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object_creator.py
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object_creator.py
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# PythonWars copyright © 2020, 2021 by Paul Penner. All rights reserved.
# In order to use this codebase you must comply with all licenses.
#
# Original Diku Mud copyright © 1990, 1991 by Sebastian Hammer,
# Michael Seifert, Hans Henrik Stærfeldt, Tom Madsen, and Katja Nyboe.
#
# Merc Diku Mud improvements copyright © 1992, 1993 by Michael
# Chastain, Michael Quan, and Mitchell Tse.
#
# ROM 2.4 is copyright 1993-1998 Russ Taylor. ROM has been brought to
# you by the ROM consortium: Russ Taylor (rtaylor@hypercube.org),
# Gabrielle Taylor (gtaylor@hypercube.org), and Brian Moore (zump@rom.org).
#
# Ported to Python by Davion of MudBytes.net using Miniboa
# (https://code.google.com/p/miniboa/).
#
# In order to use any part of this Merc Diku Mud, you must comply with
# both the original Diku license in 'license.doc' as well the Merc
# license in 'license.txt'. In particular, you may not remove either of
# these copyright notices.
#
# Much time and thought has gone into this software, and you are
# benefiting. We hope that you share your changes too. What goes
# around, comes around.
import sys
import comm
import fight # JINNOTE - 12/14/2020 @ 5:54 PM - Removing this import is causing circular import issue for some reason...
import game_utils
import handler_item
import handler_npc
import handler_room
import instance
import merc
import special
import world_classes
def create_room(room_template):
if room_template is None:
comm.notify("create_room: No roomTemplate given", merc.CONSOLE_CRITICAL)
sys.exit(1)
room = handler_room.Room(room_template)
return room
def setup_exits():
for room in instance.rooms.values():
if room.exit:
for door, pexit in enumerate(room.exit):
if pexit:
iexit = world_classes.Exit(pexit)
room.exit[door] = iexit
def create_mobile(npc_template):
if not npc_template:
comm.notify("create_mobile: no npc_template", merc.CONSOLE_CRITICAL)
sys.exit(1)
npc = handler_npc.Npc(npc_template)
npc.id = game_utils.get_mob_id(npc=True)
npc.level = max(1, game_utils.number_fuzzy(npc_template.level))
npc.armor = game_utils.interpolate(npc.level, 100, -100)
if npc_template.spec_fun:
npc.spec_fun = special.spec_table[npc_template.spec_fun]
tempvalue = min(30000, npc.level * 8 + game_utils.number_range(npc.level * npc.level // 4, npc.level * npc.level))
npc.max_hit = tempvalue
npc.hit = npc.max_hit
npc.hitroll = npc.level
npc.damroll = npc.level
# link the mob to the world list
npc_template.count += 1
return npc
# Create an instance of an object.
def create_item(item_template, level, prev_instance_id: int = None):
if not item_template:
comm.notify("create_item: no item_template", merc.CONSOLE_INFO)
sys.exit(1)
item = handler_item.Items(item_template)
if not prev_instance_id:
pass # item.instancer()
else:
item.instance_id = prev_instance_id
item.level = level
if item.vnum in merc.irange(29500, 29599):
item.flags.artifact = True
item.condition = 100
item.toughness = 100
item.resistance = 1
item.level = 60
item.cost = 1000000
elif item.vnum in merc.irange(29600, 29699):
item.flags.relic = True
item.condition = 100
item.toughness = 100
item.resistance = 1
else:
item.condition = 100
item.toughness = 5
item.resistance = 25
# Mess with object properties.
if item.item_type == merc.ITEM_SCROLL:
item.value[0] = game_utils.number_fuzzy(item.value[0])
elif item.item_type in [merc.ITEM_WAND, merc.ITEM_STAFF]:
item.value[0] = game_utils.number_fuzzy(item.value[0])
item.value[1] = game_utils.number_fuzzy(item.value[1])
item.value[2] = item.value[1]
elif item.item_type == merc.ITEM_WEAPON:
if not item.flags.artifact and not item.flags.relic:
item.value[1] = game_utils.number_range(1, 10)
item.value[2] = game_utils.number_range(item.value[1] + 1, item.value[1] * 2)
elif item.item_type == merc.ITEM_ARMOR:
if not item.flags.artifact and not item.flags.relic:
item.value[0] = game_utils.number_range(5, 15)
elif item.item_type in [merc.ITEM_POTION, merc.ITEM_PILL]:
item.value[0] = game_utils.number_fuzzy(game_utils.number_fuzzy(item.value[0]))
elif item.item_type == merc.ITEM_MONEY:
item.value[0] = item.cost
elif item.item_type in [merc.ITEM_LIGHT, merc.ITEM_TREASURE, merc.ITEM_FURNITURE, merc.ITEM_TRASH, merc.ITEM_CONTAINER, merc.ITEM_DRINK_CON,
merc.ITEM_KEY, merc.ITEM_FOOD, merc.ITEM_BOAT, merc.ITEM_CORPSE_NPC, merc.ITEM_CORPSE_PC, merc.ITEM_FOUNTAIN,
merc.ITEM_PORTAL, merc.ITEM_EGG, merc.ITEM_VOODOO, merc.ITEM_STAKE, merc.ITEM_MISSILE, merc.ITEM_AMMO, merc.ITEM_QUEST,
merc.ITEM_QUESTCARD, merc.ITEM_QUESTMACHINE, merc.ITEM_SYMBOL, merc.ITEM_BOOK, merc.ITEM_PAGE, merc.ITEM_TOOL]:
pass
else:
comm.notify("create_item: bad item_type {} ({})".format(item_template.vnum, item.item_type), merc.CONSOLE_WARNING)
item_template.count += 1
return item
# duplicate an object exactly -- except contents
def clone_item(parent, clone):
if not parent or not clone:
return
# start fixing the object
clone = handler_item.Items(parent)
