Ejemplo n.º 1
0
 def t_START(self, camp):
     if self.intro_ready and camp.scene is self.elements["DUNGEON_ENTRANCE"]:
         pbge.alert("You are dropped into a deep underground chamber. You're not sure whether this is inside Kerberos or some adjoining complex.")
         self.intro_ready = False
     if self.elements["ENTRANCE"].dest_wp is not self.elements["MISSION_GATE"]:
         print("Fixing Kerberos dungeon...")
         self.elements["ENTRANCE"].dest_wp = self.elements["MISSION_GATE"]
Ejemplo n.º 2
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    def __call__(self, camp, alpha_card, beta_card=None, transform_card=None):
        """

        :type alpha_card: TarotCard
        """
        nart = GHNarrativeRequest(camp, plot_list=PLOT_LIST)
        pstate = pbge.plots.PlotState()
        pstate.elements[ME_AUTOREVEAL] = True
        pstate.rank = alpha_card.rank
        if self.alpha_params:
            for pp in self.alpha_params:
                pstate.elements[pp] = alpha_card.elements.get(pp)
        if self.beta_params and beta_card:
            for pp in self.beta_params:
                pstate.elements[pp] = beta_card.elements.get(pp)
        if transform_card:
            pstate.elements[ME_TAROTPOSITION] = transform_card.elements[
                ME_TAROTPOSITION]
            pstate.elements[ME_TAROTSCOPE] = transform_card.elements[
                ME_TAROTSCOPE]
        else:
            pstate.elements[ME_TAROTSCOPE] = alpha_card.elements[ME_TAROTSCOPE]
        newcard = nart.request_tarot_card_by_name(self.new_card_name, pstate)
        if not newcard:
            pbge.alert("New tarot card failed for {}".format(
                self.new_card_name))
        else:
            nart.story.visible = True
            nart.build()
Ejemplo n.º 3
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    def mutate_cards(self, alpha_card, beta_card, camp):
        nart = GHNarrativeRequest(camp, plot_list=PLOT_LIST)
        end_these_plots = list()
        for t in range(3):
            if self.results[t]:
                # Replace this card.
                pstate = pbge.plots.PlotState()
                pstate.elements[ME_AUTOREVEAL] = True
                if self.passparams[t]:
                    if self.passparams[t][0]:
                        for pp in self.passparams[t][0]:
                            pstate.elements[pp] = alpha_card.elements.get(pp)
                    if self.passparams[t][1]:
                        for pp in self.passparams[t][1]:
                            pstate.elements[pp] = beta_card.elements.get(pp)
                if t == 0:
                    pstate.elements[ME_TAROTPOSITION] = alpha_card.elements[ME_TAROTPOSITION]
                    pstate.elements[ME_TAROTSCOPE] = alpha_card.elements[ME_TAROTSCOPE]
                    end_these_plots.append(alpha_card)
                elif t == 1:
                    pstate.elements[ME_TAROTPOSITION] = beta_card.elements[ME_TAROTPOSITION]
                    pstate.elements[ME_TAROTSCOPE] = alpha_card.elements[ME_TAROTSCOPE]
                    end_these_plots.append(beta_card)

                newcard = nart.request_tarot_card_by_name(self.results[t], pstate)
                if not newcard:
                    pbge.alert("New tarot card failed for {}".format(self.results[t]))
                else:
                    nart.story.visible = True
                    nart.build()
        for p in end_these_plots:
            p.end_plot(camp)
Ejemplo n.º 4
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def prep_eggs_for_steam(tsrd):
    if not pickle.HIGHEST_PROTOCOL > 4:
        pbge.my_state.view = tsrd
        pbge.alert(
            "Can't prep eggs for Steam since the version of GearHead Caramel you're running appears to be the Steam version. You need to do this from a non-Steam build."
        )
        return

    pbge.please_stand_by()
    myfiles = glob.glob(pbge.util.user_dir("egg_*.sav"))

    for fname in myfiles:
        try:
            with open(fname, "rb") as f:
                # Why deepcopy the freshly loaded pickle? Because that will update any gears involved
                # to the latest version, and at this point in time it'll hopefully keep save games working
                # despite rapid early-development changes.
                egg = copy.deepcopy(pickle.load(f))
            egg.save()
        except Exception as err:
            print(err)

