Module: GamesAndRpgParadise::Mud::Talk

Includes:
Adverbs
Included in:
Humanoid, Living
Defined in:
lib/games_and_rpg_paradise/mud/can_talk/can_talk.rb

Overview

include Talk

Constant Summary

Constants included from Adverbs

Adverbs::ADVERBS_ABBREVIATED, Adverbs::ARRAY_ADVERBS

Class Method Summary collapse

Instance Method Summary collapse

Methods included from Adverbs

all?, file?, find_adverb_for, keys, n_adverbs?, original_adverbs

Class Method Details

.included(i) ⇒ Object

#

GamesAndRpgParadise::Mud::Talk.included

We can add a chained-method here whenever this module is included.

#


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# File 'lib/games_and_rpg_paradise/mud/can_talk/can_talk.rb', line 28

def self.included(i)
  # puts "DEBUGGING: I WAS INCLUDED"
end

Instance Method Details

#can_speak?Boolean

#

can_speak?

#

Returns:

  • (Boolean)


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# File 'lib/games_and_rpg_paradise/mud/can_talk/can_talk.rb', line 35

def can_speak?
  true
end

#say(what = '') ⇒ Object Also known as: speak

#

say

Use this method for an actor / speak-capable object to say something.

#


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# File 'lib/games_and_rpg_paradise/mud/can_talk/can_talk.rb', line 58

def say(
    what = ''
  )
  what = what.to_s.dup
  _ = ''.dup
  _ << ' '+@adverb.to_s if @adverb
  case what[-1, 1]
  when '.','!','?',','
  else
    what << '.'
  end
  what << N
  e "You #{_}say: #{what}"
end

#set_how(i) ⇒ Object Also known as: set_speak_how

#

set_how

Use this method when trying to determine how a character talks,

    1. “softly” or “angrily”.

#


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# File 'lib/games_and_rpg_paradise/mud/can_talk/can_talk.rb', line 45

def set_how(i)
  if Adverbs.all?.include? i
    @adverb = i # How to speak.
  else
    e 'This adverb is not included: '+i
  end
end