本文整理汇总了Python中BetterMUD.region方法的典型用法代码示例。如果您正苦于以下问题:Python BetterMUD.region方法的具体用法?Python BetterMUD.region怎么用?Python BetterMUD.region使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BetterMUD
的用法示例。
在下文中一共展示了BetterMUD.region方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: Run
# 需要导入模块: import BetterMUD [as 别名]
# 或者: from BetterMUD import region [as 别名]
def Run( self, args ):
if not args: raise PythonCommand.UsageError
me = BetterMUD.character( self.me )
parms = args.split( None, 1 )
if parms[0] == "all":
me.DoAction( "announce", 0, 0, 0, 0, "Beginning Complete Database Save" )
self.mud.AddActionAbsolute( 0, "savedatabases", 0, 0, 0, 0, "" )
return
if parms[0] == "region":
if len(parms) < 2: raise PythonCommand.UsageError
region = BetterMUD.region( int(parms[1]) )
me.DoAction( "announce", 0, 0, 0, 0, "Beginning Region Database Save: " + region.Name() )
self.mud.AddActionAbsolute( 0, "saveregion", int(parms[1]), 0, 0, 0, "" )
return
if parms[0] == "players":
me.DoAction( "announce", 0, 0, 0, 0, "Beginning Player Database Save" )
self.mud.AddActionAbsolute( 0, "saveplayers", 0, 0, 0, 0, "" )
return
raise PythonCommand.UsageError
示例2: Run
# 需要导入模块: import BetterMUD [as 别名]
# 或者: from BetterMUD import region [as 别名]
def Run( self, action, arg1, arg2, arg3, arg4, data ):
me = BetterMUD.character( self.me )
if action == "modifyattribute" and data == "experience":
me.DoAction( "announce", 0, 0, 0, 0, "<#00FFFF>You gain " + str( arg4 ) + " experience!" )
return
# check for death
if action == "modifyattribute" and data == "hitpoints":
if arg3 <= 0:
me.DoAction( "do", 0, 0, 0, 0, "died" )
return
# you killed someone... celebrate!
if action == "do" and data == "killed":
self.Break( me )
return
if action == "do" and data == "died":
self.Break( me )
self.mud.AddActionAbsolute( 0, "vision", me.Room(), 0, 0, 0, me.Name() + " dies!!!" )
# calculate how much experience to give to everyone attacking you
experience = me.GetAttribute( "giveexperience" )
if len( self.attackedlist ) > 0:
experience = experience / len( self.attackedlist )
# go through everyone, tell them you died, and give them their experience
for x in self.attackedlist[:]:
c = BetterMUD.character( x )
c.DoAction( "do", 0, 0, self.me, 0, "killed" )
self.mud.DoAction( "modifyattribute", 0, x, c.GetAttribute( "experience" ) + experience, experience, "experience" )
# clear the list
self.attackedlist = []
# go through all his items and force them to drop
me.BeginItem()
while me.IsValidItem():
self.mud.DoAction( "dropitem", me.ID(), me.CurrentItem(), 0, 0, "" )
me.NextItem()
# now figure out how to kill the character
if not me.IsPlayer():
# just destroy non-players
self.mud.AddActionAbsolute( 0, "destroycharacter", self.me, 0, 0, 0, "" )
else:
# give the player some hitpoints back
me.SetAttribute( "hitpoints", (me.GetAttribute( "maxhitpoints" ) / 10) * 7 )
# now spawn the player somewhere, checking the current room, current region, current character,
# and finally giving up and sending the player to room 1.
r = BetterMUD.room( me.Room() )
if r.DoAction( "do", me.ID(), 0, 0, 0, "deathtransport" ):
return
r = BetterMUD.region( me.Region() )
if r.DoAction( "do", me.ID(), 0, 0, 0, "deathtransport" ):
return
if me.DoAction( "do", me.ID(), 0, 0, 0, "deathtransport" ):
return
self.mud.DoAction( "forcetransport", me.ID(), 1, 0, 0, "" )
return
# reset hp if maxhp goes down below hp.
if action == "modifyattribute" and data == "maxhitpoints":
if me.GetAttribute( "hitpoints" ) > me.GetAttribute( "maxhitpoints" ):
me.SetAttribute( "hitpoints", me.GetAttribute( "maxhitpoints" ) )
return
# people with the combat module can be attacked
if action == "query" and data == "canattack":
return 1
# add character to attacked list if he isn't there
if action == "do" and data == "attacked":
try:
self.attackedlist.index( arg3 )
except:
self.attackedlist.append( arg3 )
return
# remove character from attacked list
if action == "do" and data == "brokeattack":
try:
self.attackedlist.remove( arg3 )
except:
pass
return
# initiate an attack
if action == "do" and data == "initattack":
if arg3 == self.me: return
# clear the old target if attacking someone else
if self.target != 0:
#.........这里部分代码省略.........