    myfiles = glob.glob(pbge.util.user_dir("rpg_*.sav"))
    for fname in myfiles:
        try:
            args = gears.GearHeadCampaign.load(fname)
            args[-1].save()
        except Exception as err:
            print(err)
 def t_ENDCOMBAT(self, camp):
     myteam = self.elements["_eteam"]
     if len(myteam.get_members_in_play(camp)) < 1:
         self.obj.win(camp, 100)
         if not self.combat_finished:
             pbge.alert("You stopped the delivery of modified mecha.")
             self.combat_finished = True
Ejemplo n.º 6
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 def unlocked_use(self, camp):
     # Perform this waypoint's special action.
     if self.dest_scene and self.dest_entrance:
         camp.destination = self.dest_scene
         camp.entrance = self.dest_entrance
     else:
         pbge.alert("This door doesn't seem to go anywhere.")
Ejemplo n.º 7
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def import_arena_character(tsrd):
    pbge.please_stand_by()
    myfiles = gears.oldghloader.GH1Loader.seek_gh1_files()
    mymenu = pbge.rpgmenu.Menu(TitleScreenRedraw.MENU_DEST.dx,
                               TitleScreenRedraw.MENU_DEST.dy,
                               TitleScreenRedraw.MENU_DEST.w,
                               TitleScreenRedraw.MENU_DEST.h,
                               predraw=tsrd,
                               font=pbge.my_state.huge_font)

    for f in myfiles:
        try:
            mygears = gears.oldghloader.GH1Loader(f)
            mygears.load()
            egg = mygears.get_egg()
            mymenu.add_item(str(egg.pc), egg)
        except Exception as e:
            pbge.alert("Warning: File {} can't be parsed. {}".format(f, e))
    mymenu.sort()

    if not mymenu.items:
        mymenu.add_item('[No GH1 characters found]', None)

    myegg = mymenu.query()
    if myegg:
        myegg.save()
        pbge.BasicNotification("{} has been imported.".format(myegg.pc.name))
Ejemplo n.º 8
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    def __call__(self, camp, this_card, other_card=None):
        """

        :type this_card: TarotCard
        """
        # Activating a transformation gives XP.
        camp.dole_xp(100)

        nart = GHNarrativeRequest(camp, plot_list=PLOT_LIST)
        pstate = pbge.plots.PlotState()
        pstate.elements[ME_AUTOREVEAL] = True
        pstate.rank = this_card.rank
        for p in self.auto_params:
            pstate.elements[p] = this_card.elements.get(p)
        pstate.elements.update(self.this_card_params.get_elements(this_card))
        pstate.elements.update(self.other_card_params.get_elements(other_card))

        newcard = nart.request_tarot_card_by_name(self.new_card_name, pstate)
        if not newcard:
            pbge.alert("New tarot card failed for {}".format(
                self.new_card_name))
        else:
            newcard.tarot_position = this_card.tarot_position
            nart.story.visible = True
            nart.build()
            if other_card:
                other_card.invoke(camp, this_card)
            this_card.end_plot(camp, True)
Ejemplo n.º 9
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    def LOCALE_ENTER(self, camp: gears.GearHeadCampaign):
        if self.choice_ready:
            self.choice_ready = False
            # Allow the PC to decide whether or not to respond to the distress call.
            npc = self.elements["PILOT"]
            pbge.alert(
                "While traveling, you receive a distress call from {}.".format(
                    npc))

            mymenu = game.content.ghcutscene.SimpleMonologueMenu(
                "[DISTRESS_CALL]", self.elements["SURVIVOR"], camp)

            self.intimidating_npc = game.content.ghcutscene.AddSkillBasedLancemateMenuItem(
                mymenu,
                "Those [enemy_meks] don't look so brave to me. Follow my lead and we can end this quickly.",
                self.do_intimidation, camp, gears.stats.Ego,
                gears.stats.MechaFighting, self.rank,
                gears.stats.DIFFICULTY_HARD)

            mymenu.add_item("Go help {}".format(npc), None)
            mymenu.add_item("Ignore distress call", self.abandon_distress_call)

            choice = mymenu.query()
            if choice:
                choice(camp)
Ejemplo n.º 10
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    def LOCALE_ENTER(self, camp: gears.GearHeadCampaign):
        if self.choice_ready:
            self.choice_ready = False
            # Allow the PC to decide whether or not to respond to the distress call.
            npc = self.elements["PILOT"]
            pbge.alert(
                "While traveling, you receive a distress call from {}.".format(
                    npc))

            mymenu = game.content.ghcutscene.SimpleMonologueMenu(
                "[DISTRESS_CALL]", self.elements["SURVIVOR"], camp)

            if npc.faction and camp.is_unfavorable_to_pc(npc.faction):
                game.content.ghcutscene.AddTagBasedLancemateMenuItem(
                    mymenu, "We have no duty to aid an enemy combatant.",
                    self.cancel_the_adventure, camp,
                    (gears.personality.Duty, ))

            self.glory_npc = game.content.ghcutscene.AddTagBasedLancemateMenuItem(
                mymenu,
                "You realize there'll probably be a cash reward for helping out.",
                self.go_for_glory, camp, (gears.personality.Glory, ))

            self.fellowship_npc = game.content.ghcutscene.AddTagBasedLancemateMenuItem(
                mymenu, "Helping {} is the right thing to do.".format(npc),
                self.go_for_fellowship, camp, (gears.personality.Fellowship, ))

            mymenu.add_item("Go help {}".format(npc), None)
            mymenu.add_item("Ignore distress call", self.abandon_distress_call)

