Added slow_exit contrib, an Exit type that delays traversal. Also includes commands for aborting move and change movement speed.
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contrib/slow_exit.py
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contrib/slow_exit.py
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"""
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Slow Exit typeclass
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Contribution - Griatch 2014
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This is an example of an Exit-type that delays its traversal. This
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simulates slow movement, common in many different types of games. This
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implementation is efficient but not persistent; so incomplete movement
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will be lost in a server reload. This is acceptable for most game
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types - to simulate longer travel times (more than the couple of
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seconds assumed here), a more persistent variant using Scripts or the
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TickerHandler might be better.
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To try out an exit of this type, you could connect two existing rooms
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using something like this:
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@open north:contrib.slow_exit.SlowExit = <destination>
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Installation:
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To make all new exits of this type, add the following line to your
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settings:
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BASE_EXIT_TYPECLASS = "contrib.slow_exit.SlowExit"
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To get the ability to change your speed and abort your movement,
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simply import and add CmdSetSpeed and CmdStop from this module to your
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default cmdset (see tutorials on how to do this if you are unsure).
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"""
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from ev import Exit, utils, Command
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MOVE_DELAY = {"stroll": 6,
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"walk": 4,
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"run": 2,
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"sprint": 1}
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class SlowExit(Exit):
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"""
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This overloads the way moving happens.
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"""
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def at_traverse(self, traversing_object, target_location):
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"""
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Implements the actual traversal. It just sets a 4-second
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"""
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# if the traverser has an Attribute move_speed, use that,
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# otherwise default to "walk" speed
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move_speed = traversing_object.db.move_speed or "walk"
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move_delay = MOVE_DELAY.get(move_speed, 4)
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def move_callback():
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"This callback will be called by utils.delay after move_delay seconds."
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source_location = traversing_object.location
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if traversing_object.move_to(target_location):
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self.at_after_traverse(traversing_object, source_location)
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else:
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if self.db.err_traverse:
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# if exit has a better error message, let's use it.
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self.caller.msg(self.db.err_traverse)
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else:
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# No shorthand error message. Call hook.
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self.at_failed_traverse(traversing_object)
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traversing_object.msg("You start moving %s at a %s." % (self.key, move_speed))
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# create a delayed movement
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deferred = utils.delay(move_delay, callback=move_callback)
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# we store the deferred on the character, this will allow us
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# to abort the movement. We must use an ndb here since
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# deferreds cannot be pickled.
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traversing_object.ndb.currently_moving = deferred
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#
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# set speed - command
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#
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SPEED_DESCS = {"stroll": "strolling",
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"walk": "walking",
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"run": "running",
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"sprint": "sprinting"}
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class CmdSetSpeed(Command):
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"""
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set your movement speed
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Usage:
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setspeed stroll|walk|run|sprint
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This will set your movement speed, determining how long time
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it takes to traverse exits. If no speed is set, 'walk' speed
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is assumed.
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"""
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key = "setspeed"
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def func(self):
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"""
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Simply sets an Attribute used by the DelayedExit above.
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"""
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speed = self.args.lower().strip()
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if speed not in SPEED_DESCS:
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self.caller.msg("Usage: setspeed stroll|walk|run|sprint")
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elif self.caller.db.move_speed == speed:
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self.caller.msg("You are already %s." % SPEED_DESCS[speed])
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else:
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self.caller.db.move_speed = speed
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self.caller.msg("You are now %s." % SPEED_DESCS[speed])
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#
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# stop moving - command
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#
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class CmdStop(Command):
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"""
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stop moving
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Usage:
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stop
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Stops the current movement, if any.
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"""
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key = "stop"
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def func(self):
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"""
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This is a very simple command, using the
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stored deferred from the exit traversal above.
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"""
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currently_moving = self.caller.ndb.currently_moving
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if currently_moving:
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currently_moving.cancel()
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self.caller.msg("You stop moving.")
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else:
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self.caller.msg("You are not moving.")
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