"""
Clothing - Provides a typeclass and commands for wearable clothing,
which is appended to a character's description when worn.
Evennia contribution - Tim Ashley Jenkins 2017
Clothing items, when worn, are added to the character's description
in a list. For example, if wearing the following clothing items:
a thin and delicate necklace
a pair of regular ol' shoes
one nice hat
a very pretty dress
A character's description may look like this:
Superuser(#1)
This is User #1.
Superuser is wearing one nice hat, a thin and delicate necklace,
a very pretty dress and a pair of regular ol' shoes.
Characters can also specify the style of wear for their clothing - I.E.
to wear a scarf 'tied into a tight knot around the neck' or 'draped
loosely across the shoulders' - to add an easy avenue of customization.
For example, after entering:
wear scarf draped loosely across the shoulders
The garment appears like so in the description:
Superuser(#1)
This is User #1.
Superuser is wearing a fanciful-looking scarf draped loosely
across the shoulders.
Items of clothing can be used to cover other items, and many options
are provided to define your own clothing types and their limits and
behaviors. For example, to have undergarments automatically covered
by outerwear, or to put a limit on the number of each type of item
that can be worn. The system as-is is fairly freeform - you
can cover any garment with almost any other, for example - but it
can easily be made more restrictive, and can even be tied into a
system for armor or other equipment.
To install, import this module and have your default character
inherit from ClothedCharacter in your game's characters.py file:
from evennia.contrib.clothing import ClothedCharacter
class Character(ClothedCharacter):
And then add ClothedCharacterCmdSet in your character set in your
game's commands/default_cmdsets.py:
from evennia.contrib.clothing import ClothedCharacterCmdSet
class CharacterCmdSet(default_cmds.CharacterCmdSet):
...
at_cmdset_creation(self):
super().at_cmdset_creation()
...
self.add(ClothedCharacterCmdSet) # <-- add this
From here, you can use the default builder commands to create clothes
with which to test the system:
@create a pretty shirt : evennia.contrib.clothing.Clothing
@set shirt/clothing_type = 'top'
wear shirt
"""
from evennia import DefaultObject
from evennia import DefaultCharacter
from evennia import default_cmds
from evennia.commands.default.muxcommand import MuxCommand
from evennia.utils import list_to_string
from evennia.utils import evtable
# Options start here.
# Maximum character length of 'wear style' strings, or None for unlimited.
WEARSTYLE_MAXLENGTH = 50
# The rest of these options have to do with clothing types. Clothing types are optional,
# but can be used to give better control over how different items of clothing behave. You
# can freely add, remove, or change clothing types to suit the needs of your game and use
# the options below to affect their behavior.
# The order in which clothing types appear on the description. Untyped clothing or clothing
# with a type not given in this list goes last.
CLOTHING_TYPE_ORDER = [
"hat",
"jewelry",
"top",
"undershirt",
"gloves",
"fullbody",
"bottom",
"underpants",
"socks",
"shoes",
"accessory",
]
# The maximum number of each type of clothes that can be worn. Unlimited if untyped or not specified.
CLOTHING_TYPE_LIMIT = {"hat": 1, "gloves": 1, "socks": 1, "shoes": 1}
# The maximum number of clothing items that can be worn, or None for unlimited.
CLOTHING_OVERALL_LIMIT = 20
# What types of clothes will automatically cover what other types of clothes when worn.
# Note that clothing only gets auto-covered if it's already worn when you put something
# on that auto-covers it - for example, it's perfectly possible to have your underpants
# showing if you put them on after your pants!
CLOTHING_TYPE_AUTOCOVER = {
"top": ["undershirt"],
"bottom": ["underpants"],
"fullbody": ["undershirt", "underpants"],
"shoes": ["socks"],
}
# Types of clothes that can't be used to cover other clothes.
CLOTHING_TYPE_CANT_COVER_WITH = ["jewelry"]
# HELPER FUNCTIONS START HERE
[docs]def order_clothes_list(clothes_list):
"""
Orders a given clothes list by the order specified in CLOTHING_TYPE_ORDER.
Args:
clothes_list (list): List of clothing items to put in order
Returns:
ordered_clothes_list (list): The same list as passed, but re-ordered
according to the hierarchy of clothing types
specified in CLOTHING_TYPE_ORDER.
