Esempio n. 1
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    def func(self):

        # pass stats to the player
        self.caller.msg("DATA,name,%s" % self.caller.name)
        self.caller.msg("DATA,level,%d" % self.caller.db.level)
        self.caller.msg("DATA,health,%d" % self.caller.db.HP)
        self.caller.msg("DATA,xp,%d" % self.caller.db.XP)
        self.caller.msg("DATA,strength,%d" % self.caller.db.STR)
        self.caller.msg("DATA,combat,%d" % self.caller.db.combat)
        self.caller.msg("DATA,LOC,%s" % self.caller.location.name)

        # pass room items to the player
        for item in self.caller.location.contents:
            if item.dbref != self.caller.dbref: 
                if utils.inherits_from(item, Character):
                    self.caller.msg("DATA,char_add," + item.name + item.dbref)
                    item.msg("DATA,char_add," + item.name + item.dbref)
                elif utils.inherits_from(item, Mob):
                    self.caller.msg("DATA,char_add," + item.name + item.dbref)
                else:
                    self.caller.msg("DATA,obj_add," + item.name + item.dbref)
            else:
                pass

        # pass inventory items to the player 
        for item in self.caller.contents:
            self.caller.msg("DATA,inv_add," + item.name + item.dbref)
Esempio n. 2
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    def at_post_puppet(self):
        """
        Called when user logs in and starts puppeting a character
        """

        # pass stats to the player
        self.msg("DATA,level,%d" % self.db.level)
        self.msg("DATA,health,%d" % self.db.HP)
        self.msg("DATA,xp,%d" % self.db.XP)
        self.msg("DATA,strength,%d" % self.db.STR)
        self.msg("DATA,combat,%d" % self.db.combat)
        self.msg("DATA,LOC,%s" % self.location.name)
        self.msg("Welcome back to the Matrix, %s" % self.name)
        self.db.just_entered=True

        # pass room items to the player
        for item in self.location.contents:
            if item.dbref != self.dbref: 
                if utils.inherits_from(item, Character):
                    self.msg("DATA,char_add," + item.name + item.dbref)
                    item.msg("DATA,char_add," + item.name + item.dbref)
                elif utils.inherits_from(item, Mob):
                    self.msg("DATA,char_add," + item.name + item.dbref)
                else:
                    self.msg("DATA,obj_add," + item.name + item.dbref)
            else:
                pass

        # pass inventory items to the player 
        for item in self.contents:
            self.msg("DATA,inv_add," + item.name + item.dbref)

        self.msg("In Game News today, the Federal Bureau of Intution closed its investigation into the recent spurt of attacks on the AI community at Dartmouth. It claims the case is unresolvable by its psychic experts.")
Esempio n. 3
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 def at_object_receive(self, obj, source_location):
     if not utils.inherits_from(
             obj, 'typeclasses.characters.NPC') and utils.inherits_from(
                 obj, 'typeclasses.characters.Character'):
         obj.execute_cmd('look')
         for item in self.contents:
             if utils.inherits_from(item, 'typeclasses.characters.NPC'):
                 item.at_char_entered(obj)
Esempio n. 4
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 def at_object_receive(self, obj, source_location):
     if utils.inherits_from(obj, Npc): # An NPC has entered
         pass
     else:
         if utils.inherits_from(obj, Character): 
             # A PC has entered, NPC is caught above.
             # Cause the character to look around
             obj.execute_cmd('look')
             for item in self.contents:
                 if utils.inherits_from(item, Npc): 
                     # An NPC is in the room
                     item.at_char_entered(obj)
Esempio n. 5
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 def at_object_receive(self, obj, source_location):
     if utils.inherits_from(obj, Npc):  # An NPC has entered
         pass
     else:
         if utils.inherits_from(obj, Character):
             # A PC has entered, NPC is caught above.
             # Cause the character to look around
             obj.execute_cmd('look')
             for item in self.contents:
                 if utils.inherits_from(item, Npc):
                     # An NPC is in the room
                     item.at_char_entered(obj)
Esempio n. 6
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    def parse(self):
        """
        We run the parent parser as usual, then fix the result
        """
        super(MuxAccountCommand, self).parse()

        if inherits_from(self.caller, "evennia.objects.objects.DefaultObject"):
            self.character = self.caller  # caller is an Object/Character
            self.caller = self.caller.account
        elif inherits_from(self.caller, "evennia.accounts.accounts.DefaultAccount"):
            self.character = self.caller.get_puppet(self.session)  # caller was already an Account
        else:
            self.character = None
Esempio n. 7
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 def at_object_receive(self, obj, source_location):
     if utils.inherits_from(
             obj, 'typeclasses.patientēs.Patiēns'):  # An NPC has entered
         pass
     else:
         if utils.inherits_from(obj, 'typeclasses.persōnae.Persōna'):
             # A PC has entered, NPC is caught above.
             # Cause the character to look around
             obj.execute_cmd('specta')
             for item in self.contents:
                 if utils.inherits_from(item,
                                        'typeclasses.patientēs.Patiēns'):
                     # An NPC is in the room
                     item.at_char_entered(obj)
Esempio n. 8
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    def at_object_leave(self, obj, target_location):
        if utils.inherits_from(obj, Character):
            for item in self.contents:
                # if item in room not self
                if item.dbref != obj.dbref:
                    # if item is of class Character
                    if utils.inherits_from(item, Character):
                        obj.msg("DATA,char_remove," + item.name + item.dbref)
                        item.msg("DATA,char_remove," + obj.name + obj.dbref)
                    # else if item is of class Mob
                    elif utils.inherits_from(item, Mob):
                        obj.msg("DATA,char_remove," + item.name + item.dbref)
                    # else if item is of class Npc
                    elif utils.inherits_from(item, Npc):
                        obj.msg("DATA,char_remove," + item.name + item.dbref)
                    # else (an object)
                    else:
                        obj.msg("DATA,obj_remove," + item.name + item.dbref)


        if utils.inherits_from(obj, Npc): # An NPC has left
            pass
        elif utils.inherits_from(obj, Mob): # A Mob has left
            pass
        else:
            # Else if a PC has left the room
            if utils.inherits_from(obj, Character):
                # Any NPCs in the room ?
                for item in self.contents:
                    if utils.inherits_from(item, Npc):
                        # Notify NPCs that a PC left the room
                        tickerhandler.remove(item,1)
Esempio n. 9
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    def func(self):
        "Implement command"

        caller = self.caller
        if not self.args:
            caller.msg("Drop what?")
            return

        # search for object referred in argument [custom added to deal with dbref]
        if '#' in self.args:  # if '#' in argument search by dbref
            objname = "#"+self.args.split('#')[1]

            # object on player with same dbref
            objs = [item for item in caller.contents_get() if objname==item.dbref]

            # if object asked for on player
            if objs:
                obj = objs[0]
            else:
                caller.msg("You aren't carrying %s." % self.args)
                return

        else: # else search in room for object with same name
              # Because the DROP command by definition looks for items
              # in inventory, call the search function using location = caller
            obj = caller.search(self.args, location=caller,
                                nofound_string="You aren't carrying %s." % self.args,
                                multimatch_string="You carry more than one %s:" % self.args)
        if not obj:
            return

        obj.move_to(caller.location, quiet=True)
        caller.msg("You drop %s." % (obj.name,))
        caller.msg("DATA,inv_remove," + obj.name + obj.dbref)
        for item in caller.location.contents:
            if utils.inherits_from(item, Character):
                item.msg("DATA,obj_add," + obj.name + obj.dbref)

        caller.location.msg_contents("%s drops %s." %
                                         (caller.name, obj.name),
                                     exclude=caller)
        # if object of type Weapon
        if (utils.inherits_from(obj, Weapon)):
            # if user wasn't equipped with any weapon
            if caller.db.equip==obj.dbref:
                caller.db.equip = ""  # equip with got object
                caller.msg("You unequip %s" % obj.name)
        # Call the object script's at_drop() method.
        obj.at_drop(caller)
Esempio n. 10
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 def at_object_receive(self, obj, source_location):
     if utils.inherits_from(
             obj, "typeclasses.characters.Character") and self.tags.get(
                 "item", category='chargen'):
         spawn({
             "prototype": "DAGGER",
             "location": self
         }, {
             "prototype": "SIMPLE_ROBE",
             "location": self
         })
     if utils.inherits_from(
             obj, "typeclasses.characters.Character") and self.tags.get(
                 "coins", category='chargen'):
         transfer_funds(obj, 1000)
Esempio n. 11
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    def parse(self):
        """
        We run the parent parser as usual, then fix the result
        """
        super(MuxAccountCommand, self).parse()

        if inherits_from(self.caller, "evennia.objects.objects.DefaultObject"):
            self.character = self.caller  # caller is an Object/Character
            self.caller = self.caller.account
        elif inherits_from(self.caller,
                           "evennia.accounts.accounts.DefaultAccount"):
            self.character = self.caller.get_puppet(
                self.session)  # caller was already an Account
        else:
            self.character = None
Esempio n. 12
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    def func(self):
        "Implementing combat"