return clone
# Create a 'money' obj.
def create_money(gold):
if gold <= 0:
comm.notify("create_money: zero or negative gold", merc.CONSOLE_WARNING)
gold = 1
if gold == 1:
item = create_item(instance.item_templates[merc.OBJ_VNUM_MONEY_ONE], 0)
else:
item = create_item(instance.item_templates[merc.OBJ_VNUM_MONEY_SOME], 0)
item.short_descr = item.short_descr % gold
item.value[0] = gold
return item
# Make a corpse out of a character.
def make_corpse(ch):
if ch.is_npc():
name = ch.short_descr
corpse = create_item(instance.item_templates[merc.OBJ_VNUM_CORPSE_NPC], 0)
corpse.timer = game_utils.number_range(4, 8)
corpse.value[2] = ch.vnum
else:
name = ch.name
corpse = create_item(instance.item_templates[merc.OBJ_VNUM_CORPSE_PC], 0)
corpse.timer = game_utils.number_range(25, 40)
# Why should players keep their gold?
if ch.gold > 0:
gold = create_money(ch.gold)
if ch.is_affected(merc.AFF_SHADOWPLANE):
gold.flags.shadowplane = True
corpse.put(gold)
ch.gold = 0
corpse.short_descr = corpse.short_descr % name
corpse.description = corpse.description % name
for item_id in ch.equipped.values():
if not item_id:
continue
item = instance.items[item_id]
ch.unequip(item.equipped_to, silent=True, forced=True)
for item_id in ch.inventory[:]:
item = instance.items[item_id]
ch.get(item)
if item.flags.vanish:
item.extract()
else:
if ch.is_affected(merc.AFF_SHADOWPLANE):
item.flags.shadowplane = True
corpse.put(item)
if ch.is_affected(merc.AFF_SHADOWPLANE):
corpse.flags.shadowplane = True
ch.in_room.put(corpse)
def make_part(ch, argument):
argument, arg = game_utils.read_word(argument)
if not arg:
return
arg_list = [("head", merc.OBJ_VNUM_SEVERED_HEAD), ("arm", merc.OBJ_VNUM_SLICED_ARM), ("leg", merc.OBJ_VNUM_SLICED_LEG),
("heart", merc.OBJ_VNUM_TORN_HEART), ("turd", merc.OBJ_VNUM_TORN_HEART), ("entrails", merc.OBJ_VNUM_SPILLED_ENTRAILS),
("brain", merc.OBJ_VNUM_QUIVERING_BRAIN), ("eyeball", merc.OBJ_VNUM_SQUIDGY_EYEBALL), ("blood", merc.OBJ_VNUM_SPILT_BLOOD),
("face", merc.OBJ_VNUM_RIPPED_FACE), ("windpipe", merc.OBJ_VNUM_TORN_WINDPIPE), ("cracked_head", merc.OBJ_VNUM_CRACKED_HEAD),
("ear", merc.OBJ_VNUM_SLICED_EAR), ("nose", merc.OBJ_VNUM_SLICED_NOSE), ("tooth", merc.OBJ_VNUM_KNOCKED_TOOTH),
("tongue", merc.OBJ_VNUM_TORN_TONGUE), ("hand", merc.OBJ_VNUM_SEVERED_HAND), ("foot", merc.OBJ_VNUM_SEVERED_FOOT),
("thumb", merc.OBJ_VNUM_SEVERED_THUMB), ("index", merc.OBJ_VNUM_SEVERED_INDEX), ("middle", merc.OBJ_VNUM_SEVERED_MIDDLE),
("ring", merc.OBJ_VNUM_SEVERED_RING), ("little", merc.OBJ_VNUM_SEVERED_LITTLE), ("toe", merc.OBJ_VNUM_SEVERED_TOE)]
for (aa, bb) in arg_list:
if game_utils.str_cmp(arg, aa):
vnum = bb
break
else:
return
name = ch.short_descr if ch.is_npc() else ch.name
item = create_item(instance.item_templates[vnum], 0)
item.timer = game_utils.number_range(2, 5) if ch.is_npc() else -1
if game_utils.str_cmp(arg, "head"):
if ch.is_npc():
item.value[1] = ch.vnum
else:
ch.chobj = item
item.chobj = ch
item.timer = game_utils.number_range(2, 3)
elif game_utils.str_cmp(arg, "brain") and not ch.is_npc() and ch.is_affected(merc.AFF_POLYMORPH) and ch.head.is_set(merc.LOST_HEAD):
if ch.chobj:
ch.chobj.chobj = None
ch.chobj = item
item.chobj = ch
item.timer = game_utils.number_range(2, 3)
# For blood :) KaVir
if vnum == merc.OBJ_VNUM_SPILT_BLOOD:
item.timer = 2
# For voodoo dolls - KaVir
item.name = item.name % name if not ch.is_npc() else "mob"
if vnum != merc.OBJ_VNUM_SPILT_BLOOD:
item.short_descr = item.short_descr % name
item.description = item.description % name
if ch.is_affected(merc.AFF_SHADOWPLANE):
item.flags.shadowplane = True
ch.in_room.put(item)