"""
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.game_systems.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.game_systems.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.game_systems.clothing.ContribClothing
@set shirt/clothing_type = 'top'
wear shirt
"""
from collections import defaultdict
from django.conf import settings
from evennia import DefaultCharacter, DefaultObject, default_cmds
from evennia.commands.default.muxcommand import MuxCommand
from evennia.utils import (
at_search_result,
crop,
evtable,
group_objects_by_key_and_desc,
inherits_from,
int2str,
iter_to_str,
)
from evennia.utils.ansi import raw as raw_ansi
# Options start here.
# Maximum character length of 'wear style' strings, or None for unlimited.
WEARSTYLE_MAXLENGTH = getattr(settings, "CLOTHING_WEARSTYLE_MAXLENGTH", 50)
# The rest of these options have to do with clothing types. ContribClothing 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 = getattr(
settings,
"CLOTHING_TYPE_ORDERED",
[
"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 = getattr(
settings, "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 = getattr(settings, "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 = getattr(
settings,
"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 = getattr(settings, "CLOTHING_TYPE_AUTOCOVER", ["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 ContribClothing(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 appropriate clothing types
to_cover = []
if clothing_type := self.db.clothing_type:
if autocover_types := CLOTHING_TYPE_AUTOCOVER.get(clothing_type):
to_cover.extend(
[
garment
for garment in get_worn_clothes(wearer)
if garment.db.clothing_type in autocover_types
]
)
for garment in to_cover:
garment.db.covered_by = self
# Echo a message to the room
if not quiet:
if type(wearstyle) is str:
message = f"$You() $conj(wear) {self.name} {wearstyle}"
else:
message = f"$You() $conj(put) on {self.name}"
if to_cover:
message += f", covering {iter_to_str(to_cover)}"
wearer.location.msg_contents(message + ".", from_obj=wearer)
[docs] def remove(self, wearer, quiet=False):
"""
Removes worn clothes and optionally echoes to the room.
Args:
wearer (obj): character object wearing this clothing object
Keyword Args:
quiet (bool): If false, does not message the room
"""
self.db.worn = False
uncovered_list = []
# Check to see if any other clothes are covered by this object.
for thing in wearer.contents:
if thing.db.covered_by == self:
thing.db.covered_by = False
uncovered_list.append(thing.name)
# Echo a message to the room
if not quiet:
remove_message = f"$You() $conj(remove) {self.name}"
if len(uncovered_list) > 0:
remove_message += f", revealing {iter_to_str(uncovered_list)}"
wearer.location.msg_contents(remove_message + ".", from_obj=wearer)
[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] def at_pre_move(self, destination, **kwargs):
"""
Called just before starting to move this object to
destination. Return False to abort move.
Notes:
If this method returns False/None, the move is cancelled
before it is even started.
"""
# Covered clothing cannot be removed, dropped, or otherwise relocated
if self.db.covered_by:
return False
return True
[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 get_display_desc(self, looker, **kwargs):
"""
Get the 'desc' component of the object description. Called by `return_appearance`.
Args:
looker (Object): Object doing the looking.
**kwargs: Arbitrary data for use when overriding.
Returns:
str: The desc display string.
"""
desc = self.db.desc
outfit_list = []
# Append worn, uncovered clothing to the description
for garment in get_worn_clothes(self, exclude_covered=True):
wearstyle = garment.db.worn
if type(wearstyle) is str:
outfit_list.append(f"{garment.name} {wearstyle}")
else:
outfit_list.append(garment.name)
# Create outfit string
if outfit_list:
outfit = (
f"{self.get_display_name(looker, **kwargs)} is wearing {iter_to_str(outfit_list)}."
)
else:
outfit = f"{self.get_display_name(looker, **kwargs)} is wearing nothing."
# Add on to base description
if desc:
desc += f"\n\n{outfit}"
else:
desc = outfit
return desc
[docs] def get_display_things(self, looker, **kwargs):
"""
Get the 'things' component of the object's contents. Called by `return_appearance`.
