""" Room Rooms are simple containers that has no location of their own. """ from datetime import datetime from re import match from evennia import utils from evennia.utils import gametime, logger from evennia.contrib.grid.extended_room import ExtendedRoom from evennia.contrib.rpg.rpsystem import ContribRPRoom from django.conf import settings # from .objects import LightSource from .pets import Hunger from .objects import ObjectParent _SEARCH_AT_RESULT = utils.object_from_module(settings.SEARCH_AT_RESULT) def articlize_character(character, capitalize=False): """ Return a simple character with article prefix. """ if capitalize: article = "A" else: article = "a" if character == "" or match(r"^\|b[A-Z]", character): return character elif match(r"^\|b*[aeiou]", character): return f"{article}n " + character else: return f"{article} " + character def captialize_characters(characters): """ Capitalizes and prefixes an article on string of characters. Assuming one per line. """ char_list = characters.split("\n") updated = [articlize_character(ch, True) for ch in char_list] return "\n".join(updated) class Room(ObjectParent, ExtendedRoom, ContribRPRoom): """ Rooms are like any Object, except their location is None (which is default). They also use basetype_setup() to add locks so they cannot be puppeted or picked up. (to change that, use at_object_creation instead) See mygame/typeclasses/objects.py for a list of properties and methods available on all Objects. """ is_dark = False has_weather = False appearance_template = """ {header} |c{name}{extra_name_info}|n {desc} {exits} {things} {characters} {footer} """ def get_time(self): """ Return tuple of current time of this location. (Minute, Hour, Time of Day, Season) """ timestamp = gametime.gametime(absolute=True) datestamp = datetime.fromtimestamp(timestamp) return (datestamp.minute, datestamp.hour, self.get_time_of_day(), self.get_season()) def get_display_header(self, looker, **kwargs): return "|n" def get_display_footer(self, looker, **kwargs): return "|n" def get_display_characters(self, looker, *args, **kwargs): chars = self.contents_get(content_type="character") vchars = self.filter_visible(chars, looker, **kwargs) num_chars = len(vchars) char_list = super().get_display_characters(looker, pose=True) # We add the word 'also' in case we showed there were objects: objs = self.contents_get(content_type="object") if len(objs) > 0: also = 'also ' else: also = '' if num_chars > 2: return f"You {also}see the following characters:" + \ captialize_characters(char_list) if num_chars > 1: character = char_list.strip() if character.startswith('|'): comp_char = character[2:].lower() else: comp_char = character.lower() if match(r"an? |the ", comp_char): return f"You {also}see {character}" elif match(r"[aeiou]", comp_char): return f"You {also}see an {character}" else: return f"You {also}see a {character}" return '' def get_display_things(self, looker, *args, **kwargs): std_msg = super().get_display_things(looker, pose=False) if std_msg: return std_msg.replace('|wYou see:|n', 'You notice') else: return '' class DabblersRoom(Room): def get_display_desc(self, looker): fire = self.search("fire") full_desc = self.db.initial_desc if fire.hunger() == Hunger.RAVENOUS: full_desc += " " + self.db.fire_out elif fire.hunger() == Hunger.HUNGRY: full_desc += " " + self.db.fire_dim elif fire.hunger() == Hunger.FULL: full_desc += " " + self.db.fire_full else: full_desc += " " + self.db.fire_on full_desc += " " + self.db.final_desc return full_desc