def at_object_creation(self): """ Called once, when this object is first created. This is the normal hook to overload for most object types. """ super(MudderyPlayerCharacter, self).at_object_creation() # honour if not HONOURS_MAPPER.has_info(self): if self.db.level >= settings.MIN_HONOUR_LEVEL: HONOURS_MAPPER.set_honour(self, 0) else: HONOURS_MAPPER.set_honour(self, -1) # Set default data. if not self.attributes.has("nickname"): self.db.nickname = "" if not self.attributes.has("unlocked_exits"): self.db.unlocked_exits = set() if not self.attributes.has("revealed_map"): self.db.revealed_map = set() # set custom attributes if not self.attributes.has("attributes"): self.db.attributes = {} """
def at_object_creation(self): """ Called once, when this object is first created. This is the normal hook to overload for most object types. """ super(MudderyPlayerCharacter, self).at_object_creation() # honour if not HONOURS_MAPPER.has_info(self): HONOURS_MAPPER.set_honour(self, -1) # Set default data. if not self.attributes.has("nickname"): self.db.nickname = "" if not self.attributes.has("unlocked_exits"): self.db.unlocked_exits = set() if not self.attributes.has("revealed_map"): self.db.revealed_map = set() # set custom attributes if not self.attributes.has("attributes"): self.db.attributes = {} # Choose a random career. if not self.attributes.has("career"): self.db.career = "" try: careers = DATA_SETS.character_careers.objects.all() if careers: career = random.choice(careers) self.db.career = career.key except Exception, e: pass
def level_up(self): """ Upgrade level. Returns: None """ super(MudderyPlayerCharacter, self).level_up() # set honour if self.db.level >= settings.MIN_HONOUR_LEVEL: if not HONOURS_MAPPER.has_info(self): HONOURS_MAPPER.set_honour(self, 0) self.msg({"msg": _("{rThe honour hall is now opened.{n")}) # notify the player self.msg({"msg": _("{c%s upgraded to level %s.{n") % (self.get_name(), self.db.level)})