        # pass iff argument. assumes one argument passed
        if not self.args:
            caller = self.caller
            caller.msg("You need to pick a single target to attack.")
            return

        character = self.caller
        item = self.args # gets rid of the 1st space

        # search for object referred in argument
        if '#' in item:  # if '#' in argument search by dbref
            enemyname = "#"+item.split('#')[1]

            # object in room with same dbref
            enemy = [obj for obj in character.location.contents_get() if enemyname==obj.dbref]

            # if enemy asked for in room
            if enemy:
                enemy = enemy[0]
            else:
                character.msg("%s doesn't exist in this room" % item)
                return
        else:                 # else search by name
            # object in room with same name
            enemy = character.search(item, location=character.location)
        
        # if object not of type character or mob or npc
        if not (utils.inherits_from(enemy, Character) or utils.inherits_from(enemy, Mob) or utils.inherits_from(enemy, Npc)):
            character.msg("%s can't be attacked" % item)
            return

        # if enemy = self
        if enemy.dbref==character.dbref:
            character.msg("Stop being suicidal! I've set an appointment for you with the shrink")
            return

        # if user has equipped weapon
        weapons = [pobj for pobj in character.contents_get() if utils.inherits_from(pobj, Weapon) and pobj.dbref==character.db.equip]

        if weapons:
            character.msg("You slash at %s" % enemy)
            character.execute_cmd("slash %s" % enemy)
        else:
            character.msg("You punch %s" % enemy)
            rules.roll_challenge(character, enemy, "kickbox")
Esempio n. 13
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    def func(self):
        """Kick the object"""

        location = self.caller.location
        caller = self.caller

        if self.args:
            obj = self.caller.search(self.args.strip())
        else:
            caller.msg("What do you want to kick?")
            return

        if utils.inherits_from(obj, Character):
            caller.msg("Don't kick other people!")
            return
        elif obj != self.obj:
            caller.msg("You can't kick that.")
            return

        location.msg_contents(text="{char} kicks the ball.",
                              from_obj=caller,
                              exclude=caller,
                              mapping={"char": self.caller})
        self.caller.msg("You kick the ball.")
        self.caller.location.msg_contents(text="The ball rolls around.",
                                          from_obj=self.caller)
Esempio n. 14
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    def _destroy_room(self, room):
        """
        Moves a room back to storage. If room is not a WildernessRoom or there
        is a player inside the room, then this does nothing.

        Args:
            room (WildernessRoom): the room to put in storage
        """
        if not room or not inherits_from(room, WildernessRoom):
            return

        for item in room.contents:
            if item.has_account:
                # There is still a character in that room. We can't get rid of
                # it just yet
                break
        else:
            # No characters left in the room.

            # Clear the location of every obj in that room first
            for item in room.contents:
                if item.destination and item.destination == room:
                    # Ignore the exits, they stay in the room
                    continue
                item.location = None

            # Then delete its reference
            del self.db.rooms[room.ndb.active_coordinates]
            # And finally put this room away in storage
            self.db.unused_rooms.append(room)
Esempio n. 15
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    def at_start(self):
        if not self.db.API_key:
            self.db.API_Key = 'e07c570e1f5f85a42dacce70bc6c63ce'

        if not self.db.fogmessage:
            self.db.fogmessage = ['A mist hangs over everything','The fog turns everything into murky shadows','You worry about your footing in the dense fog']
            self.db.clearmessage = ['The bright sky feels light and carefree','The energy of the earth refreshes you','A clear day','Sunlight warms your face','The trees are bright and green','You hear the laughter of undergrads','You wish you had a frisbee']
            self.db.cloudmessage = ['Clouds sweep across the sky.','A faint breeze is felt','A cloud in the distance reminds you of something','Tree branches creak and sway in the wind','A chill comes over you','You see a mountain in the distance']
            self.db.rainmessage = ['The rain falls heavily on the ground','The dark clouds are pregnant with rain','The ground is slick, be careful','Rain, rain, go away, come again some other day']
            self.db.snowmessage = ['White snow blankets the world','The cold bites at your face']
            self.db.raremessage = ['You feel a pang of nostalgia','A faint smell reminds you of your mother','The air tastes like metal','You feel hopeless and lost','The meaninglessness of existence overcomes you','There\'s some trash on the ground','There doesn\'t seem to be anyone around','You notice the hum of electricity. Has it always been there?','The wounds of your childhood ache']

        # search for veggies in room 
        veggies_in_room = [obj for obj in self.obj.contents_get() if utils.inherits_from(obj, objects.Vegetable)]
        # if not veggies in room
        if not veggies_in_room:
            prototype = random.choice(self.db.available_veggies)
            # use the spawner to create a new Vegetable from the spawner dictionary
            veggie = spawn(objects.VEGETABLE_PROTOTYPES[prototype], prototype_parents=objects.VEGETABLE_PROTOTYPES)[0]
            veggie.location = self.obj
            veggiestring = ("A %s ripens" % veggie)
            self.obj.msg_contents(veggiestring)
            self.obj.msg_contents("DATA,obj_add," + veggie + veggie.dbref)

        # if weather not set for room 
        if not self.db.cweather and self.db.location:
            loc = self.obj.db.location.split(',')
            # if location contains lat, lng
            if len(loc)==2:
                # Get Weather from Forecast.io
                forecast = forecastio.load_forecast(self.db.API_Key, loc[0], loc[1])
                # Extract and store current weather summary
                self.obj.cweather = forecast.currently().summary
Esempio n. 16
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    def func(self):
        # Check if it is player's combat_turn
        if self.caller.db.combat_turn:

            # Check to see if caller is in combat loop:
            if self.caller in self.combat_loop:
                self.caller.location.msg_contents(f"|025{self.caller.key} breaks away from combat.|n")
                # Instantiate combat loop class
                loop = CombatLoop(self.caller, target=None)
                # Run cleanup to move to next target
                self.combat_loop.remove(self.caller)
                # Reset stats
                self.caller.db.in_combat = 0
                self.caller.db.combat_turn = 1

                # Check for only npcs remaining.
                loop_contents = [char for char in self.combat_loop if utils.inherits_from(char, Npc)]
                if len(loop_contents) == len(self.caller.location.db.combat_loop):
                    # Reset combat stats
                    for char in self.combat_loop:
                        char.db.combat_turn = 1
                        char.db.in_combat = 0
                    self.combat_loop.clear()
                    self.caller.location.msg_contents("|025Combat is now over.|n")
                    return
                else:
                    loop.cleanup()

            else:
                self.msg(f"|400You are not part of the combat loop for {self.caller.location}.|n")

        else:
            self.caller.msg("|430You need to wait until it is your turn before you are able to act.|n")
Esempio n. 17
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    def func(self):
        """
        Implement the command.

        This works both as a look and a search command; there is a
        random chance of eventually finding a light source.
        """
        caller = self.caller

        # count how many searches we've done
        nr_searches = caller.ndb.dark_searches
        if nr_searches is None:
            nr_searches = 0
            caller.ndb.dark_searches = nr_searches

        if nr_searches < 4 and random.random() < 0.90:
            # we don't find anything
            caller.msg(random.choice(DARK_MESSAGES))
            caller.ndb.dark_searches += 1
        else:
            # we could have found something!
            if any(obj for obj in caller.contents
                   if utils.inherits_from(obj, LightSource)):
                #  we already carry a LightSource object.
                caller.msg(ALREADY_LIGHTSOURCE)
            else:
                # don't have a light source, create a new one.
                create_object(LightSource, key="splinter", location=caller)
                caller.msg(FOUND_LIGHTSOURCE)
Esempio n. 18
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    def _destroy_room(self, room):
        """
        Moves a room back to storage. If room is not a WildernessRoom or there
        is a player inside the room, then this does nothing.

