""" Slow Exit typeclass Contribution - Griatch 2014 This is an example of an Exit-type that delays its traversal.This simulates slow movement, common in many different types of games. The contrib also contains two commands, CmdSetSpeed and CmdStop for changing the movement speed and abort an ongoing traversal, respectively. To try out an exit of this type, you could connect two existing rooms using something like this: @open north:contrib.slow_exit.SlowExit = Installation: To make all new exits of this type, add the following line to your settings: BASE_EXIT_TYPECLASS = "contrib.slow_exit.SlowExit" To get the ability to change your speed and abort your movement, simply import and add CmdSetSpeed and CmdStop from this module to your default cmdset (see tutorials on how to do this if you are unsure). Notes: This implementation is efficient but not persistent; so incomplete movement will be lost in a server reload. This is acceptable for most game types - to simulate longer travel times (more than the couple of seconds assumed here), a more persistent variant using Scripts or the TickerHandler might be better. """ from ev import Exit, utils, Command MOVE_DELAY = {"stroll": 6, "walk": 4, "run": 2, "sprint": 1} class SlowExit(Exit): """ This overloads the way moving happens. """ def at_traverse(self, traversing_object, target_location): """ Implements the actual traversal, using utils.delay to delay the move_to. """ # if the traverser has an Attribute move_speed, use that, # otherwise default to "walk" speed move_speed = traversing_object.db.move_speed or "walk" move_delay = MOVE_DELAY.get(move_speed, 4) def move_callback(): "This callback will be called by utils.delay after move_delay seconds." source_location = traversing_object.location if traversing_object.move_to(target_location): self.at_after_traverse(traversing_object, source_location) else: if self.db.err_traverse: # if exit has a better error message, let's use it. self.caller.msg(self.db.err_traverse) else: # No shorthand error message. Call hook. self.at_failed_traverse(traversing_object) traversing_object.msg("You start moving %s at a %s." % (self.key, move_speed)) # create a delayed movement deferred = utils.delay(move_delay, callback=move_callback) # we store the deferred on the character, this will allow us # to abort the movement. We must use an ndb here since # deferreds cannot be pickled. traversing_object.ndb.currently_moving = deferred # # set speed - command # SPEED_DESCS = {"stroll": "strolling", "walk": "walking", "run": "running", "sprint": "sprinting"} class CmdSetSpeed(Command): """ set your movement speed Usage: setspeed stroll|walk|run|sprint This will set your movement speed, determining how long time it takes to traverse exits. If no speed is set, 'walk' speed is assumed. """ key = "setspeed" def func(self): """ Simply sets an Attribute used by the SlowExit above. """ speed = self.args.lower().strip() if speed not in SPEED_DESCS: self.caller.msg("Usage: setspeed stroll|walk|run|sprint") elif self.caller.db.move_speed == speed: self.caller.msg("You are already %s." % SPEED_DESCS[speed]) else: self.caller.db.move_speed = speed self.caller.msg("You are now %s." % SPEED_DESCS[speed]) # # stop moving - command # class CmdStop(Command): """ stop moving Usage: stop Stops the current movement, if any. """ key = "stop" def func(self): """ This is a very simple command, using the stored deferred from the exit traversal above. """ currently_moving = self.caller.ndb.currently_moving if currently_moving: currently_moving.cancel() self.caller.msg("You stop moving.") else: self.caller.msg("You are not moving.")