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<section id="module-evennia.contrib.tutorials.evadventure.equipment">
<span id="evennia-contrib-tutorials-evadventure-equipment"></span><h1>evennia.contrib.tutorials.evadventure.equipment<a class="headerlink" href="#module-evennia.contrib.tutorials.evadventure.equipment" title="Permalink to this headline"></a></h1>
<p>Knave has a system of Slots for its inventory.</p>
<dl class="py exception">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentError">
<em class="property">exception </em><code class="sig-prename descclassname">evennia.contrib.tutorials.evadventure.equipment.</code><code class="sig-name descname">EquipmentError</code><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentError"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentError" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <code class="xref py py-class docutils literal notranslate"><span class="pre">TypeError</span></code></p>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.tutorials.evadventure.equipment.</code><code class="sig-name descname">EquipmentHandler</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <code class="xref py py-class docutils literal notranslate"><span class="pre">object</span></code></p>
<p>_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.</p>
<p>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.</p>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.save_attribute">
<code class="sig-name descname">save_attribute</code><em class="property"> = 'inventory_slots'</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.save_attribute" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.__init__">
<code class="sig-name descname">__init__</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.__init__"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.__init__" title="Permalink to this definition"></a></dt>
<dd><p>Initialize self. See help(type(self)) for accurate signature.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.count_slots">
<code class="sig-name descname">count_slots</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.count_slots"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.count_slots" title="Permalink to this definition"></a></dt>
<dd><p>Count slot usage. This is fetched from the .size Attribute of the
object. The size can also be partial slots.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.max_slots">
<em class="property">property </em><code class="sig-name descname">max_slots</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.max_slots" title="Permalink to this definition"></a></dt>
<dd><p>The max amount of equipment slots (carrying capacity) is based on
the constitution defense.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.validate_slot_usage">
<code class="sig-name descname">validate_slot_usage</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.validate_slot_usage"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.validate_slot_usage" title="Permalink to this definition"></a></dt>
<dd><p>Check if obj can fit in equipment, based on its size.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>obj</strong> (<a class="reference internal" href="evennia.contrib.tutorials.evadventure.objects.html#evennia.contrib.tutorials.evadventure.objects.EvAdventureObject" title="evennia.contrib.tutorials.evadventure.objects.EvAdventureObject"><em>EvAdventureObject</em></a>) The object to add.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.get_current_slot">
<code class="sig-name descname">get_current_slot</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.get_current_slot"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.get_current_slot" title="Permalink to this definition"></a></dt>
<dd><p>Check which slot-type the given object is in.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>obj</strong> (<a class="reference internal" href="evennia.contrib.tutorials.evadventure.objects.html#evennia.contrib.tutorials.evadventure.objects.EvAdventureObject" title="evennia.contrib.tutorials.evadventure.objects.EvAdventureObject"><em>EvAdventureObject</em></a>) The object to check.</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><em>WieldLocation</em> A location the object is in. None if the object
is not in the inventory at all.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.armor">
<em class="property">property </em><code class="sig-name descname">armor</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.armor" title="Permalink to this definition"></a></dt>
<dd><p>Armor provided by actually worn equipment/shield. For body armor
this is a base value, like 12, for shield/helmet, its 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.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><p><em>int</em> </p>
<dl class="simple">
<dt>Armor from equipment. Note that this is the +bonus of Armor, not the</dt><dd><p>defense (to get that one adds 10).</p>
</dd>
</dl>
</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.weapon">
<em class="property">property </em><code class="sig-name descname">weapon</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.weapon" title="Permalink to this definition"></a></dt>
<dd><p>Conveniently get the currently active weapon or rune stone.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><em>obj or None</em> The weapon. None if unarmored.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.display_loadout">
<code class="sig-name descname">display_loadout</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.display_loadout"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.display_loadout" title="Permalink to this definition"></a></dt>
<dd><p>Get a visual representation of your current loadout.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><em>str</em> The current loadout.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.display_backpack">
<code class="sig-name descname">display_backpack</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.display_backpack"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.display_backpack" title="Permalink to this definition"></a></dt>
<dd><p>Get a visual representation of the backpacks contents.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.display_slot_usage">
<code class="sig-name descname">display_slot_usage</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.display_slot_usage"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.display_slot_usage" title="Permalink to this definition"></a></dt>