        Args:
            room (WildernessRoom): the room to put in storage
        """
        if not room or not inherits_from(room, WildernessRoom):
            return

        for item in room.contents:
            if item.has_account:
                # There is still a character in that room. We can't get rid of
                # it just yet
                break
        else:
            # No characters left in the room.

            # Clear the location of every obj in that room first
            for item in room.contents:
                if item.destination and item.destination == room:
                    # Ignore the exits, they stay in the room
                    continue
                item.location = None

            # Then delete its reference
            del self.db.rooms[room.ndb.active_coordinates]
            # And finally put this room away in storage
            self.db.unused_rooms.append(room)
Esempio n. 19
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 def func(self):
     arglist = self.arglist
     args = self.args
     rhs = self.rhs
     lhs = self.lhs
     switches = self.switches
     if not args:
         self.caller.msg(evtable.EvTable("Downtime",table=self.caller.db.timelog))
         return
     elif self.IsInt(lhs):
         if rhs != "":
             if int(lhs) <= self.caller.db.downtime:
                 self.caller.db.timelog.append(self.TimeLog(int(lhs),self.caller.location.name,rhs))
                 self.caller.msg("Spending "+lhs+" hours of downtime for "+rhs)
                 self.caller.db.downtime -= int(lhs)
                 return
             else:
                 self.caller.msg("You don't have that much downtime left!")
                 return
         else:
             self.caller.msg("You must provide a reason for your downtime expenditure in order to spend it!")
     elif len(switches) > 0:
         if switches[0].lower() == "peek" and self.caller.IsAdmin():
             timelog = []
             if inherits_from(search.objects(arglist[0])[0],DefaultCharacter):
                 try:
                     for item in search.objects(arglist[0])[0].db.timelog:
                         timelog.append(item)
                     timebox = StatBlock(str(search.objects(arglist[0])[0])+"'s time log",False,timelog)
                     timebox.SetColumns(1)
                     self.caller.msg(timebox.Show()+timebox.Footer())
                 except AttributeError:
                     self.caller.msg("Character not found!")
Esempio n. 20
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    def func(self):
        """
        Implement the command.

        This works both as a look and a search command; there is a
        random chance of eventually finding a light source.
        """
        caller = self.caller

        # count how many searches we've done
        nr_searches = caller.ndb.dark_searches
        if nr_searches is None:
            nr_searches = 0
            caller.ndb.dark_searches = nr_searches

        if nr_searches < 4 and random.random() < 0.90:
            # we don't find anything
            caller.msg(random.choice(DARK_MESSAGES))
            caller.ndb.dark_searches += 1
        else:
            # we could have found something!
            if any(obj for obj in caller.contents if utils.inherits_from(obj, LightSource)):
                #  we already carry a LightSource object.
                caller.msg(ALREADY_LIGHTSOURCE)
            else:
                # don't have a light source, create a new one.
                create_object(LightSource, key="splinter", location=caller)
                caller.msg(FOUND_LIGHTSOURCE)
Esempio n. 21
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    def at_object_receive(self, obj, source_location):
        if utils.inherits_from(
                obj, typeclasses.characters.Npc):  # An NPC has entered
            pass
        else:
            if utils.inherits_from(obj, typeclasses.characters.Character):
                # An account character has entered.
                # Cause the character to look around

                # Note this used to be in "at_after_move"
                obj.execute_cmd('look')

                for item in self.contents:
                    if utils.inherits_from(item, typeclasses.characters.Npc):
                        # An NPC is in the room
                        item.at_char_entered(obj)
Esempio n. 22
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    def move_obj(self, obj, new_coordinates):
        """
        Moves obj to new coordinates in this wilderness.

        Args:
            obj (object): the object to move
            new_coordinates (tuple): tuple of (x, y) where to move obj to.
        """
        # Update the position of this obj in the wilderness
        self.itemcoordinates[obj] = new_coordinates
        old_room = obj.location

        # Remove the obj's location. This is needed so that the object does not
        # appear in its old room should that room be deleted.
        obj.location = None

        try:
            # See if we already have a room for that location
            room = self.db.rooms[new_coordinates]
            # There is. Try to destroy the old_room if it is not needed anymore
            self._destroy_room(old_room)
        except KeyError:
            # There is no room yet at new_location
            if (old_room and not inherits_from(old_room, WildernessRoom)) or (
                not old_room
            ):
                # Obj doesn't originally come from a wilderness room.
                # We'll create a new one then.
                room = self._create_room(new_coordinates, obj)
            else:
                # Obj does come from another wilderness room
                create_new_room = False

                if old_room.wilderness != self:
                    # ... but that other wilderness room belongs to another
                    # wilderness map
                    create_new_room = True
                    old_room.wilderness.at_after_object_leave(obj)
                else:
                    for item in old_room.contents:
                        if item.has_account:
                            # There is still a player in the old room.
                            # Let's create a new room and not touch that old
                            # room.
                            create_new_room = True
                            break

                if create_new_room:
                    # Create a new room to hold obj, not touching any obj's in
                    # the old room
                    room = self._create_room(new_coordinates, obj)
                else:
                    # The old_room is empty: we are just going to reuse that
                    # room instead of creating a new one
                    room = old_room

        room.set_active_coordinates(new_coordinates, obj)
        obj.location = room
        obj.ndb.wilderness = self
Esempio n. 23
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    def move_obj(self, obj, new_coordinates):
        """
        Moves obj to new coordinates in this wilderness.

        Args:
            obj (object): the object to move
            new_coordinates (tuple): tuple of (x, y) where to move obj to.
        """
        # Update the position of this obj in the wilderness
        self.itemcoordinates[obj] = new_coordinates
        old_room = obj.location

        # Remove the obj's location. This is needed so that the object does not
        # appear in its old room should that room be deleted.
        obj.location = None

        try:
            # See if we already have a room for that location
            room = self.db.rooms[new_coordinates]
            # There is. Try to destroy the old_room if it is not needed anymore
            self._destroy_room(old_room)
        except KeyError:
            # There is no room yet at new_location
            if (old_room and not inherits_from(old_room, WildernessRoom)) or \
               (not old_room):
                # Obj doesn't originally come from a wilderness room.
                # We'll create a new one then.
                room = self._create_room(new_coordinates, obj)
            else:
                # Obj does come from another wilderness room
                create_new_room = False

                if old_room.wilderness != self:
                    # ... but that other wilderness room belongs to another
                    # wilderness map
                    create_new_room = True
                    old_room.wilderness.at_after_object_leave(obj)
                else:
                    for item in old_room.contents:
                        if item.has_account:
                            # There is still a player in the old room.
                            # Let's create a new room and not touch that old
                            # room.
                            create_new_room = True
                            break

                if create_new_room:
                    # Create a new room to hold obj, not touching any obj's in
                    # the old room
                    room = self._create_room(new_coordinates, obj)
                else:
                    # The old_room is empty: we are just going to reuse that
                    # room instead of creating a new one
                    room = old_room

        room.set_active_coordinates(new_coordinates, obj)
        obj.location = room
        obj.ndb.wilderness = self
Esempio n. 24
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    def parse(self):
        """
        Add convenience check to know if caller is an Account or not since this cmd
        will be able to add to either Object- or Account level.

        """
        super().parse()
        self.caller_is_account = bool(
            inherits_from(self.caller,
                          "evennia.accounts.accounts.DefaultAccount"))
Esempio n. 25
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    def at_object_receive(self, moved_obj, source_location):
        """
        Called when an object arrives in the room. This can be used to
        sum up the situation, set tags etc.

        """
        if utils.inherits_from(moved_obj,
                               "evennia.objects.objects.DefaultCharacter"):
            self.log(f"JOIN: {moved_obj} joined room")
            self.state.character_enters(moved_obj)
Esempio n. 26
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    def at_look(self, target):
        desc = super(Character, self).at_look(target)

        self.msg(type(target))
        if (utils.inherits_from(target, typeclasses.rooms.Room)):
            # Print out the map
            mapper = Mapper()
            mapper.generate_map(target)

            desc = desc + "\n" + str(mapper)

        return desc
Esempio n. 27
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    def at_object_leave(self, moved_obj, target_location, **kwargs):
        """
        Called when an object leaves the room; if this is a Character we need
        to clean them up and move them to the menu state.

