module.exports = class PhandalinShrineLuck { constructor() { this.id = this.constructor.name; this.name = "The Shrine of Luck"; this.description = "A rough semicircle wall surrounds a {hint}shrine{/hint} to Tymora, the goddess of Luck. The shrine is well-tended, and the {hint}incense{/hint} and {hint}candles{/hint} here appear to have been set recently. There is an unassuming {hint}house{/hint} to the north."; this.openDoorDescription = "A rough semicircle wall surrounds a {hint}shrine{/hint} to Tymora, the goddess of Luck. The shrine is well-tended, and the {hint}incense{/hint} and {hint}candles{/hint} here appear to have been set recently. There is an unassuming {hint}house{/hint} to the north with the {hint}door{/hint} standing open."; this.defaultDescription = "A rough semicircle wall surrounds a {hint}shrine{/hint} to Tymora, the goddess of Luck. The shrine is well-tended, and the {hint}incense{/hint} and {hint}candles{/hint} here appear to have been set recently. There is an unassuming {hint}house{/hint} to the north."; this.filename = "phandalin/shrineluck.js"; this.type = "room"; this.items = []; this.mobiles = []; this.roomExpires = 0; this.resetDelay = 12000000; this.roomExits = ["south"]; this.homeIsLocked = true; this.homeIsOpen = false; this.stoneIsMissing = false; this.keyIsFound = false; } mud_reset(time) { libs.Output.toRoom(this.id, "A coil of smoke rises from a stick of {hint}incense{/hint}."); this.roomExpires = time + this.resetDelay; this.homeIsLocked = true; this.homeIsOpen = false; this.stoneIsMissing = false; this.description = this.defaultDescription; this.keyIsFound = false; this.roomExits = ["south"]; } mud_tick(time) { if(time >= this.roomExpires) { this.mud_reset(time); } } look(room, mobile, input) { switch(input[0]) { case "debug": console.log(admin, builder); return true; case "door": libs.Output.toMobile(mobile.id, "The door to the small house is made of strong oak, with a small keyhole and a stylized door knob."); return true; case "house": case "home": libs.Output.toMobile(mobile.id, "The house is small, but looks cozy and tidy. You wonder if the person who lives there also takes care of the {hint}shrine{/hint}."); return true; case "shrine": case "luck": libs.Output.toMobile(mobile.id, "A small {hint}statuette{/hint} of Tymora placed on a stone altar is surrounded by lit candles and incense. The altar is protected by a semicircle of {hint}stones{/hint} that look like they were salvaged from the nearby ruins."); return true; case "candle": case "candles": libs.Output.toMobile(mobile.id, "The yellow beeswax candles stand tall, having only recently been replaced and lit."); return true; case "incense": libs.Output.toMobile(mobile.id, "Smoke curls upwards from the sticks of incense, their tips glowing orange."); return true; case "statue": case "statuette": libs.Output.toMobile(mobile.id, "The small statue of Tymora stands with her arms outstretched. On her left hand a swallow perches, and a coinpurse is clutched in her right."); return true; case "stones": if(!this.stoneIsMissing) { libs.Output.toMobile(mobile.id, "The stones are identical to the other broken stones from the ruined buildings just outside of town. One of the flagstones seems to have been moved recently. Perhaps you could {hint}take{/hint} it?"); this.stoneIsMissing = true; } else { libs.Output.toMobile(mobile.id, "The stones are identical to the other broken stones from the ruined buildings just outside of town. One of the flagstones is missing, leaving a small {hint}hole{/hint}."); } return true; case "hole": if(this.stoneIsMissing) { if(!this.keyIsFound) { libs.Output.toMobile(mobile.id, "Looking in the small hole left by the stone, you find an unassuming key tucked inside."); world.mud_addItemToRoom("PhandalinShrineLuck", builder.mud_spawnItem("UnassumingKey").id); this.keyIsFound = true; } else { libs.Output.toMobile(mobile.id, "It looks like someone has stolen one of the stones from the edge of the shrine."); } return true; } } } unlock(room, mobile, input) { if(["door", "home", "north"].indexOf(input[0]) != -1) { var