# collective.t | documentation

    #charset "us-ascii"
    #include "advlite.h"

    /*
     * COLLECTIVE EXTENSION
     *
     */

    /* ------------------------------------------------------------------------ */
    /*
     *   Collective - this is an object that can be used to refer to a group of
     *   other (usually equivalent) objects collectively.  In most cases, this
     *   object will be a separate game object that contains or can contain the
     *   individuals: a bag of marbles can be a collective for the marbles, or
     *   a book of matches can be a collective for the matchsticks.
     *
     *   A collective object is usually given the same plural vocabulary as its
     *   individuals.  When we use that plural vocabulary, we will filter for
     *   or against the collective, as determined by the noun phrase
     *   production, when the player uses the collective term.
     *   [COLLECTIVE EXTENSION]
     */
    class Collective: Thing
        /*
         *   A list of one or more tokens, any of which might be used to refer to me
         *   as a plural object. E.g. if the Collective is a bunch of grapes,
         *   pluralTokes might be ['grapes']. This is used so that I'm chosen in
         *   preference to individual objects (e.g. grapes) when the player's
         *   command includes one of these plural tokens, but an individual object
         *   (e.g. a grape) is preferred otherwise.
         *
         *   By default (if this is left as nil by the user) the library populates
         *   this list from our name property, which in the majority of cases should
         *   achieve what's needed. This property only needs to be user-defined in
         *   cases where using the name won't work, even in conjunction with the
         *   extraToks property.
         */
        collectiveToks = nil

        /*
         *   A list of additional tokens added to our collectiveToks at preInit.
         *   This might be needed, for example, if a Collective called 'stack of
         *   cans' also answers to 'pile of tins' (i.e., if it has 'pile' and 'tins'
         *   defined as additional nouns it its vocab property), in which case we'd
         *   need to defined these tokens ['pile', 'tins'] here.
         */
        extraToks = nil

        /* Did the player's command match any of our collectiveToks ? [COLLECTIVE EXTENSION] */
        collectiveDobjMatch = nil

    	/* Did the player's command match any of our collectiveToks ? [COLLECTIVE EXTENSION] */
        collectiveIobjMatch = nil

        /* The number of dispensible items being requested. */
        numberWanted = 0

    	/* For the COLLECTIVE EXTENSION  decide whether to select the collective object (ourselves) or an individual item. */
        filterResolveList(np, cmd, mode)
        {
            /* Carry out any inherited handling */
            inherited(np, cmd, mode);

            local num = np.quantifier == nil ? 1 : np.quantifier;

            local collectiveMatch = np.tokens.overlapsWith(collectiveToks)
                && num == 1;

            /*
             *   Note whether we have a collective match in the particular role
             *   being considered.
             */
            if(np.role == DirectObject)
            {
                collectiveDobjMatch = collectiveMatch;

                /* Note the numberWanted */
                numberWanted = num;
            }
            if(np.role == IndirectObject)
                collectiveIobjMatch = collectiveMatch;

            /* Go through each of the NPMatch objects in our list. */
            foreach(local cur in np.matches)
            {
                /*
                 *   Only worry about it if the NPMatch object's associated object
                 *   is one for which we're a collective. If it is, we need to make
                 *   a decision.
                 */
                if(isCollectiveFor(cur.obj))
                {
                    /*
                     *   If the player's command included one of our collectiveToks,
                     *   then we're the preferred object to use, so remove cur from
                     *   the list of possible matches.
                     */
                    if(collectiveMatch || collectiveAction(np, cmd))
                        np.matches -= cur;

                    /*  Otherwise prefer the individual item. */
                    else
                    {
                        /* So remove our NPMatch object from the list of matches. */
                        np.matches = np.matches.subset({m: m.obj != self});

                        /*
                         *   Then stop looping through the match list, since there's
                         *   no more to do.
                         */
                        break;
                    }
                }
            }

        }

        /*
         *   Determine if I'm a collective object for the given object.
         *
         *   In order to be a collective for some objects, an object must have
         *   vocabulary for the plural name, and must return true from this method
         *   for the collected objects.
         *
         *   The cmd parameter can be use to determine the current action
         *   (cmd.action), in case we want to vary our decision according to the
         *   action.
         *
         *   The np parameter can be used, inter alia, to determine the role
         *   (np.role), e.g. as DirectObject or IndirectObject.
    	 *
    	 *   [COLLECTIVE EXTENSION]
         */
        isCollectiveFor(obj) { return nil; }

        collectiveAction(np, cmd) { return nil; }

        /* Overidden for COLLECTIVE EXTENSION */
        preinitThing
        {
            inherited();

