Exemple #1
0
def build_all(caller=None):
    """
    Build all objects in the world.

    Args:
        caller: (command caller) If provide, running messages will send to the caller.
    """
    # Reset object key's info.
    OBJECT_KEY_HANDLER.reload()

    # Build areas.
    build_unique_objects(DATA_SETS.world_areas.objects,
                         DATA_SETS.world_areas.model_name, caller)

    # Build rooms.
    build_unique_objects(DATA_SETS.world_rooms.objects,
                         DATA_SETS.world_rooms.model_name, caller)

    # Build exits.
    build_unique_objects(DATA_SETS.world_exits.objects,
                         DATA_SETS.world_exits.model_name, caller)

    # Build objects.
    build_unique_objects(DATA_SETS.world_objects.objects,
                         DATA_SETS.world_objects.model_name, caller)

    # Build NPCs.
    build_unique_objects(DATA_SETS.world_npcs.objects,
                         DATA_SETS.world_npcs.model_name, caller)
def at_server_start():
    """
    This is called every time the server starts up, regardless of
    how it was shut down.
    """
    # reset settings
    GAME_SETTINGS.reset()

    # reload keys
    OBJECT_KEY_HANDLER.reload()

    # reset default locations
    builder.reset_default_locations()
    
    # clear dialogues
    DIALOGUE_HANDLER.clear()

    # clear quest dependencies
    QUEST_DEP_HANDLER.clear()

    # reload equipment types
    EQUIP_TYPE_HANDLER.reload()

    # reload local strings
    LOCALIZED_STRINGS_HANDLER.reload()

    # localize model fields
    localize_model_fields()
Exemple #3
0
def build_all(caller=None):
    """
    Build all objects in the world.

    Args:
        caller: (command caller) If provide, running messages will send to the caller.
    """
    # Reset object key's info.
    OBJECT_KEY_HANDLER.reload()

    # Build rooms.
    for room_info in settings.WORLD_ROOMS:
        build_objects(room_info, True, caller)

    # Build exits.
    for exit_info in settings.WORLD_EXITS:
        build_objects(exit_info, True, caller)

    # Build objects.
    for object_info in settings.WORLD_OBJECTS:
        build_objects(object_info, True, caller)

    # Build NPCs.
    for npc_info in settings.WORLD_NPCS:
        build_objects(npc_info, True, caller)
Exemple #4
0
def at_server_start():
    """
    This is called every time the server starts up, regardless of
    how it was shut down.
    """
    # reset settings
    GAME_SETTINGS.reset()
    CLIENT_SETTINGS.reset()

    # reload keys
    OBJECT_KEY_HANDLER.reload()

    # reset default locations
    builder.reset_default_locations()

    # clear dialogues
    DIALOGUE_HANDLER.clear()

    # clear quest dependencies
    QUEST_DEP_HANDLER.clear()

    # reload equipment types
    EQUIP_TYPE_HANDLER.reload()

    # reload local strings
    LOCALIZED_STRINGS_HANDLER.reload()

    # localize model fields
    localize_model_fields()
Exemple #5
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def build_all(caller=None):
    """
    Build all objects in the world.

    Args:
        caller: (command caller) If provide, running messages will send to the caller.
    """
    print("build_all")

    # Reset object key's info.
    OBJECT_KEY_HANDLER.reload()

    # Build areas.
    build_unique_objects(CM.WORLD_AREAS.all(), "world_areas", caller)

    # Build rooms.
    build_unique_objects(CM.WORLD_ROOMS.all(), "world_rooms", caller)

    # Build exits.
    build_unique_objects(CM.WORLD_EXITS.all(), "world_exits", caller)

    # Build objects.
    build_unique_objects(CM.WORLD_OBJECTS.all(), "world_objects", caller)

    # Build NPCs.
    build_unique_objects(CM.WORLD_NPCS.all(), "world_npcs", caller)
def at_server_start():
    """
    This is called every time the server starts up, regardless of
    how it was shut down.
    """
    # reload keys
    OBJECT_KEY_HANDLER.reload()

