evennia.contrib.tutorials.evadventure.enums

Enums are constants representing different things in EvAdventure. The advantage of using an Enum over, say, a string is that if you make a typo using an unknown enum, Python will give you an error while a typo in a string may go through silently.

It’s used as a direct reference:

from enums import Ability

if abi is Ability.STR:

# …

To get the value of an enum (must always be hashable, useful for Attribute lookups), use Ability.STR.value (which would return ‘strength’ in our case).

class evennia.contrib.tutorials.evadventure.enums.Ability(value, names=None, *, module=None, qualname=None, type=None, start=1, boundary=None)[source]

Bases: enum.Enum

The six base abilities (defense is always bonus + 10)

STR = 'strength'
DEX = 'dexterity'
CON = 'constitution'
INT = 'intelligence'
WIS = 'wisdom'
CHA = 'charisma'
ARMOR = 'armor'
CRITICAL_FAILURE = 'critical_failure'
CRITICAL_SUCCESS = 'critical_success'
ALLEGIANCE_HOSTILE = 'hostile'
ALLEGIANCE_NEUTRAL = 'neutral'
ALLEGIANCE_FRIENDLY = 'friendly'
class evennia.contrib.tutorials.evadventure.enums.WieldLocation(value, names=None, *, module=None, qualname=None, type=None, start=1, boundary=None)[source]

Bases: enum.Enum

Wield (or wear) locations.

BACKPACK = 'backpack'
WEAPON_HAND = 'weapon_hand'
SHIELD_HAND = 'shield_hand'
TWO_HANDS = 'two_handed_weapons'
BODY = 'body'
HEAD = 'head'
class evennia.contrib.tutorials.evadventure.enums.ObjType(value, names=None, *, module=None, qualname=None, type=None, start=1, boundary=None)[source]

Bases: enum.Enum

Object types

WEAPON = 'weapon'
ARMOR = 'armor'
SHIELD = 'shield'
HELMET = 'helmet'
CONSUMABLE = 'consumable'
GEAR = 'gear'
MAGIC = 'magic'
QUEST = 'quest'
TREASURE = 'treasure'