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# NPC shop Tutorial
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This tutorial will describe how to make an NPC-run shop. We will make use of the [EvMenu](EvMenu)
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system to present shoppers with a menu where they can buy things from the store's stock.
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Our shop extends over two rooms - a "front" room open to the shop's customers and a locked "store
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room" holding the wares the shop should be able to sell. We aim for the following features:
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- The front room should have an Attribute `storeroom` that points to the store room.
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- Inside the front room, the customer should have a command `buy` or `browse`. This will open a
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menu listing all items available to buy from the store room.
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- A customer should be able to look at individual items before buying.
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- We use "gold" as an example currency. To determine cost, the system will look for an Attribute
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`gold_value` on the items in the store room. If not found, a fixed base value of 1 will be assumed.
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The wealth of the customer should be set as an Attribute `gold` on the Character. If not set, they
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have no gold and can't buy anything.
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- When the customer makes a purchase, the system will check the `gold_value` of the goods and
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compare it to the `gold` Attribute of the customer. If enough gold is available, this will be
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deducted and the goods transferred from the store room to the inventory of the customer.
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- We will lock the store room so that only people with the right key can get in there.
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### The shop menu
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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 *EvMenu* utility will manage
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the menu for us. It's a good idea to [read up on EvMenu](EvMenu) if you are not familiar with it.
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#### Designing the menu
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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 `browse` or `buy` command:
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```
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*** Welcome to ye Old Sword shop! ***
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Things for sale (choose 1-3 to inspect, quit to exit):
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_________________________________________________________
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1. A rusty sword (5 gold)
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2. A sword with a leather handle (10 gold)
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3. Excalibur (100 gold)
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```
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There are only three items to buy in this example but the menu should expand to however many items
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are needed. When you make a selection you will get a new screen showing the options for that
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particular item:
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```
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You inspect A rusty sword:
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This is an old weapon maybe once used by soldiers in some
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long forgotten army. It is rusty and in bad condition.
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__________________________________________________________
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1. Buy A rusty sword (5 gold)
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2. Look for something else.
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```
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Finally, when you buy something, a brief message should pop up:
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```
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You pay 5 gold and purchase A rusty sword!
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```
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or
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```
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You cannot afford 5 gold for A rusty sword!
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```
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After this you should be back to the top level of the shopping menu again and can continue browsing.
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#### Coding the menu
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EvMenu defines the *nodes* (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 `quit` 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, `mygame/typeclasses/npcshop.py`.
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```python
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# mygame/typeclasses/npcshop.py
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from evennia.utils import evmenu
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def menunode_shopfront(caller):
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"This is the top-menu screen."
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shopname = caller.location.key
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wares = caller.location.db.storeroom.contents
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# Wares includes all items inside the storeroom, including the
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# door! Let's remove that from our for sale list.
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wares = [ware for ware in wares if ware.key.lower() != "door"]
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text = "*** Welcome to %s! ***\n" % shopname
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if wares:
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text += " Things for sale (choose 1-%i to inspect);" \
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" quit to exit:" % len(wares)
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else:
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text += " There is nothing for sale; quit to exit."
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options = []
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for ware in wares:
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# add an option for every ware in store
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options.append({"desc": "%s (%s gold)" %
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(ware.key, ware.db.gold_value or 1),
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"goto": "menunode_inspect_and_buy"})
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return text, options
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```
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In this code we assume the caller to be *inside* the shop when accessing the menu. This means we can
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access the shop room via `caller.location` and get its `key` to display as the shop's name. We also
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assume the shop has an Attribute `storeroom` we can use to get to our stock. We loop over our goods
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to build up the menu's options.
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Note that *all options point to the same menu node* called `menunode_inspect_and_buy`! 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.
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```python
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# further down in mygame/typeclasses/npcshop.py
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def menunode_inspect_and_buy(caller, raw_string):
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"Sets up the buy menu screen."
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wares = caller.location.db.storeroom.contents
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# Don't forget, we will need to remove that pesky door again!
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wares = [ware for ware in wares if ware.key.lower() != "door"]
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iware = int(raw_string) - 1
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ware = wares[iware]
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value = ware.db.gold_value or 1
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wealth = caller.db.gold or 0
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text = "You inspect %s:\n\n%s" % (ware.key, ware.db.desc)
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def buy_ware_result(caller):
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"This will be executed first when choosing to buy."
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if wealth >= value:
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rtext = "You pay %i gold and purchase %s!" % \
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(value, ware.key)
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caller.db.gold -= value
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ware.move_to(caller, quiet=True)
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else:
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rtext = "You cannot afford %i gold for %s!" % \
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(value, ware.key)
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caller.msg(rtext)
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options = ({"desc": "Buy %s for %s gold" % \
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(ware.key, ware.db.gold_value or 1),
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"goto": "menunode_shopfront",
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"exec": buy_ware_result},
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{"desc": "Look for something else",
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"goto": "menunode_shopfront"})
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return text, options
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```
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In this menu node we make use of the `raw_string` argument to the node. This is the text the menu
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user entered on the *previous* node to get here. Since we only allow numbered options in our menu,
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`raw_input` must be an number for the player to get to this point. So we convert it to an integer
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index (menu lists start from 1, whereas Python indices always starts at 0, so we need to subtract
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1). We then use the index to get the corresponding item from storage.
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We just show the customer the `desc` of the item. In a more elaborate setup you might want to show
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things like weapon damage and special stats here as well.
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When the user choose the "buy" option, EvMenu will execute the `exec` instruction *before* we go
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back to the top node (the `goto` instruction). For this we make a little inline function
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`buy_ware_result`. EvMenu will call the function given to `exec` like any menu node but it does not
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need to return anything. In `buy_ware_result` 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.
