src.dcss.state.inventoryitem
Module Contents
Classes
Represents a type of item, enum value matches what the game sends over as 'base_type' |
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- 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:
list of pddl object statements where each item has a unique name
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).