add test for preserve_items opt and fix

This commit is contained in:
InspectorCaracal 2022-11-21 20:23:56 -07:00
parent ab317a691e
commit de24d2646d
2 changed files with 81 additions and 31 deletions

View file

@ -136,3 +136,30 @@ class TestWilderness(BaseEvenniaTest):
for direction, correct_loc in directions.items():
new_loc = wilderness.get_new_coordinates(loc, direction)
self.assertEqual(new_loc, correct_loc, direction)
def test_preserve_items(self):
wilderness.create_wilderness()
w = self.get_wilderness_script()
# move char and obj to wilderness
wilderness.enter_wilderness(self.char1)
wilderness.enter_wilderness(self.obj1)
# move to a new room
w.move_obj(self.char1, (1, 1))
# the room should be remapped and 0,0 should not exist
self.assertTrue((0, 0) not in w.db.rooms)
self.assertEqual(1, len(w.db.rooms))
# verify obj1 moved to None
self.assertIsNone(self.obj1.location)
# now change to preserve items
w.preserve_items = True
wilderness.enter_wilderness(self.obj1, (1, 1))
# move the character again
w.move_obj(self.char1, (0, 1))
# check that the previous room was preserved
self.assertIn((1, 1), w.db.rooms)
self.assertEqual(2, len(w.db.rooms))
# and verify that obj1 is still at 1,1
self.assertEqual(self.obj1.location, w.db.rooms[(1, 1)])

View file

@ -46,11 +46,11 @@ needs.
## Example
To give an example of how to customize, we will create a very simple (and
small) wilderness map that is shaped like a pyramid. The map will be
provided as a string: a "." symbol is a location we can walk on.
To give an example of how to customize, we will create a very simple (and
small) wilderness map that is shaped like a pyramid. The map will be
provided as a string: a "." symbol is a location we can walk on.
Let's create a file world/pyramid.py:
Let's create a file world/pyramid.py:
```python
map_str = '''
@ -113,7 +113,6 @@ separate rooms.
Rooms are created as needed. Unneeded rooms are stored away to avoid the
overhead cost of creating new rooms again in the future.
"""
from evennia import (
@ -126,6 +125,7 @@ from evennia import (
from evennia.utils import inherits_from
from evennia.typeclasses.attributes import AttributeProperty
def create_wilderness(name="default", mapprovider=None):
"""
Creates a new wilderness map. Does nothing if a wilderness map already
@ -216,7 +216,7 @@ class WildernessScript(DefaultScript):
# Stores a dictionary of items on the map with their coordinates
# The key is the item, the value are the coordinates as (x, y) tuple.
itemcoordinates = AttributeProperty()
# Determines whether or not rooms are recycled despite containing non-player objects
# True means that leaving behind a non-player object will prevent the room from being recycled
# in order to preserve the object
@ -241,7 +241,7 @@ class WildernessScript(DefaultScript):
# allows quick retrieval if a new room is needed without having to
# create it.
self.db.unused_rooms = []
def at_server_start(self):
"""
Called after the server is started or reloaded.
@ -249,7 +249,6 @@ class WildernessScript(DefaultScript):
for coordinates, room in self.db.rooms.items():
room.ndb.wildernessscript = self
room.ndb.active_coordinates = coordinates
self.wilderness.mapprovider.at_prepare_room(coordinates, None, self)
for item in self.db.itemcoordinates.keys():
# Items deleted while in the wilderness can leave None-type 'ghosts'
# These need to be cleaned up
@ -299,7 +298,11 @@ class WildernessScript(DefaultScript):
Returns:
[Object, ]: list of Objects at coordinates
"""
result = [ item for item, item_coords in self.itemcoordinates.items() if item_coords == coordinates and item is not None ]
result = [
item
for item, item_coords in self.itemcoordinates.items()
if item_coords == coordinates and item is not None
]
return list(result)
def move_obj(self, obj, new_coordinates):
@ -318,38 +321,56 @@ class WildernessScript(DefaultScript):
# appear in its old room should that room be deleted.
obj.location = None
# By default, we'll assume we won't be making a new room and change this flag if necessary.
create_room = False
# See if we already have a room for that location
if room := self.db.rooms.get(new_coordinates):
# There is. Try to destroy the old_room if it is not needed anymore
self._destroy_room(old_room)
else:
# There is no room yet at new_location
# Is the old room in this wilderness?
if old_room in self.db.rooms.keys():
# Is there anything still left in the old_room, besides the exits?
if len([ob for ob in old_room.contents if not inherits_from(ob, WildernessExit)]):
# There is, so we'll create a new room
room = self._create_room(new_coordinates, obj)
else:
# The room is empty, so we'll just reuse it
room = old_room
# Is the old room in a wilderness?
if hasattr(old_room, "wilderness"):
# Yes. Is it in THIS wilderness?
if old_room.wilderness == self:
# Should we preserve rooms with any objects?
if self.preserve_items:
# Yes - check if ANY objects besides the exits are in old_room
if len(
[
ob
for ob in old_room.contents
if not inherits_from(ob, WildernessExit)
]
):
# There is, so we'll create a new room
room = self._create_room(new_coordinates, obj)
else:
# The room is empty, so we'll reuse it
room = old_room
else:
# Only preserve rooms if there are players behind
if len([ob for ob in old_room.contents if ob.has_account]):
# There is still a player there; create a new room
room = self._create_room(new_coordinates, obj)
else:
# The room is empty of players, so we'll reuse it
room = old_room
# Is the previous room from a different wilderness?
elif inherits_from(old_room, WildernessRoom) and old_room.wilderness != self:
# It does, so we make sure to leave the other wilderness properly
old_room.wilderness.at_post_object_leave(obj)
# We'll also need to create a new room in this wilderness
room = self._create_room(new_coordinates, obj)
# It's in a different wilderness
else:
# It does, so we make sure to leave the other wilderness properly
old_room.wilderness.at_post_object_leave(obj)
# We'll also need to create a new room in this wilderness
room = self._create_room(new_coordinates, obj)
else:
# Obj comes from outside the wilderness entirely
# We need to make a new room
room = self._create_room(new_coordinates, obj)
room.set_active_coordinates(new_coordinates, obj)
# Set `room` to the new coordinates, however it was made
room.set_active_coordinates(new_coordinates, obj)
# Put obj back, now in the correct room
obj.location = room
obj.ndb.wilderness = self
@ -407,7 +428,7 @@ class WildernessScript(DefaultScript):
"""
Moves a room back to storage. If room is not a WildernessRoom or there
is something left inside the room, then this does nothing.
Implementation note: If `preserve_items` is False (the default) then any
objects left in the rooms will be moved to None. You may want to implement
your own cleanup or recycling routine for these objects.
@ -555,6 +576,7 @@ class WildernessRoom(DefaultRoom):
rooms[self.coordinates] = self
# Any object inside this room will get its location set to None
# unless it's a wilderness exit
for item in self.contents:
if not item.destination or item.destination != item.location:
item.location = None
@ -608,11 +630,11 @@ class WildernessRoom(DefaultRoom):
name += " {0}".format(self.coordinates)
return name
def get_display_desc(self, looker, **kwargs):
"""
Displays the description of the room. This is a core evennia hook.
Allows the room's description to be customized in an ndb value,
avoiding having to write to the database on moving.
"""
@ -624,6 +646,7 @@ class WildernessRoom(DefaultRoom):
# Otherwise, use the normal description hook.
return super().get_display_desc(looker, **kwargs)
class WildernessExit(DefaultExit):
"""
This is an Exit object used inside a WildernessRoom. Instead of changing