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< li > < a class = "reference internal" href = "#" > Mass and weight for objects< / a > < ul >
< li > < a class = "reference internal" href = "#objects" > Objects< / a > < / li >
< li > < a class = "reference internal" href = "#characters-and-rooms" > Characters and rooms< / a > < / li >
< li > < a class = "reference internal" href = "#inventory" > Inventory< / a > < / li >
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< section class = "tex2jax_ignore mathjax_ignore" id = "mass-and-weight-for-objects" >
< h1 > Mass and weight for objects< a class = "headerlink" href = "#mass-and-weight-for-objects" title = "Permalink to this headline" > ¶< / a > < / h1 >
< p > An easy addition to add dynamic variety to your world objects is to give them some mass. Why mass
and not weight? Weight varies in setting; for example things on the Moon weigh 1/6 as much. On
Earth’ s surface and in most environments, no relative weight factor is needed.< / p >
< p > In most settings, mass can be used as weight to spring a pressure plate trap or a floor giving way,
determine a character’ s burden weight for travel speed… The total mass of an object can
contribute to the force of a weapon swing, or a speeding meteor to give it a potential striking
force.< / p >
< section id = "objects" >
< h2 > Objects< a class = "headerlink" href = "#objects" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > Now that we have reasons for keeping track of object mass, let’ s look at the default object class
inside your mygame/typeclasses/objects.py and see how easy it is to total up mass from an object and
its contents.< / p >
< div class = "highlight-python notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "c1" > # inside your mygame/typeclasses/objects.py< / span >
< span class = "k" > class< / span > < span class = "nc" > Object< / span > < span class = "p" > (< / span > < span class = "n" > DefaultObject< / span > < span class = "p" > ):< / span >
< span class = "c1" > # [...]< / span >
< span class = "k" > def< / span > < span class = "nf" > get_mass< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ):< / span >
< span class = "n" > mass< / span > < span class = "o" > =< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > attributes< / span > < span class = "o" > .< / span > < span class = "n" > get< / span > < span class = "p" > (< / span > < span class = "s1" > ' mass' < / span > < span class = "p" > ,< / span > < span class = "mi" > 1< / span > < span class = "p" > )< / span > < span class = "c1" > # Default objects have 1 unit mass.< / span >
< span class = "k" > return< / span > < span class = "n" > mass< / 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" > get_mass< / span > < span class = "p" > ()< / 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 >
< / pre > < / div >
< / div >
< p > Adding the < code class = "docutils literal notranslate" > < span class = "pre" > get_mass< / span > < / code > definition to the objects you want to sum up the masses for is done with
Python’ s “sum” function which operates on all the contents, in this case by summing them to
return a total mass value.< / p >
< p > If you only wanted specific object types to have mass or have the new object type in a different
module, see [[Adding-Object-Typeclass-Tutorial]] with its Heavy class object. You could set the
default for Heavy types to something much larger than 1 gram or whatever unit you want to use. Any
non-default mass would be stored on the < code class = "docutils literal notranslate" > < span class = "pre" > mass< / span > < / code > [[Attributes]] of the objects.< / p >
< / section >
< section id = "characters-and-rooms" >
< h2 > Characters and rooms< a class = "headerlink" href = "#characters-and-rooms" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > You can add a < code class = "docutils literal notranslate" > < span class = "pre" > get_mass< / span > < / code > definition to characters and rooms, also.< / p >
< p > If you were in a one metric-ton elevator with four other friends also wearing armor and carrying
gold bricks, you might wonder if this elevator’ s going to move, and how fast.< / p >
< p > Assuming the unit is grams and the elevator itself weights 1,000 kilograms, it would already be
< code class = "docutils literal notranslate" > < span class = "pre" > @ set< / span > < span class = "pre" > elevator/mass=1000000< / span > < / code > , we’ re < code class = "docutils literal notranslate" > < span class = "pre" > @ set< / span > < span class = "pre" > me/mass=85000< / span > < / code > and our armor is < code class = "docutils literal notranslate" > < span class = "pre" > @ set< / span > < span class = "pre" > armor/mass=50000< / span > < / code > .