        """
        if utils.inherits_from(moved_obj,
                               "evennia.objects.objects.DefaultCharacter"):
            self.character_cleanup(moved_obj)
        if len(self.get_all_characters()) <= 1:
            # after this move there'll be no more characters in the room - delete the room!
            self.delete()
Esempio n. 28
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    def at_object_receive(self, obj, source_location):
        if utils.inherits_from(obj, Npc): # An NPC has entered
            pass
        else:
            # Else if a PC has entered
            if utils.inherits_from(obj, Character):
                # Cause the character to look around
                #obj.execute_cmd('look')

                for item in self.contents:
                    # Any NPCs in the room ?
                    if utils.inherits_from(item, Npc):
                        # Notify NPCs that a PC entered the room
                        item.at_char_entered(obj)
                        tickerhandler.add(item,1)
                    
                    # if item in room not self
                    if item.dbref != obj.dbref:
                        # if item is of class Character
                        if utils.inherits_from(item, Character):
                            obj.msg("DATA,char_add," + item.name + item.dbref)
                            item.msg("DATA,char_add," + obj.name + obj.dbref)
                        # else if item is of class Mob
                        elif utils.inherits_from(item, Mob):
                            obj.msg("DATA,char_add," + item.name + item.dbref)
                        # else if item is of class Npc
                        elif utils.inherits_from(item, Npc):
                            obj.msg("DATA,char_add," + item.name + item.dbref)
                        # else (an object)
                        else:
                            obj.msg("DATA,obj_add," + item.name + item.dbref)
Esempio n. 29
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def exp_gain(caller, target):
    # self.db.exp_level = 10  # this is the relative level of the creature
    # self.db.exp_multiplier = 4  # If you're under the level, subtract player level from NPC level and multiply by the multiplier.
    # self.db.exp_max_level = 20  # At this level you won't gain any experience from killing this NPC.
    #
    # self.db.home_location = "#2"  # This should be set!
    #
    # # So normally any kill is worth 1% exp.
    # # But if your level is under the npc's level, you get a bonus
    # # The bonus is level difference * multiplier.
    #
    # # This multiplier equation could similarly be used when attacking people below your current level, so you might
    # # level up multiple times from killing a high-level person.

    exp_gain_amount = target.db.level - caller.db.level

    if exp_gain_amount < 0 and utils.inherits_from(
            target, "typeclasses.npcs.Combat_Mob"):
        exp_gain_amount = 0
    elif exp_gain_amount < 1:
        exp_gain_amount = 1

    exp_gain_amount = exp_gain_amount * target.db.exp_multiplier

    caller.db.exp = caller.db.exp + exp_gain_amount

    while caller.db.exp > 99 and caller.db.level < 101:
        caller.db.exp = caller.db.exp - 100
        caller.db.level = caller.db.level + 1

        level_string = str(caller.db.level)
        level_suffix = "th"

        if level_string[-1:] == "1":
            level_suffix = "st"
        elif level_string[-1:] == "2":
            level_suffix = "nd"
        elif level_string[-1:] == "3":
            level_suffix = "rd"

        caller.msg(
            "Your aura overflows with power, producing a ringing sound as you reach the %s%s level!"
            % (caller.db.level, level_suffix))
        string = "A ringing sound can be heard as %s reaches the %s%s level!" % (
            caller.name, caller.db.level, level_suffix)
        caller.location.msg_contents(string, exclude=caller)

        new_max_health = caller.db.base_constitution * caller.db.level

        new_max_health = new_max_health + 100

        caller.db.max_health = new_max_health
Esempio n. 30
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    def func(self):
        # Check to see if caller is in combat loop:
        if self.caller in self.combat_loop:
            enemies = [char for char in self.combat_loop if utils.inherits_from(char, Npc)]

            table = self.styled_table(border="header")
            for enemy in enemies:
                table.add_row("|C%s|n" % enemy.name, enemy.db.desc or "", self.isBleeding(enemy), self.isDying(enemy))
            string = "|430Current Targets:|n\n%s" % table
            self.caller.msg(string)

        else:
            self.msg(f"|400You are not part of any combat for {self.caller.location}.|n")
Esempio n. 31
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    def at_repeat(self):

        newspaper_in_room = [obj for obj in self.obj.contents_get() if utils.inherits_from(obj, objects.Newspaper)]

        if not newspaper_in_room:
            "newspaper spawned if less than threshold in library"
            prototype = random.choice(self.db.available_newspaper)  # randomly choose a newspaper edition(for now)
            # use the spawner to create a new Newspaper from the spawner dictionary based on type chosen in prototype
            newspaper = spawn(objects.NEWSPAPER_PROTOTYPES[prototype], prototype_parents=objects.NEWSPAPER_PROTOTYPES)[0]
            newspaper.location = self.obj
            newspaperstring = ("The newspaper man drop the latest %s" % newspaper)
            self.obj.msg_contents(newspaperstring)
            self.obj.msg_contents("DATA,obj_add," + newspaper + newspaper.dbref)
Esempio n. 32
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def can_hit(caller, target):
    if not target:
        caller.msg("Hit whom?")
        return False
    if not utils.inherits_from(target, 'typeclasses.characters.Character'):
        caller.msg("This is not a valid target.")
        return False
    if target == caller:
        caller.msg("You affectionately pat yourself on the back.")
        caller.location.msg_contents("{} affectionately pats themselves on the back.".format(caller.name),
                                     exclude=[caller])
        return False
    else:
        return True
Esempio n. 33
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    def room_type_check(self, target):
        caller = self.caller

        # rooms
        if utils.inherits_from(caller.location, "typeclasses.rooms.DeathRoom"):
            caller.msg("You can't do that now.")
            return True

        if caller.location.tags.get(
                'city', category='corinth'
        ) and target.db.citizenship == "Corinth":  # or any of the other final rooms
            caller.msg(
                "It's not wise to attack another citizen in Corinth without approval from the Magistrates."
            )
            return True
Esempio n. 34
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def create_evscaperoom_object(typeclass=None,
                              key="testobj",
                              location=None,
                              delete_duplicates=True,
                              **kwargs):
    """
    This is a convenience-wrapper for quickly building EvscapeRoom objects. This
    is called from the helper-method create_object on states, but is also useful
    for the object-create admin command.

    Note that for the purpose of the Evscaperoom, we only allow one instance
    of each *name*, deleting the old version if it already exists.

    Kwargs:
        typeclass (str): This can take just the class-name in the evscaperoom's
            objects.py module. Otherwise, a full path is needed.
        key (str): Name of object.
        location (Object): The location to create new object.
        delete_duplicates (bool): Delete old object with same key.
        kwargs (any): Will be passed into create_object.
    Returns:
        new_obj (Object): The newly created object, if any.


    """
    if not (callable(typeclass) or typeclass.startswith("evennia")
            or typeclass.startswith("typeclasses")
            or typeclass.startswith("evscaperoom")):
        # unless we specify a full typeclass path or the class itself,
        # auto-complete it
        typeclass = _BASE_TYPECLASS_PATH + typeclass

    if delete_duplicates:
        old_objs = [
            obj for obj in search_object(key) if
            not inherits_from(obj, "evennia.objects.objects.DefaultCharacter")
        ]
        if location:
            # delete only matching objects in the given location
            [obj.delete() for obj in old_objs if obj.location == location]
        else:
            [obj.delete() for obj in old_objs]

    new_obj = create_object(typeclass=typeclass,
                            key=key,
                            location=location,
                            **kwargs)
    return new_obj
Esempio n. 35
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    def _search(self, query, required):
        """
        This implements the various search modes

        Args:
            query (str): The search query
            required (bool or None): This defines if query *must* be
                found to match a single local Object or not. If None,
                a non-match means returning the query unchanged. When
                False, immediately return the query. If required is False,
                don't search at all.
        Return:
            match (Object or str): The match or the search string depending
                on the `required` mode.
        Raises:
            InterruptCommand: Aborts the command quietly.
        Notes:
            The _AT_SEARCH_RESULT function will handle all error messaging
            for us.

        """
        if required is False:
            return None, query

        matches = self.caller.search(query, quiet=True)

        if len(matches) > 1:
            # prioritize in-room objects over characters
            matches = [
                match for match in matches if not inherits_from(
                    match, "evennia.objects.objects.DefaultObject")
            ]

        if not matches or len(matches) > 1:
            if required:
                if not query:
                    self.caller.msg("You must give an argument.")
                else:
                    _AT_SEARCH_RESULT(matches, self.caller, query=query)
                raise InterruptCommand
            else:
                if query:
                    self.caller.msg(
                        f"Found no '{query}' to examine. Maybe be more specific?"
                    )
                return None, query
        else:
            return matches[0], None
Esempio n. 36
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    def get_display_name(self, viewer, **kwargs):
        """
        Displays the name of the object in a viewer-aware manner.

