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< li > < a class = "reference internal" href = "#limit-inventory-by-weight-carried" > Limit inventory by weight carried< / a > < / li >
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< section class = "tex2jax_ignore mathjax_ignore" id = "give-objects-weight" >
< h1 > Give objects weight< a class = "headerlink" href = "#give-objects-weight" title = "Permalink to this headline" > ¶< / a > < / h1 >
< p > All in-game objets you can touch usually has some weight. What weight does varies from game to game. Commonly it limits how much you can carry. A heavy stone may also hurt you more than a ballon, if it falls on you. If you want to get fancy, a pressure plate may only trigger if the one stepping on it is heavy enough.< / p >
< div class = "highlight-python notranslate" > < div class = "highlight" > < table class = "highlighttable" > < tr > < td class = "linenos" > < div class = "linenodiv" > < pre > < span class = "normal" > 1< / span >
< span class = "normal" > 2< / span >
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< span class = "normal" > 16< / span > < / pre > < / div > < / td > < td class = "code" > < div > < pre > < span > < / span > < span class = "c1" > # inside your mygame/typeclasses/objects.py< / span >
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< span class = "kn" > from< / span > < span class = "w" > < / span > < span class = "nn" > evennia< / span > < span class = "w" > < / span > < span class = "kn" > import< / span > < span class = "n" > DefaultObject< / span >
< span class = "kn" > from< / span > < span class = "w" > < / span > < span class = "nn" > evennia< / span > < span class = "w" > < / span > < span class = "kn" > import< / span > < span class = "n" > AttributeProperty< / span >
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< span class = "hll" > < span class = "k" > class< / span > < span class = "w" > < / span > < span class = "nc" > ObjectParent< / span > < span class = "p" > :< / span >
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< / span >
< span class = "hll" > < span class = "n" > weight< / span > < span class = "o" > =< / span > < span class = "n" > AttributeProperty< / span > < span class = "p" > (< / span > < span class = "n" > default< / span > < span class = "o" > =< / span > < span class = "mi" > 1< / span > < span class = "p" > ,< / span > < span class = "n" > autocreate< / span > < span class = "o" > =< / span > < span class = "kc" > False< / span > < span class = "p" > )< / span >
< / span >
< span class = "hll" > < span class = "nd" > @property< / span >
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< / span > < span class = "k" > def< / span > < span class = "w" > < / span > < span class = "nf" > total_weight< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ):< / span >
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< span class = "hll" > < span class = "k" > return< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > weight< / span > < span class = "o" > +< / span > < span class = "nb" > sum< / span > < span class = "p" > (< / span > < span class = "n" > obj< / span > < span class = "o" > .< / span > < span class = "n" > total_weight< / span > < span class = "k" > for< / span > < span class = "n" > obj< / span > < span class = "ow" > in< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > contents< / span > < span class = "p" > )< / span >
< / span >
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< span class = "k" > class< / span > < span class = "w" > < / span > < span class = "nc" > Object< / span > < span class = "p" > (< / span > < span class = "n" > ObjectParent< / span > < span class = "p" > ,< / span > < span class = "n" > DefaultObject< / span > < span class = "p" > ):< / span >
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< span class = "c1" > # ...< / span >
< / pre > < / div > < / td > < / tr > < / table > < / div >
< / div >
< aside class = "sidebar" >
< p class = "sidebar-title" > Why not mass? < / p >
< p > Yes, we know weight varies with gravity. ‘ Mass’ is more scientifically correct. But ‘ mass’ is less commonly used in RPGs, so we stick to ‘ weight’ here. Just know if if your sci-fi characters can vacation on the Moon (1/6 gravity of Earth) you should consider using < code class = "docutils literal notranslate" > < span class = "pre" > mass< / span > < / code > everywhere and calculate the current weight on the fly.< / p >
< / aside >
< ul class = "simple" >
< li > < p > < strong > Line 6< / strong > : We use the < code class = "docutils literal notranslate" > < span class = "pre" > ObjectParent< / span > < / code > mixin. Since this mixin is used for < code class = "docutils literal notranslate" > < span class = "pre" > Characters< / span > < / code > , < code class = "docutils literal notranslate" > < span class = "pre" > Exits< / span > < / code > and < code class = "docutils literal notranslate" > < span class = "pre" > Rooms< / span > < / code > as well as for < code class = "docutils literal notranslate" > < span class = "pre" > Object< / span > < / code > , it means all of those will automatically < em > also< / em > have weight!< / p > < / li >
