intficpy.things module¶
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class
intficpy.things.Abstract(game, name)¶ Bases:
intficpy.thing_base.ThingClass for abstract game items with no location, such as ideas
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class
intficpy.things.AbstractClimbable(game, name)¶ Bases:
intficpy.thing_base.ThingRepresents one end of a staircase or ladder. Creators should generally use a LadderConnector or StaircaseConnector (travel.py) rather than directly creating AbstractClimbable instances.
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invItem= False¶
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class
intficpy.things.Book(game, name, text="There's nothing written here. ")¶ Bases:
intficpy.things.Openable,intficpy.things.ReadableReadable that can be opened
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is_open= False¶
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class
intficpy.things.Clothing(game, name)¶ Bases:
intficpy.thing_base.ThingClass for Things that can be worn
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wearable= True¶
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class
intficpy.things.Container(game, name)¶ Bases:
intficpy.things.OpenableThings that can contain other Things
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containsLiquid()¶ Returns the first Liquid found in the Container or None
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giveLid()¶
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hideContents()¶
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liquidRoomLeft()¶ Returns the portion of the Container’s size not taken up by a liquid
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makeClosed()¶
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makeOpen()¶
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revealContents()¶
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setLock(lock_obj)¶
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property
contains_desc¶ Describe the contents of an item
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contains_in= True¶
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contains_preposition= 'in'¶
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contains_preposition_inverse= 'out'¶
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desc_reveal= True¶
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holds_liquid= False¶
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size= 50¶
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xdesc_reveal= True¶
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class
intficpy.things.Door(game, name)¶ Bases:
intficpy.things.OpenableRepresents one side of a door. Always define with a twin, and set a direction. Can be open or closed. Creators should generally use DoorConnectors (travel.py) rather than defining Doors directly.
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makeClosed()¶
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makeOpen()¶
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invItem= False¶
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class
intficpy.things.Key(game, name='key')¶ Bases:
intficpy.thing_base.ThingClass for keys
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class
intficpy.things.LightSource(game, name)¶ Bases:
intficpy.thing_base.ThingClass for Things that are light sources
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consumeLightSourceDaemonFunc(game)¶ Runs every turn while a consumable light source is active, to keep track of time left.
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extinguish(game)¶
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light(game)¶
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IS_LIT_DESC_KEY= 'is_lit_desc'¶
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already_extinguished_msg= None¶
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already_lit_msg= None¶
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cannot_extinguish_msg= None¶
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cannot_light_expired_msg= None¶
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cannot_light_msg= None¶
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consumable= False¶
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expired_desc= 'It is burnt out. '¶
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expiry_warning= None¶
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extinguish_msg= None¶
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extinguishing_expired_msg= None¶
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is_lit= False¶
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property
is_lit_desc¶ Describe whether the light source is lit, not lit, or burnt out
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light_msg= None¶
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lit_desc= 'It is currently lit. '¶
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not_lit_desc= 'It is currently not lit. '¶
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player_can_extinguish= True¶
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player_can_light= True¶
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room_lit_msg= None¶
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turns_left= 20¶
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class
intficpy.things.Liquid(game, name, liquid_type)¶ Bases:
intficpy.thing_base.ThingCan fill a container where holds_liquid is True, can be poured, and can optionally be drunk
Game creators should redefine the pressThing method for the instance to trigger events when the press/push verb is used
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drinkLiquid(game)¶ Replace for custom effects for drinking the Liquid
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dumpLiquid()¶ Defines what happens when the Liquid is dumped out
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fillVessel(vessel)¶ Used for verbs fill from and pour into
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getContainer()¶ Redirect to the Container rather than the Liquid for certain verbs (i.e. take)
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mixWith(game, base_liquid, mix_in)¶ Replace to allow mixing of specific Liquids Return True when a mixture is allowed, False otherwise
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can_drink= True¶
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can_fill_from= True¶
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can_pour_out= True¶
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cannot_drink_msg= "You shouldn't drink that. "¶
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cannot_fill_from_msg= None¶
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cannot_pour_out_msg= "You shouldn't dump that out. "¶
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infinite_well= False¶
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is_numberless= True¶
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liquid_for_transfer= None¶
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liquid_type= None¶
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class
intficpy.things.Lock(game, is_locked, key_obj, name='lock')¶ Bases:
intficpy.thing_base.ThingLock is the class for lock items in the game
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makeLocked()¶
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makeUnlocked()¶
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IS_LOCKED_DESC_KEY= 'is_locked_desc'¶
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invItem= False¶
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is_locked= False¶
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property
is_locked_desc¶ Descripe the item’s locked/unlocked state in words
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is_locked_desc__false= 'It is currently unlocked. '¶
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is_locked_desc__true= 'It is currently locked. '¶
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key_obj= None¶
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class
intficpy.things.Openable(game, name)¶ Bases:
intficpy.thing_base.ThingAn item that can be opened. Inheriting from this class means that instances can be made openable
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makeClosed()¶
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makeOpen()¶
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IS_OPEN_DESC_KEY= 'is_open_desc'¶
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property
is_locked_desc¶
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property
is_open_desc¶ Describes the objects open/closed state in words
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is_open_desc__false= 'It is closed. '¶
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is_open_desc__true= 'It is open. '¶
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class
intficpy.things.Pressable(game, name)¶ Bases:
intficpy.thing_base.ThingThings that do something when pressed Game creators should redefine the pressThing method for the instance to trigger events when the PRESS/PUSH verb is used
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pressThing(game)¶ Game creators should redefine this method for their Pressable instances
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class
intficpy.things.Readable(game, name, text="There's nothing written here. ")¶ Bases:
intficpy.thing_base.ThingReadable Things Set the read_desc property to print the same string every time READ [instance as dobj] is used.
Replace default readText method for more complicated behaviour
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readText(game)¶ Called when the Transparent instance is dobj for verb look through Creators should overwrite for more complex behaviour
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read_desc= "There's nothing written here. "¶
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class
intficpy.things.Surface(game, name)¶ Bases:
intficpy.thing_base.ThingClass for Things that can have other Things placed on them
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can_contain_lying_player= False¶
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can_contain_sitting_player= False¶
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can_contain_standing_player= False¶
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contains_on= True¶
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contains_preposition= 'on'¶
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contains_preposition_inverse= 'off'¶
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desc_reveal= True¶
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class
intficpy.things.Transparent(game, name)¶ Bases:
intficpy.thing_base.ThingTransparent Things Set the look_through_desc property to print the same string every time look through [instance as dobj] is used Replace default lookThrough method for more complicated behaviour
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lookThrough(game)¶ Called when the Transparent instance is dobj for verb look through Creators should overwrite for more complex behaviour
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class
intficpy.things.UnderSpace(game, name)¶ Bases:
intficpy.thing_base.ThingThings that can have other Things underneath
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moveContentsOut()¶
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revealUnder()¶
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property
component_desc¶ How the item is described when it is a component of another item
UnderSpaces that are a component of another item are only described if they are given an explicit description.
This avoids descriptions like, “There is a dresser. Under the dresser is here.” being produced by default.
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contains_preposition= 'under'¶
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contains_preposition_inverse= 'out'¶
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contains_under= True¶
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revealed= False¶
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size= 50¶
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class
intficpy.things.Unremarkable(*args, **kwargs)¶ Bases:
intficpy.thing_base.ThingAn item that does not need to be explicitly brought to the Player’s attention most of the time.
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property
default_desc¶ By default, do not describe in the room description.
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invItem= False¶
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property