3.6 KiB
NPCs reacting to your presence
> north
------------------------------------
Meadow
You are standing in a green meadow.
A bandit is here.
------------------------------------
Bandit gives you a menacing look!
This tutorial shows the implementation of an NPC object that responds to characters entering their location.
What we will need is the following:
- An NPC typeclass that can react when someone enters.
- A custom Room typeclass that can tell the NPC that someone entered.
- We will also tweak our default
Charactertypeclass a little.
# in mygame/typeclasses/npcs.py (for example)
from typeclasses.characters import Character
class NPC(Character):
"""
A NPC typeclass which extends the character class.
"""
def at_char_entered(self, character, **kwargs):
"""
A simple is_aggressive check.
Can be expanded upon later.
"""
if self.db.is_aggressive:
self.execute_cmd(f"say Graaah! Die, {character}!")
else:
self.execute_cmd(f"say Greetings, {character}!")
Note that we don't use the `**kwargs` property here. This can be used to pass extra information into hooks in your game and would be used when you make custom move commands. For example, if you `run` into the room, you could inform all hooks by doing `obj.move_to(..., running=True)`. Maybe your librarian NPC should have a separate reaction for people running into their library!
We make sure to pass the `**kwargs` from the standard `at_object_receive` hook below.
Here we make a simple method on the NPC˙ called at_char_entered. We expect it to be called when a (player-)character enters the room. We don't actually set the is_aggressive Attribute beforehand; we leave this up for the admin to activate in-game. if it's not set, the NPC is simply non-hostile.
Whenever something enters the Room, its at_object_receive hook will be called. So we should override it.
# in mygame/typeclasses/rooms.py
from evennia import utils
# ...
class Room(ObjectParent, DefaultRoom):
# ...
def at_object_receive(self, arriving_obj, source_location, **kwargs):
if arriving_obj.account:
# this has an active acccount - a player character
for item in self.contents:
# get all npcs in the room and inform them
if utils.inherits_from(item, "typeclasses.npcs.NPC"):
item.at_char_entered(arriving_obj, **kwargs)
Remember that Rooms are `Objects`, and other Objects have these same hooks. So an `at_object_receive` hook will fire for you when you pick something up (making you 'receive' it). Or for a box when putting something inside it, for example.
A currently puppeted Character will have an .account attached to it. We use that to know that the thing arriving is a Character. We then use Evennia's utils.inherits_from helper utility to get every NPC in the room can each of their newly created at_char_entered method.
Make sure to reload.
Let's create an NPC and make it aggressive. For the sake of this example, let's assume your name is "Anna" and that there is a room to the north of your current location.
> create/drop Orc:typeclasses.npcs.NPC
> north
> south
Orc says, Greetings, Anna!
Now let's turn the orc aggressive.
> set orc/is_aggressive = True
> north
> south
Orc says, Graah! Die, Anna!
That's one easily aggravated Orc!