        Args:
            self (Object, Character, Exit or Room):
            viewer (TypedObject): The Tangible object, account, or session
                that needs the name of this Tangible object.
        Kwargs:
            pose Return pose appended to name if True
            color Return includes color style markup prefix if True
            mxp Return includes mxp command markup prefix if provided
            db_id Return includes database id to privileged viewers if True
            plain Return does not include database id or color
        Returns:
            name (str): A string of the sdesc containing the name of the object,
            if this is defined.
                including the DBREF if viewer is privileged to control this.
        """
        name = self.key
        if not viewer:
            viewer = viewer.get_puppet_or_account
        if inherits_from(viewer, "evennia.accounts.accounts.DefaultAccount"):
            viewer = viewer.get_puppet(
                viewer.sessions.all()
                [0])  # viewer is an Account, convert to tangible
        if not (viewer and viewer.has_account):
            return '{}{}|n'.format(self.STYLE, name)
        color, pose = [kwargs.get('color', True),
                       kwargs.get('pose', False)]  # Read kwargs, set defaults.
        mxp, db_id = [kwargs.get('mxp', False), kwargs.get('db_id', True)]
        if kwargs.get('plain',
                      False):  # "plain" means "without color, without db_id"
            color, db_id = [False, False]
        display_name = ("%s%s|n" % (self.STYLE, name)) if color else name
        if mxp:
            display_name = "|lc%s|lt%s|le" % (mxp, display_name)
        if not viewer.account.attributes.has('_quell') and self.access(
                viewer, access_type='control') and db_id:
            display_name += '|w(#%s)|n' % self.id
        if pose and self.db.messages and (
                self.db.messages.get('pose')
                or self.db.messages.get('pose_default')):
            display_pose = self.db.messages.get('pose') if self.db.messages.get('pose', None)\
                else self.db.messages.get('pose_default')
            display_name += ('|n' if color else '') + display_pose
        return display_name
Esempio n. 37
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    def func(self):
        """
        Tries to create the Character object. We also put an
        attribute on ourselves to remember it.
        """

        # making sure caller is really a player
        self.character = None
        if utils.inherits_from(self.caller, "evennia.objects.objects.Object"):
            # An object of some type is calling. Convert to player.
            #print self.caller, self.caller.__class__
            self.character = self.caller
            if hasattr(self.caller, "player"):
                self.caller = self.caller.player

        if not self.args:
            self.caller.msg("Usage: create <character name>")
            return
        charname = self.args.strip()
        old_char = managers.objects.get_objs_with_key_and_typeclass(
            charname, CHARACTER_TYPECLASS)
        if old_char:
            self.caller.msg("Character {c%s{n already exists." % charname)
            return
        # create the character

        new_character = create_object(CHARACTER_TYPECLASS, key=charname)
        if not new_character:
            self.caller.msg(
                "{rThe Character couldn't be created. This is a bug. Please contact an admin."
            )
            return
        # make sure to lock the character to only be puppeted by this player
        new_character.locks.add(
            "puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
            (new_character.id, self.caller.id))

        # save dbref
        avail_chars = self.caller.db._character_dbrefs
        if avail_chars:
            avail_chars.append(new_character.id)
        else:
            avail_chars = [new_character.id]
        self.caller.db._character_dbrefs = avail_chars
        self.caller.msg("{gThe Character {c%s{g was successfully created!" %
                        charname)
Esempio n. 38
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 def DeathRoom_Ticker(self, *args, **kwargs):
     "ticked at regular intervals"
     for i in self.contents:
         if utils.inherits_from(i, "typeclasses.characters.Character"):
             i.db.death_ticker = i.db.death_ticker + 1
             if i.db.death_ticker == 2:
                 i.msg("\nYou see nothing, hear nothing, feel nothing. Then you realize that your consciousness has returned.")
             elif i.db.death_ticker == 3:
                 i.msg("\nYou realize that there is something floating in the darkness ahead of you... a fearsome black lion! At first you are afraid, but then you realize that this can only be the One True King of Encarnia: Ashlan, the Black Lion!")
             elif i.db.death_ticker == 4:
                 i.msg("\n|cAshlan the King Roars, \"%s... %s! Go towards the light! The light!\"|n" % (i.name, i.name))
             elif i.db.death_ticker == 5:
                 i.msg("\nYou try to move towards the light but an invisible wall holds you back!")
             elif i.db.death_ticker == 6:
                 i.msg("\n|cAshlan says, \"Oh wow. Wow. Well, bye.\"|n")
             elif i.db.death_ticker == 7:
                 i.msg("\nA moment later you realize that Ashlan is gone.")
             elif i.db.death_ticker == 8:
                 i.msg("\nAfter an interminable amount of time, you notice something else in the darkness.  A massive, slow-moving snake!")
             elif i.db.death_ticker == 9:
                 i.msg("\n|cThe great Python hisses, \"%s! Go towards the light, or I shall devour your soul!\"|n" % i.name)
             elif i.db.death_ticker == 10:
                 i.msg("\nYou run towards the light, this time in a panic but it rejects you again.")
             elif i.db.death_ticker == 11:
                 i.msg("\n|cThe great Python hisses, \"Sucks to be you...\"|n and melts into the shadows.")
             elif i.db.death_ticker == 13:
                 i.msg("\nAfter another period of time; it might have been minutes or years, you don't know... you see another being in the shadows.")
             elif i.db.death_ticker == 14:
                 i.msg("\nUnlike the other two, this one is deathly pale. Cold iron chains sprout from his clawed hands, feet and neck.")
             elif i.db.death_ticker == 15:
                 i.msg("\n|m\"%s... you know me,\" the pale horror croaks.|n Uncomfortably, you look around for the light but it is nowhere to be seen!" % i.name)
             elif i.db.death_ticker == 16:
                 i.msg("\n|m\"You have fed off my might. Hidden in my shadow. Pretended that my power was your power. But it was not. And now, you are mine!\"|n")
             elif i.db.death_ticker == 17:
                 i.msg("\n|mThe pale horror continues, \"That fool Ashlan thinks me humiliated. He thinks his children have gotten the better of me. But this is only the beginning of our game. You are mine and you will not die until I permit it!\"|n")
             elif i.db.death_ticker == 18:
                 i.msg("\nThe horror twitches a hand towards you and cold iron shackles suddenly appear! They fasten onto your arms, your legs, your neck. They drag you off into the darkness...")
             elif i.db.death_ticker >= 19:
                 i.db.dead = False
                 destination = i.search("#737", global_search=True)
                 # caller.msg(destination)
                 i.msg(
                     "You wake up beneath a willow tree, next to a recently dug shallow grave.")
                 i.move_to(destination, quiet=True)
                 return
Esempio n. 39
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    def resolve_attack(self, defense_score, attack_score, attack_weapon,
                       target):

        dealt_damage = attack_score - defense_score

        # If the target's stance is evasive or defensive they have a chance to avoid damage
        stance = target.db.stance
        if stance in ("evasive", "defensive"):
            if stance == "evasive":
                dex = target.db.dex
                stat = dex
            elif stance == "defensive":
                defense = target.db.defense
                stat = defense

            # Stat values determine how many dice are rolled
            num_dice = get_num_dice(stat) or 1

            # If a '1' is rolled target successfully blocks or dodges
            dice = DiceRoll(num_dice, pass_cond=[20])
            passed = dice.roll()[1]

            if passed == True and stance == "evasive":
                dealt_damage = None
                message = str(target) + " dodges and takes no damage!"

            elif passed == True and stance == "defensive":
                dealt_damage = None
                message = str(target) + " blocks and takes no damage!"