<dd><p>Get a slot usage/max string for display.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><em>str</em> The usage string.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.move">
<code class="sig-name descname">move</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.move"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.move" title="Permalink to this definition"></a></dt>
<dd><p>Moves item to the place it things it should be in - this makes use of the objects wield
slot to decide where it goes. The item is assumed to already be in the backpack.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>obj</strong> (<a class="reference internal" href="evennia.contrib.tutorials.evadventure.objects.html#evennia.contrib.tutorials.evadventure.objects.EvAdventureObject" title="evennia.contrib.tutorials.evadventure.objects.EvAdventureObject"><em>EvAdventureObject</em></a>) Thing to use.</p>
</dd>
<dt class="field-even">Raises</dt>
<dd class="field-even"><p><a class="reference internal" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentError" title="evennia.contrib.tutorials.evadventure.equipment.EquipmentError"><strong>EquipmentError</strong></a> If theres no room in inventory. It will contains the details
of the error, suitable to echo to user.</p>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>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.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.add">
<code class="sig-name descname">add</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.add"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.add" title="Permalink to this definition"></a></dt>
<dd><p>Put something in the backpack specifically (even if it could be wield/worn).</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>obj</strong> (<a class="reference internal" href="evennia.contrib.tutorials.evadventure.objects.html#evennia.contrib.tutorials.evadventure.objects.EvAdventureObject" title="evennia.contrib.tutorials.evadventure.objects.EvAdventureObject"><em>EvAdventureObject</em></a>) The object to add.</p>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>This will not change the objects <strong>.location</strong>, this must be done
by the calling code.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.remove">
<code class="sig-name descname">remove</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj_or_slot</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.remove"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.remove" title="Permalink to this definition"></a></dt>
<dd><p>Remove specific object or objects from a slot.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>obj_or_slot</strong> (<a class="reference internal" href="evennia.contrib.tutorials.evadventure.objects.html#evennia.contrib.tutorials.evadventure.objects.EvAdventureObject" title="evennia.contrib.tutorials.evadventure.objects.EvAdventureObject"><em>EvAdventureObject</em></a><em> or </em><a class="reference internal" href="evennia.contrib.tutorials.evadventure.enums.html#evennia.contrib.tutorials.evadventure.enums.WieldLocation" title="evennia.contrib.tutorials.evadventure.enums.WieldLocation"><em>WieldLocation</em></a>) The specific object or
location to empty. If this is WieldLocation.BACKPACK, all items
in the backpack will be emptied and returned!</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><em>list</em> A list of 0, 1 or more objects emptied from the inventory.</p>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>This will not change the objects <strong>.location</strong>, this must be done separately
by the calling code.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.get_wieldable_objects_from_backpack">
<code class="sig-name descname">get_wieldable_objects_from_backpack</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.get_wieldable_objects_from_backpack"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.get_wieldable_objects_from_backpack" title="Permalink to this definition"></a></dt>
<dd><p>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.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><em>list</em> A list of objects with a suitable <strong>inventory_use_slot</strong>. We dont check
quality, so this may include broken items (we may want to visually show them
in the list after all).</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.get_wearable_objects_from_backpack">
<code class="sig-name descname">get_wearable_objects_from_backpack</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.get_wearable_objects_from_backpack"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.get_wearable_objects_from_backpack" title="Permalink to this definition"></a></dt>
<dd><p>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.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><em>list</em> A list of objects with a suitable <strong>inventory_use_slot</strong>. We dont check
quality, so this may include broken items (we may want to visually show them
in the list after all).</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.get_usable_objects_from_backpack">
<code class="sig-name descname">get_usable_objects_from_backpack</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.get_usable_objects_from_backpack"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.get_usable_objects_from_backpack" title="Permalink to this definition"></a></dt>
<dd><p>Get all usable items (like potions) from backpack. This is useful for getting a
list to select from.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><em>list</em> A list of objects that are usable.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.all">
<code class="sig-name descname">all</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">only_objs</span><span class="o">=</span><span class="default_value">False</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/equipment.html#EquipmentHandler.all"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.equipment.EquipmentHandler.all" title="Permalink to this definition"></a></dt>
<dd><p>Get all objects in inventory, regardless of location.</p>
<dl class="field-list simple">
<dt class="field-odd">Keyword Arguments</dt>
<dd class="field-odd"><p><strong>only_objs</strong> (<em>bool</em>) Only return a flat list of objects, not tuples.</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><em>list</em> A list of item tuples <strong>[(item, WieldLocation),…]</strong>
starting with the wielded ones, backpack content last. If <strong>only_objs</strong> is set,
this will just be a flat list of objects.</p>
</dd>
</dl>
</dd></dl>
</dd></dl>
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