def add_new_item(): """Adds a new item to the inventory based on user-inputted item code, description, and rental price. """ # global __full_inventory__ item_code = input("Enter item code: ") item_description = input("Enter item description: ") item_rental_price = input("Enter item rental price: ") # Get price from the market prices module item_price = market_prices.get_latest_price(item_code) is_furniture = input("Is this item a piece of furniture? (Y/N): ") if is_furniture.lower() == "y": item_material = input("Enter item material: ") item_size = input("Enter item size (S,M,L,XL): ") new_item = furniture.Furniture(item_code, item_description, item_price, item_rental_price, item_material, item_size) else: is_electric_appliance = input("Is this item an electric " "appliance? (Y/N): ") if is_electric_appliance.lower() == "y": item_brand = input("Enter item brand: ") item_voltage = input("Enter item voltage: ") new_item = electric_appliances.ElectricAppliances( item_code, item_description, item_price, item_rental_price, item_brand, item_voltage) else: new_item = inventory.Inventory(item_code, item_description, item_price, item_rental_price) __full_inventory__[item_code] = new_item.return_as_dictionary() print("New inventory item added")
def add_new_item(full_inventory): """ Add new item to inventory """ # TODO: this should clearly not be a constant or a global item_code = input("Enter item code: ") item_description = input("Enter item description: ") item_rental_price = input("Enter item rental price: ") # Get price from the market prices module item_price = market_prices.get_latest_price(item_code) is_furniture = input("Is this item a piece of furniture? (Y/N): ") if is_furniture.lower() == "y": item_material = input("Enter item material: ") item_size = input("Enter item size (S,M,L,XL): ") new_item = furniture.Furniture(item_code, item_description, item_price, item_rental_price, item_material, item_size) else: is_electric_appliance = input("Is this item an electric appliance? (Y/N): ") if is_electric_appliance.lower() == "y": item_brand = input("Enter item brand: ") item_voltage = input("Enter item voltage: ") new_item = electric_appliances.ElectricAppliances(item_code, item_description, item_price, item_rental_price, item_brand, item_voltage) else: new_item = inventory.Inventory(item_code, item_description, item_price, item_rental_price) full_inventory[item_code] = new_item.return_dictionary() print("New inventory item added")
def add_new_item(): """ Add an item to the inventory """ item_code = input("Enter item code: ") item_description = input("Enter item description: ") item_rental_price = input("Enter item rental price: ") # Get price from the market prices module item_price = pri.get_latest_price(item_code) is_furniture = input("Is this item a piece of furniture? (Y/N): ") if is_furniture.lower() == "y": item_material = input("Enter item material: ") item_size = input("Enter item size (S,M,L,XL): ") new_item = fur.Furniture(item_code, item_description, item_price, item_rental_price, item_material, item_size) else: is_electric_appliance = input( "Is this item an electric appliance? (Y/N): ") if is_electric_appliance.lower() == "y": item_brand = input("Enter item brand: ") item_voltage = input("Enter item voltage: ") new_item = e_app.ElectricAppliances(item_code, item_description, item_price, item_rental_price, item_brand, item_voltage) else: new_item = inv.Inventory(item_code, item_description, item_price, item_rental_price) FULL_INVENTORY[item_code] = new_item.return_as_dictionary() print("New inventory item added")
def main(): # implementing the furiture class chair = furniture.Furniture("chair", "wood", "24 inches", "24 inches", "28 inches", "$59.99") print(chair) print("\n\n\n") desk = furniture.Desk("Desk", "Wood", "82 inches", "64 inches", "48 inches", "$485.99", "left", "2") print(desk)
def pickFurniture(self, terrain, loc, surfaceNormal): # Map the local surface normal to a direction string direction = 'down' if abs(surfaceNormal.x) > abs(surfaceNormal.y): if surfaceNormal.x > 0: direction = 'left' else: direction = 'right' elif surfaceNormal.y < 0: direction = 'up' if terrain not in self.furnitureConfigCache: ## Load the config file filename = os.path.join(constants.spritePath, 'terrain', terrain.zone, terrain.region, 'furniture', 'furnitureConfig') module = game.dynamicClassManager.loadModuleItems(filename, ['furniture']) furnitureMap = module.furniture furnitureConfig = dict() for furnitureNames, furnitureData in furnitureMap.iteritems(): for direction in furnitureData['embedDirections']: if direction not in furnitureConfig: furnitureConfig[direction] = dict() depths = tuple(furnitureData['embedDepths']) furnitureConfig[direction][(furnitureNames, depths)] = furnitureData['weight'] self.furnitureConfigCache[terrain] = furnitureConfig if direction not in self.furnitureConfigCache[terrain]: return None (type, embedDepths) = util.pickWeightedOption(self.furnitureConfigCache[terrain][direction]) if type[0] is not None: depth = random.choice(embedDepths) offset = directionToVectorMap[direction].multiply(-depth) # \todo Figure out why we have to add a half-block to the location. furnitureLoc = loc.add(offset).toRealspace().addScalar(constants.blockSize / 2.0) return furniture.Furniture(furnitureLoc, terrain, type[0], type[1]) return None