        # Target didn't block or dodge and took damage
        if dealt_damage != None and dealt_damage > 0:
            xp = XP(self.caller, 30)
            message = str(self.caller) + " attacked " + str(
                target) + " for " + str(dealt_damage)
            if not utils.inherits_from(self.caller,
                                       'typeclasses.characters.NPC'):
                message += " with " + str(attack_weapon)

        # Target didn't block or dodge but didn't take damage
        elif dealt_damage != None and dealt_damage <= 0:
            message = str(target) + " shrugs off an attack from " + str(
                self.caller)
        return dealt_damage, message
Esempio n. 40
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 def parse(self):
     caller = self.caller
     if not self.args:
         caller.msg("Light what?")
         raise InterruptCommand
     else:
         args = self.args.strip()
         obj = caller.search(args, quiet=True)
         obj = obj[0]
         if obj:
             if not inherits_from(obj, 'items.objects.Lighting'):
                 caller.msg(
                     f"{obj.get_display_name(caller)} cannot be lit!")
                 raise InterruptCommand
             else:
                 self.obj = obj
         else:
             caller.msg(f"{args} not found!")
             raise InterruptCommand
Esempio n. 41
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    def at_repeat(self):
        "called every self.interval seconds."

        # Atmosphere
        if (random.randint(1,20) == 1):
            target = random.choice(self.obj.contents)
            target.msg(random.choice(self.db.raremessage))

        # Weather
        weathermessage = 'A clear day'

        # if outdoor and room has cweather set
        if self.obj.db.roomtype_key != 'building' and self.obj.db.cweather:
            "weather updates if outdoors"
            # trigger random message of type found from last weather summary of room
            if 'Haze' in self.obj.db.cweather or 'Fog' in self.obj.db.cweather:
                weathermessage = random.choice(self.db.fogmessage)
            elif 'Clear' in self.obj.db.cweather:
                weathermessage = random.choice(self.db.clearmessage)
            elif 'Cloud' in self.obj.db.cweather or 'Overcast' in self.obj.db.cweather:
                weathermessage = random.choice(self.db.cloudmessage)
            elif 'Rain' in self.obj.db.cweather or 'Thunder' in self.obj.db.cweather or 'thunder' in self.obj.db.cweather or 'Drizzle' in self.obj.db.cweather:
                weathermessage = random.choice(self.db.rainmessage)
            elif 'Snow' in self.obj.db.cweather or 'snow' in self.obj.db.cweather or 'flurry' in self.obj.db.cweather:
                weathermessage = random.choice(self.db.snowmessage)

            # send this message to everyone inside the object this script is attached to (likely a room)
            self.obj.msg_contents(weathermessage)


        # Vegetable Spawning
        veggies_in_room = [obj for obj in self.obj.contents_get() if utils.inherits_from(obj, objects.Vegetable)]

        if self.obj.db.roomtype_key != 'building' and not veggies_in_room:
            "vegetables spawned if less than threshold in farms"
            prototype = random.choice(self.db.available_veggies)
            # use the spawner to create a new Vegetable from the spawner dictionary
            veggie = spawn(objects.VEGETABLE_PROTOTYPES[prototype], prototype_parents=objects.VEGETABLE_PROTOTYPES)[0]
            veggie.location = self.obj
            veggiestring = ("A %s ripens" % veggie)
            self.obj.msg_contents(veggiestring)
            self.obj.msg_contents("DATA,obj_add," + veggie + veggie.dbref)
Esempio n. 42
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    def _get_callback(self, callback):
        """
        Analyze callback and determine its consituents

        Args:
            callback (function or method): This is either a stand-alone
                function or class method on a typeclassed entitye (that is,
                an entity that can be saved to the database).
        Returns:
            ret (tuple): This is a tuple of the form `(obj, path, callfunc)`,
                where `obj` is the database object the callback is defined on
                if it's a method (otherwise `None`) and vice-versa, `path` is
                the python-path to the stand-alone function (`None` if a method).
                The `callfunc` is either the name of the method to call or the
                callable function object itself.
        Raises:
            TypeError: If the callback is of an unsupported type.

        """
        outobj, outpath, outcallfunc = None, None, None
        if callable(callback):
            if inspect.ismethod(callback):
                outobj = callback.__self__
                outcallfunc = callback.__func__.__name__
            elif inspect.isfunction(callback):
                outpath = "%s.%s" % (callback.__module__, callback.__name__)
                outcallfunc = callback
            else:
                raise TypeError(f"{callback} is not a method or function.")
        else:
            raise TypeError(
                f"{callback} is not a callable function or method.")

        if outobj and not inherits_from(
                outobj, "evennia.typeclasses.models.TypedObject"):
            raise TypeError(
                f"{callback} is a method on a normal object - it must "
                "be either a method on a typeclass, or a stand-alone function."
            )

        return outobj, outpath, outcallfunc
Esempio n. 43
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    def func(self):
        """
        Tries to create the Character object. We also put an
        attribute on ourselves to remember it.
        """

        # making sure caller is really a player
        self.character = None
        if utils.inherits_from(self.caller, "evennia.objects.objects.Object"):
            # An object of some type is calling. Convert to player.
            #print self.caller, self.caller.__class__
            self.character = self.caller
            if hasattr(self.caller, "player"):
                self.caller = self.caller.player

        if not self.args:
            self.caller.msg("Usage: create <character name>")
            return
        charname = self.args.strip()
        old_char = managers.objects.get_objs_with_key_and_typeclass(charname, CHARACTER_TYPECLASS)
        if old_char:
            self.caller.msg("Character {c%s{n already exists." % charname)
            return
        # create the character

        new_character = create_object(CHARACTER_TYPECLASS, key=charname)
        if not new_character:
            self.caller.msg("{rThe Character couldn't be created. This is a bug. Please contact an admin.")
            return
        # make sure to lock the character to only be puppeted by this player
        new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
                                (new_character.id, self.caller.id))

        # save dbref
        avail_chars = self.caller.db._character_dbrefs
        if avail_chars:
            avail_chars.append(new_character.id)
        else:
            avail_chars = [new_character.id]
        self.caller.db._character_dbrefs = avail_chars
        self.caller.msg("{gThe Character {c%s{g was successfully created!" % charname)
Esempio n. 44
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    def func(self):
        "Implements eating"

        # pass iff argument. assumes one argument passed
        if not self.args:
            caller = self.caller
            caller.msg("You need to pick a single target to attack.")
            return

        character = self.caller
        item = self.args    # gets rid of the 1st space

        # search for object referred in argument
        if '#' in item:  # if '#' in argument search by dbref
            vegetablename = "#"+item.split('#')[1]

            # object in room with same dbref
            vegetable = [obj for obj in character.contents_get() if vegetablename==obj.dbref]

            # if vegetable asked for in room
            if vegetable:
                vegetable = vegetable[0]
            else:
                character.msg("%s doesn't exist in this room" % item)
                return
        else: # else search in room for object with same name
            vegetable = character.search(item, location=character.location)
        
        # if object not of class vegetable
        if not (utils.inherits_from(vegetable, Vegetable)):
            character.msg("%s can't be eaten" % item)
            return

        # if vegetable to be eaten is in the room
        string = ("You eat your %s" % vegetable)
        character.msg("DATA,inv_remove,%s" % item[1:])
        character.msg(string)
        character.db.HP += vegetable.db.heal
        character.db.STR += vegetable.db.strength
        vegetable.delete()
Esempio n. 45
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 def func(self):
     "implements the actual functionality"
     caller = self.caller
     target = caller.search(self.target)
     if not target:
         return
     if not utils.inherits_from(target, 'typeclasses.characters.Character'):
         caller.msg("This is not a valid target.")
         return
     if target.db.hp['Current'] > target.db.hp['Min']:
         target.msg("{} wounds you!".format(caller.name))
         caller.msg("You wound {}!".format(target.name))
         target.db.hp['Current'] = target.db.hp['Current'] - 10
         caller.msg(
             "{}'s HP has been reduced by 10 and is now {}. Their max is {}"
             .format(target.name, target.db.hp['Current'],
                     target.db.hp['Max']))
         caller.location.msg_contents("{} wounds {}!".format(
             caller.name, target.name),
                                      exclude=[caller, target])
     else:
         caller.msg("That would kill him!")
Esempio n. 46
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    def func(self):
        caller = self.caller

        total = 0
        merchant_name = "none"
        item_sold = "none"

        for i in caller.location.contents:
            if utils.inherits_from(i, "typeclasses.npcs.Combat_Merchant_Mob"):
                merchant_name = i.name

        for i in caller.contents:
            if i.name == "a small and crude fur pelt":
                total = total + 1
                item_sold = "pelt"
                i.delete()
            elif i.name == "a small fur pelt":
                total = total + 2
                item_sold = "pelt"
                i.delete()
            elif i.name == "a small but fine fur pelt":
                total = total + 3
                item_sold = "pelt"
                i.delete()

        if item_sold == "none":
            caller.msg("You have nothing to sell!")

