Source code for evennia.contrib.tutorials.evadventure.equipment

"""
Knave has a system of Slots for its inventory.

"""

from evennia.utils.utils import inherits_from

from .enums import Ability, WieldLocation
from .objects import EvAdventureObject, get_bare_hands


[docs]class EquipmentError(TypeError): pass
[docs]class EquipmentHandler: """ _Knave_ puts a lot of emphasis on the inventory. You have CON_DEFENSE inventory slots. Some things, like torches can fit multiple in one slot, other (like big weapons and armor) use more than one slot. The items carried and wielded has a big impact on character customization - even magic requires carrying a runestone per spell. The inventory also doubles as a measure of negative effects. Getting soaked in mud or slime could gunk up some of your inventory slots and make the items there unusuable until you clean them. """ save_attribute = "inventory_slots"
[docs] def __init__(self, obj): self.obj = obj self._load()
def _load(self): """ Load or create a new slot storage. """ self.slots = self.obj.attributes.get( self.save_attribute, category="inventory", default={ WieldLocation.WEAPON_HAND: None, WieldLocation.SHIELD_HAND: None, WieldLocation.TWO_HANDS: None, WieldLocation.BODY: None, WieldLocation.HEAD: None, WieldLocation.BACKPACK: [], }, ) self.slots[WieldLocation.BACKPACK] = [ obj for obj in self.slots[WieldLocation.BACKPACK] if obj and obj.id ] def _save(self): """ Save slot to storage. """ self.obj.attributes.add(self.save_attribute, self.slots, category="inventory")
[docs] def count_slots(self): """ Count slot usage. This is fetched from the .size Attribute of the object. The size can also be partial slots. """ slots = self.slots wield_usage = sum( getattr(slotobj, "size", 0) or 0 for slot, slotobj in slots.items() if slot is not WieldLocation.BACKPACK ) backpack_usage = sum( getattr(slotobj, "size", 0) or 0 for slotobj in slots[WieldLocation.BACKPACK] ) return wield_usage + backpack_usage
@property def max_slots(self): """ The max amount of equipment slots ('carrying capacity') is based on the constitution defense. """ return getattr(self.obj, Ability.CON.value, 1) + 10
[docs] def validate_slot_usage(self, obj): """ Check if obj can fit in equipment, based on its size. Args: obj (EvAdventureObject): The object to add. """ if not inherits_from(obj, EvAdventureObject): raise EquipmentError(f"{obj.key} is not something that can be equipped.") size = obj.size max_slots = self.max_slots current_slot_usage = self.count_slots() if current_slot_usage + size > max_slots: slots_left = max_slots - current_slot_usage raise EquipmentError( f"Equipment full ($int2str({slots_left}) slots " f"remaining, {obj.key} needs $int2str({size}) " f"$pluralize(slot, {size}))." ) return True
[docs] def get_current_slot(self, obj): """ Check which slot-type the given object is in. Args: obj (EvAdventureObject): The object to check. Returns: WieldLocation: A location the object is in. None if the object is not in the inventory at all. """ for equipment_item, slot in self.all(): if obj == equipment_item: return slot
@property def armor(self): """ Armor provided by actually worn equipment/shield. For body armor this is a base value, like 12, for shield/helmet, it's a bonus, like +1. We treat values and bonuses equal and just add them up. This value can thus be 0, the 'unarmored' default should be handled by the calling method. Returns: int: Armor from equipment. Note that this is the +bonus of Armor, not the 'defense' (to get that one adds 10). """ slots = self.slots return sum( ( # armor is listed using its defense, so we remove 10 from it # (11 is base no-armor value in Knave) getattr(slots[WieldLocation.BODY], "armor", 1), # shields and helmets are listed by their bonus to armor getattr(slots[WieldLocation.SHIELD_HAND], "armor", 0), getattr(slots[WieldLocation.HEAD], "armor", 0), ) ) @property def weapon(self): """ Conveniently get the currently active weapon or rune stone. Returns: obj or None: The weapon. None if unarmored. """ # first checks two-handed wield, then one-handed; the two # should never appear simultaneously anyhow (checked in `move` method). slots = self.slots weapon = slots[WieldLocation.TWO_HANDS] if not weapon: weapon = slots[WieldLocation.WEAPON_HAND] if not weapon: weapon = get_bare_hands() return weapon
