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<html>
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
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<title>NPC shop Tutorial — Evennia 1.0-dev documentation</title>
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<link rel="stylesheet" href="../_static/nature.css" type="text/css" />
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<link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
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<div class="bodywrapper">
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<div class="body" role="main">
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<div class="section" id="npc-shop-tutorial">
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<section id="npc-shop-tutorial">
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<h1>NPC shop Tutorial<a class="headerlink" href="#npc-shop-tutorial" title="Permalink to this headline">¶</a></h1>
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<p>This tutorial will describe how to make an NPC-run shop. We will make use of the <a class="reference internal" href="../Components/EvMenu.html"><span class="doc">EvMenu</span></a>
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system to present shoppers with a menu where they can buy things from the store’s stock.</p>
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@ -57,12 +58,12 @@ compare it to the <code class="docutils literal notranslate"><span class="pre">g
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deducted and the goods transferred from the store room to the inventory of the customer.</p></li>
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<li><p>We will lock the store room so that only people with the right key can get in there.</p></li>
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</ul>
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<div class="section" id="the-shop-menu">
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<section id="the-shop-menu">
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<h2>The shop menu<a class="headerlink" href="#the-shop-menu" title="Permalink to this headline">¶</a></h2>
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<p>We want to show a menu to the customer where they can list, examine and buy items in the store. This
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menu should change depending on what is currently for sale. Evennia’s <em>EvMenu</em> utility will manage
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the menu for us. It’s a good idea to <a class="reference internal" href="../Components/EvMenu.html"><span class="doc">read up on EvMenu</span></a> if you are not familiar with it.</p>
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<div class="section" id="designing-the-menu">
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<section id="designing-the-menu">
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<h3>Designing the menu<a class="headerlink" href="#designing-the-menu" title="Permalink to this headline">¶</a></h3>
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<p>The shopping menu’s design is straightforward. First we want the main screen. You get this when you
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enter a shop and use the <code class="docutils literal notranslate"><span class="pre">browse</span></code> or <code class="docutils literal notranslate"><span class="pre">buy</span></code> command:</p>
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@ -95,41 +96,41 @@ particular item:</p>
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</pre></div>
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</div>
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<p>After this you should be back to the top level of the shopping menu again and can continue browsing.</p>
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</div>
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<div class="section" id="coding-the-menu">
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</section>
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<section id="coding-the-menu">
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<h3>Coding the menu<a class="headerlink" href="#coding-the-menu" title="Permalink to this headline">¶</a></h3>
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<p>EvMenu defines the <em>nodes</em> (each menu screen with options) as normal Python functions. Each node
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must be able to change on the fly depending on what items are currently for sale. EvMenu will
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automatically make the <code class="docutils literal notranslate"><span class="pre">quit</span></code> command available to us so we won’t add that manually. For compactness
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we will put everything needed for our shop in one module, <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/npcshop.py</span></code>.</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
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28</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/typeclasses/npcshop.py</span>
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<span class="normal">28</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/typeclasses/npcshop.py</span>
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<span class="kn">from</span> <span class="nn">evennia.utils</span> <span class="kn">import</span> <span class="n">evmenu</span>
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@ -166,40 +167,40 @@ to build up the menu’s options.</p>
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<p>Note that <em>all options point to the same menu node</em> called <code class="docutils literal notranslate"><span class="pre">menunode_inspect_and_buy</span></code>! We can’t know
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which goods will be available to sale so we rely on this node to modify itself depending on the
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circumstances. Let’s create it now.</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
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34</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># further down in mygame/typeclasses/npcshop.py</span>
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<span class="normal">34</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># further down in mygame/typeclasses/npcshop.py</span>
