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55 lines
2 KiB
Python
55 lines
2 KiB
Python
"""
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Example of the event system. To try it out, make sure to import it from somewhere
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covered by @reload (like the script parent). Create an object inheriting
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the red_button parent to see its effects (e.g. @create button=examples/red_button)
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Technically the event don't contain any game logics, all it does is locate all
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objects inheriting to a particular script parent and calls one of its functions
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at a regular interval.
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"""
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from src.events import IntervalEvent
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from src.scheduler import add_event
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from src.objects.models import Object
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#the logger is useful for debugging since there is no source object to send to
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from src.logger import log_infomsg
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#Example of the event system. This example adds an event to the red_button parent
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#in parents/examples. It makes the button blink temptingly at a regular interval.
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class EventBlinkButton(IntervalEvent):
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"""
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This event lets the button flash at regular intervals.
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"""
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def __init__(self):
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"""
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A custom init method also storing the source object.
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"""
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super(EventBlinkButton, self).__init__()
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self.name = 'event_blink_red_button'
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#how often to blink, in seconds
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self.interval = 30
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#the description is seen when you run @ps in-game.
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self.description = "Blink red buttons regularly."
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def event_function(self):
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"""
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This stub function is automatically fired every self.interval seconds.
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In this case we do a search for all objects inheriting from the correct
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parent and call a function on them.
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"""
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#find all objects inheriting from red_button (parents are per definition
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#stored with the gamesrc/parent/ drawer as a base)
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parent = 'examples.red_button'
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buttons = Object.objects.global_object_script_parent_search(parent)
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#log_infomsg("buttons found: %s" % buttons)
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for b in buttons:
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b.scriptlink.blink()
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#create and add the event to the global handler
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blink_event = EventBlinkButton()
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add_event(blink_event)
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