Beispiel #1
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def pocketThing(obj, item):
##    if not item: return False
    rog.drain(obj, 'nrg', NRG_POCKET)
    rog.give(obj, item)
    rog.release_inanimate(item)
    rog.msg("{t}{n} pockets {i}.".format(
        t=obj.title,n=obj.name,i=item.name))
Beispiel #2
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def drop(obj, item):
    if not rog.wallat(pc.x+dx,pc.y+dy):
        rog.drain(obj, 'nrg', NRG_RUMMAGE)
        rog.drop(obj,item, dx,dy)
        rog.msg("{t}{n} dropped {i}.".format(t=obj.title,n=obj.name,i=item.name))
        return True
    else:
        return False
Beispiel #3
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 def funcPlayer(self, obj):
     xx = obj.x
     yy = obj.y
     reading = rog.radsat(xx, yy)
     rog.msg("The geiger counter reads '{} RADS'".format(reading))
     #could do, instead:
     # use turns it on, activates an observer.
     # updates when rad damage received by player. Adds rad value to dosimeter
     # when you use again, you can either read it or turn it off.
     rog.drain(obj, 'nrg', NRG_USE)
Beispiel #4
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def pocketThing(ent, item):
##    if not item: return False
    world = rog.world()
    rog.drain(ent, 'nrg', NRG_POCKET)
    rog.give(ent, item)
    rog.release_inanimate(item)
    entn = world.component_for_entity(ent, cmp.Name)
    itemn = world.component_for_entity(item, cmp.Name)
    rog.msg("{t}{n} packs {ti}{ni}.".format(
        t=entn.title,n=entn.name,ti=itemn.title,ni=itemn.name))
Beispiel #5
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def move(obj,dx,dy):  # locomotion
    xto=obj.x+dx
    yto=obj.y+dy
    terrain_cost=rog.cost_move(obj.x,obj.y,xto,yto, None)
    if terrain_cost == 0:  return False     # 0 means we can't move there
    mult = 1.41 if (dx + dy) % 2==0 else 1  # diagonal extra cost
    modf=NRG_MOVE
    nrg_cost=round(modf*mult*terrain_cost*AVG_SPD/max(1, obj.stats.get('msp')))
    rog.drain(obj, 'nrg', nrg_cost)
    rog.port(obj, xto, yto)
    return True
Beispiel #6
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def inventory_pc(pc):
    world=Rogue.world()
##    assert world.has_component(pc, cmp.Inventory), "PC missing inventory"
    pcInv = world.component_for_entity(pc, cmp.Inventory)
    pcn = world.component_for_entity(pc, cmp.Name)
    x=0
    y=rog.view_port_y()
#   items menu
    item=rog.menu("{}{}'s Inventory".format(
        pcn.title,pcn.name), x,y, pcInv.items)
    
#   viewing an item
    if not item == -1:
        itemn = world.component_for_entity(item, cmp.Name)
##        itemn = world.component_for_entity(item, cmp.Name)
        keysItems={}
        
    #   get available actions for this item...
        if world.has_component(item, cmp.Edible):
            keysItems.update({"E":"Eat"})
        if world.has_component(item, cmp.Quaffable):
            keysItems.update({"q":"quaff"})
        if world.has_component(item, cmp.Equipable):
            keysItems.update({"e":"equip"})
            # throwables - subset of equipables
            if world.component_for_entity(item, cmp.Equipable).equipType == EQ_MAINHAND:
                keysItems.update({"t":"throw"})
        if world.has_component(item, cmp.Usable):
            keysItems.update({"u":"use"})
        if world.has_component(item, cmp.Openable):
            keysItems.update({"o":"open"})
        keysItems.update({"x":"examine"})
        keysItems.update({"d":"drop"})
        #
        
        opt=rog.menu(
            "{}".format(itemn.name), x,y,
            keysItems, autoItemize=False
        )
        #print(opt)
        if opt == -1: return
        opt=opt.lower()
        
