def available_actions(self): if self.enemy.is_alive(): return [ actions.Flee(tile=self), actions.Attack(enemy=self.enemy), actions.Heal() ] else: moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Heal()) return moves
def available_actions(self): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Heal()) if (len(self.inventory) > 0): moves.append(actions.Buy(inventory=self.inventory)) return moves
def available_actions(self): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Heal()) if self.item.available: moves.append(actions.Search(item = self.item, text = self.itemText)) return moves
def available_actions(self): """Returns all of the available actions in this room.""" moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Heal()) return moves
def available_actions(self): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Heal()) moves.append(actions.LookAround()) moves.append(actions.Status()) moves.append(actions.CraftMenu()) return moves
def available_actions(self): if self.enemy.is_alive(): return [ actions.Flee(tile=self), actions.Attack(enemy=self.enemy), actions.Heal() ] else: return self.adjacent_moves()
def available_actions(self,player): if self.enemy.is_alive() and player.is_alive(): moves = [actions.Flee(tile=self), actions.Attack(enemy=self.enemy)] if player.HealingPotions > 0: moves.append(actions.Heal()) return moves else: moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.CheckHP()) moves.append(actions.EquipWep()) if self.item and not self.enemy.is_alive(): moves.append(actions.PickUpItem()) if player.Potion_Of_Life: moves.append(actions.Undead()) if player.HealingPotions > 0: moves.append(actions.Heal()) if player.beer > 0: moves.append(actions.Drink()) return moves
def available_actions(self,player): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.CheckHP()) moves.append(actions.EquipWep()) if player.Potion_Of_Life: moves.append(actions.Undead()) if player.HealingPotions > 0: moves.append(actions.Heal()) if player.beer > 0: moves.append(actions.Drink()) return moves
def available_actions(self): '''Returns all of the available actions in this room.''' moves = self.adjacent_moves() moves.append(actions.view_inventory()) moves.append(actions.Heal()) if self.__class__.__name__ == 'trader_room': moves.append(actions.Trade()) moves.append(actions.Quit()) return moves
def available_actions(self): if self.enemy.is_alive(): return [ actions.Flee(tile=self), actions.Attack(enemy=self.enemy), actions.ViewInventory(), actions.CheckStats(), actions.CheckMap(), actions.Heal() ] else: return self.adjacent_moves()