def go(self): bar = eng.getRoomByName('Bar') gardens = eng.getRoomByName('Gardens') currRoom = eng.getCurrentRoom() if currRoom == bar: return eng.goToRoom(gardens) else: return eng.goToRoom(bar)
def go(self): plateau = eng.getRoomByName("plateau") dungeon = eng.getRoomByName("dungeon") currentRoom = eng.getCurrentRoom() if currentRoom == plateau: return eng.goToRoom(dungeon) else: return eng.goToRoom(plateau)
def go(self): masterBed = eng.getRoomByName('Master Bedroom') masterBath = eng.getRoomByName('Master Bathroom') currRoom = eng.getCurrentRoom() if currRoom == masterBed: return eng.goToRoom(masterBath) else: return eng.goToRoom(masterBed)
def go(self): kitchen = eng.getRoomByName('Kitchen') ballroom = eng.getRoomByName('Ballroom') currRoom = eng.getCurrentRoom() if currRoom == kitchen: return eng.goToRoom(ballroom) else: return eng.goToRoom(kitchen)
def go(self): conservatory = eng.getRoomByName('Conservatory') gardens = eng.getRoomByName('Gardens') currRoom = eng.getCurrentRoom() if currRoom == conservatory: return eng.goToRoom(gardens) else: return eng.goToRoom(conservatory)
def go(self): foyer = eng.getRoomByName('Foyer') frontPorch = eng.getRoomByName('Front Porch') currRoom = eng.getCurrentRoom() if currRoom == foyer: return eng.goToRoom(frontPorch) else: return eng.goToRoom(foyer)
def go(self): ballroom = eng.getRoomByName('Ballroom') bathroom = eng.getRoomByName('Bathroom') currRoom = eng.getCurrentRoom() if currRoom == ballroom: return eng.goToRoom(bathroom) else: return eng.goToRoom(ballroom)
def go(self): ballroom = eng.getRoomByName('Ballroom') foyer = eng.getRoomByName('Foyer') currRoom = eng.getCurrentRoom() if currRoom == ballroom: return eng.goToRoom(foyer) else: return eng.goToRoom(ballroom)
def go(self): foyer = eng.getRoomByName('Foyer') gallery = eng.getRoomByName('Portrait Gallery') currRoom = eng.getCurrentRoom() if currRoom == foyer: return eng.goToRoom(gallery) else: return eng.goToRoom(foyer)
def go(self): gallery = eng.getRoomByName('Portrait Gallery') billiardRoom = eng.getRoomByName('Billiard Room') currRoom = eng.getCurrentRoom() if currRoom == gallery: return eng.goToRoom(billiardRoom) else: return eng.goToRoom(gallery)
def go(self): bedroom = eng.getRoomByName('Second Bedroom') hall = eng.getRoomByName('Hallway') currRoom = eng.getCurrentRoom() if currRoom == bedroom: return eng.goToRoom(hall) else: return eng.goToRoom(bedroom)
def go(self): bar = eng.getRoomByName('Bar') gallery = eng.getRoomByName('Portrait Gallery') currRoom = eng.getCurrentRoom() if currRoom == bar: return eng.goToRoom(gallery) else: return eng.goToRoom(bar)
def go(self): billiardRoom = eng.getRoomByName('Billiard Room') conservatory = eng.getRoomByName('Conservatory') currRoom = eng.getCurrentRoom() if currRoom == billiardRoom: return eng.goToRoom(conservatory) else: return eng.goToRoom(billiardRoom)
def go(self): library = eng.getRoomByName('Library') study = eng.getRoomByName('Study') currRoom = eng.getCurrentRoom() if currRoom == library: return eng.goToRoom(study) else: return eng.goToRoom(library)
def go(self): foyer = eng.getRoomByName('Foyer') library = eng.getRoomByName('Library') currRoom = eng.getCurrentRoom() if currRoom == foyer: return eng.goToRoom(library) else: return eng.goToRoom(foyer)
def go(self): office = eng.getRoomByName('Office') hall = eng.getRoomByName('Hallway') currRoom = eng.getCurrentRoom() if currRoom == office: return eng.goToRoom(hall) else: return eng.goToRoom(office)
def go(self): library = eng.getRoomByName('Library') billiardRoom = eng.getRoomByName('Billiard Room') currRoom = eng.getCurrentRoom() if currRoom == library: return eng.goToRoom(billiardRoom) else: return eng.goToRoom(library)
