/// /// /// /// class ActionInventory extends Action { public requiresTurn = false; public requiresNoun = false; public requiresVisibility = false; public static check : Rulebook = new Rulebook("Check Taking Inventory"); public static carry : Rulebook = new Rulebook("Carry out Taking Inventory"); /** * Needs to return a string explaining what the player will do if he does this action. * For instance, ActionTaking should return something like return "take " + this.nouns[0].getName(), * which would read as "take thing". * remember that things implement PRINTABLE interface, so you can get their names. * @returns {Say} */ public getCommandText () { return "take inventory"; } public static async createButton (thing : Thing, resolve : (t : Thing) => void) { let p = document.createElement("p"); p.classList.add("choice"); let elements = await ((new Say(thing)).getPureElements()); elements.forEach(ele => { p.appendChild(ele); }); p.addEventListener("click", () => { resolve(thing); }); Controls.KeyHandler.applyCode(p, Controls.KeyHandler.getFirstKeyCode()); return p; } public static checkInventoryRule = ActionInventory.check.createAndAddRule({ name : "List inventory as options", code : async (rulebook : RulebookRunner) => { let player = WorldState.player; let wielded = Thing.WieldRelation.getRight(player).sort(Elements.InventoryHandler.thingSort); let worn = Thing.WearRelation.getRight(player).sort(Elements.InventoryHandler.thingSort); let carried = Thing.CarryRelation.getRight(player).sort(Elements.InventoryHandler.thingSort); let buttons; let chosenPromise = new Promise((async resolve => { Controls.KeyHandler.reset(); let say = new Say(); if (wielded.length > 0) { say.add(new SayBold("Wielded:"), Say.LINE_BREAK); for (let i = 0; i < wielded.length; i++) { say.add(await ActionInventory.createButton(wielded[i], resolve)); } } if (worn.length > 0) { if (say.sequence.length > 0) { say.add(Say.PARAGRAPH_BREAK); } say.add(new SayBold("Worn:"), Say.LINE_BREAK); for (let i = 0; i < worn.length; i++) { say.add(await ActionInventory.createButton(worn[i], resolve)); } } if (carried.length > 0) { if (say.sequence.length > 0) { say.add(Say.PARAGRAPH_BREAK); } say.add(new SayBold("Carried:"), Say.LINE_BREAK); for (let i = 0; i < carried.length; i++) { say.add(await ActionInventory.createButton(carried[i], resolve)); } } if (say.sequence.length == 0) { return resolve(undefined); } buttons = await say.getHTMLContent(); Elements.CurrentTurnHandler.print(...(buttons)); })); let chosenThing = await chosenPromise; if (chosenThing != undefined) { Elements.CurrentTurnHandler.unprint(...buttons); Controls.KeyHandler.reset(); return new ActionExamine(WorldState.player, chosenThing); } else { rulebook.noun.say.add("You have nothing."); return false; } } }); } Elements.HyperlinkHandler.CommonActionsRulebook.addRule(new Rule({ name : "Add Take Inventory Command Rule", firstPriority : Rule.PRIORITY_LOWEST, priority : Rule.PRIORITY_MEDIUM, code : (rulebook : RulebookRunner) => { Elements.HyperlinkHandler.addCommonAction("Inventory", new ActionInventory(WorldState.player)); } }));