Package horizons :: Package world :: Package building :: Module production :: Class PastryShop
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Class PastryShop

source code

resourcehandler.ResourceTransferHandler --+            
                                          |            
            resourcehandler.ResourceHandler --+        
                                              |        
buildingresourcehandler.BuildingResourceHandler --+    
                                                  |    
                        buildable.Buildable --+   |    
                                              |   |    
                      buildable.BuildableSingle --+    
                                                  |    
  component.componentholder.ComponentHolder --+   |    
                                              |   |    
 util.changelistener.ChangeListener --+       |   |    
                                      |       |   |    
           util.worldobject.WorldObject --+   |   |    
                                          |   |   |    
              concreteobject.ConcreteObject --+   |    
                                              |   |    
                         building.BasicBuilding --+    
                                                  |    
                                 ProductionBuilding --+
                                                      |
                                                     PastryShop

Instance Methods [hide private]
 
get_providers(self) source code
    Inherited from buildingresourcehandler.BuildingResourceHandler
 
__init__(self, island, **kwargs) source code
 
_set_running_costs_to_status(self, caller, activate) source code
 
initialize(self) source code
 
is_valid_tradable_resource(self, resources)
Checks if the produced resource tradable (can be carried by collectors).
source code
 
load(self, db, worldid) source code
 
on_production_finished(self, caller, resources) source code
 
remove(self) source code
    Inherited from resourcehandler.ResourceHandler
 
_get_owner_inventory(self)
Returns the inventory of the owner to be able to retrieve special resources such as gold.
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_load_provided_resources(self)
Returns a iterable obj containing all resources this building provides.
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add_incoming_collector(self, collector) source code
 
get_available_pickup_amount(self, res, collector)
Returns how much of res a collector may pick up.
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get_consumed_resources(self, include_inactive=False)
Returns the needed resources that are used by the productions currently active.
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get_currently_consumed_resources(self)
Returns a list of resources, that are currently consumed in a production.
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get_currently_not_consumed_resources(self)
Needed, but not currently consumed resources.
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get_needed_resources(self)
Returns list of resources, where free space in the inventory exists.
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get_produced_resources(self)
Returns the resources, that are produced by productions, that are currently active
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get_stocked_provided_resources(self)
Returns provided resources, where at least 1 ton is available
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pickup_resources(self, res, amount, collector)
Try to get amount number of resources of id res_id that are in stock and removes them from the stock.
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remove_incoming_collector(self, collector) source code
 
save(self, db) source code
    Inherited from resourcehandler.ResourceTransferHandler
 
transfer_to_storageholder(self, amount, res_id, transfer_to, signal_errors=False)
Transfers amount of res_id to transfer_to.
source code
    Inherited from building.BasicBuilding
 
__str__(self) source code
 
get_buildings_in_range(self) source code
 
get_payout(self)
Gets the payout from the settlement in form of its running costs
source code
 
init(self)
init the building, called after the constructor is run and the building is positioned (the settlement variable is assigned etc)
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level_upgrade(self, lvl)
Upgrades building to another tier
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load_location(self, db, worldid)
Does not alter self, just gets island and settlement from a savegame.
source code
 
running_costs_active(self)
Returns whether the building currently pays the running costs for status 'active'
source code
 
start(self)
This function is called when the building is built, to start production for example.
source code
 
toggle_costs(self) source code
 
update_action_set_level(self, level=0)
Updates this buildings action_set to a random actionset from the specified level (if an action set exists in that level).
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    Inherited from component.componentholder.ComponentHolder
 
add_component(self, component)
Adds new component to holder and sets the instance attribute on the component
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get_component(self, component) source code
 
get_component_by_name(self, name) source code
 
has_component(self, component_class)
Check if holder has component with component name
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remove_component(self, component_class)
Removes component from holder.
source code
    Inherited from concreteobject.ConcreteObject
 
act(self, action, facing_loc=None, repeating=False, force_restart=True) source code
 
fife_instance(self) source code
 
has_action(self, action)
Checks if this unit has a certain action.
source code
 
name(self) source code
    Inherited from util.worldobject.WorldObject
 
__lt__(self, other) source code
    Inherited from util.changelistener.ChangeListener
 
_changed(self)
Calls every listener when an object changed
source code
 
add_change_listener(self, listener, call_listener_now=False, no_duplicates=False) source code
 
add_remove_listener(self, listener, no_duplicates=False)
A listener that listens for removal of the object
source code
 
clear_change_listeners(self)
Removes all change listeners
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discard_change_listener(self, listener)
Remove listener if it's there
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discard_remove_listener(self, listener) source code
 
end(self) source code
 
has_change_listener(self, listener) source code
 
has_remove_listener(self, listener) source code
 
remove_change_listener(self, listener) source code
 
remove_remove_listener(self, listener) source code
Class Methods [hide private]
    Inherited from buildable.BuildableSingle
 
check_build_line(cls, session, point1, point2, rotation=45, ship=None)
Checks out a line on the map for build possibilities.
source code
    Inherited from buildable.Buildable
 
_check_buildings(cls, session, position, island=None)
Check if there are buildings blocking the build.
source code
 
_check_island(cls, session, position, island=None)
Check if there is an island and enough tiles.
source code
 
_check_rotation(cls, session, position, rotation)
Returns a possible rotation for this building.
source code
 
_check_settlement(cls, session, position, ship=None, issuer=None)
Check that there is a settlement that belongs to the player.
source code
 
_check_units(cls, session, position) source code
 
check_build(cls, session, point, rotation=45, check_settlement=True, ship=None, issuer=None)
Check if a building is buildable here.
source code
 
check_build_fuzzy(cls, session, point, *args, **kwargs)
Same as check_build, but consider point to be a vague suggestions and search nearby area for buildable position.
source code
 
is_tile_buildable(cls, session, tile, ship, island=None, check_settlement=True)
Checks a tile for buildability.
source code
    Inherited from building.BasicBuilding
 
getInstance(cls, session, x, y, action='idle', level=0, rotation=45, action_set_id=None, world_id="")
Get a Fife instance
source code
 
get_initial_level(cls, player) source code
 
have_resources(cls, inventory_holders, owner) source code
    Inherited from component.componentholder.ComponentHolder
 
get_component_template(cls, component)
Returns the component template data given a component NAME
source code
    Inherited from concreteobject.ConcreteObject
 
get_random_action_set(cls, level=0, exact_level=False)
Returns an action set for an object of type object_id in a level <= the specified level.
source code
 
weighted_choice(cls, weighted_dict)
http://eli.thegreenplace.net/2010/01/22/weighted-random-generation-in-python/
source code
    Inherited from util.worldobject.WorldObject
 
get_object_by_id(cls, id)
Returns the worldobject with id id Throws WorldObjectNotFound with the worldid as arg.
source code
 
get_objs(cls) source code
 
reset(cls) source code
Class Variables [hide private]
    Inherited from resourcehandler.ResourceHandler
  tabs = ProductionOverviewTab, InventoryTab
    Inherited from buildable.Buildable
  CHECK_NEARBY_LOCATIONS_UP_TO_DISTANCE = 3
  irregular_conditions = False
  terrain_type = 1
    Inherited from building.BasicBuilding
  buildable_upon = False
  is_building = True
  layer = 3
  log = logging.getLogger("world.building")
  tearable = True
  walkable = False
    Inherited from component.componentholder.ComponentHolder
  class_mapping = {'AmbientSoundComponent': AmbientSoundComponen...
    Inherited from concreteobject.ConcreteObject
  is_unit = False
  movable = False