[docs] def display_loadout(self): """ Get a visual representation of your current loadout. Returns: str: The current loadout. """ slots = self.slots weapon_str = "You are fighting with your bare fists" shield_str = " and have no shield." armor_str = "You wear no armor" helmet_str = " and no helmet." two_hands = slots[WieldLocation.TWO_HANDS] if two_hands: weapon_str = f"You wield {two_hands} with both hands" shield_str = " (you can't hold a shield at the same time)." else: one_hands = slots[WieldLocation.WEAPON_HAND] if one_hands: weapon_str = f"You are wielding {one_hands} in one hand." shield = slots[WieldLocation.SHIELD_HAND] if shield: shield_str = f"You have {shield} in your off hand." armor = slots[WieldLocation.BODY] if armor: armor_str = f"You are wearing {armor}" helmet = slots[WieldLocation.BODY] if helmet: helmet_str = f" and {helmet} on your head." return f"{weapon_str}{shield_str}\n{armor_str}{helmet_str}"
[docs] def display_backpack(self): """ Get a visual representation of the backpack's contents. """ backpack = self.slots[WieldLocation.BACKPACK] if not backpack: return "Backpack is empty." out = [] for item in backpack: out.append(f"{item.key} [|b{item.size}|n] slot(s)") return "\n".join(out)
[docs] def display_slot_usage(self): """ Get a slot usage/max string for display. Returns: str: The usage string. """ return f"|b{self.count_slots()}/{self.max_slots}|n"
[docs] def move(self, obj): """ Moves item to the place it things it should be in - this makes use of the object's wield slot to decide where it goes. The item is assumed to already be in the backpack. Args: obj (EvAdventureObject): Thing to use. Raises: EquipmentError: If there's no room in inventory. It will contains the details of the error, suitable to echo to user. Notes: This will cleanly move any 'colliding' items to the backpack to make the use possible (such as moving sword + shield to backpack when wielding a two-handed weapon). If wanting to warn the user about this, it needs to happen before this call. """ # make sure to remove from backpack first, if it's there, since we'll be re-adding it self.remove(obj) self.validate_slot_usage(obj) slots = self.slots use_slot = getattr(obj, "inventory_use_slot", WieldLocation.BACKPACK) to_backpack = [] if use_slot is WieldLocation.TWO_HANDS: # two-handed weapons can't co-exist with weapon/shield-hand used items to_backpack = [slots[WieldLocation.WEAPON_HAND], slots[WieldLocation.SHIELD_HAND]] slots[WieldLocation.WEAPON_HAND] = slots[WieldLocation.SHIELD_HAND] = None slots[use_slot] = obj elif use_slot in (WieldLocation.WEAPON_HAND, WieldLocation.SHIELD_HAND): # can't keep a two-handed weapon if adding a one-handed weapon or shield to_backpack = [slots[WieldLocation.TWO_HANDS]] slots[WieldLocation.TWO_HANDS] = None slots[use_slot] = obj elif use_slot is WieldLocation.BACKPACK: # it belongs in backpack, so goes back to it to_backpack = [obj] else: # for others (body, head), just replace whatever's there and put the old # thing in the backpack to_backpack = [slots[use_slot]] slots[use_slot] = obj for to_backpack_obj in to_backpack: # put stuff in backpack if to_backpack_obj: slots[WieldLocation.BACKPACK].append(to_backpack_obj) # store new state self._save()