Args:
looker (Object): Object doing the looking.
**kwargs: Arbitrary data for use when overriding.
Returns:
str: A string describing the things in object.
"""
def _filter_visible(obj_list):
return (
obj
for obj in obj_list
if obj != looker and obj.access(looker, "view") and not obj.db.worn
)
# sort and handle same-named things
things = _filter_visible(self.contents_get(content_type="object"))
grouped_things = defaultdict(list)
for thing in things:
grouped_things[thing.get_display_name(looker, **kwargs)].append(thing)
thing_names = []
for thingname, thinglist in sorted(grouped_things.items()):
nthings = len(thinglist)
thing = thinglist[0]
singular, plural = thing.get_numbered_name(nthings, looker, key=thingname)
thing_names.append(singular if nthings == 1 else plural)
thing_names = iter_to_str(thing_names)
return (
f"\n{self.get_display_name(looker, **kwargs)} is carrying {thing_names}"
if thing_names
else ""
)
# COMMANDS START HERE
[docs]class CmdWear(MuxCommand):
"""
Puts on an item of clothing you are holding.
Usage:
wear <obj> [=] [wear style]
Examples:
wear red shirt
wear scarf wrapped loosely about the shoulders
wear blue hat = at a jaunty angle
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):
if not self.args:
self.caller.msg("Usage: wear <obj> [=] [wear style]")
return
if not self.rhs:
# check if the whole string is an object
clothing = self.caller.search(self.lhs, candidates=self.caller.contents, quiet=True)
if not clothing:
# split out the first word as the object and the rest as the wearstyle
argslist = self.lhs.split()
self.lhs = argslist[0]
self.rhs = " ".join(argslist[1:])
clothing = self.caller.search(self.lhs, candidates=self.caller.contents)
else:
# pass the result through the search-result hook
clothing = at_search_result(clothing, self.caller, self.lhs)
else:
# it had an explicit separator - just do a normal search for the lhs
clothing = self.caller.search(self.lhs, candidates=self.caller.contents)
if not clothing:
return
if not inherits_from(clothing, ContribClothing):
self.caller.msg(f"{clothing.name} isn't something you can wear.")
return
if clothing.db.worn:
if not self.rhs:
# If no wearstyle was provided and the clothing is already being worn, do nothing
self.caller.msg(f"You're already wearing your {clothing.name}.")
return
elif len(self.rhs) > WEARSTYLE_MAXLENGTH:
self.caller.msg(
"Please keep your wear style message to less than"
f" {WEARSTYLE_MAXLENGTH} characters."
)
return
else:
# Adjust the wearstyle
clothing.db.worn = self.rhs
self.caller.location.msg_contents(
f"$You() $conj(wear) {clothing.name} {self.rhs}.", from_obj=self.caller
)
return
already_worn = get_worn_clothes(self.caller)
# Enforce overall clothing limit.
if CLOTHING_OVERALL_LIMIT and len(already_worn) >= CLOTHING_OVERALL_LIMIT:
self.caller.msg("You can't wear any more clothes.")
return
# Apply individual clothing type limits.
if clothing_type := clothing.db.clothing_type:
if clothing_type in CLOTHING_TYPE_LIMIT:
type_count = single_type_count(already_worn, clothing_type)
if type_count >= CLOTHING_TYPE_LIMIT[clothing_type]:
self.caller.msg(
f"You can't wear any more clothes of the type '{clothing_type}'."
)
return
wearstyle = self.rhs or True
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):
if not self.args:
self.caller.msg("Usage: remove <worn clothing object>")
return
clothing = self.caller.search(self.args, candidates=self.caller.contents)
if not clothing:
self.caller.msg("You don't have anything like that.")
return
if not clothing.db.worn:
self.caller.msg("You're not wearing that!")
return
if covered := clothing.db.covered_by:
self.caller.msg(f"You have to take off {covered} first.")
return
clothing.remove(self.caller)
[docs]class CmdCover(MuxCommand):
"""
Covers a worn item of clothing with another you're holding or wearing.
