Trunk: Merged the Devel-branch (branches/griatch) into /trunk. This constitutes a major refactoring of Evennia. Development will now continue in trunk. See the wiki and the past posts to the mailing list for info. /Griatch
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game/gamesrc/objects/examples/red_button.py
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game/gamesrc/objects/examples/red_button.py
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"""
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An example script parent for a nice red button object. It has
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custom commands defined on itself that are only useful in relation to this
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particular object. See example.py in gamesrc/commands for more info
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on the pluggable command system.
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Assuming this script remains in gamesrc/parents/examples, create an object
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of this type using @create button:examples.red_button
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This file also shows the use of the Event system to make the button
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send a message to the players at regular intervals. To show the use of
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Events, we are tying two types of events to the red button, one which cause ALL
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red buttons in the game to blink in sync (gamesrc/events/example.py) and one
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event which cause the protective glass lid over the button to close
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again some time after it was opened.
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Note that if you create a test button you must drop it before you can
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see its messages!
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"""
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import random
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from game.gamesrc.objects.baseobjects import Object
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from game.gamesrc.scripts.examples import red_button_scripts as scriptexamples
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from game.gamesrc.commands.examples import cmdset_red_button as cmdsetexamples
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#
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# Definition of the object itself
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#
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class RedButton(Object):
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"""
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This class describes an evil red button.
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It will use the script definition in
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game/gamesrc/events/example.py to blink
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at regular intervals until the lightbulb
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breaks. It also use the EventCloselid script to
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close the lid and do nasty stuff when pressed.
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"""
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def at_object_creation(self):
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"""
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This function is called when object is created. Use this
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instead of e.g. __init__.
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"""
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# store desc
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desc = "This is a large red button, inviting yet evil-looking. "
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desc += "A closed glass lid protects it."
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self.db.desc = desc
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# We have to define all the variables the scripts
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# are checking/using *before* adding the scripts or
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# they might be deactivated before even starting!
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self.db.lid_open = False
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self.db.lamp_works = True
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self.db.lid_locked = False
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# set the default cmdset to the object, permanent=True means a
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# script will automatically be created to always add this.
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self.cmdset.add_default(cmdsetexamples.DefaultCmdSet, permanent=True)
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# since the other cmdsets relevant to the button are added 'on the fly',
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# we need to setup custom scripts to do this for us (also, these scripts
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# check so they are valid (i.e. the lid is actually still closed)).
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# The AddClosedCmdSet script makes sure to add the Closed-cmdset.
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self.scripts.add(scriptexamples.ClosedLidState)
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# the script EventBlinkButton makes the button blink regularly.
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self.scripts.add(scriptexamples.BlinkButtonEvent)
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# state-changing methods
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def open_lid(self, feedback=True):
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"""
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Open the glass lid and start the timer so it will soon close
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again.
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"""
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if self.db.lid_open:
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return
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desc = "This is a large red button, inviting yet evil-looking. "
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desc += "Its glass cover is open and the button exposed."
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self.db.desc = desc
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self.db.lid_open = True
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if feedback and self.location:
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string = "The lid slides clear of the button with a click."
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string += "\nA ticking sound is heard, suggesting the lid might have"
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string += " some sort of timed locking mechanism."
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self.location.msg_contents(string)
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# with the lid open, we validate scripts; this will clean out
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# scripts that depend on the lid to be closed.
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self.scripts.validate()
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# now add new scripts that define the open-lid state
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self.obj.scripts.add(scriptexamples.OpenLidState)
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# we also add a scripted event that will close the lid after a while.
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# (this one cleans itself after being called once)
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self.scripts.add(scriptexamples.CloseLidEvent)
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def close_lid(self, feedback=True):
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"""
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Close the glass lid. This validates all scripts on the button,
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which means that scripts only being valid when the lid is open
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will go away automatically.
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"""
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if not self.db.lid_open:
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return
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desc = "This is a large red button, inviting yet evil-looking. "
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desc += "Its glass cover is closed, protecting it."
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self.db.desc = desc
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self.db.lid_open = False
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if feedback and self.location:
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string = "With a click the lid slides back, securing the button once again."
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self.location.msg_contents(string)
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# clean out scripts depending on lid to be open
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self.scripts.validate()
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# add scripts related to the closed state
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self.scripts.add(scriptexamples.ClosedLidState)
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def break_lamp(self, feedback=True):
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"""
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Breaks the lamp in the button, stopping it from blinking.
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"""
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self.db.lamp_works = False
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self.obj.db.desc = "The big red button has stopped blinking for the time being."
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if feedback and self.location:
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string = "The lamp flickers, the button going dark."
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self.location.msg_contents(string)
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self.scripts.validate()
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def press_button(self, pobject):
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"""
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Someone was foolish enough to press the button!
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pobject - the person pressing the button
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"""
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# deactivate the button so it won't flash/close lid etc.
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self.scripts.add(scriptexamples.DeactivateButtonEvent)
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# blind the person pressing the button. Note that this
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# script is set on the *character* pressing the button!
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pobject.scripts.add(scriptexamples.BlindedState)
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# script-related methods
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def blink(self):
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"""
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The script system will regularly call this
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function to make the button blink. Now and then
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it won't blink at all though, to add some randomness
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to how often the message is echoed.
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"""
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loc = self.location
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if loc:
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rand = random.random()
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if rand < 0.2:
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string = "The red button flashes briefly."
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elif rand < 0.4:
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string = "The red button blinks invitingly."
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elif rand < 0.6:
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string = "The red button flashes. You know you wanna push it!"
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else:
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# no blink
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return
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loc.msg_contents(string)
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