Ejemplo n.º 1
0
 def load_inventory(self):
     rows = self.world.db.select('* FROM game_item WHERE owner=?', [self.dbid])
     if rows:
         for row in rows:
             item = GameItem(row)
             item.owner = self
             if item.has_type('equippable'):
                 equip_type = item.item_types['equippable']
                 if equip_type.is_equipped:
                     self.equipped[equip_type.equip_slot] = item
                     self.isequipped.append(item)
                     equip_type.on_equip()
             if item.has_type('container'):
                 item.item_types['container'].load_inventory()
             self.inventory.append(item)
Ejemplo n.º 2
0
 def load_inventory(self):
     # Only game items should load inventory items - if this is not connected
     # to a game item, just return without doing anything
     if not self.game_item:
         return
     from shinymud.models.item import GameItem
     rows = self.world.db.select('* from game_item where container=?', [self.game_item.dbid])
     for row in rows:
         new_item = GameItem(row)
         self.inventory.append(new_item)
         if new_item.has_type('container'):
             new_item.item_types['container'].load_inventory()
Ejemplo n.º 3
0
 def load_inventory(self):
     # Only game items should load inventory items - if this is not connected
     # to a game item, just return without doing anything
     if not self.game_item:
         return
     from shinymud.models.item import GameItem
     rows = self.world.db.select('* from game_item where container=?', [self.game_item.dbid])
     for row in rows:
         new_item = GameItem(row)
         self.inventory.append(new_item)
         if new_item.has_type('container'):
             new_item.item_types['container'].load_inventory()