        rmg=False
        if   opt == "drop":     rmg=True; drop_pc(pc, item)
        elif opt == "equip":    rmg=True; equip_pc(pc, item)
        elif opt == "throw":    rmg=True; throw_pc(pc, item)
        elif opt == "eat":      rmg=True; eat_pc(pc, item)
        elif opt == "quaff":    rmg=True; quaff_pc(pc, item)
        elif opt == "use":      rmg=True; use_pc(pc, item)
        elif opt == "examine":  rmg=True; examine_pc(pc, item)
        
        if rmg: rog.drain(pc, 'nrg', NRG_RUMMAGE)
Beispiel #7
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def drop(ent, item):
    world = rog.world()
    pos = world.component_for_entity(ent, cmp.Position)
    dx=0; dy=0; # TODO: code AI to find a place to drop item
    if not rog.wallat(pos.x+dx,pos.y+dy):
        rog.drain(ent, 'nrg', NRG_RUMMAGE)
        rog.drop(ent,item, dx,dy)
        entn = world.component_for_entity(ent, cmp.Name)
        itemn = world.component_for_entity(item, cmp.Name)
        rog.msg("{t}{n} drops {ti}{ni}.".format(
            t=entn.title,n=entn.name,ti=itemn.title,ni=itemn.name))
        return True
    else:
        return False
Beispiel #8
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def openClose(obj, xto, yto):
    #open containers
    #close containers
    #open doors
    if rog.tile_get(xto,yto) == DOORCLOSED:
        rog.drain(obj, 'nrg', NRG_OPEN)
        rog.tile_change(xto,yto, DOOROPEN)
        rog.msg("{n} opened a door.".format(n=obj.name))
        return True
    #close doors
    if rog.tile_get(xto,yto) == DOOROPEN:
        rog.drain(obj, 'nrg', NRG_OPEN)
        rog.tile_change(xto,yto, DOORCLOSED)
        rog.msg("{n} closed a door.".format(n=obj.name))
        return True
    return False
Beispiel #9
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def inventory_pc(pc,pcInv):
    if not pc.inv:
        rog.alert(ALERT_EMPTYCONTAINER)
        return
    x=0
    y=rog.view_port_y()
#   items menu
    item=rog.menu("{}'s Inventory".format(pc.name), x,y, pcInv.items)
    
#   viewing an item
    if not item == -1:
        keysItems={}
        
    #   get available actions for this item...
        if rog.on(item,CANEAT):
            keysItems.update({"E":"Eat"})
        if rog.on(item,CANQUAFF):
            keysItems.update({"q":"quaff"})
        if rog.on(item,CANEQUIP):
            keysItems.update({"e":"equip"})
        if rog.on(item,CANUSE):
            keysItems.update({"u":"use"})
        if rog.on(item,CANOPEN):
            keysItems.update({"o":"open"})
        keysItems.update({"x":"examine"})
        keysItems.update({"d":"drop"})
        keysItems.update({"t":"throw"})
        #
        
        opt=rog.menu(
            "{}".format(item.name), x,y,
            keysItems, autoItemize=False
        )
        #print(opt)
        if opt == -1: return
        opt=opt.lower()
        
        rmg=False
        if   opt == "drop":     rmg=True; drop_pc(pc,item)
        elif opt == "equip":    rmg=True; equip_pc(pc,item)
        elif opt == "eat":      rmg=True; eat_pc(pc, item)
        elif opt == "quaff":    rmg=True; quaff_pc(pc, item)
        elif opt == "use":      rmg=True; use_pc(pc, item)
        elif opt == "examine":  rmg=True; examine_pc(pc, item)
        
        if rmg: rog.drain(pc, 'nrg', NRG_RUMMAGE)
Beispiel #10
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def quaff(ent, drink): 
    world = rog.world()
    pos = world.component_for_entity(ent, cmp.Position)
    quaffable=world.component_for_entity(drink, cmp.Quaffable)
    entn = world.component_for_entity(ent, cmp.Name)
    drinkn = world.component_for_entity(drink, cmp.Name)
    
