4. In-game Objects and items¶
In the previous lesson we established what a ‘Character’ is in our game. Before we continue we also need to have a notion what an ‘item’ or ‘object’ is.
Looking at Knave’s item lists, we can get some ideas of what we need to track:
size
- this is how many ‘slots’ the item uses in the character’s inventory.value
- a base value if we want to sell or buy the item.inventory_use_slot
- some items can be worn or wielded. For example, a helmet needs to be worn on the head and a shield in the shield hand. Some items can’t be used this way at all, but only belong in the backpack.obj_type
- Which ‘type’ of item this is.
4.1. New Enums¶
We added a few enumberations for Abilities back in the Utilities tutorial. Before we continue, let’s expand with enums for use-slots and object types.
# mygame/evadventure/enums.py
# ...
class WieldLocation(Enum):
BACKPACK = "backpack"
WEAPON_HAND = "weapon_hand"
SHIELD_HAND = "shield_hand"
TWO_HANDS = "two_handed_weapons"
BODY = "body" # armor
HEAD = "head" # helmets
class ObjType(Enum):
WEAPON = "weapon"
ARMOR = "armor"
SHIELD = "shield"
HELMET = "helmet"
CONSUMABLE = "consumable"
GEAR = "gear"
MAGIC = "magic"
QUEST = "quest"
TREASURE = "treasure"
Once we have these enums, we will use them for referencing things.
4.2. The base object¶
Create a new module
mygame/evadventure/objects.py
We will make a base EvAdventureObject
class off Evennia’s standard DefaultObject
. We will then add
child classes to represent the relevant types:
# mygame/evadventure/objects.py
from evennia import AttributeProperty, DefaultObject
from evennia.utils.utils import make_iter
from .utils import get_obj_stats
from .enums import WieldLocation, ObjType
class EvAdventureObject(DefaultObject):
"""
Base for all evadventure objects.
"""
inventory_use_slot = WieldLocation.BACKPACK
size = AttributeProperty(1, autocreate=False)
value = AttributeProperty(0, autocreate=False)
# this can be either a single type or a list of types (for objects able to be
# act as multiple). This is used to tag this object during creation.
obj_type = ObjType.GEAR
def at_object_creation(self):
"""Called when this object is first created. We convert the .obj_type
property to a database tag."""
for obj_type in make_iter(self.obj_type):
self.tags.add(self.obj_type.value, category="obj_type")
def get_help(self):
"""Get any help text for this item"""
return "No help for this item"
4.2.1. Using Attributes or not¶
In theory, size
and value
does not change and could also be just set as a regular Python
property on the class:
class EvAdventureObject(DefaultObject):
inventory_use_slot = WieldLocation.BACKPACK
size = 1
value = 0
The problem with this is that if we want to make a new object of size 3
and value 20
, we have to
make a new class for it. We can’t change it on the fly because the change would only be in memory and
be lost on next server reload.
Because we use AttributeProperties
, we can set size
and value
to whatever we like when we
create the object (or later), and the Attributes will remember our changes to that object indefinitely.
To make this a little more efficient, we use autocreate=False
. Normally when you create a
new object with defined AttributeProperties
, a matching Attribute
is immediately created at
the same time. So normally, the object would be created along with two Attributes size
and value
.
With autocreate=False
, no Attribute will be created unless the default is changed. That is, as
long as your object has size=1
no database Attribute
will be created at all. This saves time and
resources when creating large number of objects.
The drawback is that since no Attribute is created you can’t refer to it
with obj.db.size
or obj.attributes.get("size")
unless you change its default. You also can’t query
the database for all objects with size=1
, since most objects would not yet have an in-database
size
Attribute to search for.
In our case, we’ll only refer to these properties as obj.size
etc, and have no need to find
all objects of a particular size. So we should be safe.
4.3. Other object types¶
Some of the other object types are very simple so far.
# mygame/evadventure/objects.py
from evennia import AttributeProperty, DefaultObject
from .enums import ObjType
class EvAdventureObject(DefaultObject):
# ...
class EvAdventureQuestObject(EvAdventureObject):
"""Quest objects should usually not be possible to sell or trade."""
obj_type = ObjType.QUEST
class EvAdventureTreasure(EvAdventureObject):
"""Treasure is usually just for selling for coin"""
obj_type = ObjType.TREASURE
value = AttributeProperty(100, autocreate=False)
4.4. Consumables¶
A ‘consumable’ is an item that has a certain number of ‘uses’. Once fully consumed, it can’t be used anymore. An example would be a health potion.
# mygame/evadventure/objects.py
# ...
class EvAdventureConsumable(EvAdventureObject):
"""An item that can be used up"""
obj_type = ObjType.CONSUMABLE
value = AttributeProperty(0.25, autocreate=False)
uses = AttributeProperty(1, autocreate=False)
def at_pre_use(self, user, *args, **kwargs):
"""Called before using. If returning False, abort use."""
return uses > 0
def at_use(self, user, *args, **kwargs):
"""Called when using the item"""
pass
def at_post_use(self. user, *args, **kwargs):
"""Called after using the item"""
# detract a usage, deleting the item if used up.
self.uses -= 1
if self.uses <= 0:
user.msg(f"{self.key} was used up.")
self.delete()
What exactly each consumable does will vary - we will need to implement children of this class
later, overriding at_use
with different effects.
