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some more updates and cleanup
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2 changed files with 40 additions and 28 deletions
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@ -36,14 +36,14 @@ class TestWilderness(BaseEvenniaTest):
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wilderness.enter_wilderness(self.char1)
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self.assertIsInstance(self.char1.location, wilderness.WildernessRoom)
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w = self.get_wilderness_script()
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self.assertEqual(w.db.itemcoordinates[self.char1], (0, 0))
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self.assertEqual(w.itemcoordinates[self.char1], (0, 0))
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def test_enter_wilderness_custom_coordinates(self):
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wilderness.create_wilderness()
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wilderness.enter_wilderness(self.char1, coordinates=(1, 2))
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self.assertIsInstance(self.char1.location, wilderness.WildernessRoom)
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w = self.get_wilderness_script()
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self.assertEqual(w.db.itemcoordinates[self.char1], (1, 2))
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self.assertEqual(w.itemcoordinates[self.char1], (1, 2))
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def test_enter_wilderness_custom_name(self):
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name = "customnname"
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@ -133,6 +133,6 @@ class TestWilderness(BaseEvenniaTest):
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"west": (0, 1),
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"northwest": (0, 2),
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}
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for (direction, correct_loc) in directions.items(): # Not compatible with Python 3
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for direction, correct_loc in directions.items():
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new_loc = wilderness.get_new_coordinates(loc, direction)
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self.assertEqual(new_loc, correct_loc, direction)
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@ -92,7 +92,7 @@ class PyramidMapProvider(wilderness.WildernessMapProvider):
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desc = "This is a room in the pyramid."
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if y == 3 :
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desc = "You can see far and wide from the top of the pyramid."
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room.db.desc = desc
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room.ndb.desc = desc
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```
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Now we can use our new pyramid-shaped wilderness map. From inside Evennia we
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@ -103,14 +103,16 @@ create a new wilderness (with the name "default") but using our new map provider
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## Implementation details
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When a character moves into the wilderness, they get their own room. If
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they move, instead of moving the character, the room changes to match the
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new coordinates.
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If a character meets another character in the wilderness, then their room
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merges. When one of the character leaves again, they each get their own
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separate rooms.
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Rooms are created as needed. Unneeded rooms are stored away to avoid the
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overhead cost of creating new rooms again in the future.
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When a character moves into the wilderness, they get their own room. If
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they move, instead of moving the character, the room changes to match the
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new coordinates.
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If a character meets another character in the wilderness, then their room
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merges. When one of the character leaves again, they each get their own
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separate rooms.
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Rooms are created as needed. Unneeded rooms are stored away to avoid the
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overhead cost of creating new rooms again in the future.
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"""
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@ -247,8 +249,10 @@ class WildernessScript(DefaultScript):
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for coordinates, room in self.db.rooms.items():
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room.ndb.wildernessscript = self
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room.ndb.active_coordinates = coordinates
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self.wilderness.mapprovider.at_prepare_room(coordinates, None, self)
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for item in self.db.itemcoordinates.keys():
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# Items deleted from the wilderness can leave None type 'ghosts'
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# Items deleted while in the wilderness can leave None-type 'ghosts'
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# These need to be cleaned up
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if item is None:
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del self.db.itemcoordinates[item]
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continue
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@ -296,7 +300,7 @@ class WildernessScript(DefaultScript):
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[Object, ]: list of Objects at coordinates
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"""
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result = [ item for item, item_coords in self.itemcoordinates.items() if item_coords == coordinates and item is not None ]
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return result
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return list(result)
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def move_obj(self, obj, new_coordinates):
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"""
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@ -508,21 +512,13 @@ class WildernessRoom(DefaultRoom):
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# n, ne, ... exits.
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return
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itemcoords = self.wilderness.db.itemcoordinates
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itemcoords = self.wilderness.itemcoordinates
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if moved_obj in itemcoords:
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# This object was already in the wilderness. We need to make sure
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# it goes to the correct room it belongs to.
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# Otherwise the following issue can come up:
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# 1) Player 1 and Player 2 share a room
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# 2) Player 1 disconnects
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# 3) Player 2 moves around
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# 4) Player 1 reconnects
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# Player 1 will end up in player 2's room, which has the wrong
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# coordinates
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coordinates = itemcoords[moved_obj]
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# Setting the location to None is important here so that we always
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# get a "fresh" room
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# get a "fresh" room if it was in the wrong place
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moved_obj.location = None
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self.wilderness.move_obj(moved_obj, coordinates)
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else:
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@ -550,14 +546,15 @@ class WildernessRoom(DefaultRoom):
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obj (Object): the object that moved into this room and caused the
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coordinates to change
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"""
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# Remove the reference for the old coordinates...
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# Remove any reference for the old coordinates...
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rooms = self.wilderness.db.rooms
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del rooms[self.coordinates]
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if self.coordinates:
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del rooms[self.coordinates]
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# ...and add it for the new coordinates.
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self.ndb.active_coordinates = new_coordinates
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rooms[self.coordinates] = self
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# Every obj inside this room will get its location set to None
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# Any object inside this room will get its location set to None
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for item in self.contents:
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if not item.destination or item.destination != item.location:
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item.location = None
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@ -586,6 +583,7 @@ class WildernessRoom(DefaultRoom):
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def get_display_name(self, looker, **kwargs):
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"""
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Displays the name of the object in a viewer-aware manner.
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This is a core evennia hook.
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Args:
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looker (TypedObject): The object or account that is looking
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@ -610,7 +608,21 @@ class WildernessRoom(DefaultRoom):
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name += " {0}".format(self.coordinates)
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return name
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def get_display_desc(self, looker, **kwargs):
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"""
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Displays the description of the room. This is a core evennia hook.
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Allows the room's description to be customized in an ndb value,
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avoiding having to write to the database on moving.
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"""
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# Check if a new description was prepared by the map provider
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if self.ndb.active_desc:
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# There is one: use it
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return self.ndb.active_desc
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# Otherwise, use the normal description hook.
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return super().get_display_desc(looker, **kwargs)
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class WildernessExit(DefaultExit):
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"""
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@ -754,7 +766,7 @@ class WildernessMapProvider(object):
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Args:
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coordinates (tuple): the coordinates as (x, y) where room is
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located at
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caller (Object): the object that moved into this room
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caller (Object or None): the object that moved into this room
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room (WildernessRoom): the room object that will be used at that
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wilderness location
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Example:
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