"""
ordered_clothes_list = clothes_list
# For each type of clothing that exists...
for current_type in reversed(CLOTHING_TYPE_ORDER):
# Check each item in the given clothes list.
for clothes in clothes_list:
# If the item has a clothing type...
if clothes.db.clothing_type:
item_type = clothes.db.clothing_type
# And the clothing type matches the current type...
if item_type == current_type:
# Move it to the front of the list!
ordered_clothes_list.remove(clothes)
ordered_clothes_list.insert(0, clothes)
return ordered_clothes_list
[docs]def get_worn_clothes(character, exclude_covered=False):
"""
Get a list of clothes worn by a given character.
Args:
character (obj): The character to get a list of worn clothes from.
Keyword Args:
exclude_covered (bool): If True, excludes clothes covered by other
clothing from the returned list.
Returns:
ordered_clothes_list (list): A list of clothing items worn by the
given character, ordered according to
the CLOTHING_TYPE_ORDER option specified
in this module.
"""
clothes_list = []
for thing in character.contents:
# If uncovered or not excluding covered items
if not thing.db.covered_by or exclude_covered is False:
# If 'worn' is True, add to the list
if thing.db.worn:
clothes_list.append(thing)
# Might as well put them in order here too.
ordered_clothes_list = order_clothes_list(clothes_list)
return ordered_clothes_list
[docs]def clothing_type_count(clothes_list):
"""
Returns a dictionary of the number of each clothing type
in a given list of clothing objects.
Args:
clothes_list (list): A list of clothing items from which
to count the number of clothing types
represented among them.
Returns:
types_count (dict): A dictionary of clothing types represented
in the given list and the number of each
clothing type represented.
"""
types_count = {}
for garment in clothes_list:
if garment.db.clothing_type:
type = garment.db.clothing_type
if type not in list(types_count.keys()):
types_count[type] = 1
else:
types_count[type] += 1
return types_count
[docs]def single_type_count(clothes_list, type):
"""
Returns an integer value of the number of a given type of clothing in a list.
Args:
clothes_list (list): List of clothing objects to count from
type (str): Clothing type to count
Returns:
type_count (int): Number of garments of the specified type in the given
list of clothing objects
"""
type_count = 0
for garment in clothes_list:
if garment.db.clothing_type:
if garment.db.clothing_type == type:
type_count += 1
return type_count
[docs]class Clothing(DefaultObject):
[docs] def wear(self, wearer, wearstyle, quiet=False):
"""
Sets clothes to 'worn' and optionally echoes to the room.
Args:
wearer (obj): character object wearing this clothing object
wearstyle (True or str): string describing the style of wear or True for none
Keyword Args:
quiet (bool): If false, does not message the room
Notes:
Optionally sets db.worn with a 'wearstyle' that appends a short passage to
the end of the name of the clothing to describe how it's worn that shows
up in the wearer's desc - I.E. 'around his neck' or 'tied loosely around
her waist'. If db.worn is set to 'True' then just the name will be shown.
"""
# Set clothing as worn
self.db.worn = wearstyle
# Auto-cover appropirate clothing types, as specified above
to_cover = []
if self.db.clothing_type and self.db.clothing_type in CLOTHING_TYPE_AUTOCOVER:
for garment in get_worn_clothes(wearer):
if (
garment.db.clothing_type
and garment.db.clothing_type in CLOTHING_TYPE_AUTOCOVER[self.db.clothing_type]
):
to_cover.append(garment)
garment.db.covered_by = self
# Return if quiet
if quiet:
return
# Echo a message to the room
message = "%s puts on %s" % (wearer, self.name)
if wearstyle is not True:
message = "%s wears %s %s" % (wearer, self.name, wearstyle)
if to_cover:
message = message + ", covering %s" % list_to_string(to_cover)
wearer.location.msg_contents(message + ".")
[docs] def remove(self, wearer, quiet=False):
"""
Removes worn clothes and optionally echoes to the room.