< li > < p > < strong > Line 8< / strong > : We use an < a class = "reference internal" href = "../Components/Attributes.html#using-attributeproperty" > < span class = "std std-doc" > AttributeProperty< / span > < / a > to set up the ‘ default’ weight of 1 (whatever that is). Setting < code class = "docutils literal notranslate" > < span class = "pre" > autocreate=False< / span > < / code > means no actual < code class = "docutils literal notranslate" > < span class = "pre" > Attribute< / span > < / code > will be created until the weight is actually changed from the default of 1. See the < code class = "docutils literal notranslate" > < span class = "pre" > AttributeProperty< / span > < / code > documentation for caveats with this.< / p > < / li >
< li > < p > < strong > Line 10 and 11< / strong > : Using the < code class = "docutils literal notranslate" > < span class = "pre" > @ property< / span > < / code > decorator on < code class = "docutils literal notranslate" > < span class = "pre" > total_weight< / span > < / code > means that we will be able to call < code class = "docutils literal notranslate" > < span class = "pre" > obj.total_weight< / span > < / code > instead of < code class = "docutils literal notranslate" > < span class = "pre" > obj.total_weight()< / span > < / code > later.< / p > < / li >
< li > < p > < strong > Line 12< / strong > : We sum up all weights from everything “in” this object, by looping over < code class = "docutils literal notranslate" > < span class = "pre" > self.contents< / span > < / code > . Since < em > all< / em > objects will have weight now, this should always work!< / p > < / li >
< / ul >
< p > Let’ s check out the weight of some trusty boxes< / p >
< div class = "highlight-default notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "o" > > < / span > < span class = "n" > create< / span > < span class = "o" > /< / span > < span class = "n" > drop< / span > < span class = "n" > box1< / span >
< span class = "o" > > < / span > < span class = "n" > py< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > search< / span > < span class = "p" > (< / span > < span class = "s2" > " box1" < / span > < span class = "p" > )< / span > < span class = "o" > .< / span > < span class = "n" > weight< / span >
< span class = "mi" > 1< / span >
< span class = "o" > > < / span > < span class = "n" > py< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > search< / span > < span class = "p" > (< / span > < span class = "s2" > " box1" < / span > < span class = "p" > )< / span > < span class = "o" > .< / span > < span class = "n" > total_weight< / span >
< span class = "mi" > 1< / span >
< / pre > < / div >
< / div >
< p > Let’ s put another box into the first one.< / p >
< div class = "highlight-default notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "o" > > < / span > < span class = "n" > create< / span > < span class = "o" > /< / span > < span class = "n" > drop< / span > < span class = "n" > box2< / span >
< span class = "o" > > < / span > < span class = "n" > py< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > search< / span > < span class = "p" > (< / span > < span class = "s2" > " box2" < / span > < span class = "p" > )< / span > < span class = "o" > .< / span > < span class = "n" > total_weight< / span >
< span class = "mi" > 1< / span >
< span class = "o" > > < / span > < span class = "n" > py< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > search< / span > < span class = "p" > (< / span > < span class = "s2" > " box2" < / span > < span class = "p" > )< / span > < span class = "o" > .< / span > < span class = "n" > location< / span > < span class = "o" > =< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > search< / span > < span class = "p" > (< / span > < span class = "s2" > " box1" < / span > < span class = "p" > )< / span >
< span class = "o" > > < / span > < span class = "n" > py< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > search< / span > < span class = "p" > (< / span > < span class = "n" > box1< / span > < span class = "p" > )< / span > < span class = "o" > .< / span > < span class = "n" > total_weight< / span >
< span class = "mi" > 2< / span >
< / pre > < / div >
< / div >
< section id = "limit-inventory-by-weight-carried" >
< h2 > Limit inventory by weight carried< a class = "headerlink" href = "#limit-inventory-by-weight-carried" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > To limit how much you can carry, you first need to know your own strength< / p >
< div class = "highlight-python notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "c1" > # in mygame/typeclasses/characters.py < / span >
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< span class = "kn" > from< / span > < span class = "w" > < / span > < span class = "nn" > evennia< / span > < span class = "w" > < / span > < span class = "kn" > import< / span > < span class = "n" > AttributeProperty< / span >
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< span class = "c1" > # ... < / span >
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< span class = "k" > class< / span > < span class = "w" > < / span > < span class = "nc" > Character< / span > < span class = "p" > (< / span > < span class = "n" > ObjectParent< / span > < span class = "p" > ,< / span > < span class = "n" > DefaultCharacter< / span > < span class = "p" > ):< / span >
