def use_item(self, item): """ Use item in different ways, depending on the item """ if is_potion(item) and is_drinking_legal(self.character, item): drink(self.character, item) elif is_weapon(item): if self.character.inventory.weapon is not None: unequip(self.character, self.character.inventory.weapon) equip(self.character, item) elif is_armour(item): if self.character.inventory.armour is not None: unequip(self.character, self.character.inventory.armour) equip(self.character, item) elif is_boots(item): if self.character.inventory.boots is not None: unequip(self.character, self.character.inventory.boots) equip(self.character, item) elif is_ammunition(item): equip(self.character, item) elif is_trap_bag(item): place_trap(self.character, item)
def execute(self): """ Executes this action """ if is_armour(self.item): self.character.inventory.armour = None self.character.raise_event(new_unequip_event(self.character, self.item)) if is_weapon(self.item): self.character.inventory.weapon = None self.character.raise_event(new_unequip_event(self.character, self.item)) if is_boots(self.item): self.character.inventory.boots = None self.character.raise_event(new_unequip_event(self.character, self.item))
def execute(self): """ Executes this action """ if is_armour(self.item): self.character.inventory.armour = None self.character.raise_event( new_unequip_event(self.character, self.item)) if is_weapon(self.item): self.character.inventory.weapon = None self.character.raise_event( new_unequip_event(self.character, self.item)) if is_boots(self.item): self.character.inventory.boots = None self.character.raise_event( new_unequip_event(self.character, self.item))
def execute(self): """ Executes this action """ if is_armour(self.item): self.character.inventory.armour = self.item self.character.raise_event(new_equip_event(self.character, self.item)) if is_weapon(self.item): self.character.inventory.weapon = self.item self.character.raise_event(new_equip_event(self.character, self.item)) if is_ammunition(self.item): self.character.inventory.projectiles = self.item self.character.raise_event(new_equip_event(self.character, self.item)) elif is_boots(self.item): self.character.inventory.boots = self.item self.character.raise_event(new_equip_event(self.character, self.item))