Args:
wearer (obj): character object wearing this clothing object
Keyword Args:
quiet (bool): If false, does not message the room
"""
self.db.worn = False
remove_message = "%s removes %s." % (wearer, self.name)
uncovered_list = []
# Check to see if any other clothes are covered by this object.
for thing in wearer.contents:
# If anything is covered by
if thing.db.covered_by == self:
thing.db.covered_by = False
uncovered_list.append(thing.name)
if len(uncovered_list) > 0:
remove_message = "%s removes %s, revealing %s." % (
wearer,
self.name,
list_to_string(uncovered_list),
)
# Echo a message to the room
if not quiet:
wearer.location.msg_contents(remove_message)
[docs] def at_get(self, getter):
"""
Makes absolutely sure clothes aren't already set as 'worn'
when they're picked up, in case they've somehow had their
location changed without getting removed.
"""
self.db.worn = False
[docs]class ClothedCharacter(DefaultCharacter):
"""
Character that displays worn clothing when looked at. You can also
just copy the return_appearance hook defined below to your own game's
character typeclass.
"""
[docs] def return_appearance(self, looker):
"""
This formats a description. It is the hook a 'look' command
should call.
Args:
looker (Object): Object doing the looking.
Notes:
The name of every clothing item carried and worn by the character
is appended to their description. If the clothing's db.worn value
is set to True, only the name is appended, but if the value is a
string, the string is appended to the end of the name, to allow
characters to specify how clothing is worn.
"""
if not looker:
return ""
# get description, build string
string = "|c%s|n\n" % self.get_display_name(looker)
desc = self.db.desc
worn_string_list = []
clothes_list = get_worn_clothes(self, exclude_covered=True)
# Append worn, uncovered clothing to the description
for garment in clothes_list:
# If 'worn' is True, just append the name
if garment.db.worn is True:
worn_string_list.append(garment.name)
# Otherwise, append the name and the string value of 'worn'
elif garment.db.worn:
worn_string_list.append("%s %s" % (garment.name, garment.db.worn))
if desc:
string += "%s" % desc
# Append worn clothes.
if worn_string_list:
string += "|/|/%s is wearing %s." % (self, list_to_string(worn_string_list))
else:
string += "|/|/%s is not wearing anything." % self
return string
# COMMANDS START HERE
[docs]class CmdWear(MuxCommand):
"""
Puts on an item of clothing you are holding.
Usage:
wear <obj> [wear style]
Examples:
wear shirt
wear scarf wrapped loosely about the shoulders
All the clothes you are wearing are appended to your description.
If you provide a 'wear style' after the command, the message you
provide will be displayed after the clothing's name.
"""
key = "wear"
help_category = "clothing"
[docs] def func(self):
"""
This performs the actual command.
"""
if not self.args:
self.caller.msg("Usage: wear <obj> [wear style]")
return
clothing = self.caller.search(self.arglist[0], candidates=self.caller.contents)
wearstyle = True
if not clothing:
self.caller.msg("Thing to wear must be in your inventory.")
return
if not clothing.is_typeclass("evennia.contrib.clothing.Clothing", exact=False):
self.caller.msg("That's not clothes!")
return
# Enforce overall clothing limit.
if CLOTHING_OVERALL_LIMIT and len(get_worn_clothes(self.caller)) >= CLOTHING_OVERALL_LIMIT:
self.caller.msg("You can't wear any more clothes.")
return
# Apply individual clothing type limits.
if clothing.db.clothing_type and not clothing.db.worn:
type_count = single_type_count(get_worn_clothes(self.caller), clothing.db.clothing_type)
if clothing.db.clothing_type in list(CLOTHING_TYPE_LIMIT.keys()):
if type_count >= CLOTHING_TYPE_LIMIT[clothing.db.clothing_type]:
self.caller.msg(
"You can't wear any more clothes of the type '%s'."
% clothing.db.clothing_type
)
return
if clothing.db.worn and len(self.arglist) == 1:
self.caller.msg("You're already wearing %s!" % clothing.name)
return
if len(self.arglist) > 1: # If wearstyle arguments given
wearstyle_list = self.arglist # Split arguments into a list of words
del wearstyle_list[0] # Leave first argument (the clothing item) out of the wearstyle
wearstring = " ".join(
str(e) for e in wearstyle_list
) # Join list of args back into one string
if (
WEARSTYLE_MAXLENGTH and len(wearstring) > WEARSTYLE_MAXLENGTH
): # If length of wearstyle exceeds limit
self.caller.msg(
"Please keep your wear style message to less than %i characters."