        if item_sold == "pelt":
            string = merchant_name + " gives you " + str(
                total) + " silver sovereigns in return for your pelts."
            caller.msg(string)
            caller.db.silver_carried = caller.db.silver_carried + total

            string_r = merchant_name + " gives " + caller.name + " " + str(
                total
            ) + " silver sovereigns in return for " + caller.db.genderp + " pelts."
            caller.location.msg_contents(string_r, exclude=caller)
Esempio n. 47
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 def func(self):
     "Define extended command"
     caller = self.caller
     location = caller.location
     if self.cmdstring == '@detail':
         # switch to detailing mode. This operates only on current location
         if not location:
             caller.msg("No location to detail!")
             return
         if not self.rhs:
             # no '=' used - list content of given detail
             if self.args in location.db.details:
                 string = "{wDetail '%s' on %s:\n{n" % (self.args, location)
                 string += location.db.details[self.args]
                 caller.msg(string)
                 return
         if not self.args:
             # No args given. Return all details on location
             string = "{wDetails on %s{n:\n" % location
             string += "\n".join(" {w%s{n: %s" % (key, utils.crop(text)) for key, text in location.db.details.items())
             caller.msg(string)
             return
         if self.switches and self.switches[0] in 'del':
             # removing a detail.
             if self.lhs in location.db.details:
                 del location.db.detail
             caller.msg("Detail %s deleted, if it existed." % self.lhs)
             self.reset_times(location)
             return
         # setting a detail
         location.db.details[self.lhs] = self.rhs
         caller.msg("Set Detail %s to '%s'." % (self.lhs, self.rhs))
         self.reset_times(location)
         return
     else:
         # we are doing a @desc call
         if not self.args:
             if location:
                 string = "{wDescriptions on %s{n:\n" % location.key
                 string += " {wspring:{n %s\n" % location.db.spring_desc
                 string += " {wsummer:{n %s\n" % location.db.summer_desc
                 string += " {wautumn:{n %s\n" % location.db.autumn_desc
                 string += " {wwinter:{n %s\n" % location.db.winter_desc
                 string += " {wgeneral:{n %s" % location.db.general_desc
                 caller.msg(string)
                 return
         if self.switches and self.switches[0] in ("spring",
                                                   "summer",
                                                   "autumn",
                                                   "winter"):
             # a seasonal switch was given
             if self.rhs:
                 caller.msg("Seasonal descs only works with rooms, not objects.")
                 return
             switch = self.switches[0]
             if not location:
                 caller.msg("No location was found!")
                 return
             if switch == 'spring':
                 location.db.spring_desc = self.args
             elif switch == 'summer':
                 location.db.summer_desc = self.args
             elif switch == 'autumn':
                 location.db.autumn_desc = self.args
             elif switch == 'winter':
                 location.db.winter_desc = self.args
             # clear flag to force an update
             self.reset_times(location)
             caller.msg("Seasonal description was set on %s." % location.key)
         else:
             # Not seasonal desc set, maybe this is not an extended room
             if self.rhs:
                 text = self.rhs
                 obj = caller.search(self.lhs)
                 if not obj:
                     return
             else:
                 text = self.args
                 obj = location
             obj.db.desc = self.rhs # a compatibility fallback
             if utils.inherits_from(obj, ExtendedRoom):
                 # this is an extended room, we need to reset
                 # times and set general_desc
                 obj.db.general_desc = text
                 self.reset_times(obj)
                 caller.msg("General description was set on %s." % obj.key)
             else:
                 caller.msg("The description was set on %s." % obj.key)
Esempio n. 48
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    def arrive_at(self, position):
        """
        # The following code moves an object to a new position and room that
        # matches that position.
        """
        vessel = self

        # Check the arguments to make sure vessel is a vessel and
        # position is a position

        # Look up room in teh entier DB
        if position:
            room = search.search_object_attribute(key="coordinates", value=position)
        else:
            string = "position: %s" % str(position)
            self.msg_contents(string)
            return
        # move to room
        if room:
            # If the destination room exists, we go there.
            vessel.msg_contents("%s already exists." % room)
            room = room[0]
            # TODO: fix this^ throw on multimatch rooms there should only
            # ever be one room per coordinates
            # unless it is dry land
            if inherits_from(room, "typeclasses.rooms.DryLandRoom"):
                vessel.msg_contents("It's dry land so cancelling move.")
                return
            # but if not dry land
            # ... lets get on with it and move
            else:
                vessel.msg_contents("Moving to %s" % room)
                vessel.move_to(room)
                return
        elif vessel.location.is_typeclass("rooms.DynamicRoom") and len(vessel.location.contents) == 1:
            # This means we are in a dynamic room alone
            vessel.msg_contents("updating room coordinates to %s" % str(position))
            vessel.location.db.coordinates = position
            # have to update vessel position to match rooms new position
            vessel.db.position = position
            return
        else:  # Assume the current room is occupied or not dynamic
            # create the room
            vessel.msg_contents("Creating new room at %s" % str(position))
            room = create_object(typeclass="rooms.DynamicRoom", key="The Open Ocean", location=None)
            room.db.coordinates = position
            vessel.msg_contents("Moving to %s" % room)
            vessel.move_to(room)
            return

        def make_way(self, course):
            old_position = self.db.position
            position = move_vector(old_position, course)
            self.msg_contents("New position = %s" % str(position))
            self.arrive_at(self, position)

        def at_tick(self):
            """
            All floating objects move every tick unless anchored/moored.
            So at tick, we calculate course and make_way
            """
            pass
Esempio n. 49
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    def func(self):
        """
        Implements the ooc look command

        We use an attribute _character_dbrefs on the player in order
        to figure out which characters are "theirs". A drawback of this
        is that only the CmdCharacterCreate command adds this attribute,
        and thus e.g. player #1 will not be listed (although it will work).
        Existence in this list does not depend on puppeting rights though,
        that is checked by the @ic command directly.
        """

        # making sure caller is really a player
        self.character = None
        if utils.inherits_from(self.caller, "evennia.objects.objects.Object"):
            # An object of some type is calling. Convert to player.
            #print self.caller, self.caller.__class__
            self.character = self.caller
            if hasattr(self.caller, "player"):
                self.caller = self.caller.player

        if not self.character:
            # ooc mode, we are players

            avail_chars = self.caller.db._character_dbrefs
            if self.args:
                # Maybe the caller wants to look at a character
                if not avail_chars:
                    self.caller.msg("You have no characters to look at. Why not create one?")
                    return
                objs = managers.objects.get_objs_with_key_and_typeclass(self.args.strip(), CHARACTER_TYPECLASS)
                objs = [obj for obj in objs if obj.id in avail_chars]
                if not objs:
                    self.caller.msg("You cannot see this Character.")
                    return
                self.caller.msg(objs[0].return_appearance(self.caller))
                return

            # not inspecting a character. Show the OOC info.
            charobjs = []
            charnames = []
            if self.caller.db._character_dbrefs:
                dbrefs = self.caller.db._character_dbrefs
                charobjs = [managers.objects.get_id(dbref) for dbref in dbrefs]
                charnames = [charobj.key for charobj in charobjs if charobj]
            if charnames:
                charlist = "The following Character(s) are available:\n\n"
                charlist += "\n\r".join(["{w    %s{n" % charname for charname in charnames])
                charlist += "\n\n   Use {w@ic <character name>{n to switch to that Character."
            else:
                charlist = "You have no Characters."
            string = \
"""   You, %s, are an {wOOC ghost{n without form. The world is hidden
   from you and besides chatting on channels your options are limited.
   You need to have a Character in order to interact with the world.