4.5. Weapons¶
All weapons need properties that describe how efficient they are in battle.
# mygame/evadventure/objects.py
from .enums import WieldLocation, ObjType, Ability
# ...
class EvAdventureWeapon(EvAdventureObject):
"""Base class for all weapons"""
obj_type = ObjType.WEAPON
inventory_use_slot = AttributeProperty(WieldLocation.WEAPON_HAND, autocreate=False)
quality = AttributeProperty(3, autocreate=False)
attack_type = AttibuteProperty(Ability.STR, autocreate=False)
defend_type = AttibuteProperty(Ability.ARMOR, autocreate=False)
damage_roll = AttibuteProperty("1d6", autocreate=False)
The quality
is something we need to track in Knave. When getting critical failures on attacks,
a weapon’s quality will go down. When it reaches 0, it will break.
The attack/defend type tracks how we resolve attacks with the weapon, like roll + STR vs ARMOR + 10
.
4.6. Magic¶
In Knave, anyone can use magic if they are wielding a rune stone (our name for spell books) in both hands. You can only use a rune stone once per rest. So a rune stone is an example of a ‘magical weapon’ that is also a ‘consumable’ of sorts.
# mygame/evadventure/objects.py
# ...
class EvAdventureConsumable(EvAdventureObject):
# ...
class EvAdventureWeapon(EvAdventureObject):
# ...
class EvAdventureRuneStone(EvAdventureWeapon, EvAdventureConsumable):
"""Base for all magical rune stones"""
obj_type = (ObjType.WEAPON, ObjType.MAGIC)
inventory_use_slot = WieldLocation.TWO_HANDS # always two hands for magic
quality = AttributeProperty(3, autocreate=False)
attack_type = AttibuteProperty(Ability.INT, autocreate=False)
defend_type = AttibuteProperty(Ability.DEX, autocreate=False)
damage_roll = AttibuteProperty("1d8", autocreate=False)
def at_post_use(self, user, *args, **kwargs):
"""Called after usage/spell was cast"""
self.uses -= 1
# we don't delete the rune stone here, but
# it must be reset on next rest.
def refresh(self):
"""Refresh the rune stone (normally after rest)"""
self.uses = 1
We make the rune stone a mix of weapon and consumable. Note that we don’t have to add .uses
again, it’s inherited from EvAdventureConsumable
parent. The at_pre_use
and at_use
methods
are also inherited; we only override at_post_use
since we don’t want the runestone to be deleted
when it runs out of uses.
We add a little convenience method refresh
- we should call this when the character rests, to
make the runestone active again.
Exactly what rune stones do will be implemented in the at_use
methods of subclasses to this
base class. Since magic in Knave tends to be pretty custom, it makes sense that it will lead to a lot
of custom code.
4.7. Armor¶
Armor, shields and helmets increase the ARMOR
stat of the character. In Knave, what is stored is the
defense value of the armor (values 11-20). We will instead store the ‘armor bonus’ (1-10). As we know,
defending is always bonus + 10
, so the result will be the same - this means
we can use Ability.ARMOR
as any other defensive ability without worrying about a special case.
``
# mygame/evadventure/objects.py
# ...
class EvAdventureAmor(EvAdventureObject):
obj_type = ObjType.ARMOR
inventory_use_slot = WieldLocation.BODY
armor = AttributeProperty(1, autocreate=False)
quality = AttributeProperty(3, autocreate=False)
class EvAdventureShield(EvAdventureArmor):
obj_type = ObjType.SHIELD
inventory_use_slot = WieldLocation.SHIELD_HAND
class EvAdventureHelmet(EvAdventureArmor):
obj_type = ObjType.HELMET
inventory_use_slot = WieldLocation.HEAD
4.8. Your Bare hands¶
This is a ‘dummy’ object that is not stored in the database. We will use this in the upcoming Equipment tutorial lesson to represent when you have ‘nothing’ in your hands. This way we don’t need to add any special case for this.
class WeaponEmptyHand:
obj_type = ObjType.WEAPON
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>"
4.9. Testing and Extra credits¶
Remember the get_obj_stats
function from the Utility Tutorial earlier?
We had to use dummy-values since we didn’t yet know how we would store properties on Objects in the game.
Well, we just figured out all we need! You can go back and update get_obj_stats
to properly read the data
from the object it receives.
When you change this function you must also update the related unit test - so your existing test becomes a
nice way to test your new Objects as well! Add more tests showing the output of feeding different object-types
to get_obj_stats
.
Try it out yourself. If you need help, a finished utility example is found in evennia/contrib/tutorials/evadventure/utils.py.