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<span class="k">def</span> <span class="nf">menunode_inspect_and_buy</span><span class="p">(</span><span class="n">caller</span><span class="p">,</span> <span class="n">raw_string</span><span class="p">):</span>
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<span class="s2">"Sets up the buy menu screen."</span>
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need to return anything. In <code class="docutils literal notranslate"><span class="pre">buy_ware_result</span></code> we determine if the customer can afford the cost and
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give proper return messages. This is also where we actually move the bought item into the inventory
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of the customer.</p>
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</div>
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<div class="section" id="the-command-to-start-the-menu">
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</section>
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<section id="the-command-to-start-the-menu">
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<h3>The command to start the menu<a class="headerlink" href="#the-command-to-start-the-menu" title="Permalink to this headline">¶</a></h3>
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<p>We could <em>in principle</em> launch the shopping menu the moment a customer steps into our shop room, but
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this would probably be considered pretty annoying. It’s better to create a <a class="reference internal" href="../Components/Commands.html"><span class="doc">Command</span></a> for
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customers to explicitly wanting to shop around.</p>
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24</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/typeclasses/npcshop.py</span>
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<span class="normal">24</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/typeclasses/npcshop.py</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">Command</span>
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since the only global functions available in this module are our menu nodes, this will work fine
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(you could also have put those in a separate module). We now just need to put this command in a
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<a class="reference internal" href="../Components/Command-Sets.html"><span class="doc">CmdSet</span></a> so we can add it correctly to the game:</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
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5</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">CmdSet</span>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span>
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<span class="k">class</span> <span class="nc">ShopCmdSet</span><span class="p">(</span><span class="n">CmdSet</span><span class="p">):</span>
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<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">CmdBuy</span><span class="p">())</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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</div>
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<div class="section" id="building-the-shop">
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</section>
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</section>
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<section id="building-the-shop">
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<h2>Building the shop<a class="headerlink" href="#building-the-shop" title="Permalink to this headline">¶</a></h2>
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<p>There are really only two things that separate our shop from any other Room:</p>
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<ul class="simple">
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@ -332,72 +333,72 @@ the shop.</p></li>
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commands. Just to show how it can be done we’ll instead make a custom <a class="reference internal" href="../Components/Typeclasses.html"><span class="doc">Typeclass</span></a> for
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the shop room and make a small command that builders can use to build both the shop and the
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storeroom at once.</p>
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<span class="normal">60</span>
|
||||
<span class="normal">61</span>
|
||||
<span class="normal">62</span>
|
||||
<span class="normal">63</span>
|
||||
<span class="normal">64</span>
|
||||
<span class="normal">65</span>
|
||||
<span class="normal">66</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># bottom of mygame/typeclasses/npcshop.py</span>
|
||||
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultRoom</span><span class="p">,</span> <span class="n">DefaultExit</span><span class="p">,</span> <span class="n">DefaultObject</span>
|
||||
<span class="kn">from</span> <span class="nn">evennia.utils.create</span> <span class="kn">import</span> <span class="n">create_object</span>
|
||||
|
|
@ -485,8 +486,8 @@ you need to come up with a more robust lock-key solution.</p>
|
|||
You could add better default descriptions as part of the <code class="docutils literal notranslate"><span class="pre">@buildshop</span></code> command or leave descriptions
|
||||
this up to the Builder.</p>
|
||||
</div></blockquote>
|
||||
</div>
|
||||
<div class="section" id="the-shop-is-open-for-business">
|
||||
</section>
|
||||
<section id="the-shop-is-open-for-business">
|
||||
<h2>The shop is open for business!<a class="headerlink" href="#the-shop-is-open-for-business" title="Permalink to this headline">¶</a></h2>
|
||||
<p>We now have a functioning shop and an easy way for Builders to create it. All you need now is to
|
||||
<code class="docutils literal notranslate"><span class="pre">@open</span></code> a new exit from the rest of the game into the shop and put some sell-able items in the store
|
||||
|
|
@ -505,8 +506,8 @@ would then be gone and the counter be wrong - the shop would pass us the next it
|
|||
store room regularly. This shop example could also easily be owned by a human Player (run for them
|
||||
by a hired NPC) - the shop owner would get the key to the store room and be responsible for keeping
|
||||
it well stocked.</p>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
|
|
|
|||
Loading…
Add table
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Reference in a new issue