We’ re each carrying 20 gold bars each < code class = "docutils literal notranslate" > < span class = "pre" > @ set< / span > < span class = "pre" > gold< / span > < span class = "pre" > bar/mass=12400< / span > < / code > then step into the elevator and see
the following message in the elevator’ s appearance: < code class = "docutils literal notranslate" > < span class = "pre" > Elevator< / span > < span class = "pre" > weight< / span > < span class = "pre" > and< / span > < span class = "pre" > contents< / span > < span class = "pre" > should< / span > < span class = "pre" > not< / span > < span class = "pre" > exceed< / span > < span class = "pre" > 3< / span > < span class = "pre" > metric< / span > < span class = "pre" > tons.< / span > < / code > Are we safe? Maybe not if you consider dynamic loading. But at rest:< / p >
< div class = "highlight-python notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "c1" > # Elevator object knows when it checks itself:< / span >
< span class = "k" > if< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > get_mass< / span > < span class = "p" > ()< / span > < span class = "o" > < < / span > < span class = "mi" > 3000000< / span > < span class = "p" > :< / span >
< span class = "k" > pass< / span > < span class = "c1" > # Elevator functions as normal.< / span >
< span class = "k" > else< / span > < span class = "p" > :< / span >
< span class = "k" > pass< / span > < span class = "c1" > # Danger! Alarm sounds, cable snaps, elevator stops...< / span >
< / pre > < / div >
< / div >
< / section >
< section id = "inventory" >
< h2 > Inventory< a class = "headerlink" href = "#inventory" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > Example of listing mass of items in your inventory:< / p >
< div class = "highlight-python notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "k" > class< / span > < span class = "nc" > CmdInventory< / span > < span class = "p" > (< / span > < span class = "n" > MuxCommand< / span > < span class = "p" > ):< / span >
< span class = "sd" > " " " < / span >
< span class = "sd" > view inventory< / span >
< span class = "sd" > Usage:< / span >
< span class = "sd" > inventory< / span >
< span class = "sd" > inv< / span >
< span class = "sd" > Switches:< / span >
< span class = "sd" > /weight to display all available channels.< / span >
< span class = "sd" > Shows your inventory: carrying, wielding, wearing, obscuring.< / span >
< span class = "sd" > " " " < / span >
< span class = "n" > key< / span > < span class = "o" > =< / span > < span class = "s2" > " inventory" < / span >
< span class = "n" > aliases< / span > < span class = "o" > =< / span > < span class = "p" > [< / span > < span class = "s2" > " inv" < / span > < span class = "p" > ,< / span > < span class = "s2" > " i" < / span > < span class = "p" > ]< / span >
< span class = "n" > locks< / span > < span class = "o" > =< / span > < span class = "s2" > " cmd:all()" < / span >
< span class = "k" > def< / span > < span class = "nf" > func< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ):< / span >
< span class = "s2" > " check inventory" < / span >
< span class = "n" > items< / span > < span class = "o" > =< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > contents< / span >
< span class = "k" > if< / span > < span class = "ow" > not< / span > < span class = "n" > items< / span > < span class = "p" > :< / span >
< span class = "n" > string< / span > < span class = "o" > =< / span > < span class = "s2" > " You are not carrying anything." < / span >
< span class = "k" > else< / span > < span class = "p" > :< / span >
< span class = "n" > table< / span > < span class = "o" > =< / span > < span class = "n" > prettytable< / span > < span class = "o" > .< / span > < span class = "n" > PrettyTable< / span > < span class = "p" > ([< / span > < span class = "s2" > " name" < / span > < span class = "p" > ,< / span > < span class = "s2" > " desc" < / span > < span class = "p" > ])< / span >
< span class = "n" > table< / span > < span class = "o" > .< / span > < span class = "n" > header< / span > < span class = "o" > =< / span > < span class = "kc" > False< / span >
< span class = "n" > table< / span > < span class = "o" > .< / span > < span class = "n" > border< / span > < span class = "o" > =< / span > < span class = "kc" > False< / span >
< span class = "k" > for< / span > < span class = "n" > item< / span > < span class = "ow" > in< / span > < span class = "n" > items< / span > < span class = "p" > :< / span >
< span class = "n" > second< / span > < span class = "o" > =< / span > < span class = "n" > item< / span > < span class = "o" > .< / span > < span class = "n" > get_mass< / span > < span class = "p" > ()< / span > \
< span class = "k" > if< / span > < span class = "s2" > " weight" < / span > < span class = "ow" > in< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > switches< / span > < span class = "k" > else< / span > < span class = "n" > item< / span > < span class = "o" > .< / span > < span class = "n" > db< / span > < span class = "o" > .< / span > < span class = "n" > desc< / span >
< span class = "n" > table< / span > < span class = "o" > .< / span > < span class = "n" > add_row< / span > < span class = "p" > ([< / span >
< span class = "nb" > str< / span > < span class = "p" > (< / span > < span class = "n" > item< / span > < span class = "o" > .< / span > < span class = "n" > get_display_name< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > sessions< / span > < span class = "p" > )),< / span >
< span class = "n" > second< / span > < span class = "ow" > and< / span > < span class = "n" > second< / span > < span class = "ow" > or< / span > < span class = "s2" > " " < / span > < span class = "p" > ,< / span >
< span class = "p" > ])< / span >
< span class = "n" > string< / span > < span class = "o" > =< / span > < span class = "sa" > f< / span > < span class = "s2" > " |wYou are carrying:< / span > < span class = "se" > \n< / span > < span class = "si" > {< / span > < span class = "n" > table< / span > < span class = "si" > }< / span > < span class = "s2" > " < / span >
< span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > msg< / span > < span class = "p" > (< / span > < span class = "n" > string< / span > < span class = "p" > )< / span >
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