def pick_monster(game_map, room_id, room_x, room_y, monster_template): name, char, colour, hits, weapon = monster_template weapon_name, weapon_char, weapon_colour, weapon_power, weapon_uses = weapon weapon_stats = Weapon(weapon_power, weapon_uses) monster_weapon = Item(game_map, room_id, room_x, room_y, weapon_name, weapon_char, weapon_colour, weapon=weapon_stats) fighter_component = Fighter(hits, left_hand=monster_weapon) ai_component = BasicMonster() monster = Actor(game_map, room_id, room_x, room_y, name, char, colour, fighter=fighter_component, ai=ai_component) return monster
def addItemDB(self, data): logging.info("addItemDB") with DatabaseSession(self.engine) as session: instance = Item( name = data['name'], brand = data['brand'], category = data['category'], productCode = data['productcode'] ) changelog = Changelog( mode = "ADD", user = data['user'], item_category = True, item_data = json.dumps({"productcode" : data['productcode']}) ) session.add(changelog) session.flush() session.commit() logging.debug("Wrote activity log for addItem") try: session.add(instance) session.flush() session.commit() return True except exc.IntegrityError as e: logging.error('Integrity Error Exception when addITEM : \n %s',e ) session.rollback() return False return False
def process_world_map(self, world_map: Dict[Tuple, List[WorldObject]], monsters: Monsters, doors: Doors, inventory: PlayerInventory) -> None: for coord, room in world_map.items(): room_doors = list( filter(lambda elem: isinstance(elem, Door), room) ) room_monsters = list( filter(lambda elem: isinstance(elem, Monster), room) ) for monster in room_monsters: monsters._monsters[monster.monster_name] = monster for door in room_doors: item_to_open = Item(door._door_name+'_opener') monster_w_item: Monster = random.choice(room_monsters) while monster_w_item in monsters.monster_action_mapping.keys(): monster_w_item = random.choice(room_monsters) open_door_action = OpenDoorAction(door._door_name, doors) spawn_item_action = SpawnItemInInventoryAction( item_to_open, inventory ) doors._doors_lookup[door._door_name] = door inventory.item_action_mapping[item_to_open._item_name] =\ open_door_action monsters.monster_action_mapping[monster_w_item.monster_name] =\ spawn_item_action
def task_execute(): w = World() for current in w.populators: if not w.denizens.has_key(current.instance): denizen = Denizen(current.denizen) current.instance = denizen.id w.denizens[denizen.id] = denizen libsigma.enter_room(denizen, current.target) for current in w.placements: if not current.instance in [i.id for i in current.target.contents]: item = Item(current.item) item.quantity = current.quantity current.instance = item.id w.items[item.id] = item current.target.contents.append(item)
def __init__(self, data, sprites): # Localização inicial do jogador self.spawn = data["player"] # Tiles do mapa self.map = data["map"] self.width, self.height = len(data["map"][0]), len(data["map"]) self.tex = 64 # Cores self.color = tuple(data["colors"]["floor"]), data["colors"]["ceil"] self.dark = data["colors"]["dark"] # Música de fundo self.music = data["music"] # Inimigos e itens self.entities = [ Enemy(pos, sprites[enemy], enemy == "boss") for enemy, pos in data["enemies"] ] + [ Item(pos, sprites["items"].sprites[item], item) for item, pos in data["items"] ]
def populate(db): items = [ Item(name="Thunderfury, Blessed Blade of the Windseeker", quality=ItemQuality.LEGENDARY, icon="inv_sword_39", wowhead_id=19019), Item(name="Orb of Deception", quality=ItemQuality.RARE, icon="inv_misc_orb_02", wowhead_id=1973), Item(name="The Unstoppable Force", quality=ItemQuality.EPIC, icon="inv_hammer_13", wowhead_id=19323), Item(name="Noggenfogger Elixir", quality=ItemQuality.COMMON, icon="inv_potion_83", wowhead_id=8529), Item(name="Righteous Orb", quality=ItemQuality.UNCOMMON, icon="inv_misc_gem_pearl_03", wowhead_id=12811), Item(name="Nat Pagle's Guide to Extreme Anglin'", quality=ItemQuality.JUNK, icon="inv_misc_book_02", wowhead_id=18229), Item(name="Savory Deviate Delight", quality=ItemQuality.COMMON, icon="inv_misc_monsterhead_04", wowhead_id=6657), Item(name="Carrot on a Stick", quality=ItemQuality.UNCOMMON, icon="inv_misc_food_54", wowhead_id=11122), Item(name="Skullflame Shield", quality=ItemQuality.EPIC, icon="inv_shield_01", wowhead_id=1168), Item(name="Sulfuras, Hand of Ragnaros", quality=ItemQuality.LEGENDARY, icon="inv_hammer_unique_sulfuras", wowhead_id=17182), Item(name="Rusty Warhammer", quality=ItemQuality.JUNK, icon="inv_hammer_16", wowhead_id=1514) ] for i in items: if Item.query.filter_by(name=i.name).first() is None: db.session.add(i) db.session.commit()