    # reset default locations
    builder.reset_default_locations()
    
    # clear dialogues
    DIALOGUE_HANDLER.clear()

    # clear quest dependencies
    QUEST_DEP_HANDLER.clear()

    # reload equipment types
    EQUIP_TYPE_HANDLER.reload()

    # reload local strings
    LOCALIZED_STRINGS_HANDLER.reload()

    # reload skill modules
    MudderySkill.load_skill_modules()
Exemple #7
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def at_server_start():
    """
    This is called every time the server starts up, regardless of
    how it was shut down.
    """
    # reset settings
    GAME_SETTINGS.reset()

    # reload keys
    OBJECT_KEY_HANDLER.reload()

    # reload attributes
    CHARACTER_ATTRIBUTES_INFO.reload()
    EQUIPMENT_ATTRIBUTES_INFO.reload()
    FOOD_ATTRIBUTES_INFO.reload()

    # reset default locations
    builder.reset_default_locations()

    # clear dialogues
    DIALOGUE_HANDLER.clear()

    # clear quest dependencies
    QUEST_DEP_HANDLER.clear()

    # reload equipment types
    EQUIP_TYPE_HANDLER.reload()

    # reload local strings
    LOCALIZED_STRINGS_HANDLER.reload()

    # localize model fields
    localize_model_fields()

    # set character attribute field names
    CHARACTER_ATTRIBUTES_INFO.set_model_fields()
    EQUIPMENT_ATTRIBUTES_INFO.set_model_fields()
    FOOD_ATTRIBUTES_INFO.set_model_fields()

    # load condition descriptions
    DESC_HANDLER.reload()

    # load honours
    HONOURS_MAPPER.reload()
Exemple #8
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def build_all(caller=None):
    """
    Build all objects in the world.

    Args:
        caller: (command caller) If provide, running messages will send to the caller.
    """
    # Reset object key's info.
    OBJECT_KEY_HANDLER.reload()

    # Build rooms.
    build_unique_objects(settings.WORLD_ROOMS, caller)

    # Build exits.
    build_unique_objects(settings.WORLD_EXITS, caller)

    # Build objects.
    build_unique_objects(settings.WORLD_OBJECTS, caller)

    # Build NPCs.
    build_unique_objects(settings.WORLD_NPCS, caller)
Exemple #9
0
def build_all(caller=None):
    """
    Build all objects in the world.

    Args:
        caller: (command caller) If provide, running messages will send to the caller.
    """
    # Reset object key's info.
    OBJECT_KEY_HANDLER.reload()

    # Build rooms.
    build_unique_objects(settings.WORLD_ROOMS, caller)

    # Build exits.
    build_unique_objects(settings.WORLD_EXITS, caller)

    # Build objects.
    build_unique_objects(settings.WORLD_OBJECTS, caller)

    # Build NPCs.
    build_unique_objects(settings.WORLD_NPCS, caller)
Exemple #10
0
def build_all(caller=None):
    """
    Load csv data and build the world.

    Args:
        caller: (command caller) If provide, running messages will send to the caller.
    """
    
    OBJECT_KEY_HANDLER.reload()

    for room_info in settings.WORLD_ROOMS:
        build_objects(room_info, True, caller)

    for exit_info in settings.WORLD_EXITS:
        build_objects(exit_info, True, caller)

    for object_info in settings.WORLD_OBJECTS:
        build_objects(object_info, True, caller)

    for npc_info in settings.WORLD_NPCS:
        build_objects(npc_info, True, caller)
Exemple #11
0
def build_all(caller=None):
    """
    Build all objects in the world.

    Args:
        caller: (command caller) If provide, running messages will send to the caller.
    """
    # Reset object key's info.
    OBJECT_KEY_HANDLER.reload()

    # Build areas.
    build_unique_objects(DATA_SETS.world_areas.objects, DATA_SETS.world_areas.model_name, caller)
    
    # Build rooms.
    build_unique_objects(DATA_SETS.world_rooms.objects, DATA_SETS.world_rooms.model_name, caller)

    # Build exits.
    build_unique_objects(DATA_SETS.world_exits.objects, DATA_SETS.world_exits.model_name, caller)

    # Build objects.
    build_unique_objects(DATA_SETS.world_objects.objects, DATA_SETS.world_objects.model_name, caller)

    # Build NPCs.
    build_unique_objects(DATA_SETS.world_npcs.objects, DATA_SETS.world_npcs.model_name, caller)