Beispiel #1
0
class AdventureGame:

    def __init__(self, gamefile, sheet):
        self.player = Player(self)  # pass self as controller - access to gameworld for Player.move()
        self.parser = Parser(self)

        self.initialize_world(gamefile, sheet)  # load game dict, and define player start location
        self.valid_player_movements = []  # Assigned by generate valid movements.
        self.gamestate = 'normal'  # Normal or Combat
        self.action_log = deque(maxlen=5)
        self.combat = None

    def get_command(self):  # TODO: error check; if invalid choice, prompt again with valid choices.
        usrinput = input('>> ').lower().strip()  # TODO: implement 'help' command.
        selected_action = self.parser.parse_input(usrinput)

        while not selected_action:
            print(self.parser.error_message)
            usrinput = input('>> ').lower().strip()
            selected_action = self.parser.parse_input(usrinput)

        return (selected_action)  # A method or tuple of method, target obj

    def execute_action(self, method_or_tuple):
        logging.debug('Arg is of type  {}'.format(type(method_or_tuple)))
        if isinstance(method_or_tuple, tuple):
            method, target = method_or_tuple
            method = getattr(self.player, method.__name__)
            method(target)

            consequences = self.player.current_location.trigger_actions.get(method.__name__, {}).get(target, None)  # Consequences?
            if consequences:
                logging.debug('CONSEQUENCES:  {}'.format(consequences))
                for func in consequences:
                    func()

        else:
            method = getattr(self.player, method_or_tuple.__name__, None) or getattr(self, method_or_tuple.__name__)
            method()




    def print_actions_and_objects(self):
         print('\n' + '*' * 15)
         for m in self.valid_player_movements:
             print('\t\t{}'.format(m.name.title()))
         print('\t\tView Inventory')
         print("OBJECTS IN ROOM:\n")
         if not self.player.current_location.objects:
             print('\t\t None')
         else:
             for obj in self.player.current_location.objects:
                 print('\t\t{}'.format(obj.name.title()))


    def check_location_exists(self,dx,dy):
        curr_x, curr_y = self.player.current_location.coords
        new = (curr_x + dx, curr_y + dy)
        if self.gameworld.get(new, None):
            return True
        return False


    def generate_valid_player_movements(self):
        movements = [actions.MoveNorth,
                         actions.MoveEast,
                         actions.MoveSouth,
                         actions.MoveWest]

        directions = [(0,-1), (1,0), (0,1), (-1,0)]

        valid_movements = [m for (m,delta) in zip(movements,directions) if self.check_location_exists(*delta)]

        return valid_movements


    def run(self):
        while self.player.isalive():          # Separate combat vs. normal game state here?
            command = self.get_command()
            self.execute_action(command)

    def initialize_world(self, file, sheet):
        wb = xlrd.open_workbook(file)
        sheet = wb.sheet_by_name(sheet)
        self.gameworld = {}
        starting_location_found = False

        for rown in range(0,sheet.nrows):
            for coln in range(0,sheet.ncols):
                locname = sheet.cell(rown,coln).value
                if locname.startswith('!START'):
                    if starting_location_found:  # Duplicate starting declarations in game file
                        print("""Game file {} contains multiple starting declarations! Please edit your file to include
                              only a single starting location, declared with a "!START" location prefix""".format(file))
                        sys.exit(1)
                    starting = (coln, rown)
                    starting_location_found = True
                    locname = locname[6:]  # Strip !STARTING declaration
                location = getattr(importlib.import_module('locations'), locname, None)
                self.gameworld[coln, rown] = location(xcoord=coln, ycoord=rown, controller=self, name=locname) if location else None
        try:
            starting
        except NameError:
            print("""Game file {}, sheet {} does not include a starting location! Add declaration prefix "!START" to
                  the location you wish player to begin in.""".format(file, sheet))
            sys.exit(1)

        self.player.setlocation(self.gameworld[starting])


    def quit(self):
        y_n = input("Are you sure you want to quit?").lower()
        if y_n in ('yes','y'):
            sys.exit()

    def log(self):
        for a in self.action_log:
            print(a+'\n')

    def help(self):
        print("Helping you! :)")

    def save(self):
        print('Saving game...')


    def startcombat(self, *enemies):
        self.combat = Combat(self, enemies)
        self.combat.start()
Beispiel #2
0
        waitscr()
        playerobj.happening()
        playerobj.checklife()

    elif bashline == "travel":
        print('\nWhere do yo want to go?\n')
        playerobj.getlocations()
        print('\nPrice: $70')
        print()
        travelto = input('Travelling to: ').title()
        if travelto in playerobj.locations:
            if travelto == playerobj.locations[playerobj.checklocation()]:
                print('You are already in ' + travelto)
                waitscr()
            else:
                playerobj.setlocation(travelto)
                drugobj.daychange()
                playerobj.happening()
                playerobj.checklife()
        else:
            print('\nWhere is that? ')
            waitscr()

    elif bashline == "sell":
        if not playerobj.loot:
            print("\nDude, you got nothing to sell!")
            waitscr()
        else:
            print()
            playerobj.getloot(showprice=True)
            print()