References to 'object' changed to 'thing' instead

This commit is contained in:
FlutterSprite 2017-10-23 21:57:00 -07:00
parent b2ec29db81
commit e742179310
3 changed files with 41 additions and 41 deletions

View file

@ -370,9 +370,9 @@ class TBBasicTurnHandler(DefaultScript):
self.db.fighters = []
# Add all fighters in the room with at least 1 HP to the combat."
for object in self.obj.contents:
if object.db.hp:
self.db.fighters.append(object)
for thing in self.obj.contents:
if thing.db.hp:
self.db.fighters.append(thing)
# Initialize each fighter for combat
for fighter in self.db.fighters:

View file

@ -361,9 +361,9 @@ class TBEquipTurnHandler(DefaultScript):
self.db.fighters = []
# Add all fighters in the room with at least 1 HP to the combat."
for object in self.obj.contents:
if object.db.hp:
self.db.fighters.append(object)
for thing in self.obj.contents:
if thing.db.hp:
self.db.fighters.append(thing)
# Initialize each fighter for combat
for fighter in self.db.fighters:

View file

@ -317,13 +317,13 @@ def approach(mover, target):
target.db.combat_range[mover] = 0
mover.db.combat_range = target.db.combat_range
# Assure everything else has the same distance from the mover and target, now that they're together
for object in mover.location.contents:
if object != mover and object != target:
object.db.combat_range[mover] = object.db.combat_range[target]
for thing in mover.location.contents:
if thing != mover and thing != target:
thing.db.combat_range[mover] = thing.db.combat_range[target]
objects = mover.location.contents
contents = mover.location.contents
for thing in objects:
for thing in contents:
if thing != mover and thing != target:
# Move closer to each object closer to the target than you.
if mover.db.combat_range[thing] > target.db.combat_range[thing]:
@ -363,9 +363,9 @@ def withdraw(mover, target):
target.db.combat_range[mover] = 2
mover.db.combat_range[target] = 2
objects = mover.location.contents
contents = mover.location.contents
for thing in objects:
for thing in contents:
if thing != mover and thing != target:
# Move away from each object closer to the target than you, if it's also closer to you than you are to the target.
if mover.db.combat_range[thing] >= target.db.combat_range[thing] and mover.db.combat_range[thing] < mover.db.combat_range[thing]:
@ -486,14 +486,14 @@ def combat_status_message(fighter):
reach_obj = []
range_obj = []
for object in fighter.db.combat_range:
if object != fighter:
if fighter.db.combat_range[object] == 0:
engaged_obj.append(object)
if fighter.db.combat_range[object] == 1:
reach_obj.append(object)
if fighter.db.combat_range[object] > 1:
range_obj.append(object)
for thing in fighter.db.combat_range:
if thing != fighter:
if fighter.db.combat_range[thing] == 0:
engaged_obj.append(thing)
if fighter.db.combat_range[thing] == 1:
reach_obj.append(thing)
if fighter.db.combat_range[thing] > 1:
range_obj.append(thing)
if engaged_obj:
status_msg += "|/Engaged targets: %s" % ", ".join(obj.key for obj in engaged_obj)
@ -534,9 +534,9 @@ class TBRangeTurnHandler(DefaultScript):
self.db.fighters = []
# Add all fighters in the room with at least 1 HP to the combat."
for object in self.obj.contents:
if object.db.hp:
self.db.fighters.append(object)
for thing in self.obj.contents:
if thing.db.hp:
self.db.fighters.append(thing)
# Initialize each fighter for combat
for fighter in self.db.fighters:
@ -546,8 +546,8 @@ class TBRangeTurnHandler(DefaultScript):
self.obj.db.combat_turnhandler = self
# Initialize range field for all objects in the room
for object in self.obj.contents:
self.init_range(object)
for thing in self.obj.contents:
self.init_range(thing)
# Roll initiative and sort the list of fighters depending on who rolls highest to determine turn order.
# The initiative roll is determined by the roll_init function and can be customized easily.
@ -568,8 +568,8 @@ class TBRangeTurnHandler(DefaultScript):
"""
Called at script termination.
"""
for object in self.obj.contents:
combat_cleanup(object) # Clean up the combat attributes for every object in the room.
for thing in self.obj.contents:
combat_cleanup(thing) # Clean up the combat attributes for every object in the room.
self.obj.db.combat_turnhandler = None # Remove reference to turn handler in location
def at_repeat(self):
@ -599,17 +599,17 @@ class TBRangeTurnHandler(DefaultScript):
rangedict = {}
# Get a list of objects in the room.
objectlist = self.obj.contents
for object in objectlist:
for thing in objectlist:
# Object always at distance 0 from itself
if object == to_init:
rangedict.update({object:0})
if thing == to_init:
rangedict.update({thing:0})
else:
if object.destination or to_init.destination:
if thing.destination or to_init.destination:
# Start exits at range 2 to put them at the 'edges'
rangedict.update({object:2})
rangedict.update({thing:2})
else:
# Start objects at range 1 from other objects
rangedict.update({object:1})
rangedict.update({thing:1})
to_init.db.combat_range = rangedict
def join_rangefield(self, to_init, anchor_obj=None, add_distance=0):
@ -633,9 +633,9 @@ class TBRangeTurnHandler(DefaultScript):
# Copy the range values from the anchor object.
to_init.db.combat_range = anchor_obj.db.combat_range
# Add the new object to everyone else's ranges.
for object in contents:
new_objects_range = object.db.combat_range[anchor_obj]
object.db.combat_range.update({to_init:new_objects_range})
for thing in contents:
new_objects_range = thing.db.combat_range[anchor_obj]
thing.db.combat_range.update({to_init:new_objects_range})
# Set the new object's range to itself to 0.
to_init.db.combat_range.update({to_init:0})
# Add additional distance from anchor object, if any.
@ -888,10 +888,10 @@ class TBRangeObject(DefaultObject):
if self.db.combat_range:
del self.db.combat_range
# Remove this object from everyone's range fields
for object in getter.location.contents:
if object.db.combat_range:
if self in object.db.combat_range:
object.db.combat_range.pop(self, None)
for thing in getter.location.contents:
if thing.db.combat_range:
if self in thing.db.combat_range:
thing.db.combat_range.pop(self, None)
# If in combat, getter spends an action
if is_in_combat(getter):
spend_action(getter, 1, action_name="get") # Use up one action.