            /*
             *   If collectiveToks hasn't been defined, populate it with tokens
             *   drawn from our name plus any user-defined extraToks.
             */
            if(collectiveToks == nil)
                collectiveToks = name.toLower.split(' ') + valToList(extraToks);
        }
    ;

    /*
     *   A DispensingCollective is a Collective that dispenses objects when the
     *   player takes from it; e.g. a bunch of grapes that dispenses grapes.
     *   [COLLECTIVE EXTENSION]
     */
    class DispensingCollective: Collective

        /*
         *   If definesd the class of object that is created and dispensed when an
         *   actor takes from this DispensingCollective. [COLLECTIVE EXTENSION]
         */
        dispensedClass = nil

        /*
         *   Alternatively, a list of objects that are taken in turn when we take
         *   from this DispensingCollective. [COLLECTIVE EXTENSION]
         */
        dispensedObjs = nil

        /*   The number of objects we have dispensed so far. [COLLECTIVE EXTENSION] */
        dispensedCount = 0

        /*
         *   The total number of objects we can dispense. If this is nil, there is
         *   no limit. [COLLECTIVE EXTENSION]
         */
        maxToDispense = nil

        /*
         *   The number of objects we have left to dispense. This is updated by the
         *   canDispense method, and shouldn't be overridden by user code. It may,
         *   however, for use code to consult this property, e.g. to vary our
         *   description. [COLLECTIVE EXTENSION]
         */
        numLeft = 0

        /*
         *   In principle a DispensingCollective can supply additional items on
         *   demand. This property is used by the parser to prevent it from throwing
         *   an error when the player asks for more of the items we dispense than
         *   are currently in scope. [COLLECTIVE EXTENSION]
         */
        canSupply = true

        /*   Is it possible (or allowed) to dispense any more objects from us? [COLLECTIVE EXTENSION] */
        canDispense()
        {
            /*
             *   If we have a list of dispensedObjs, we can continue to dispense
             *   until we reach the end of the list.
             */
            if(dispensedObjs)
            {
                numLeft = valToList(dispensedObjs).length - dispensedCount;
            }

            /*
             *   Otherwise, if we have a dispensed class we can continue to dispense
             *   either if there is no limit to the number we can dispense
             *   (maxToDispense = nil) or until we have dispensed maxToDispense
             *   objects.
             */
            if(dispensedClass)
            {
                /*
                 *   There's no limit to the number we can dispense, so simply
                 *   return true.
                 */
                if(maxToDispense == nil)
                    return true;

                numLeft = maxToDispense - dispensedCount;
            }

            /*
             *   We can dispense the number of objects asked provided that number
             *   is no greater than the number we have left.
             */
            return numberWanted <= numLeft;;
        }

        /*  Dispense an object from this DispensingCollective. [COLLECTIVE EXTENSION]*/
        dispenseObj()
        {
            for(local i in 1..numberWanted)
            {
                /* Increase the count of the number of objects dispensed. */
                dispensedCount++;

                /* If we have a list of dispensedObjs, select the next one. */
                if(dispensedObjs)
                {
                    obj = valToList(dispensedObjs)[dispensedCount];
                }
                /*  Otherwise create a new object of our dispensedClass class. */
                else
                    obj = dispensedClass.createInstance();

                /*
                 *   Check that the actor has room to hold obj, and stop the action
                 *   if not.
                 */
                if(gOutStream.watchForOutput({: obj.checkRoomToHold() }))
                    exit;

                /*  Move the object into the actor's inventory. */
                obj.actionMoveInto(gActor);

                /*
                 *   If we have now dispensed all the objects we can, carry out any
                 *   appropriate adjustments
                 */

                if(dispensedCount == maxToDispense)
                    exhaustDispenser();
            }

             /*  Say that we have dispensed the object. */
            sayDispensed(obj);
        }

        /* Display a message saying that the actor has taken an object from us. [COLLECTIVE EXTENSION]*/
        sayDispensed(obj)
        {
            local objDesc = numberWanted == 1 ? obj.aName :
            spellNumber(numberWanted) + ' ' + obj.pluralNameFrom(obj.name);

            DMsg(say dispensed, '{I} {take} {1} from {2}. ', objDesc, theName);

