src.dcss.state.inventoryitem

Module Contents

Classes

ItemType

Represents a type of item, enum value matches what the game sends over as 'base_type'

InventoryItem

class src.dcss.state.inventoryitem.ItemType

Bases: enum.Enum

Represents a type of item, enum value matches what the game sends over as ‘base_type’

NULL_ITEM_TYPE
WEAPON = 0
AMMUNITION = 1
ARMOUR = 2
SCROLL = 5
POTION = 7
class src.dcss.state.inventoryitem.InventoryItem(id_num, name, quantity, base_type=None)
ITEM_VECTOR_LENGTH = 7
NULL_ITEM_VECTOR
ITEM_TYPE_MAPPING
set_base_type(base_type)
get_base_type()
set_name(name)
get_name()
set_quantity(quantity)
get_quantity()
set_num_id(id_num)
get_num_id()
get_letter()
get_item_bonus()
is_item_equipped()
unequip()
equip()
get_item_type()

Since 0 is a valid value, increase all by 1, so 0 means an empty value

get_property_i(i)
get_item_vector()
  • Indicates that item vector value may be repeated, if more than one property.

Index Information Contained —– ———————

0 Item Type (Armour, Weapon, etc) 1 Item Count 2 Item Bonus (“+x” value) 3 Item Equipped 4 Property* (Fire resist, stealth, venom, etc) 5 Property* (Fire resist, stealth, venom, etc) 6 Property* (Fire resist, stealth, venom, etc)

get_item_pddl()
Returns:

  1. list of pddl object statements where each item has a unique name

  2. list of pddl predicates about that item

Index Information Contained —– ———————

0 Item Type (Armour, Weapon, etc) 1 Item Count 2 Item Bonus (“+x” value) 3 Item Equipped 4 Property* (Fire resist, stealth, venom, etc) 5 Property* (Fire resist, stealth, venom, etc) 6 Property* (Fire resist, stealth, venom, etc)

static get_empty_item_vector()
__eq__(other)

Return self==value.

__str__()

Return str(self).