def place_entities_test(self, entities, number_of_enemies, number_of_items, player=None): random.seed() if player == None: player = Humanoid(int(self.width / 2), int(self.height / 2), '@', libtcod.white, 'Player', blocks=True, combat_aspect=Combatant(200, 20, 20, 15), ai=Player(), speed=20, inventory=Inventory(20)) entities.append(player) for i in range(number_of_enemies): x = random.randint(1, self.width - 1) y = random.randint(1, self.height - 1) if not any([ entity for entity in entities if entity.x == x and entity.y == y ]): monster = Humanoid(x, y, 'o', libtcod.desaturated_green, 'Orc', blocks=True, combat_aspect=Combatant(100, 10, 10, 5), ai=BasicMonster()) entities.append(monster) for i in range(number_of_items): x = random.randint(1, self.width - 1) y = random.randint(1, self.height - 1) if not any([ entity for entity in entities if entity.x == x and entity.y == y ]): if random.randint(1, 100) < 0: item = Item(x, y, '!', libtcod.violet, 'Healing Potion', item_aspect=Item_aspect(use_function=heal, amount=10)) elif random.randint(1, 100) < 70: item = Item( x, y, '=', libtcod.red, 'Fireball Scroll', item_aspect=Item_aspect( use_function=cast_fireball, targeting=True, targeting_message= 'Left-click a target tile for the fireball, or right-click to cancel.', damage=50, radius=3)) else: pass try: entities.append(item) except: pass else: i -= 1
def post_item(): if not session.get("logged_in"): return login() if request.method == "GET": fields = [] fields.append( Field(name="name", title="Name", the_type='text', identifier='name', placeholder="Item Name")) fields.append( Field(name='description', title="Description", the_type="textarea", identifier='description', placeholder='Descriptive Description', tag="textarea")) categories = Category.query() options = [] for category in categories: option = {} option["name"] = category.name option["value"] = category.categoryID options.append(option) fields.append( Field(name='category', title="Item Category", the_type="select", identifier="category", placeholder="Select Item Category", tag="select", options=options)) fields.append( Field(name='price', title="Price", the_type="number", identifier="price", placeholder="10.95", step=True)) fields.append( Field(name='file', title="Upload Photo", the_type="file", placeholder="Upload Photo", identifier="file", tag="file")) fields.append( Field(name='biddable', title="Allow offer amounts other than suggested price.", the_type="number", identifier="biddable", tag="checkbox")) title = "Post Item" form = Form(fields=fields, title=title, submit="Post") notifications = Notification.query( Notification.user == session["user_id"]).order(-Notification.time) return render_template("post_item.html", item_form=form, notifications=notifications) if request.method == "POST": name = request.form.get("name") description = request.form.get("description") category = request.form.get("category") price = float(request.form.get("price")) seller_id = session["user_id"] biddable = False if request.form.get("biddable"): biddable = True # print "nooo" # return json.dumps(request.files) file = request.files.get("file", None) # print "whaattt??" file_data = None content_type = None photo = None if file: file_data = file.read() photo = images.resize(file_data, width=500, height=500) content_type = file.content_type new_item = Item(name=name, description=description, category=category, price=price, seller_id=seller_id, seller_name=session["first_name"] + " " + session["last_name"], biddable=biddable, sold=False, best_offer=0.0, photo=photo, photo_mimetype=content_type) new_item.put() return my_items()
def main(): tdl.set_font('terminal16x16.png', greyscale=True, altLayout=False) # Load the font from a png. tdl.set_fps(100) map_width = 20 map_height = 20 room_width = 30 room_height = 30 screen_width = room_width + 22 screen_height = room_height + 22 root_console = tdl.init(screen_width, screen_height, title='7DRL 2019') top_panel_console = tdl.Console(screen_width, 10) view_port_console = tdl.Console(room_width, room_height) bottom_panel_console = tdl.Console(screen_width, 10) message_log = MessageLog(0, 0, screen_width, 9) entities = [] game_map = GameMap(map_width, map_height) sword_stats = Weapon(2, 10) player_weapon = Item(game_map, "0x0", 0, 0, "Sword", "|", (255, 255, 255), weapon=sword_stats) player_stats = Fighter(hits=10, left_hand=player_weapon) player = Actor(game_map, "2x2", 15, 10, "Player", "@", (255, 255, 255), fighter=player_stats) entities.append(player) generate_map(game_map, entities, player) all_consoles = [ root_console, view_port_console, bottom_panel_console, top_panel_console ] fov_algorithm = "BASIC" fov_light_walls = True fov_radius = 50 fov_recompute = True game_state = GameStates.PLAYER_TURN while not tdl.event.is_window_closed(): if fov_recompute: # Compute the field of view to show changes. game_map.rooms[player.map_x][player.map_y]\ .compute_fov(player.room_x, player.room_y, fov=fov_algorithm, radius=fov_radius, light_walls=fov_light_walls, sphere=True) render_all(all_consoles, game_map, entities, player, fov_recompute, message_log) tdl.flush() clear_all(view_port_console, entities) fov_recompute = False for event in tdl.event.get(): if event.type == 'KEYUP': user_input = event break else: user_input = None if not user_input: continue action = handle_keys(user_input) move = action.get('move') exit_game = action.get('exit_game') select_hand = action.get('select_hand') drop_item = action.get('drop_item') pickup_item = action.get('pickup_item') shuffle_rooms = action.get('shuffle_rooms') player_turn_results = [] if shuffle_rooms: message = game_map.shuffle_rooms(player, entities) message_log.add_message(message) fov_recompute = True # TODO at the moment these functions are doing all the leg work and player_turn_results isn't used. Rectify. if select_hand and game_state == GameStates.PLAYER_TURN: player.fighter.selected_hand = select_hand fov_recompute = True if drop_item and game_state == GameStates.PLAYER_TURN: message = player.fighter.drop_item(game_map, entities) message_log.add_message(message) game_state = GameStates.ENEMY_TURN fov_recompute = True if pickup_item and game_state == GameStates.PLAYER_TURN: message = player.fighter.pickup_item(entities) message_log.add_message(message) game_state = GameStates.ENEMY_TURN fov_recompute = True if move and game_state == GameStates.PLAYER_TURN: dx, dy = move destination_room_x = player.room_x + dx destination_room_y = player.room_y + dy if destination_room_x < 0: dx = 0 if player.map_x - 1 < 0: player.map_x = map_width - 1 else: player.map_x -= 1 player.room_x = room_width - 1 if destination_room_x == room_width: destination_room_x -= 1 dx = 0 if player.map_x + 1 > map_width - 1: player.map_x = 0 else: player.map_x += 1 player.room_x = 0 if destination_room_y < 0: dy = 0 if player.map_y - 1 < 0: player.map_y = map_height - 1 else: player.map_y -= 1 player.room_y = room_height - 1 if destination_room_y == room_height: destination_room_y -= 1 dy = 0 if player.map_y + 1 > map_height - 1: player.map_y = 0 else: player.map_y += 1 player.room_y = 0 if game_map.rooms[player.map_x][player.map_y].walkable[ destination_room_x, destination_room_y]: target = get_blocking_entities_at_location( entities, player.map_x, player.map_y, destination_room_x, destination_room_y) if target: # Combat here attack_results = player.fighter.attack(target) player_turn_results.extend( attack_results ) # Add the result of the last turn to the list fov_recompute = True else: player.move(dx, dy) # Or just move player.set_current_room(game_map) # TODO: Bug with the new room layouts - some cause change of room to break. print("MapPos: ", player.map_x, ",", player.map_y, end=" / ") print("RoomPos: ", player.room_x, ",", player.room_y) fov_recompute = True game_state = GameStates.ENEMY_TURN # Switch over the enemy's turn. if exit_game: return True for player_turn_result in player_turn_results: message = player_turn_result.get("message") # Pull any messages dead_entity = player_turn_result.get( "dead") # Or anything that died if message: message_log.add_message( message ) # Add the message (if any) to the message log to print on screen. if dead_entity: # If anything died... if dead_entity == player: message, game_state = kill_player(dead_entity) # Game over else: message = kill_monster( dead_entity ) # Print a death message for monster, add exp message_log.add_message(message) # Print messages to screen. player_turn_results.clear() # Clear ready for next turn. if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.map_x == player.map_x and entity.map_y == player.map_y: if entity.ai: # If the entity has some intelligence (monsters, npc) enemy_turn_results = entity.ai.take_turn( player, game_map, entities) for enemy_turn_result in enemy_turn_results: # Same deal as the player turns message = enemy_turn_result.get("message") dead_entity = enemy_turn_result.get("dead") if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player( dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break enemy_turn_results.clear() if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYER_TURN
if getSimNao('Os dados estão corretos?'): session.commit() break else: session.rollback() if c == 2: while True: cls() print(AZUL + 'NOVO ITEM\n' + RESET) nome = input('Nome: ') descricao = input('Descrição: ') equipavel = getSimNao('Equipável') ataque = getValor('Ataque') defesa = getValor('Defesa') valor = getValor('Valor') item = Item(nome, descricao, equipavel, ataque, defesa, valor) session.add(item) cls() print(item) if getSimNao('Os dados estão corretos?'): session.commit() break else: session.rollback() if c == 0: break elif c == 2: while True: cls() print(AZUL + 'VISUALIZAR ENTIDADES' + RESET) print('1. Personagens')