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add test for preserve_items opt and fix
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2 changed files with 81 additions and 31 deletions
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@ -136,3 +136,30 @@ class TestWilderness(BaseEvenniaTest):
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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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def test_preserve_items(self):
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wilderness.create_wilderness()
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w = self.get_wilderness_script()
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# move char and obj to wilderness
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wilderness.enter_wilderness(self.char1)
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wilderness.enter_wilderness(self.obj1)
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# move to a new room
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w.move_obj(self.char1, (1, 1))
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# the room should be remapped and 0,0 should not exist
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self.assertTrue((0, 0) not in w.db.rooms)
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self.assertEqual(1, len(w.db.rooms))
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# verify obj1 moved to None
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self.assertIsNone(self.obj1.location)
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# now change to preserve items
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w.preserve_items = True
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wilderness.enter_wilderness(self.obj1, (1, 1))
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# move the character again
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w.move_obj(self.char1, (0, 1))
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# check that the previous room was preserved
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self.assertIn((1, 1), w.db.rooms)
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self.assertEqual(2, len(w.db.rooms))
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# and verify that obj1 is still at 1,1
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self.assertEqual(self.obj1.location, w.db.rooms[(1, 1)])
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@ -46,11 +46,11 @@ needs.
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## Example
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To give an example of how to customize, we will create a very simple (and
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small) wilderness map that is shaped like a pyramid. The map will be
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provided as a string: a "." symbol is a location we can walk on.
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To give an example of how to customize, we will create a very simple (and
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small) wilderness map that is shaped like a pyramid. The map will be
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provided as a string: a "." symbol is a location we can walk on.
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Let's create a file world/pyramid.py:
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Let's create a file world/pyramid.py:
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```python
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map_str = '''
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@ -113,7 +113,6 @@ 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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from evennia import (
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@ -126,6 +125,7 @@ from evennia import (
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from evennia.utils import inherits_from
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from evennia.typeclasses.attributes import AttributeProperty
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def create_wilderness(name="default", mapprovider=None):
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"""
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Creates a new wilderness map. Does nothing if a wilderness map already
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@ -216,7 +216,7 @@ class WildernessScript(DefaultScript):
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# Stores a dictionary of items on the map with their coordinates
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# The key is the item, the value are the coordinates as (x, y) tuple.
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itemcoordinates = AttributeProperty()
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# Determines whether or not rooms are recycled despite containing non-player objects
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# True means that leaving behind a non-player object will prevent the room from being recycled
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# in order to preserve the object
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@ -241,7 +241,7 @@ class WildernessScript(DefaultScript):
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# allows quick retrieval if a new room is needed without having to
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# create it.
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self.db.unused_rooms = []
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def at_server_start(self):
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"""
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Called after the server is started or reloaded.
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@ -249,7 +249,6 @@ 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 while in the wilderness can leave None-type 'ghosts'
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# These need to be cleaned up
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@ -299,7 +298,11 @@ class WildernessScript(DefaultScript):
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Returns:
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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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result = [
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item
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for item, item_coords in self.itemcoordinates.items()
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if item_coords == coordinates and item is not None
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]
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return list(result)
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def move_obj(self, obj, new_coordinates):
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@ -318,38 +321,56 @@ class WildernessScript(DefaultScript):
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# appear in its old room should that room be deleted.
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obj.location = None
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# By default, we'll assume we won't be making a new room and change this flag if necessary.
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create_room = False
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# See if we already have a room for that location
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if room := self.db.rooms.get(new_coordinates):
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# There is. Try to destroy the old_room if it is not needed anymore
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self._destroy_room(old_room)
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else:
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# There is no room yet at new_location
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# Is the old room in this wilderness?
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if old_room in self.db.rooms.keys():
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# Is there anything still left in the old_room, besides the exits?
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if len([ob for ob in old_room.contents if not inherits_from(ob, WildernessExit)]):
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# There is, so we'll create a new room
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room = self._create_room(new_coordinates, obj)
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else:
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# The room is empty, so we'll just reuse it
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room = old_room
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# Is the old room in a wilderness?
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if hasattr(old_room, "wilderness"):
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# Yes. Is it in THIS wilderness?
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if old_room.wilderness == self:
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# Should we preserve rooms with any objects?
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if self.preserve_items:
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# Yes - check if ANY objects besides the exits are in old_room
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if len(
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[
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ob
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for ob in old_room.contents
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if not inherits_from(ob, WildernessExit)
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]
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):
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# There is, so we'll create a new room
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room = self._create_room(new_coordinates, obj)
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else:
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# The room is empty, so we'll reuse it
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room = old_room
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else:
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# Only preserve rooms if there are players behind
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if len([ob for ob in old_room.contents if ob.has_account]):
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# There is still a player there; create a new room
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room = self._create_room(new_coordinates, obj)
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else:
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# The room is empty of players, so we'll reuse it
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room = old_room
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# Is the previous room from a different wilderness?
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elif inherits_from(old_room, WildernessRoom) and old_room.wilderness != self:
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# It does, so we make sure to leave the other wilderness properly
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old_room.wilderness.at_post_object_leave(obj)
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# We'll also need to create a new room in this wilderness
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room = self._create_room(new_coordinates, obj)
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# It's in a different wilderness
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else:
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# It does, so we make sure to leave the other wilderness properly
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old_room.wilderness.at_post_object_leave(obj)
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# We'll also need to create a new room in this wilderness
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room = self._create_room(new_coordinates, obj)
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else:
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# Obj comes from outside the wilderness entirely
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# We need to make a new room
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room = self._create_room(new_coordinates, obj)
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room.set_active_coordinates(new_coordinates, obj)
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# Set `room` to the new coordinates, however it was made
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room.set_active_coordinates(new_coordinates, obj)
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# Put obj back, now in the correct room
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obj.location = room
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obj.ndb.wilderness = self
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@ -407,7 +428,7 @@ class WildernessScript(DefaultScript):
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"""
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Moves a room back to storage. If room is not a WildernessRoom or there
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is something left inside the room, then this does nothing.
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Implementation note: If `preserve_items` is False (the default) then any
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objects left in the rooms will be moved to None. You may want to implement
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your own cleanup or recycling routine for these objects.
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@ -555,6 +576,7 @@ class WildernessRoom(DefaultRoom):
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rooms[self.coordinates] = self
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# Any object inside this room will get its location set to None
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# unless it's a wilderness exit
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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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@ -608,11 +630,11 @@ 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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@ -624,6 +646,7 @@ class WildernessRoom(DefaultRoom):
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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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This is an Exit object used inside a WildernessRoom. Instead of changing
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