Usage:
cover <worn 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"
rhs_split = (" with ", "=")
[docs] def func(self):
if not len(self.args) or not self.rhs:
self.caller.msg("Usage: cover <worn clothing> with <clothing object>")
return
to_cover = self.caller.search(self.lhs, candidates=get_worn_clothes(self.caller))
cover_with = self.caller.search(self.rhs, candidates=self.caller.contents)
if not to_cover or not cover_with:
return
if to_cover == cover_with:
self.caller.msg("You can't cover an item with itself!")
return
if not inherits_from(cover_with, ContribClothing):
self.caller.msg(f"{cover_with.name} isn't something you can wear.")
return
if cover_with.db.clothing_type in CLOTHING_TYPE_CANT_COVER_WITH:
self.caller.msg(f"You can't cover anything with {cover_with.name}.")
return
if covered_by := cover_with.db.covered_by:
self.caller.msg(f"{cover_with.name} is already covered by {covered_by.name}.")
return
if covered_by := to_cover.db.covered_by:
self.caller.msg(f"{to_cover.name} is already covered by {covered_by.name}.")
return
# Put on the item to cover with if it's not on already
if not cover_with.db.worn:
cover_with.wear(self.caller, True)
to_cover.db.covered_by = cover_with
self.caller.location.msg_contents(
f"$You() $conj(cover) {to_cover.name} with {cover_with.name}.", from_obj=self.caller
)
[docs]class CmdUncover(MuxCommand):
"""
Reveals a worn item of clothing that's currently covered up.
Usage:
uncover <obj>
When you uncover an item of clothing, you allow it to appear in your
description without having to take off the garment that's currently
covering it. You can't uncover an item of clothing if the item covering
it is also covered by something else.
"""
key = "uncover"
help_category = "clothing"
[docs] def func(self):
"""
This performs the actual command.
"""
if not self.args:
self.caller.msg("Usage: uncover <worn clothing object>")
return
clothing = self.caller.search(self.args, candidates=get_worn_clothes(self.caller))
if not clothing:
return
if covered_by := clothing.db.covered_by:
if covered_by.db.covered_by:
self.caller.msg(f"{clothing.name} is under too many layers to uncover.")
return
clothing.db.covered_by = None
self.caller.location.msg_contents(
f"$You() $conj(uncover) {clothing.name}.", from_obj=self.caller
)
else:
self.caller.msg(f"{clothing.name} isn't covered by anything.")
return
[docs]class CmdInventory(MuxCommand):
"""
view inventory
Usage:
inventory
inv
Shows your inventory.
"""
# Alternate version of the inventory command which separates
# worn and carried items.
key = "inventory"
aliases = ["inv", "i"]
locks = "cmd:all()"
arg_regex = r"$"
[docs] def func(self):
"""check inventory"""
if not self.caller.contents:
self.caller.msg("You are not carrying or wearing anything.")
return
message_list = []
# all our items
items = self.caller.contents
# carried items
carried = [obj for obj in items if not obj.db.worn]
carry_table = self.styled_table(border="header")
for key, desc, _ in group_objects_by_key_and_desc(carried, caller=self.caller):
carry_table.add_row(
f"{key}|n",
"{}|n".format(crop(raw_ansi(desc or ""), width=50) or ""),
)
message_list.extend(
["|wYou are carrying:|n", str(carry_table) if carry_table.nrows > 0 else " Nothing."]
)
# worn items
worn = [obj for obj in items if obj.db.worn]
wear_table = self.styled_table(border="header")
for key, desc, _ in group_objects_by_key_and_desc(worn, caller=self.caller):
wear_table.add_row(
f"{key}|n",
"{}|n".format(crop(raw_ansi(desc or ""), width=50) or ""),
)
message_list.extend(
["You are wearing:|n", str(wear_table) if wear_table.nrows > 0 else " Nothing."]
)
# return the composite message
self.caller.msg(text=("\n".join(message_list), {"type": "inventory"}))
[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(CmdInventory())