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< span class = "n" > carrying_capacity< / span > < span class = "o" > =< / span > < span class = "n" > AttributeProperty< / span > < span class = "p" > (< / span > < span class = "mi" > 10< / span > < span class = "p" > ,< / span > < span class = "n" > autocreate< / span > < span class = "o" > =< / span > < span class = "kc" > False< / span > < span class = "p" > )< / span >
< span class = "nd" > @property< / span >
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< span class = "k" > def< / span > < span class = "w" > < / span > < span class = "nf" > carried_weight< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ):< / span >
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< span class = "k" > return< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > total_weight< / span > < span class = "o" > -< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > weight< / span >
< / pre > < / div >
< / div >
< p > Here we make sure to add another < code class = "docutils literal notranslate" > < span class = "pre" > AttributeProperty< / span > < / code > telling us how much to carry. In a real game, this may be based on how strong the Character is. When we consider how much weight we already carry, we should not include < em > our own< / em > weight, so we subtract that.< / p >
< p > To honor this limit, we’ ll need to override the default < code class = "docutils literal notranslate" > < span class = "pre" > get< / span > < / code > command.< / p >
< aside class = "sidebar" >
< p class = "sidebar-title" > Overriding default commands< / p >
< p > In this example, we implement the beginning of the < code class = "docutils literal notranslate" > < span class = "pre" > CmdGet< / span > < / code > and then call the full < code class = "docutils literal notranslate" > < span class = "pre" > CmdGet()< / span > < / code > at the end. This is not very efficient, because the parent < code class = "docutils literal notranslate" > < span class = "pre" > CmdGet< / span > < / code > will again have to do the < code class = "docutils literal notranslate" > < span class = "pre" > caller.search()< / span > < / code > again. To be more efficient, you will likely want to copy the entirety of the < code class = "docutils literal notranslate" > < span class = "pre" > CmdGet< / span > < / code > code into your own version and modify it.< / p >
< / aside >
< div class = "highlight-python notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "c1" > # in mygame/commands/command.py < / span >
< span class = "c1" > # ... < / span >
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< span class = "kn" > from< / span > < span class = "w" > < / span > < span class = "nn" > evennia< / span > < span class = "w" > < / span > < span class = "kn" > import< / span > < span class = "n" > default_cmds< / span >
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< span class = "c1" > # ... < / span >
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< span class = "k" > class< / span > < span class = "w" > < / span > < span class = "nc" > WeightAwareCmdGet< / span > < span class = "p" > (< / span > < span class = "n" > default_cmds< / span > < span class = "o" > .< / span > < span class = "n" > CmdGet< / span > < span class = "p" > ):< / span >
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< span class = "k" > def< / span > < span class = "w" > < / span > < span class = "nf" > func< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ):< / span >
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< span class = "n" > caller< / span > < span class = "o" > =< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > caller< / span >
< span class = "k" > if< / span > < span class = "ow" > not< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > args< / span > < span class = "p" > :< / span >
< span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > msg< / span > < span class = "p" > (< / span > < span class = "s2" > " Get what?" < / span > < span class = "p" > )< / span >
< span class = "k" > return< / span >
< span class = "n" > obj< / span > < span class = "o" > =< / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > search< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > args< / span > < span class = "p" > )< / span >
< span class = "k" > if< / span > < span class = "p" > (< / span > < span class = "n" > obj< / span > < span class = "o" > .< / span > < span class = "n" > weight< / span > < span class = "o" > +< / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > carried_weight< / span >
< span class = "o" > > < / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > carrying_capacity< / span > < span class = "p" > ):< / span >
< span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > msg< / span > < span class = "p" > (< / span > < span class = "s2" > " You can' t carry that much!" < / span > < span class = "p" > )< / span >
< span class = "k" > return< / span >
< span class = "nb" > super< / span > < span class = "p" > ()< / span > < span class = "o" > .< / span > < span class = "n" > func< / span > < span class = "p" > ()< / span >
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< p > Here we add an extra check for the weight of the thing we are trying to pick up, then we call the normal < code class = "docutils literal notranslate" > < span class = "pre" > CmdGet< / span > < / code > with < code class = "docutils literal notranslate" > < span class = "pre" > super().func()< / span > < / code > .< / p >
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