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@@ -0,0 +1,60 @@
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+/// <reference path="../Action.ts" />
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+/// <reference path="../Rule.ts" />
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+/// <reference path="../Rulebook.ts" />
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+class ActionFollow extends Action {
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+ public static check = new Rulebook<ActionFollow>("Check Follow");
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+ public static carry = new Rulebook<ActionFollow>("Carry out Follow");
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+
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+ public constructor (actor : Thing, ...nouns : Array<any>) {
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+ super(actor, ...nouns);
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+ this.requiresNoun = true;
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+ this.requiresVisibility = false;
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+ }
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+
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+ public getCommandText () {
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+ return "follow " + this.getNoun(0).getPrintedName();
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+ }
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+
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+ public static isCloseEnough (actor : Person, stalked : Thing) {
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+ let cRoom = <RoomRandom> actor.getRoom();
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+ let tRoom = <RoomRandom> stalked.getRoom();
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+ let distance = tRoom.getDistanceTo(cRoom);
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+
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+ if (distance == 1 || distance < (actor.getStat(Attributes.Intelligence)/2)) {
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+ return true;
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+ }
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+ return false;
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+ }
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+
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+ public checkFollowClose = ActionFollow.check.createAndAddRule({
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+ name : "Follow - Is the stalked close enough?",
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+ code : (rulebook) => {
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+ let action = <ActionFollow> rulebook.noun;
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+ let actor = <Person> action.actor;
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+ let stalked = action.getNoun(0);
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+ let cRoom = <RoomRandom> actor.getRoom();
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+ let tRoom = <RoomRandom> stalked.getRoom();
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+
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+ if (ActionFollow.isCloseEnough(actor, stalked)) {
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+ let direction = cRoom.getAStarBestDirectionTo(tRoom);
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+ return new ActionGo(actor, direction);
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+ } else {
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+ action.stop();
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+ }
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+ }
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+ })
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+}
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+
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+Elements.HyperlinkHandler.HyperlinkingRulebook.addRule(new Rule(
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+ {
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+ name : "Hyperlink - Follow",
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+ firstPriority : Rule.PRIORITY_HIGHEST,
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+ code : (rulebook : RulebookRunner<Thing>) => {
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+ let thing = <Thing> rulebook.noun;
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+
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+ if (thing instanceof Person && thing.getRoom() != WorldState.player.getRoom() && ActionFollow.isCloseEnough(WorldState.player, thing)) {
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+ Elements.HyperlinkHandler.addAvailableAction("Follow", new ActionFollow(WorldState.player, thing));
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+ }
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+ }
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+ }
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+));
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