        }

        /*
         *   Game code can override this method on specific objects to carry out the
         *   effects of dispensing the maximum number of objects we're going to
         *   dispense, e.g. by changing the description, or replacing a bunch of
         *   bananas by a single banana (when it's the last one left). We do nothing
         *   here in the library, since what's needed will vary with the specifics
         *   of the game. [COLLECTIVE EXTENSION]
         */
        exhaustDispenser()
        {
        }

        /*
         *   The TAKE action applied to a DispensingCollective might mean one of two
         *   things: it might be an attempt to take the DispensingCollective (e.g.
         *   the bunch of grapes) itself, or it may be an attempt to take a single
         *   item (e.g. a single grape from the bunch). We assume it's the former if
         *   what the player typed matches the plural vocab (e.g. 'grapes') and the
         *   latter otherwise. [COLLECTIVE EXTENSION]
         */
        dobjFor(Take)
        {
            verify()
            {
                /*
                 *   If it's an attempt to take us, rather than an item from us, use
                 *   the inherited handling.
                 */
                if(collectiveDobjMatch)
                    inherited;
            }

            check()
            {
                /*
                 *   If it's an attempt to take us, rather than an item from us, use
                 *   the inherited handling.
                 */
                if(collectiveDobjMatch)
                    inherited;

                /*
                 *   Otherwise see if we're able to dispense another item and
                 *   complain if we can't.
                 */
                else if(!canDispense)
                    sayCannotDispense();
            }

            action()
            {
                /*
                 *   If it's an attempt to take us, rather than an item from us, use
                 *   the inherited handling.
                 */
                if(collectiveDobjMatch)
                    inherited;

                /*
                 *   Otherwise, dispense an item (e.g. take a single grape from the
                 *   bunch of grapes.
                 */
                else
                    dispenseObj();
            }
        }

        /*
         *   We need to be able to handle commands like TAKE GRAPE FROM BUNCH where
         *   the DispensingCollective represents both objects in the command (since
         *   until we actually take the grape - or whatever the dispensed object is
         *   to be - it doesn't yet exist in scope to be the object of the command.)
    	 *   [COLLECTIVE EXTENSION]
         */
        iobjFor(TakeFrom)
        {
            verify()
            {
                if(dispensedObjs && gTentativeDobj.overlapsWith(dispensedObjs))
                    logical;

                else if(dispensedClass && gTentativeDobj.indexWhich({o:
                    o.ofKind(dispensedClass) } ))
                    logical;

                else if(gTentativeDobj.indexOf(self))
                    logicalRank(120);

                else
                    illogical(cannotTakeFromHereMsg);
            }
        }

    	[COLLECTIVE EXTENSION]
        cannotTakeFromHereMsg = BMsg(cant take from dispenser, '{I} {can\'t} take {a
            dobj} from {the iobj}. ')

    	[COLLECTIVE EXTENSION]
        dobjFor(TakeFrom)
        {
            verify()
            {
                if(gIobj == self)
                    logicalRank(120);
                else
                    inherited;
            }

            check() { checkDobjTake(); }
            action() { actionDobjTake(); }
        }

    	[COLLECTIVE EXTENSION]
        sayCannotDispense()
        {
            if(numLeft < 1)
                say(cannotDispenseMsg);
            else
                say(notEnoughLeftMsg);
        }

        /* The message to display when there's no more items to dispense from us. [COLLECTIVE EXTENSION]*/
        cannotDispenseMsg = BMsg(cannot dispense, '{I} {can\'t} take any more from
            {the dobj}. ')

        /*
         *   The message to display when the player has asked us for more items than
         *   we have left. [COLLECTIVE EXTENSION]
         */
        notEnoughLeftMsg = BMsg(not that many left, 'There{plural} {aren\'t} that
            many left to take. ')

        /* Are we the Collective for obj? [COLLECTIVE EXTENSION] */
        isCollectiveFor(obj)
        {

            /* We are not the Collective for obj if obj */
            if(dispensedObjs && valToList(dispensedObjs).indexOf(obj) != nil)
                return true;

            if(dispensedClass && obj.ofKind(dispensedClass))
                return true;

            return nil;

        }

        /* The TakeFrom action should always act on us, the Collective. [COLLECTIVE EXTENSION] */
        collectiveAction(np, cmd)
        {
            return cmd.action == TakeFrom;
        }

        /* Overidden for COLLECTIVE EXTENSION */
        preinitThing
        {
            inherited();

            /*
             *   Force an initial calculation of our numLeft property, the
             *   number of items we have left to dispense.
             */
            canDispense();
        }
    ;

Adv3Lite Library Reference Manual
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