% WEARSTYLE_MAXLENGTH
)
else:
wearstyle = wearstring
clothing.wear(self.caller, wearstyle)
[docs]class CmdRemove(MuxCommand):
"""
Takes off an item of clothing.
Usage:
remove <obj>
Removes an item of clothing you are wearing. You can't remove
clothes that are covered up by something else - you must take
off the covering item first.
"""
key = "remove"
help_category = "clothing"
[docs] def func(self):
"""
This performs the actual command.
"""
clothing = self.caller.search(self.args, candidates=self.caller.contents)
if not clothing:
self.caller.msg("Thing to remove must be carried or worn.")
return
if not clothing.db.worn:
self.caller.msg("You're not wearing that!")
return
if clothing.db.covered_by:
self.caller.msg("You have to take off %s first." % clothing.db.covered_by.name)
return
clothing.remove(self.caller)
[docs]class CmdCover(MuxCommand):
"""
Covers a worn item of clothing with another you're holding or wearing.
Usage:
cover <obj> [with] <obj>
When you cover a clothing item, it is hidden and no longer appears in
your description until it's uncovered or the item covering it is removed.
You can't remove an item of clothing if it's covered.
"""
key = "cover"
help_category = "clothing"
[docs] def func(self):
"""
This performs the actual command.
"""
if len(self.arglist) < 2:
self.caller.msg("Usage: cover <worn clothing> [with] <clothing object>")
return
# Get rid of optional 'with' syntax
if self.arglist[1].lower() == "with" and len(self.arglist) > 2:
del self.arglist[1]
to_cover = self.caller.search(self.arglist[0], candidates=self.caller.contents)
cover_with = self.caller.search(self.arglist[1], candidates=self.caller.contents)
if not to_cover or not cover_with:
return
if not to_cover.is_typeclass("evennia.contrib.clothing.Clothing", exact=False):
self.caller.msg("%s isn't clothes!" % to_cover.name)
return
if not cover_with.is_typeclass("evennia.contrib.clothing.Clothing", exact=False):
self.caller.msg("%s isn't clothes!" % cover_with.name)
return
if cover_with.db.clothing_type:
if cover_with.db.clothing_type in CLOTHING_TYPE_CANT_COVER_WITH:
self.caller.msg("You can't cover anything with that!")
return
if not to_cover.db.worn:
self.caller.msg("You're not wearing %s!" % to_cover.name)
return
if to_cover == cover_with:
self.caller.msg("You can't cover an item with itself!")
return
if cover_with.db.covered_by:
self.caller.msg("%s is covered by something else!" % cover_with.name)
return
if to_cover.db.covered_by:
self.caller.msg(
"%s is already covered by %s." % (cover_with.name, to_cover.db.covered_by.name)
)
return
if not cover_with.db.worn:
cover_with.wear(
self.caller, True
) # Put on the item to cover with if it's not on already
self.caller.location.msg_contents(
"%s covers %s with %s." % (self.caller, to_cover.name, cover_with.name)
)
to_cover.db.covered_by = cover_with
[docs]class CmdUncover(MuxCommand):
"""
Reveals a worn item of clothing that's currently covered up.
Usage:
uncover <obj>
When you uncover an item of clothing, you allow it to appear in your
description without having to take off the garment that's currently
covering it. You can't uncover an item of clothing if the item covering
it is also covered by something else.
"""
key = "uncover"
help_category = "clothing"
[docs] def func(self):
"""
This performs the actual command.
"""
if not self.args:
self.caller.msg("Usage: uncover <worn clothing object>")
return
to_uncover = self.caller.search(self.args, candidates=self.caller.contents)
if not to_uncover:
return
if not to_uncover.db.worn:
self.caller.msg("You're not wearing %s!" % to_uncover.name)
return
if not to_uncover.db.covered_by:
self.caller.msg("%s isn't covered by anything!" % to_uncover.name)
return
covered_by = to_uncover.db.covered_by
if covered_by.db.covered_by:
self.caller.msg("%s is under too many layers to uncover." % (to_uncover.name))
return
self.caller.location.msg_contents("%s uncovers %s." % (self.caller, to_uncover.name))
to_uncover.db.covered_by = None
[docs]class CmdDrop(MuxCommand):
"""
drop something
Usage:
drop <obj>
Lets you drop an object from your inventory into the
location you are currently in.
