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()
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)
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()
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()
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()
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)
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)
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)
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)