    #quaff function
    quaffable.func(ent)
    
    # TODO: do delayed action instead of immediate action.
    rog.drain(ent, 'nrg', quaffable.timeToConsume)
    rog.givemp(ent, quaffable.hydration)

    #events - sight
    if ent == rog.pc():
        rog.msg("It tastes {t}".format(t=quaffable.taste))
    else:
        rog.event_sight(pos.x,pos.y, "{t}{n} quaffs a {p}.".format(
            t=entn.title, n=entn.name, p=drinkn.name))
    #events - sound
    rog.event_sound(pos.x,pos.y, SND_QUAFF)
    # TODO: make sure this works...
    world.delete_entity(drink)
Beispiel #11
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 def funcMonster(self, obj):
     rog.drain(obj, 'nrg', NRG_USE)
     rog.event_sight(obj.x, obj.y, "{t}{n} looks at a geiger counter.")
Beispiel #12
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def examine_pc(pc, item):
    rog.drain(pc, 'nrg', NRG_EXAMINE)
    rog.dbox(0,0,40,30, thing.DESCRIPTIONS[item.name])
Beispiel #13
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def quaff(obj, drink):
    rog.drain(pc, 'nrg', NRG_QUAFF) 
    drink.quaff(obj)
    rog.event_sight(obj.x,obj.y, "{t}{n} quaffs a {p}.".format(
        t=obj.title,n=obj.name,p=drink))
    rog.event_sound(obj.x,obj.y, SND_QUAFF)
Beispiel #14
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def create_monster(typ, x, y, col, mutate=3):

    # get generic monster attributes #

    monData = bestiary[typ]

    name = monData[0]
    monst = thing.create_creature(name, typ, x, y, col)
    monst.job = name
    i = 1
    j = 0
    monst.stats.hpmax = monData[i][j]
    j += 1
    monst.stats.mpmax = monData[i][j]
    j += 1
    monst.stats.atk = monData[i][j]
    j += 1
    monst.stats.dmg = monData[i][j]
    j += 1
    monst.stats.dfn = monData[i][j]
    j += 1
    monst.stats.arm = monData[i][j]
    j += 1
    monst.stats.spd = monData[i][j]
    j += 1
    monst.stats.msp = monData[i][j]
    j += 1
    monst.stats.asp = monData[i][j]
    j += 1
    monst.stats.resfire = monData[i][j]
    j += 1
    monst.stats.resbio = monData[i][j]
    j += 1
    monst.stats.sight = monData[i][j]
    j += 1
    monst.stats.hearing = monData[i][j]
    j += 1
    monst.stats.carry = monData[i][j]
    j += 1
    monst.mass = monData[i][j]
    j += 1
    monst.purse = monData[i][j]
    j += 1
    i += 1
    for flag in monData[i]:
        rog.make(monst, flag)  #flags
    #i+=1
    #for item in monData[i]:     rog.give(monst,item) #items

    # possibly randomly alter some attributes #
    times = 0
    maxgainz = mutate
    chance = 2
    while (dice.roll(10) <= chance and times < maxgainz):
        times += 1
        r = dice.roll(6)
        if r == 1: rog.gain(monst, 'atk')
        elif r == 2: rog.gain(monst, 'dmg')
        elif r == 3: rog.gain(monst, 'arm')
        elif r == 4: rog.gain(monst, 'dfn')
        elif r == 5: rog.gain(monst, 'hpmax')
    times = 0
    maxdrains = mutate
    chance = 2
    while (dice.roll(10) <= chance and times < maxdrains):
        times += 1
        r = dice.roll(6)
        if r == 1: rog.drain(monst, 'atk')
        elif r == 2: rog.drain(monst, 'dmg')
        elif r == 3: rog.drain(monst, 'arm')
        elif r == 4: rog.drain(monst, 'dfn')
        elif r == 5: rog.drain(monst, 'hpmax')

    #

    #

    # ai
    #TEMPORARY
    monst.ai = ai.stateless

    return monst