diff --git a/evennia/contrib/turnbattle/tb_items.py b/evennia/contrib/turnbattle/tb_items.py index ea3eb89fc6..8457a13bd6 100644 --- a/evennia/contrib/turnbattle/tb_items.py +++ b/evennia/contrib/turnbattle/tb_items.py @@ -54,6 +54,7 @@ from evennia import DefaultCharacter, Command, default_cmds, DefaultScript from evennia.commands.default.muxcommand import MuxCommand from evennia.commands.default.help import CmdHelp from evennia.utils.spawner import spawn +from evennia import TICKER_HANDLER as tickerhandler """ ---------------------------------------------------------------------------- @@ -360,7 +361,7 @@ def use_item(user, item, target): def condition_tickdown(character, turnchar): """ - Ticks down the duration of conditions on a character at the end of a given character's turn. + Ticks down the duration of conditions on a character at the start of a given character's turn. """ for key in character.db.conditions: @@ -405,6 +406,8 @@ class TBItemsCharacter(DefaultCharacter): self.db.max_hp = 100 # Set maximum HP to 100 self.db.hp = self.db.max_hp # Set current HP to maximum self.db.conditions = {} # Set empty dict for conditions + # Subscribe character to the ticker handler + tickerhandler.add(30, self.at_update) """ Adds attributes for a character's current and maximum HP. We're just going to set this value at '100' by default. @@ -437,6 +440,42 @@ class TBItemsCharacter(DefaultCharacter): self.msg("You can't move, you've been defeated!") return False return True + + def at_turn_start(self): + """ + Hook called at the beginning of this character's turn in combat. + """ + # Prompt the character for their turn and give some information. + self.msg("|wIt's your turn! You have %i HP remaining.|n" % self.db.hp) + + # Apply conditions that fire at the start of each turn. + self.apply_turn_conditions() + + def apply_turn_conditions(self): + """ + Applies the effect of conditions that occur at the start of each + turn in combat, or every 30 seconds out of combat. + """ + if "Regeneration" in self.db.conditions: + to_heal = randint(4, 8) # Restore 4 to 8 HP + if self.db.hp + to_heal > self.db.max_hp: + to_heal = self.db.max_hp - self.db.hp # Cap healing to max HP + self.db.hp += to_heal + self.location.msg_contents("%s regains %i HP from Regeneration." % (self, to_heal)) + + def at_update(self): + """ + Fires every 30 seconds. + """ + # Change all conditions to update on character's turn. + for key in self.db.conditions: + self.db.conditions[key][1] = self + if not is_in_combat(self): # Not in combat + # Apply conditions that fire every turn + self.apply_turn_conditions() + # Tick down condition durations + condition_tickdown(self, self) + """ ---------------------------------------------------------------------------- @@ -546,8 +585,8 @@ class TBItemsTurnHandler(DefaultScript): something similar. """ character.db.combat_actionsleft = ACTIONS_PER_TURN # Replenish actions - # Prompt the character for their turn and give some information. - character.msg("|wIt's your turn! You have %i HP remaining.|n" % character.db.hp) + # Call character's at_turn_start() hook. + character.at_turn_start() def next_turn(self): """ @@ -582,16 +621,17 @@ class TBItemsTurnHandler(DefaultScript): self.db.turn += 1 # Go to the next in the turn order. if self.db.turn > len(self.db.fighters) - 1: self.db.turn = 0 # Go back to the first in the turn order once you reach the end. - - # Count down condition timers. - for fighter in self.db.fighters: - condition_tickdown(fighter, newchar) newchar = self.db.fighters[self.db.turn] # Note the new character + self.db.timer = TURN_TIMEOUT + self.time_until_next_repeat() # Reset the timer. self.db.timeout_warning_given = False # Reset the timeout warning. self.obj.msg_contents("%s's turn ends - %s's turn begins!" % (currentchar, newchar)) self.start_turn(newchar) # Start the new character's turn. + + # Count down condition timers. + for fighter in self.db.fighters: + condition_tickdown(fighter, newchar) def turn_end_check(self, character): """ @@ -939,6 +979,32 @@ def itemfunc_heal(item, user, target, **kwargs): user.location.msg_contents("%s uses %s! %s regains %i HP!" % (user, item, target, to_heal)) +def itemfunc_add_condition(item, user, target, **kwargs): + """ + Item function that gives the target a condition. + + Should mostly be used for beneficial conditions - use itemfunc_attack + for an item that can give an enemy a harmful condition. + """ + condition = "Regeneration" + duration = 5 + + if not target: + target = user # Target user if none specified + + if not target.attributes.has("max_hp"): # Is not a fighter + user.msg("You can't use %s on that." % item) + return False # Returning false aborts the item use + + # Retrieve condition / duration from kwargs, if present + if "condition" in kwargs: + condition = kwargs["condition"] + if "duration" in kwargs: + duration = kwargs["duration"] + + user.location.msg_contents("%s uses %s!" % (user, item)) + add_condition(target, user, condition, duration) # Add condition to the target + def itemfunc_attack(item, user, target, **kwargs): """ Item function that attacks a target. @@ -982,7 +1048,8 @@ def itemfunc_attack(item, user, target, **kwargs): # a callable in this dictionary. ITEMFUNCS = { "heal":itemfunc_heal, - "attack":itemfunc_attack + "attack":itemfunc_attack, + "add_condition":itemfunc_add_condition } """ @@ -1015,6 +1082,15 @@ HEALTH_POTION = { "item_kwargs" : {"healing_range":(35, 50)} } +REGEN_POTION = { + "key" : "a regeneration potion", + "desc" : "A glass bottle full of a mystical potion that regenerates wounds over time.", + "item_func" : "add_condition", + "item_uses" : 1, + "item_consumable" : "GLASS_BOTTLE", + "item_kwargs" : {"condition":"Regeneration", "duration":10} +} + BOMB = { "key" : "a rotund bomb", "desc" : "A large black sphere with a fuse at the end. Can be used on enemies in combat.",