   %s

   Use {wcreate <name>{n to create a new character and {whelp{n for a
   list of available commands.""" % (self.caller.key, charlist)
            self.caller.msg(string)

        else:
            # not ooc mode - leave back to normal look
            # we have to put this back for normal look to work.
            self.caller = self.character
            super(CmdOOCLook, self).func()
Esempio n. 50
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def isCharacter(obj):
        return utils.inherits_from(obj, 'typeclasses.character.Character')
Esempio n. 51
0
    def func(self):
        "implements the command."

        caller = self.caller

        if not self.args and self.args.split()>1:
            caller.msg("Get what?")
            return

        # search for object referred in argument [custom added to deal with dbref]
        if '#' in self.args:  # if '#' in argument search by dbref
            objname = "#"+self.args.split('#')[1]

            # object in room with same dbref
            objs = [item for item in caller.location.contents_get() if objname==item.dbref]

            # if object asked for in room
            if objs:
                obj = objs[0]
            else:
                caller.msg("You can't get that.")
                return

        else: # else search in room for object with same name
            obj = caller.search(self.args, location=caller.location)


        if not obj:
            return
        if caller == obj:
            caller.msg("You can't get yourself.")
            return
        if not obj.access(caller, 'get'):
            if obj.db.get_err_msg:
                caller.msg(obj.db.get_err_msg)
            else:
                caller.msg("You can't get that.")
            return

        obj.move_to(caller, quiet=True)
        caller.msg("You pick up %s." % obj.name)

        # pass inventory addition to caller in machine readable format
        caller.msg("DATA,inv_add," + obj.name + obj.dbref)

        # pass object removal from room to characters in room in machine readable format
        for item in caller.location.contents:
            if utils.inherits_from(item, Character):
                item.msg("DATA,obj_remove," + obj.name + obj.dbref)
        # pass object removal from room to characters in room in human readable format
        caller.location.msg_contents("%s picks up %s." % (caller.name, obj.name), exclude=caller)

        # if object of type Weapon
        if (utils.inherits_from(obj, Weapon)):
            # if user wasn't equipped with any weapon
            if caller.db.equip=="":
                caller.db.equip = obj.dbref  # equip with got object
                caller.msg("You equip yourself with %s" % obj.name)

        # calling hook method
        obj.at_get(caller)

        if obj.name == "The Quantum Spanner":
            caller.location.msg_contents("The earth opens up beneath you. You fall down a deep hole. You land in a pile of robot parts. One of the robot's faces looks very familiar. How can this be?! The face of the robot is.... Michael's face! Michael must be a robot!")
Esempio n. 52
0
    def func(self):

        caller = self.caller
        self.difficulty = "Easy"
        self.damage_type = "Cut"
        self.base_speed = 5
        self.attack_damage_mod = 1
        self.attack_success_bonus = 0

        if not self.target:
            caller.msg("No target specified. (Usage: chop <target> <location>).")
            return

        target = caller.search(self.target, location=caller.location,
                               nofound_string="Your intended target, %s, cannot be found here." % self.target)
        hitbox = self.hitbox

        if not target:
            return

        if not utils.inherits_from(target, Character):
            caller.msg("You cannot attack that!")
            return

        if caller.ndb.is_busy:
            # You are still busy.
            timeleft = self.caller.ndb.busy_timer.getTime() - time()
            caller.msg("You are still busy for " + str(int(math.ceil(timeleft))) + " seconds.")
            return

        self.target = target

        defender_weapon = self.target.db.right_hand['Wielding']

        caller_attempt_string = "You chop down with %s viciously, striking at %s." % (self.obj, target)
        target_attempt_string = "%s chops down with %s viciously, striking at you." % (caller, self.obj)
        room_attempt_string = "%s chops down with %s viciously, striking at %s." % (caller, self.obj, target)

        raw_success, refined_success, thresholds = rules.getCombatSuccess(self)
        hit = rules.getHit()

        roll_string = "[Success: %s, Roll: %s] \n" % (refined_success, hit)

        if hit > refined_success:

            if hitbox == "Normal" or hitbox == "High":
                hit_locations = ["Face", "Head", "Neck", "Left shoulder", "Right shoulder"]
                self.hitlocation = choice(hit_locations)
            elif hitbox == "Mid":
                hit_locations = ["Chest", "Waist", "Left arm", "Right arm", "Left hand", "Right hand"]
                self.hitlocation = choice(hit_locations)
            else:
                hit_locations = ["Left thigh", "Right thigh", "Left calf", "Right calf", "Left foot", "Right foot"]
                self.hitlocation = choice(hit_locations)

            damage = rules.getDamage(self, raw_success, hit)
            rules.inflictDamage(self, damage)

            injury = rules.getDamageDesc(self.damage_type, damage)

            caller_damage_string = " Hit! %s suffers a %s to their %s." % (target, injury.lower(),
                                                                           self.hitlocation.lower())
            target_damage_string = " Hit! You suffer a %s to your %s." % (injury.lower(), self.hitlocation.lower())

            caller.msg(roll_string + caller_attempt_string + caller_damage_string)
            target.msg(roll_string + target_attempt_string + target_damage_string)
            caller.location.msg_contents(room_attempt_string + caller_damage_string, exclude=(caller, target))
        else:
            for defence in thresholds:
                if hit <= thresholds[defence]:

                    #Call relevant message strings and their formats to fill %s.
                    caller_block_string = rules.WEAPONBLOCKS[defence.rsplit()[0]][defence.rsplit()[1]]["CallerString"]
                    target_block_string = rules.WEAPONBLOCKS[defence.rsplit()[0]][defence.rsplit()[1]]["TargetString"]
                    room_block_string = rules.WEAPONBLOCKS[defence.rsplit()[0]][defence.rsplit()[1]]["RoomString"]
                    caller_format = rules.WEAPONBLOCKS[defence.rsplit()[0]][defence.rsplit()[1]]["CallerFormat"]
                    target_format = rules.WEAPONBLOCKS[defence.rsplit()[0]][defence.rsplit()[1]]["TargetFormat"]
                    room_format = rules.WEAPONBLOCKS[defence.rsplit()[0]][defence.rsplit()[1]]["RoomFormat"]

                    #initialise lists for formats
                    caller_format_list = []
                    target_format_list = []
                    room_format_list = []

                    #Call what the format strings represent and append the resulting variables to the lists.
                    for formats in caller_format:
                        caller_format_list.append(eval(formats))
                    for formats in target_format:
                        target_format_list.append(eval(formats))
                    for formats in room_format:
                        room_format_list.append(eval(formats))

                    caller_string = (caller_block_string % tuple(caller_format_list))
                    target_string = (target_block_string % tuple(target_format_list))
                    room_string = (room_block_string % tuple(room_format_list))

                    caller.msg(roll_string + caller_attempt_string + " " + caller_string)
                    target.msg(roll_string + target_attempt_string + " " + target_string)
                    caller.location.msg_contents(room_attempt_string + " " + room_string, exclude=(caller, target))
                    break
                else:
                    pass

        self.makeBusy()
Esempio n. 53
0
def isBuildingLocation(obj):
    return obj.__class__.__name__ == 'Building' or \
        obj.__class__.__name__ == 'BuildingFloor' or \
        obj.__class__.__name__ == 'Box' or \
        utils.inherits_from(obj, 'BuildingApartment')
Esempio n. 54
0
    def func(self):
        # pass iff argument. assumes one argument passed
        if not self.args and self.args.split()>1:
            self.caller.msg("You need to pick a single target to act on.")
            return

        character = self.caller
        itempassed = self.args.split()[0] # gets rid of the 1st space
        # search for item referred in argument
        # by dbref
        if '#' in itempassed:  # if '#' in argument search by dbref
            itemname = "#"+itempassed.split('#')[1]

            # check if object with requested dbref on self
            item = [obj for obj in character.contents_get() if itemname==obj.dbref]
            # check if object with requested dbref in room
            if not item:
                item = [obj for obj in character.location.contents_get() if itemname==obj.dbref]

            # if item asked for was found on self or in room
            if item:
                item = item[0]
            else:
                character.msg("%s doesn't exist in this room" % itempassed)
                return
        # by name
        else: 
            # search on self for object with same name
            item = character.search(itempassed, location=character)
            # if not found on self
            if not item:
                # search in room for object with same name
                item = character.search(itempassed, location=character.location)
            # if still not found
            if not item:
                character.msg("%s doesn't exist here" % itempassed)
                return

        # if object of class weapon
        if (utils.inherits_from(item, Weapon)):
            # if weapon was equipped
            if character.db.equip==item.dbref:
                # dequip
                character.db.equip = ""
                character.msg("You've unequipped yourself")
            # if weapon was dequipped
            else:
                # equip
                character.db.equip = item.dbref
                character.msg("You've equipped yourself with %s" % item.name)
            return 

        # if item to be acted on is in the room/inventory and doesn't belong to above categories
        # if has hook at_defact, call it
        if hasattr(item, "at_defact"):
            return item.at_defact(self.caller)
        # else if has default action associated with it, call that
        elif item.db.defact:
            command=item.db.defact+" "+ item.name+item.dbref
        # else just execute a look on the object
        else:
            command="look " + item.name+item.dbref

        character.execute_cmd(command)