예제 #1
0
파일: currency.py 프로젝트: KaSt/nereamud
    # if obj.hasBit("currency"):
    if utils.is_keyword(obj.bits, "currency"):
        recv.worth += obj.worth
        mud.extract(obj)



################################################################################
# initialization
################################################################################

# install currency aux data and item types
auxiliary.install("currency_data", CurrencyAuxData, "character, object")

# add hooks
hooks.add("get",  get_currency_hook)
hooks.add("give", give_currency_hook)

# add our character and object properties
mudsys.add_char_method("worth",
                       property(__getWorth__, __setWorth__,
                                doc="The character's accumulated wealth"))
mudsys.add_obj_method("worth",
                      property(__getWorth__, __setWorth__,
                               doc="The object's value"))

# items that have the currency bit will be transformed into worth when received
mudsys.create_bit("obj_bits", "currency")

# register default currency and denominations
## register_denomination("copper",   "money",     1, shorthand="cp")
예제 #2
0
    sock.send("== Options Are ================================================================")
    sock.send("    Load account   : load   <account> <password>")
    sock.send("    Create account : create <account> <password>")
    sock.send("    Play as guest  : guest")
    sock.send("===============================================================================")
    sock.send("")

    '''
    sock.push_ih(acct_wait_dns_handler, acct_wait_dns_prompt)
    sock.send("================================================================================")
    event.start_event(None, 0.2, dns_check_event, None, info)
    '''

def copyover_complete_hook(info):
    sock, = hooks.parse_info(info)
    sock.push_ih(acct_menu_handler, acct_main_menu)
    sock.push_ih(mudsys.handle_cmd_input, mudsys.show_prompt, "playing")



################################################################################
# loading and unloading the module
################################################################################
hooks.add("receive_connection", account_handler_hook)
hooks.add("copyover_complete",  copyover_complete_hook)

def __unload__():
    '''removes the hooks for account handling'''
    hooks.remove("receive_connection", account_handler_hook)
    hooks.remove("copyover_complete",  copyover_complete_hook)
예제 #3
0
            # if it's a valid colour code, build it
            if base_colours.has_key(char.lower()):
                newbuf.append(colour_start + shade + ';' + \
                              base_colours[char.lower()] + 'm')

            # if it was an invalid code, ignore it
            else:
                newbuf.append(base_colour_marker)
                if not char == base_colour_marker:
                    i = i - 1

        else:
            newbuf.append(buf[i])
        i = i + 1

    # replace our outbound buffer with the processed text
    sock.outbound_text = ''.join(newbuf)


################################################################################
# initializing and unloading our hooks
################################################################################
hooks.add("process_outbound_text", process_colour_hook)
hooks.add("process_outbound_prompt", process_colour_hook)


def __unload__():
    '''detaches our colour module from the game'''
    hooks.remove("process_outbound_text", process_colour_hook)
    hooks.remove("process_outbound_prompt", process_colour_hook)
예제 #4
0
    # make him exist in the game for functions to look him up
    mudsys.try_enter_game(ch)

    # run the init_player hook
    hooks.run("init_player", hooks.build_info("ch", (ch, )))

    # clear our screen
    ch.act("clear")

    # send them the motd
    ch.page(mud.get_motd())

    # make him look at the room
    ch.act("look")

    # run our enter hook
    hooks.run("enter", hooks.build_info("ch rm", (ch, ch.room)))


################################################################################
# loading and unloading the module
################################################################################
hooks.add("create_character", char_gen_hook)
hooks.add("create_guest", guest_gen_hook)


def __unload__():
    '''removes the hooks for character generation'''
    hooks.remove("create_character", char_gen_hook)
    hooks.remove("create_guest", guest_gen_hook)
예제 #5
0
    mudsys.try_enter_game(ch)

    # run the init_player hook
    hooks.run("init_player", hooks.build_info("ch", (ch,)))

    # clear our screen
    ch.act("clear")

    # send them the motd
    ch.page(mud.get_motd())
    
    # make him look at the room
    ch.act("look")

    # run our enter hook
    hooks.run("enter", hooks.build_info("ch rm", (ch, ch.room)))



################################################################################
# loading and unloading the module
################################################################################
hooks.add("create_character", char_gen_hook)
hooks.add("create_guest",     guest_gen_hook)

def __unload__():
    '''removes the hooks for character generation'''
    hooks.remove("create_character", char_gen_hook)
    hooks.remove("create_guest",     guest_gen_hook)

