Package horizons :: Package world :: Package building :: Module nature :: Class NatureBuilding
[hide private]
[frames] | no frames]

Class NatureBuilding

source code

                       buildable.Buildable --+    
                       buildable.BuildableRect --+
 component.componentholder.ComponentHolder --+   |
                                             |   |
util.changelistener.ChangeListener --+       |   |
                                     |       |   |
          util.worldobject.WorldObject --+   |   |
                                         |   |   |
             concreteobject.ConcreteObject --+   |
                                             |   |
                        building.BasicBuilding --+

Class for objects that are part of the environment, the nature

Instance Methods [hide private]
    Inherited from building.BasicBuilding
__init__(self, x, y, rotation, owner, island, level=None, **kwargs) source code
__str__(self) source code
get_buildings_in_range(self) source code
Gets the payout from the settlement in form of its running costs
source code
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(self, db, worldid) source code
load_location(self, db, worldid)
Does not alter self, just gets island and settlement from a savegame.
source code
Removes the building
source code
Returns whether the building currently pays the running costs for status 'active'
source code
save(self, db) source code
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
initialize(self, **kwargs)
Has to be called every time a componentholder is created.
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
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
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 buildable.BuildableRect
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)
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]
  walkable = True
  layer = 3
    Inherited from buildable.Buildable
  irregular_conditions = False
  terrain_type = 1
    Inherited from building.BasicBuilding
  buildable_upon = False
  is_building = True
  log = logging.getLogger("world.building")
  tearable = True
    Inherited from component.componentholder.ComponentHolder
  class_mapping = {'AmbientSoundComponent': AmbientSoundComponen...
    Inherited from concreteobject.ConcreteObject
  is_unit = False
  movable = False