evennia/game/gamesrc/parents/examples/red_button.py
2009-10-15 09:43:34 +00:00

109 lines
3.7 KiB
Python

"""
An example script parent for a nice red button object. It has
custom commands defined on itself that are only useful in relation to this
particular object. See example.py in gamesrc/commands for more info
on the pluggable command system.
Assuming this script remains in gamesrc/parents/examples, create an object
of this type using @create button:examples.red_button
This file also shows the use of the Event system to make the button
send a message to the players at regular intervals. Note that if you create a
test button you must drop it before you will see its messages!
"""
from game.gamesrc.parents.base.basicobject import BasicObject
# you have to import the event definition(s) from somewhere
# covered by @reload, and this is as good a place as any.
# Doing this will start the event ticking.
import game.gamesrc.events.example
#
# commands for using the button object. These are added to
# the object in the class_factory function at the
# bottom of this module.
#
def cmd_push_button(command):
"""
This is a simple command that handles a user pressing the
button by returning a message.
"""
retval = "There is a loud bang: BOOOM!"
command.source_object.emit_to(retval)
def cmd_pull_button(command):
"""
An example of a second defined command (for those who
don't know how a button works ... ;) )
"""
retval = "A button is meant to be pushed, not pulled!"
command.source_object.emit_to(retval)
#
# Definition of the object itself
#
class RedButton(BasicObject):
"""
This class describes an evil red button.
It will use the event definition in
game/gamesrc/events/example.py to blink
at regular intervals until the lightbulb
breaks.
"""
def at_object_creation(self):
"""
This function is called when object is created. Use this
preferably over __init__.
"""
#get stored object related to this class
obj = self.scripted_obj
obj.set_attribute('desc', "This is your standard big red button.")
obj.set_attribute("breakpoint", 10)
obj.set_attribute("count", 0)
def blink(self):
"""
If the event system is active, it will regularly call this
function to make the button blink. Note the use of attributes
to store the variable count and breakpoint in a persistent
way.
"""
obj = self.scripted_obj
try:
count = int(obj.get_attribute_value("count"))
breakpoint = int(obj.get_attribute_value("breakpoint"))
except TypeError:
return
if count <= breakpoint:
if int(count) == int(breakpoint):
string = "The button flashes, then goes dark. "
string += "Looks like the lamp just broke."
else:
string = "The red button flashes, demanding your attention."
count += 1
obj.set_attribute("count", count)
obj.get_location().emit_to_contents(string)
def class_factory(source_obj):
"""
This method is called by any script you retrieve (via the scripthandler). It
creates an instance of the class and returns it transparently.
source_obj: (Object) A reference to the object being scripted (the child).
This is a good place for adding new commands to the button since this is
where it is actually instantiated.
"""
button = RedButton(source_obj)
# add the object-based commands to the button
button.command_table.add_command("pushbutton", cmd_push_button)
button.command_table.add_command("pullbutton", cmd_pull_button)
return button