hasKey = false; for(var i = 0; i < mobile.items.length; i++) { if(session.items[mobile.items[i]].constructor.name == "UnassumingKey") { hasKey = true; } } if(this.homeIsLocked && !this.homeIsOpen && hasKey) { libs.Output.toMobile(mobile.id, "You unlock the door."); libs.Output.toRoom(room.id, mobile.name + " unlocks the door.", mobile); this.homeIsLocked = false; return true; } else if(!this.homeIsLocked) { libs.Output.toMobile(mobile.id, "The door is already unlocked."); return true; } else if(!hasKey) { libs.Output.toMobile(mobile.id, "You don't have a key that fits."); return true; } } } open(room, mobile, input) { if(["door", "home", "north"].indexOf(input[0]) != -1) { if(!this.homeIsOpen && !this.homeIsLocked) { libs.Output.toMobile(mobile.id, "You open the door."); libs.Output.toRoom(room.id, mobile.name + " opens the door.", mobile); this.homeIsOpen = true; if(this.roomExits.indexOf("enter") == -1) { this.roomExits.push("enter"); } this.description = this.openDoorDescription; return true; } else if(!this.homeIsOpen && this.homeIsLocked) { libs.Output.toMobile(mobile.id, "The door is locked."); return true; } else if(this.homeIsOpen) { libs.Output.toMobile(mobile.id, "The door is already open."); return true; } } } lock(room, mobile, input) { if(["door", "home", "north"].indexOf(input[0]) != -1) { var hasKey = false; for(var i = 0; i < mobile.items.length; i++) { if(session.items[mobile.items[i]].constructor.name == "UnassumingKey") { hasKey = true; } } if(!this.homeIsLocked && !this.homeIsOpen && hasKey) { libs.Output.toMobile(mobile.id, "You lock the door."); libs.Output.toRoom(room.id, mobile.name + " locks the door.", mobile); this.homeIsLocked = true; return true; } else if(!this.homeIsLocked && this.homeIsOpen && hasKey) { libs.Output.toMobile(mobile.id, "You close and lock the door."); libs.Output.toRoom(room.id, mobile.name + " closes and locks the door.", mobile); this.homeIsLocked = true; this.homeIsOpen = false; this.roomExits.splice(this.roomExits.indexOf("enter"), 1); return true; } else if(this.homeIsLocked && !this.homeIsOpen) { libs.Output.toMobile(mobile.id, "The door is already locked."); return true; } else if(!this.hasKey) { libs.Output.toMobile(mobile.id, "You don't have the key to this door."); return true; } } } close(room, mobile, input) { if(["door", "home", "north"].indexOf(input[0]) != -1) { if(this.homeIsOpen) { libs.Output.toMobile(mobile.id, "You close the door."); libs.Output.toRoom(room.id, mobile.name + " closes the door.", mobile); this.homeIsOpen = false; this.roomExits.splice(this.roomExits.indexOf("enter"), 1); this.description = this.defaultDescription; return true; } else if(!this.homeIsOpen) { libs.Output.toMobile(mobile.id, "The door is already closed."); return true; } } } take(room, mobile, input) { if(["stone", "flagstone"].indexOf(input[0]) != -1) { if(!this.stoneIsMissing) { libs.Output.toMobile(mobile.id, "You find a loose flagstone and steal it!"); libs.Output.toRoom(room.id, mobile.name + " shifts a flagstone loose and steals it.\n", mobile); this.stoneIsMissing = true; world.mud_addItemToMobile(mobile.id, builder.mud_spawnItem("RuinFlagstone").id); return true; } else { libs.Output.toMobile(mobile.id, "There are no loose stones."); return true; } } } enter(room, mobile, input) { if(this.homeIsLocked && !this.homeIsOpen) { libs.Output.toMobile(mobile.id, "The door to the small home is closed and locked."); libs.Output.toRoom(room.id, mobile.name + " tries to open the door but fails.", mobile); return true; } else if(!this.homeIsLocked && !this.homeIsOpen) { libs.Output.toMobile(mobile.id, "The door is not open."); return true; } else if(!this.homeIsLocked && this.homeIsOpen) { world.mud_moveMobile(mobile.id, this.id, "PhandalinGaraeleHouse", "enters the house", "walks in"); return true; } } north(room, mobile, input) { return this.enter(room, mobile, input); } south(room, mobile, input) { world.mud_moveMobile(mobile.id, this.id, "PhandalinTownSquare", "walks away south", "walks in from the north"); return true; } };