"""
key = "drop"
locks = "cmd:all()"
arg_regex = r"\s|$"
[docs] def func(self):
"""Implement command"""
caller = self.caller
if not self.args:
caller.msg("Drop what?")
return
# Because the DROP command by definition looks for items
# in inventory, call the search function using location = caller
obj = caller.search(
self.args,
location=caller,
nofound_string="You aren't carrying %s." % self.args,
multimatch_string="You carry more than one %s:" % self.args,
)
if not obj:
return
# This part is new!
# You can't drop clothing items that are covered.
if obj.db.covered_by:
caller.msg("You can't drop that because it's covered by %s." % obj.db.covered_by)
return
# Remove clothes if they're dropped.
if obj.db.worn:
obj.remove(caller, quiet=True)
obj.move_to(caller.location, quiet=True)
caller.msg("You drop %s." % (obj.name,))
caller.location.msg_contents("%s drops %s." % (caller.name, obj.name), exclude=caller)
# Call the object script's at_drop() method.
obj.at_drop(caller)
[docs]class CmdGive(MuxCommand):
"""
give away something to someone
Usage:
give <inventory obj> = <target>
Gives an items from your inventory to another character,
placing it in their inventory.
"""
key = "give"
locks = "cmd:all()"
arg_regex = r"\s|$"
[docs] def func(self):
"""Implement give"""
caller = self.caller
if not self.args or not self.rhs:
caller.msg("Usage: give <inventory object> = <target>")
return
to_give = caller.search(
self.lhs,
location=caller,
nofound_string="You aren't carrying %s." % self.lhs,
multimatch_string="You carry more than one %s:" % self.lhs,
)
target = caller.search(self.rhs)
if not (to_give and target):
return
if target == caller:
caller.msg("You keep %s to yourself." % to_give.key)
return
if not to_give.location == caller:
caller.msg("You are not holding %s." % to_give.key)
return
# This is new! Can't give away something that's worn.
if to_give.db.covered_by:
caller.msg(
"You can't give that away because it's covered by %s." % to_give.db.covered_by
)
return
# Remove clothes if they're given.
if to_give.db.worn:
to_give.remove(caller)
to_give.move_to(caller.location, quiet=True)
# give object
caller.msg("You give %s to %s." % (to_give.key, target.key))
to_give.move_to(target, quiet=True)
target.msg("%s gives you %s." % (caller.key, to_give.key))
# Call the object script's at_give() method.
to_give.at_give(caller, target)
[docs]class CmdInventory(MuxCommand):
"""
view inventory
Usage:
inventory
inv
Shows your inventory.
"""
# Alternate version of the inventory command which separates
# worn and carried items.
key = "inventory"
aliases = ["inv", "i"]
locks = "cmd:all()"
arg_regex = r"$"
[docs] def func(self):
"""check inventory"""
if not self.caller.contents:
self.caller.msg("You are not carrying or wearing anything.")
return
items = self.caller.contents
carry_table = evtable.EvTable(border="header")
wear_table = evtable.EvTable(border="header")
for item in items:
if not item.db.worn:
carry_table.add_row("|C%s|n" % item.name, item.db.desc or "")
if carry_table.nrows == 0:
carry_table.add_row("|CNothing.|n", "")
string = "|wYou are carrying:\n%s" % carry_table
for item in items:
if item.db.worn:
wear_table.add_row("|C%s|n" % item.name, item.db.desc or "")
if wear_table.nrows == 0:
wear_table.add_row("|CNothing.|n", "")
string += "|/|wYou are wearing:\n%s" % wear_table
self.caller.msg(string)
[docs]class ClothedCharacterCmdSet(default_cmds.CharacterCmdSet):
"""
Command set for clothing, including new versions of 'give' and 'drop'
that take worn and covered clothing into account, as well as a new
version of 'inventory' that differentiates between carried and worn
items.
"""
key = "DefaultCharacter"
[docs] def at_cmdset_creation(self):
"""
Populates the cmdset
"""
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones.
#
self.add(CmdWear())
self.add(CmdRemove())
self.add(CmdCover())
self.add(CmdUncover())
self.add(CmdGive())
self.add(CmdDrop())
self.add(CmdInventory())