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- /// <reference path="../Action.ts" />
- /// <reference path="../Rule.ts" />
- /// <reference path="../Rulebook.ts" />
- /// <reference path="../../../Elements/Classes/Say/SayBold.ts" />
- /// <reference path="../../../Elements/Modules/HyperlinkHandler.ts" />
- /// <reference path="../../../Elements/Modules/InventoryHandler.ts" />
- class ActionDrop extends Action {
- public static check = new Rulebook<ActionDrop>("Check Dropping");
- public static carry = new Rulebook<ActionDrop>("Carry out Dropping");
- /**
- * 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 "drop " + (this.getNoun(0) != undefined ? this.getNoun(0).getPrintedName() : "");
- }
- }
- ActionDrop.check.addRule(
- new Rule({
- name : "Check Dropping - Are you Wearing it?",
- firstPriority : Rule.PRIORITY_LOWEST,
- code : async (rulebook : RulebookRunner<ActionDrop>) => {
- let action = <ActionGo> rulebook.noun;
- let actor = action.actor;
- let thing = (<Thing>action.getNoun(0));
- if (Thing.WearRelation.getLeft(thing) == actor || Thing.WieldRelation.getLeft(thing) == actor){
- if (action.actor == WorldState.player) {
- action.say.add("(first taking off the ", thing, ")", Say.LINE_BREAK);
- }
- let takingAction = new ActionRemove(actor, thing);
- await takingAction.execute();
- action.say.add(takingAction.say);
- if (Thing.WearRelation.getLeft(thing) == actor || Thing.WieldRelation.getLeft(thing) == actor) {
- return false;
- }
- action.say.add(Say.LINE_BREAK);
- }
- }
- })
- );
- ActionDrop.check.addRule(
- new Rule({
- name : "Check Dropping - Do you have it??",
- firstPriority : Rule.PRIORITY_LOWEST,
- code : (rulebook : RulebookRunner<ActionDrop>) => {
- let action = <ActionGo> rulebook.noun;
- let actor = action.actor;
- let thing = (<Thing>action.getNoun(0));
- if (Thing.CarryRelation.getLeft(thing) != actor){
- if (actor == WorldState.player) {
- action.say.add("You don't have it.");
- }
- return false;
- }
- }
- })
- );
- ActionDrop.carry.addRule(
- new Rule({
- name : "Dropping - Place the noun on the floor",
- code : (rulebook : RulebookRunner<ActionDrop>) => {
- let action = <ActionGo> rulebook.noun;
- let actor = action.actor;
- let thing = (<Thing>action.getNoun(0));
- Thing.EnclosedRelation.unsetRight(thing);
- actor.getRoom().place(thing);
- if (actor == WorldState.player) {
- action.say.add(new SayBold((<Thing> action.getNoun(0)).getPrintedName() + ": "), "Dropped.");
- } else {
- action.say.add(new SayThe(), actor, " drops ", new SayThe(), (<Thing> action.getNoun(0)), " on the floor.");
- }
- }
- })
- );
- /**
- * Hyperlinking
- */
- Elements.HyperlinkHandler.HyperlinkingRulebook.addRule(new Rule(
- {
- name : "Hyperlink - Drop",
- firstPriority : Rule.PRIORITY_HIGHEST,
- code : (rulebook : RulebookRunner<Thing>) => {
- let thing = <Thing> rulebook.noun;
- if (Thing.CarryRelation.getLeft(thing) == WorldState.player || Thing.WieldRelation.getLeft(thing) == WorldState.player || Thing.WearRelation.getLeft(thing) == WorldState.player) {
- Elements.HyperlinkHandler.addAvailableAction("Drop", new ActionDrop(WorldState.player, thing));
- }
- }
- }
- ));
- /**
- Inventory
- */
- Elements.InventoryHandler.LinkingThing.addRule(new Rule(
- {
- name : "Inventory - Drop",
- firstPriority : Rule.PRIORITY_LOWEST,
- code : (rulebook : RulebookRunner<Thing>) => {
- let thing = <Thing> rulebook.noun;
- Elements.InventoryHandler.printThingLink("D", new ActionDrop(WorldState.player, thing));
- }
- }
- ));
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