Package horizons :: Package world :: Package building :: Module storages :: Class StorageBuilding
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Class StorageBuilding

source code

resourcehandler.ResourceTransferHandler --+        
                                          |        
            resourcehandler.ResourceHandler --+    
                                              |    
         resourcehandler.StorageResourceHandler --+
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resourcehandler.ResourceTransferHandler --+       |
                                          |       |
            resourcehandler.ResourceHandler --+   |
                                              |   |
buildingresourcehandler.BuildingResourceHandler --+
                                                  |
  component.componentholder.ComponentHolder --+   |
                                              |   |
 util.changelistener.ChangeListener --+       |   |
                                      |       |   |
           util.worldobject.WorldObject --+   |   |
                                          |   |   |
              concreteobject.ConcreteObject --+   |
                                              |   |
                         building.BasicBuilding --+
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                                                 StorageBuilding

Building that gets pickups and provides them for anyone. Inherited eg. by warehouse, storage tent. These objects don't have a storage themselves, but use the settlement storage.

Instance Methods [hide private]
 
__init__(self, x, y, owner, instance=None, **kwargs) source code
 
initialize(self)
Has to be called every time a componentholder is created.
source code
 
remove(self)
Removes the building
source code
 
load(self, db, worldid) source code
 
get_utilization_history_length(self) source code
 
get_collector_utilization(self) source code
    Inherited from resourcehandler.StorageResourceHandler
 
_load_provided_resources(self)
Storages provide every res.
source code
 
get_consumed_resources(self)
We collect everything we provide
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.
source code
 
add_incoming_collector(self, collector) source code
 
get_available_pickup_amount(self, res, collector)
Returns how much of res a collector may pick up.
source code
 
get_currently_consumed_resources(self)
Returns a list of resources, that are currently consumed in a production.
source code
 
get_currently_not_consumed_resources(self)
Needed, but not currently consumed resources.
source code
 
get_needed_resources(self)
Returns list of resources, where free space in the inventory exists.
source code
 
get_produced_resources(self)
Returns the resources, that are produced by productions, that are currently active
source code
 
get_stocked_provided_resources(self)
Returns provided resources, where at least 1 ton is available
source code
 
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.
source code
 
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 buildingresourcehandler.BuildingResourceHandler
 
_set_running_costs_to_status(self, caller, activate) source code
 
is_valid_tradable_resource(self, resources)
Checks if the produced resource tradable (can be carried by collectors).
source code
 
on_production_finished(self, caller, resources) 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)
source code
 
level_upgrade(self, lvl)
Upgrades building to another tier
source code
 
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).
source code
    Inherited from component.componentholder.ComponentHolder
 
add_component(self, component)
Adds new component to holder and sets the instance attribute on the component
source code
 
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
source code
 
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
source code
 
discard_change_listener(self, listener)
Remove listener if it's there
source code
 
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 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 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
Method Details [hide private]

__init__(self, x, y, owner, instance=None, **kwargs)
(Constructor)

source code 
Parameters:
  • session - Session instance this obj belongs to
Overrides: util.changelistener.ChangeListener.__init__

initialize(self)

source code 

Has to be called every time a componentholder is created. This is not in __init__() because we need to make sure that all other sub/parent classes have been inited, for example the ConcreteObject class. This is to ensure that all member variables of sub/parent classes are correctly set when we init the components. If someday all code is moved to components, this will not be necessary any more.

Overrides: component.componentholder.ComponentHolder.initialize
(inherited documentation)

remove(self)

source code 

Removes the building

Overrides: util.changelistener.ChangeListener.remove

load(self, db, worldid)

source code 
Overrides: util.changelistener.ChangeListener.load