def touch(self): if self.properties['suspicious']: masterBedroom = eng.getRoomByName('Master Bedroom') score = eng.getScore() eng.setScore(score - 10) eng.goToRoom(masterBedroom) # Caught start over at Master Bedroom return self.descriptions['suspiciousTalk'] else: self.properties['suspicious'] = True return self.descriptions['shock']
def go(self): if self.properties['locked']: return self.descriptions['lockedDoor'] library = eng.getRoomByName('Library') secretRoom = eng.getRoomByName('Secret Room') currRoom = eng.getCurrentRoom() if currRoom == library: return eng.goToRoom(secretRoom) else: return eng.goToRoom(library)
def go(self): if self.properties["locked"]: return "The door is locked" else: currentRoom = eng.getCurrentRoom() endRoom = eng.getRoomByName("endRoom") dungeon = eng.getRoomByName("dungeon") if currentRoom == dungeon: return eng.goToRoom(endRoom) else: return eng.goToRoom(dungeon)
def go(self): score = eng.getScore() if score >= 300: # Win self.visible = False outside = eng.getRoomByName('outside') eng.goToRoom(outside) eng.winGame() return "CONGRATULATIONS! You completed your mission. Big Al will be quite pleased. Type \"quit\" to end the game." else: return "This would make a great escape route, but you still have work to do. You only have " + str( score ) + " points. Anything less than 300 would be an embarrassment."
def go(self): key = eng.getItemByName('spare key') if self.properties['locked']: return self.descriptions['lockedDoor'] suit = eng.getItemByName("suit") gown = eng.getItemByName("gown") if suit.properties['wearing'] or gown.properties['wearing']: masterBed = eng.getRoomByName('Master Bedroom') hall = eng.getRoomByName('Hallway') currRoom = eng.getCurrentRoom() if currRoom == masterBed: return eng.goToRoom(hall) else: return eng.goToRoom(masterBed) else: return self.descriptions['notDressed']
def go(self): foyer = eng.getRoomByName('Foyer') hall = eng.getRoomByName('Hallway') bt = eng.getItemByName("butler") if "butler" in hall.items: if bt.properties['dead']: return self.descriptions['butlerDead'] else: return self.descriptions['butlerAlive'] elif eng.inInventory(bt): return self.descriptions['butlerHeld'] else: currRoom = eng.getCurrentRoom() if currRoom == foyer: return eng.goToRoom(hall) else: # Can't go downstairs holding the masterpiece from the hallway masterpiece = eng.getItemByName('masterpiece') if eng.inInventory(masterpiece): return "Going downstairs to the party while holding this huge stolen painting isn't the best idea you've had. You should drop it." return eng.goToRoom(foyer)
name = "dungeon" items = ["torch", "hole", "silver key", "dungeon walls"] doors = {"north": "wooden door", "east": "bridge"} visible = True longDescription = "You're in a dark dungeon and need to find a way out. It's a large room, awful smelling room. There's a lit torch on the north wall illuminating a wooden door" shortDescription = "The room you started in" lightDescription = "With torch in hand, you explore the room. There's a narrow bridge on the east side and a hole in the ground" def enterRoom(self): if self.visited: return self.shortDescription else: return self.longDescription def look(self): torch = eng.getItemByName("torch") if eng.inInventory(torch): hole = eng.getItemByName("hole") bridge = eng.getItemByName("bridge") hole.visible = True bridge.visible = True return self.lightDescription else: return self.longDescription dungeon = dungeon() eng.setupRoom(dungeon) print(eng.goToRoom(dungeon))
def touch(self): hallway = eng.getRoomByName('Hallway') eng.goToRoom(hallway) return self.descriptions['touch']