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Fix issue in NPC-reaction tutorial. Resolve #3591
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# Changelog
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## Main branch
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[Docs][issue3591]: Fix of NPC reaction tutorial code (Griatch)
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[issue3592]: https://github.com/evennia/evennia/issues/3591
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## Evennia 4.3.0
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Aug 11, 2024
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@ -27,7 +27,7 @@ class NPC(Character):
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"""
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A NPC typeclass which extends the character class.
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"""
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def at_char_entered(self, character):
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def at_char_entered(self, character, **kwargs):
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"""
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A simple is_aggressive check.
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Can be expanded upon later.
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@ -38,7 +38,13 @@ class NPC(Character):
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self.execute_cmd(f"say Greetings, {character}!")
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```
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Here we make a simple method on the `NPC`˙. We expect it to be called when a (player-)character enters the room. We don't actually set the `is_aggressive` [Attribute](../Components/Attributes.md) beforehand; if it's not set, the NPC is simply non-hostile.
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```{sidebar} Passing extra information
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Note that we don't use the `**kwargs` property here. This can be used to pass extra information into hooks in your game and would be used when you make custom move commands. For example, if you `run` into the room, you could inform all hooks by doing `obj.move_to(..., running=True)`. Maybe your librarian NPC should have a separate reaction for people running into their library!
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We make sure to pass the `**kwargs` from the standard `at_object_receive` hook below.
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```
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Here we make a simple method on the `NPC`˙ called `at_char_entered`. We expect it to be called when a (player-)character enters the room. We don't actually set the `is_aggressive` [Attribute](../Components/Attributes.md) beforehand; we leave this up for the admin to activate in-game. if it's not set, the NPC is simply non-hostile.
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Whenever _something_ enters the `Room`, its [at_object_receive](DefaultObject.at_object_receive) hook will be called. So we should override it.
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@ -54,18 +60,18 @@ class Room(ObjectParent, DefaultRoom):
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# ...
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def at_object_receive(self, arriving_obj, source_location):
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def at_object_receive(self, arriving_obj, source_location, **kwargs):
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if arriving_obj.account:
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# this has an active acccount - a player character
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for item in self.contents:
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# get all npcs in the room and inform them
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if utils.inherits_from(item, "typeclasses.npcs.NPC"):
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self.at_char_entered(arriving_obj)
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if utils.inherits_from(item, "typeclasses.npcs.NPC"):
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item.at_char_entered(arriving_obj, **kwargs)
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```
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```{sidebar} Universal Object methods
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Remember that Rooms are `Objects`. So the same `at_object_receive` hook will fire for you when you pick something up (making you 'receive' it). Or for a box when putting something inside it.
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Remember that Rooms are `Objects`, and other Objects have these same hooks. So an `at_object_receive` hook will fire for you when you pick something up (making you 'receive' it). Or for a box when putting something inside it, for example.
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```
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A currently puppeted Character will have an `.account` attached to it. We use that to know that the thing arriving is a Character. We then use Evennia's [utils.inherits_from](evennia.utils.utils.inherits_from) helper utility to get every NPC in the room can each of their newly created `at_char_entered` method.
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@ -1189,8 +1189,9 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
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the text message generated by announce_move_to and announce_move_from by defining
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their {"type": move_type} for outgoing text. This can be used for altering
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messages and/or overloaded hook behaviors.
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**kwargs: Passed on to announce_move_to and announce_move_from hooks. Exits will set
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the "exit_obj" kwarg to themselves.
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**kwargs: Passed on to all movement- and announcement hooks. Use in your game to let
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hooks know about any special condition of the move (such as running or sneaking).
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Exits will pass an "exit_obj" kwarg.
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Returns:
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bool: True/False depending on if there were problems with the move. This method may also
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