[docs] def add(self, obj): """ Put something in the backpack specifically (even if it could be wield/worn). Args: obj (EvAdventureObject): The object to add. Notes: This will not change the object's `.location`, this must be done by the calling code. """ # check if we have room self.validate_slot_usage(obj) self.slots[WieldLocation.BACKPACK].append(obj) self._save()
[docs] def remove(self, obj_or_slot): """ Remove specific object or objects from a slot. Args: obj_or_slot (EvAdventureObject or WieldLocation): The specific object or location to empty. If this is WieldLocation.BACKPACK, all items in the backpack will be emptied and returned! Returns: list: A list of 0, 1 or more objects emptied from the inventory. Notes: This will not change the object's `.location`, this must be done separately by the calling code. """ slots = self.slots ret = [] if isinstance(obj_or_slot, WieldLocation): if obj_or_slot is WieldLocation.BACKPACK: # empty entire backpack ret.extend(slots[obj_or_slot]) slots[obj_or_slot] = [] else: ret.append(slots[obj_or_slot]) slots[obj_or_slot] = None elif obj_or_slot in self.slots.values(): # obj in use/wear slot for slot, objslot in slots.items(): if objslot is obj_or_slot: slots[slot] = None ret.append(objslot) elif obj_or_slot in slots[WieldLocation.BACKPACK]: # obj in backpack slot try: slots[WieldLocation.BACKPACK].remove(obj_or_slot) ret.append(obj_or_slot) except ValueError: pass if ret: self._save() return ret
[docs] def get_wieldable_objects_from_backpack(self): """ Get all wieldable weapons (or spell runes) from backpack. This is useful in order to have a list to select from when swapping your wielded loadout. Returns: list: A list of objects with a suitable `inventory_use_slot`. We don't check quality, so this may include broken items (we may want to visually show them in the list after all). """ return [ obj for obj in self.slots[WieldLocation.BACKPACK] if obj and obj.id and obj.inventory_use_slot in (WieldLocation.WEAPON_HAND, WieldLocation.TWO_HANDS, WieldLocation.SHIELD_HAND) ]
[docs] def get_wearable_objects_from_backpack(self): """ Get all wearable items (armor or helmets) from backpack. This is useful in order to have a list to select from when swapping your worn loadout. Returns: list: A list of objects with a suitable `inventory_use_slot`. We don't check quality, so this may include broken items (we may want to visually show them in the list after all). """ return [ obj for obj in self.slots[WieldLocation.BACKPACK] if obj and obj.id and obj.inventory_use_slot in (WieldLocation.BODY, WieldLocation.HEAD) ]
[docs] def get_usable_objects_from_backpack(self): """ Get all 'usable' items (like potions) from backpack. This is useful for getting a list to select from. Returns: list: A list of objects that are usable. """ character = self.obj return [ obj for obj in self.slots[WieldLocation.BACKPACK] if obj and obj.at_pre_use(character) ]
[docs] def all(self, only_objs=False): """ Get all objects in inventory, regardless of location. Keyword Args: only_objs (bool): Only return a flat list of objects, not tuples. Returns: list: A list of item tuples `[(item, WieldLocation),...]` starting with the wielded ones, backpack content last. If `only_objs` is set, this will just be a flat list of objects. """ slots = self.slots lst = [ (slots[WieldLocation.WEAPON_HAND], WieldLocation.WEAPON_HAND), (slots[WieldLocation.SHIELD_HAND], WieldLocation.SHIELD_HAND), (slots[WieldLocation.TWO_HANDS], WieldLocation.TWO_HANDS), (slots[WieldLocation.BODY], WieldLocation.BODY), (slots[WieldLocation.HEAD], WieldLocation.HEAD), ] + [(item, WieldLocation.BACKPACK) for item in slots[WieldLocation.BACKPACK]] if only_objs: # remove any None-results from empty slots return [tup[0] for tup in lst if tup[0]] # keep empty slots return [tup for tup in lst]