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smutbook:classes:persistentobject

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PersistentObject

Namespace: SmutBook.Persistence Inherits from: Nothing

The PersistentObject is the class from which all of the more complex persistent data types are derived. People, Apparel, Transformable attributes, Inventories of various sorts, and many other classes of objects, are all are ultimately derived from PersistentObject.

ALERT! MAKE NOTE! ALERT!

You should never instantiate a PersistentObject directly! Instead, you must define it with PersistentObject.define(), and then either store the result somewhere or re-fetch it with PersistentObject.fetch() when you want to use it.

If you try to instantiate a PersistentObject directly, rather than wrapping it in a call to fetch(), the Proxy object will get confused about what to do with properties that are set in subclass constructors, and you'll have an unhappy day. fetch() wraps things up with some hackery-magic and makes things behave as you'd expect for the most part.

Static Functions

Two static utility functions are defined on PersistentObject. These are called through the global class name rather than through specific instances of objects.

PersistentObject.define( id, objectClass=PersistentObject, defaults={}, allowRedefine=false )

Defines the default data for a PersistentObject (or subclass thereof) within your game. PersistentObject.define() must only be called at initialization time, from story javascript or initialization passages. The results of trying to use this function after the game has started are undefined.

See the Tutorial for more details.

  • id: the Persistence ID of the object being defined.
  • objectClass: the class of the object being defined. PersistentObject or subclass thereof.
  • defaults: a mapping of property names to data for the object's default data. Records may only contain simple data types or arrays, no objects or symbols.
  • allowRedefine: if true, the object may be redefined. This is used internally and you probably shouldn't mess with it unless you are sure of what you are doing.
  • Returns: An instantiated instance of the object that was defined.
  • Throws: Error if the object is being redefined (and allowRedefine=false), if the previously defined object does not have a valid class associated with it, or if a defaults record contains a non-array object or symbol.

All PersistentObjects (and subclasses) must be defined using this method before they can be used within the game. See the Tutorial for a better explanation of all of this.

Example:

SmutBook.PersistentObject.define( "joe", SmutBook.Person.Man, {
	"name":               "Joe",
	"lastName":           "Blow",
	"inventory.contents": [ "revolver" ],
	"apparel.contents":   [ "boxers", "jeans", "tshirt", "socks", "tennisshoes" ]
});

PersistentObject.fetch( id, forceClass=undefined )

Given a persistence ID, returns the appropriate instantiated object (a PersistentObject or subclass).

  • id: the Persistence ID of the object being fetched.
  • forceClass: If set, overrides the class associated with the object ID and uses the given class instead. This is used internally and you probably shouldn't mess with it unless you are sure of what you are doing.
  • Returns: An instantiated instance of the object defined with the given id.
  • Throws: Error if the object does not have a valid class associated with it.

Properties

.id

This object's Persistence ID, as defined with PersistentObject.define().

  • Type: String
  • Automatic
  • ReadOnly

.parent

This object's parent. For example, the parent of the object with the id “joe.inventory” would be the object with the id “joe”.

  • Type: PersistentObject or undefined (getter)
  • Automatic
  • ReadOnly

.name

The display name of the object, without any article. For example: “Joe”, “ancient relic”, “pair of gloves”.

  • Type: String
  • Required

.nameIsProper

Set this field to True to suppress the printing of an article in the .aName, .theName, and generic versions of these fields. Useful for proper names, book titles, etc. See the Tutorial for more information.

  • Type: Boolean
  • Optional

.nameIrregularArticle

Set this field to override the default article choice in .aName and generic versions of that field. Setting it back to undefined or null will return things to normal.

  • Type: String
  • Optional

.genericName

This is the generic non-detailed name of the object, without any article. This name is used when the item can be detected, but its exact details are unavailable. For example, the genericName is used when an article of apparel is “showing an outline through” an article of thin but non-transparent apparel on a more outer layer. It might also be used when interacting with objects in the dark, where you can feel what they are but cannot see specific details.

  • Type: String
  • Required

.genericNameIsProper

Same as .nameIsProper, but operates on the genericName instead.

  • Type: Boolean
  • Optional

.genericNameIrregularArticle

Same as .nameIrregularArticle, but operates on the genericName instead.

  • Type: String
  • Optional

.aName

The display name of the object, with the correct article prepended. For example: “Joe”, “an ancient relic”, “a pair of gloves”.

If the first character of the .name field is capitalized, the name will be treated as proper, and no article will be prepended. Ie. “Joe”. Otherwise, if the first character of the .name field is a vowel, the “an” article will be prepended. Ie. “an ancient relic”. Otherwise, the “a” article will be prepended. Ie. “a pair of gloves”.

These rules do not always work. For example, “an honorable man” or “a European swallow”. In these cases, the .nameIsProper and .nameIrregularArticle fields may be used to manually specify the behavior of this field.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Automatic

.AName

Same as .aName, but with the first character capitalized.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Automatic

.aGenericName

Same as .aName, but operates on the genericName instead.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Automatic

.AGenericName

Same as .AName, but operates on the genericName instead.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Automatic

.theName

The display name of the object, with the “the” prepended unless the object is proper. For example: “Joe”, “the ancient relic”, “the pair of gloves”.

These rules do not always work. For example, “the European swallow”. In this case, the .nameIsProper field may be used to manually specify the behavior of this field.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Automatic

.TheName

Identical to .theName, but with the first character capitalized.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Automatic

.theGenericName

Same as .theName, but operates on the genericName instead.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Automatic

.TheGenericName

Same as .TheName, but operates on the genericName instead.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Automatic

.image

A detail image name for the object (used in object details displays, and in inventory thumbnails if no thumbnail is defined).

FIXME Make this work with external images instead of just image passages.

  • Type: String
  • Required (if you use the Inventory and Apparel UIs)

.thumbnail

A thumbnail image name for the object (used in inventory displays). If a thumbnail image is not defined, code should use the value of .image instead.

FIXME Make this work with external images instead of just image passages.

  • Type: String (getter) FIXME change to function so it can be overridden in story code more easily.
  • Optional

.description

FIXME unimplemented

The name of a passage to display with the detail description of the object. Links within can be used to manipulate the object.

  • Type: String
  • Optional

.inventoryCategory

The inventory category of this object. Used for inventory sorting. Case-sensitive. If falsy, then category is assumed to be “Other”.

  • Type: String
  • Required (if the item can be picked up or worn by the player)

.equals( o )

Overridden to compare object id fields rather than references.

.toString()

Overridden to return this.aName.

.clone()

Overridden to grab an instantiated copy of the object via PersistentObject.fetch().

.toJSON()

Overridden to provide a reviveWrapper that grabs an instantiated copy of the object via PersistentObject.fetch().

.someProperty

FIXME

  • Type: type
  • Optional Required

.someProperty

FIXME

  • Type: type
  • Optional Required

.someProperty

FIXME

  • Type: type
  • Optional Required

.someProperty

FIXME

  • Type: type
  • Optional Required

.someProperty

FIXME

  • Type: type
  • Optional Required

.someProperty

FIXME

  • Type: type
  • Optional Required

.someProperty

FIXME

  • Type: type
  • Optional Required
smutbook/classes/persistentobject.1691376502.txt.gz · Last modified: 2023/08/06 19:48 by lee