예제 #6
0
파일: inform.py 프로젝트: KaSt/nereamud
def room_look_hook(info):
    """diplays info about the room contents"""
    room, ch = hooks.parse_info(info)
    list_room_exits(ch, room)
    list_room_contents(ch, room)


def exit_look_hook(info):
    ex, ch = hooks.parse_info(info)
    if not ex.is_closed and ch.cansee(ex) and ex.dest != None:
        list_room_contents(ch, ex.dest)


################################################################################
# add our hooks
################################################################################
hooks.add("look_at_char", equipment_look_hook)
hooks.add("look_at_room", room_look_hook)
hooks.add("look_at_exit", exit_look_hook)


################################################################################
# unload procedure
################################################################################
def __unload__():
    """things that need to be detached when the module is un/reloaded"""
    hooks.remove("look_at_char", equipment_look_hook)
    hooks.remove("look_at_room", room_look_hook)
    hooks.remove("look_at_exit", exit_look_hook)
예제 #7
0
파일: colour.py 프로젝트: KaSt/nereamud
            # if it's a valid colour code, build it
            if base_colours.has_key(char.lower()):
                newbuf.append(colour_start + shade + ';' + \
                              base_colours[char.lower()] + 'm')

            # if it was an invalid code, ignore it
            else:
                newbuf.append(base_colour_marker)
                if not char == base_colour_marker:
                    i = i - 1

        else:
            newbuf.append(buf[i])
        i = i + 1

    # replace our outbound buffer with the processed text
    sock.outbound_text = ''.join(newbuf)



################################################################################
# initializing and unloading our hooks
################################################################################
hooks.add("process_outbound_text",   process_colour_hook)
hooks.add("process_outbound_prompt", process_colour_hook)

def __unload__():
    '''detaches our colour module from the game'''
    hooks.remove("process_outbound_text",   process_colour_hook)
    hooks.remove("process_outbound_prompt", process_colour_hook)
예제 #8
0
파일: currency.py 프로젝트: KaSt/nereamud
    ch, recv, obj = hooks.parse_info(info)
    # if obj.hasBit("currency"):
    if utils.is_keyword(obj.bits, "currency"):
        recv.worth += obj.worth
        mud.extract(obj)


################################################################################
# initialization
################################################################################

# install currency aux data and item types
auxiliary.install("currency_data", CurrencyAuxData, "character, object")

# add hooks
hooks.add("get", get_currency_hook)
hooks.add("give", give_currency_hook)

# add our character and object properties
mudsys.add_char_method(
    "worth",
    property(__getWorth__,
             __setWorth__,
             doc="The character's accumulated wealth"))
mudsys.add_obj_method(
    "worth", property(__getWorth__, __setWorth__, doc="The object's value"))

# items that have the currency bit will be transformed into worth when received
mudsys.create_bit("obj_bits", "currency")

# register default currency and denominations
예제 #9
0
def room_look_hook(info):
    '''diplays info about the room contents'''
    room, ch = hooks.parse_info(info)
    list_room_exits(ch, room)
    list_room_contents(ch, room)


def exit_look_hook(info):
    ex, ch = hooks.parse_info(info)
    if not ex.is_closed and ch.cansee(ex) and ex.dest != None:
        list_room_contents(ch, ex.dest)


################################################################################
# add our hooks
################################################################################
hooks.add("look_at_char", equipment_look_hook)
hooks.add("look_at_room", room_look_hook)
hooks.add("look_at_exit", exit_look_hook)


################################################################################
# unload procedure
################################################################################
def __unload__():
    '''things that need to be detached when the module is un/reloaded'''
    hooks.remove("look_at_char", equipment_look_hook)
    hooks.remove("look_at_room", room_look_hook)
    hooks.remove("look_at_exit", exit_look_hook)