evennia/evennia/contrib/tutorials/evadventure/objects.py
2022-07-24 22:30:13 +02:00

262 lines
6.9 KiB
Python

"""
All items in the game inherit from a base object. The properties (what you can do
with an object, such as wear, wield, eat, drink, kill etc) are all controlled by
Tags.
Every object has one of a few `obj_type`-category tags:
- weapon
- armor
- shield
- helmet
- consumable (potions, torches etc)
- magic (runestones, magic items)
- quest (quest-items)
- treasure (valuable to sell)
It's possible for an item to have more than one tag, such as a golden helmet (helmet+treasure) or
rune sword (weapon+quest).
"""
from evennia import AttributeProperty, TagProperty
from evennia.objects.objects import DefaultObject
from evennia.utils.utils import make_iter
from .enums import Ability, ObjType, WieldLocation
class EvAdventureObject(DefaultObject):
"""
Base in-game entity.
"""
# inventory management
inventory_use_slot = AttributeProperty(WieldLocation.BACKPACK)
# how many inventory slots it uses (can be a fraction)
size = AttributeProperty(1)
value = AttributeProperty(0)
# can also be an iterable, for adding multiple obj-type tags
obj_type = ObjType.TREASURE.value
def at_object_creation(self):
for obj_type in make_iter(self.obj_type):
self.tags.add(obj_type, category="obj_type")
def has_obj_type(self, objtype):
"""
Check if object is of a particular type.
typeobj_enum (enum.ObjType): A type to check, like enums.TypeObj.TREASURE.
"""
return objtype.value in make_iter(self.obj_type)
def get_help(self):
"""
Get help text for the item.
Returns:
str: The help text, by default taken from the `.help_text` property.
"""
return self.help_text
def at_pre_use(self, user, *args, **kwargs):
"""
Called before this item is used.
Args:
user (Object): The one using the item.
*args, **kwargs: Optional arguments.
Return:
bool: False to stop usage.
"""
return self.uses > 0
def at_use(self, user, *args, **kwargs):
"""
Called when this item is used.
Args:
user (Object): The one using the item.
*args, **kwargs: Optional arguments.
"""
pass
def at_post_use(self, user, *args, **kwargs):
"""
Called after this item was used.
Args:
user (Object): The one using the item.
*args, **kwargs: Optional arguments.
"""
self.uses -= 1
class EvAdventureObjectFiller(EvAdventureObject):
"""
In _Knave_, the inventory slots act as an extra measure of how you are affected by
various averse effects. For example, mud or water could fill up some of your inventory
slots and make the equipment there unusable until you cleaned it. Inventory is also
used to track how long you can stay under water etc - the fewer empty slots you have,
the less time you can stay under water due to carrying so much stuff with you.
This class represents such an effect filling up an empty slot. It has a quality of 0,
meaning it's unusable.
"""
obj_type = ObjType.QUEST.value # can't be sold
quality = AttributeProperty(0)
class EvAdventureQuest(EvAdventureObject):
"""
A quest object. These cannot be sold and only be used for quest resolution.
"""
obj_type = ObjType.QUEST.value
value = AttributeProperty(0)
class EvAdventureTreasure(EvAdventureObject):
"""
A 'treasure' is mainly useful to sell for coin.
"""
obj_type = ObjType.TREASURE.value
value = AttributeProperty(100)
class EvAdventureConsumable(EvAdventureObject):
"""
Item that can be 'used up', like a potion or food. Weapons, armor etc does not
have a limited usage in this way.
"""
obj_type = ObjType.CONSUMABLE.value
size = AttributeProperty(0.25)
uses = AttributeProperty(1)
def at_use(self, user, *args, **kwargs):
"""
Consume a 'use' of this item. Once it reaches 0 uses, it should normally
not be usable anymore and probably be deleted.
Args:
user (Object): The one using the item.
*args, **kwargs: Extra arguments depending on the usage and item.
"""
pass
def at_post_use(self, user, *args, **kwargs):
"""
Called after this item was used.
Args:
user (Object): The one using the item.
*args, **kwargs: Optional arguments.
"""
self.uses -= 1
if self.uses <= 0:
user.msg(f"{self.key} was used up.")
self.delete()
class WeaponEmptyHand:
"""
This is a dummy-class loaded when you wield no weapons. We won't create any db-object for it.
"""
obj_type = ObjType.WEAPON.value
key = "Empty Fists"
inventory_use_slot = WieldLocation.WEAPON_HAND
attack_type = Ability.STR
defense_type = Ability.ARMOR
damage_roll = "1d4"
quality = 100000 # let's assume fists are always available ...
def __repr__(self):
return "<WeaponEmptyHand>"
class EvAdventureWeapon(EvAdventureObject):
"""
Base weapon class for all EvAdventure weapons.
"""
obj_type = ObjType.WEAPON.value
inventory_use_slot = AttributeProperty(WieldLocation.WEAPON_HAND)
quality = AttributeProperty(3)
# what ability used to attack with this weapon
attack_type = AttributeProperty(Ability.STR)
# what defense stat of the enemy it must defeat
defense_type = AttributeProperty(Ability.ARMOR)
damage_roll = AttributeProperty("1d6")
class EvAdventureRunestone(EvAdventureWeapon):
"""
Base class for magic runestones. In _Knave_, every spell is represented by a rune stone
that takes up an inventory slot. It is wielded as a weapon in order to create the specific
magical effect provided by the stone. Normally each stone can only be used once per day but
they are quite powerful (and scales with caster level).
"""
obj_type = (ObjType.WEAPON.value, ObjType.MAGIC.value)
inventory_use_slot = AttributeProperty(WieldLocation.TWO_HANDS)
quality = AttributeProperty(3)
attack_type = AttributeProperty(Ability.INT)
defense_type = AttributeProperty(Ability.DEX)
damage_roll = AttributeProperty("1d8")
class EvAdventureArmor(EvAdventureObject):
"""
Base class for all wearable Armors.
"""
obj_type = ObjType.ARMOR.value
inventory_use_slot = AttributeProperty(WieldLocation.BODY)
armor = AttributeProperty(11)
quality = AttributeProperty(3)
class EvAdventureShield(EvAdventureArmor):
"""
Base class for all Shields.
"""
obj_type = ObjType.SHIELD.value
inventory_use_slot = AttributeProperty(WieldLocation.SHIELD_HAND)
armor = AttributeProperty(1)
class EvAdventureHelmet(EvAdventureArmor):
"""
Base class for all Helmets.
"""
obj_type = ObjType.HELMET.value
inventory_use_slot = AttributeProperty(WieldLocation.HEAD)
armor = AttributeProperty(1)