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#### The command to start the menu
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We could *in principle* 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 [Command](Commands) for
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customers to explicitly wanting to shop around.
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```python
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# mygame/typeclasses/npcshop.py
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from evennia import Command
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class CmdBuy(Command):
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"""
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Start to do some shopping
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Usage:
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buy
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shop
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browse
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This will allow you to browse the wares of the
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current shop and buy items you want.
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"""
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key = "buy"
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aliases = ("shop", "browse")
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def func(self):
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"Starts the shop EvMenu instance"
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evmenu.EvMenu(self.caller,
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"typeclasses.npcshop",
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startnode="menunode_shopfront")
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```
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This will launch the menu. The `EvMenu` instance is initialized with the path to this very module -
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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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[CmdSet](Command-Sets) so we can add it correctly to the game:
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```python
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from evennia import CmdSet
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class ShopCmdSet(CmdSet):
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def at_cmdset_creation(self):
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self.add(CmdBuy())
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```
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### Building the shop
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There are really only two things that separate our shop from any other Room:
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- The shop has the `storeroom` Attribute set on it, pointing to a second (completely normal) room.
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- It has the `ShopCmdSet` stored on itself. This makes the `buy` command available to users entering
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the shop.
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For testing we could easily add these features manually to a room using `@py` or other admin
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commands. Just to show how it can be done we'll instead make a custom [Typeclass](Typeclasses) 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.
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```python
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# bottom of mygame/typeclasses/npcshop.py
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from evennia import DefaultRoom, DefaultExit, DefaultObject
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from evennia.utils.create import create_object
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# class for our front shop room
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class NPCShop(DefaultRoom):
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def at_object_creation(self):
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# we could also use add(ShopCmdSet, permanent=True)
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self.cmdset.add_default(ShopCmdSet)
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self.db.storeroom = None
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# command to build a complete shop (the Command base class
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# should already have been imported earlier in this file)
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class CmdBuildShop(Command):
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"""
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Build a new shop
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Usage:
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@buildshop shopname
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This will create a new NPCshop room
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as well as a linked store room (named
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simply <storename>-storage) for the
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wares on sale. The store room will be
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accessed through a locked door in
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the shop.
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"""
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key = "@buildshop"
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locks = "cmd:perm(Builders)"
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help_category = "Builders"
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def func(self):
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"Create the shop rooms"
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if not self.args:
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self.msg("Usage: @buildshop <storename>")
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return
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# create the shop and storeroom
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shopname = self.args.strip()
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shop = create_object(NPCShop,
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key=shopname,
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location=None)
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storeroom = create_object(DefaultRoom,
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key="%s-storage" % shopname,
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location=None)
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shop.db.storeroom = storeroom
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# create a door between the two
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shop_exit = create_object(DefaultExit,
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key="back door",
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aliases=["storage", "store room"],
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location=shop,
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destination=storeroom)
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storeroom_exit = create_object(DefaultExit,
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key="door",
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location=storeroom,
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destination=shop)
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# make a key for accessing the store room
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storeroom_key_name = "%s-storekey" % shopname
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storeroom_key = create_object(DefaultObject,
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key=storeroom_key_name,
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location=shop)
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# only allow chars with this key to enter the store room
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shop_exit.locks.add("traverse:holds(%s)" % storeroom_key_name)
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# inform the builder about progress
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self.caller.msg("The shop %s was created!" % shop)
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```
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Our typeclass is simple and so is our `buildshop` command. The command (which is for Builders only)
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just takes the name of the shop and builds the front room and a store room to go with it (always
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named `"<shopname>-storage"`. It connects the rooms with a two-way exit. You need to add
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`CmdBuildShop` [to the default cmdset](Adding-Command-Tutorial#step-2-adding-the-command-to-a-
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default-cmdset) before you can use it. Once having created the shop you can now `@teleport` to it or
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`@open` a new exit to it. You could also easily expand the above command to automatically create
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exits to and from the new shop from your current location.
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To avoid customers walking in and stealing everything, we create a [Lock](Locks) on the storage
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door. It's a simple lock that requires the one entering to carry an object named
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`<shopname>-storekey`. We even create such a key object and drop it in the shop for the new shop
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keeper to pick up.
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> If players are given the right to name their own objects, this simple lock is not very secure and
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you need to come up with a more robust lock-key solution.
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> We don't add any descriptions to all these objects so looking "at" them will not be too thrilling.
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You could add better default descriptions as part of the `@buildshop` command or leave descriptions
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this up to the Builder.
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### The shop is open for business!
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We now have a functioning shop and an easy way for Builders to create it. All you need now is to
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`@open` a new exit from the rest of the game into the shop and put some sell-able items in the store
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room. Our shop does have some shortcomings:
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- For Characters to be able to buy stuff they need to also have the `gold` Attribute set on
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themselves.
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- We manually remove the "door" exit from our items for sale. But what if there are other unsellable
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items in the store room? What if the shop owner walks in there for example - anyone in the store
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could then buy them for 1 gold.
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- What if someone else were to buy the item we're looking at just before we decide to buy it? It
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would then be gone and the counter be wrong - the shop would pass us the next item in the list.
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Fixing these issues are left as an exercise.
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If you want to keep the shop fully NPC-run you could add a [Script](Scripts) to restock the shop's
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store room regularly. This shop example could also easily be owned by a human Player (run for them
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by a hired NPC) - the shop owner would get the key to the store room and be responsible for keeping
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it well stocked.
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