Defined in: adventure/dictionary/Verb.js, line 455
Inherited from: adventurejs.Verb#override_verb_success_msg
Default value: undefined
past_tense :String
Defined in: adventure/dictionary/Verb.js, line 194
Inherited from: adventurejs.Verb#past_tense
phrase1 :Object
Defined in: adventure/dictionary/Verb.js, line 404
Inherited from: adventurejs.Verb#phrase1
Default value: {}
phrase2 :Object
Defined in: adventure/dictionary/Verb.js, line 410
Inherited from: adventurejs.Verb#phrase2
Default value: {}
phrase3 :Object
Defined in: adventure/dictionary/Verb.js, line 416
Inherited from: adventurejs.Verb#phrase3
Default value: {}
player_must_be :Object
Defined in: adventure/dictionary/Verb.js, line 315
Inherited from: adventurejs.Verb#player_must_be
Default value: {}
posture :String
Defined in: adventure/dictionary/Verb.js, line 206
Overrides from: adventurejs.Verb#posture
prettyname :String
Defined in: adventure/dictionary/Verb.js, line 186
Inherited from: adventurejs.Verb#prettyname
requires_number :String
Defined in: adventure/dictionary/Phrase.js, line 47
Inherited from: adventurejs.Verb#requires_number
requires_string :String
Defined in: adventure/dictionary/Phrase.js, line 33
Inherited from: adventurejs.Verb#requires_string
state :String
Defined in: adventure/dictionary/Verb.js, line 247
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 267
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 628
Inherited from: adventurejs.Verb#synonyms
Default value: []
tryVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 524
Inherited from: adventurejs.Verb#tryVerbFromThis
tryVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 556
Inherited from: adventurejs.Verb#tryVerbThatFromThis
tryVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 540
Inherited from: adventurejs.Verb#tryVerbThatWithThis
tryVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 508
Inherited from: adventurejs.Verb#tryVerbThis
tryVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 548
Inherited from: adventurejs.Verb#tryVerbThisFromThat
tryVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 532
Inherited from: adventurejs.Verb#tryVerbThisWithThat
tryVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 516
Inherited from: adventurejs.Verb#tryVerbWithThis
type :String
Defined in: adventure/dictionary/Verb.js, line 151
Inherited from: adventurejs.Verb#type
Default value: ""
unstate :String
Defined in: adventure/dictionary/Verb.js, line 257
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 694
Inherited from: adventurejs.Verb#verb_noun_prep
Default value: []
verb_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 858
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 947
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 905
Inherited from: adventurejs.Verb#verb_noun_prep_prep_noun
Default value: []
verb_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 735
Inherited from: adventurejs.Verb#verb_prep_noun
Default value: []
verb_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 652
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 993
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 776
Inherited from: adventurejs.Verb#verb_prep_prep_noun
Default value: []
verb_prep_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 817
Inherited from: adventurejs.Verb#verb_prep_prep_prep_noun
Default value: []