def gen(self, level): wf = Weapon_Factory() af = Armor_Factory() items = Item_Factory() type = random.randint(1,3) if type == 1: if level <= 3: return wf.generate_by_quality(random.randint(0,1)) elif level <= 7: return wf.generate_by_quality(random.randint(1,2)) else: return wf.generate_by_quality(2) elif type == 2: if level <= 3: return af.generate_by_quality(random.randint(0,1)) elif level <= 7: return af.generate_by_quality(random.randint(1,2)) else: return af.generate_by_quality(2) else: if level <= 3: return items.generate_by_quality(random.randint(1,2)) elif level <= 7: return items.generate(random.randint(2,3)) else: return items.generate(3)
def generate(self): #description item and gold description = self.get_room_description() gold = random.randrange(101) #generate creature chance = random.randrange(1000) if( chance > 300 ): cf = Creature_Factory() creature = cf.generate() else: creature = None #generate items items = list() itf = Item_Factory() items.append( itf.generate() ) wf = Weapon_Factory() items.append( wf.generate() ) af = Armor_Factory() items.append( af.generate() ) return Room( description, creature, items, gold )