            choice = mymenu.query()
            if choice:
                choice(camp)
Ejemplo n.º 11
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 def __init__(self,camp,metroscene,metro):
     creds = camp.totally_restore_party()
     self.did_recovery = False
     if creds > 0:
         pbge.alert("Repair/Reload: ${}".format(creds))
         camp.credits -= creds
         camp.day += 1
     if camp.incapacitated_party or camp.dead_party or any([pc for pc in camp.get_lancemates() if not camp.get_pc_mecha(pc)]):
         # Go through the injured/dead lists and see who needs help.
         if camp.pc not in camp.party:
             # This is serious.
             init = pbge.plots.PlotState(elements={"METRO":metro,"METROSCENE":metroscene})
             nart = GHNarrativeRequest(camp,init,adv_type="RECOVER_PC",plot_list=PLOT_LIST)
             if nart.story:
                 nart.build()
                 nart.story.start_recovery(camp)
                 self.did_recovery = True
             else:
                 print(nart.errors)
         else:
             init = pbge.plots.PlotState(elements={"METRO":metro,"METROSCENE":metroscene})
             nart = GHNarrativeRequest(camp,init,adv_type="RECOVER_LANCE",plot_list=PLOT_LIST)
             if nart.story:
                 nart.build()
                 nart.story.start_recovery(camp)
                 self.did_recovery = True
Ejemplo n.º 12
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    def HOSPITAL_ENTER(self, camp):
        pbge.alert("You wake up in the hospital.")

        for p in self.plots_to_run:
            p.start_recovery(camp)

        self.end_plot(camp)
Ejemplo n.º 13
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 def _fix_generator(self, camp: gears.GearHeadCampaign):
     pbge.alert(
         "You identify and solve the system error. The computer reboots without a hitch."
     )
     self.fixed_computer = True
     camp.dole_xp(100, gears.stats.Repair)
     camp.dole_xp(100, gears.stats.Computers)
Ejemplo n.º 14
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 def _fix_generator(self, camp: gears.GearHeadCampaign):
     pbge.alert(
         "You repair the terminal. Soon the generator coils beneath your feet begin to hum with energy once more."
     )
     self.fixed_generator = True
     camp.dole_xp(100, gears.stats.Repair)
     camp.dole_xp(100, gears.stats.Science)
Ejemplo n.º 15
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    def _try_to_fix_mkill(self, party, mkpc: gears.base.Mecha):
        total = 0
        if mkpc.material is gears.materials.Biotech:
            used_skill = gears.stats.Biotechnology
        else:
            used_skill = gears.stats.Repair
        for pc in party:
            if pc.get_current_mental() > 0:
                pc.spend_mental(random.randint(1,4)+random.randint(1,4))
                total += max(pc.get_skill_score(gears.stats.Craft, used_skill), random.randint(1, 5))
        my_invo = pbge.effects.Invocation(
            name = 'Repair',
            fx=gears.geffects.DoHealing(
                1, max(total,5), repair_type=mkpc.material.repair_type,
                anim = gears.geffects.RepairAnim,
                ),
            area=pbge.scenes.targetarea.SingleTarget(),
            targets=1)
        my_invo.invoke(self.camp, None, [mkpc.pos], pbge.my_state.view.anim_list)
        pbge.my_state.view.handle_anim_sequence()

        mkpc.gear_up(self.scene)
        if mkpc.get_current_speed() > 0:
            pbge.alert("The repairs are successful; {} is able to move again.".format(mkpc.get_pilot()))
        else:
            pbge.alert("The repairs failed. You are forced to leave {} behind.".format(mkpc.get_pilot()))
            self.scene.contents.remove(mkpc)
 def t_COMBATLOOP(self, camp: gears.GearHeadCampaign):
     myteam = self.elements["_eteam"]
     if self.cetus.current_health < (self.cetus.max_health //
                                     2) or not self.cetus.is_operational():
         self.cetus.restore_all()
         pbge.alert(
             "The eye of Cetus glows brightly for a moment, and then unleashes a wave of energy."
         )
         pbge.my_state.view.play_anims(
             gears.geffects.BiotechnologyAnim(pos=self.cetus.pos))
         my_invo = pbge.effects.Invocation(
             fx=gears.geffects.DoDamage(3,
                                        6,
                                        anim=gears.geffects.DeathWaveAnim,
                                        scale=gears.scale.MechaScale,
                                        is_brutal=True),
             area=pbge.scenes.targetarea.SelfCentered(radius=5,
                                                      delay_from=-1,
                                                      exclude_middle=True))
         pbge.my_state.view.anim_list.append(
             gears.geffects.InvokeDeathWaveAnim(pos=self.cetus.pos))
         my_invo.invoke(camp, self.cetus, [
             self.cetus.pos,
         ], pbge.my_state.view.anim_list)
         pbge.my_state.view.handle_anim_sequence()
         pbge.alert(
             "Cetus rockets into the air and quickly disappears from sight."
         )
         pbge.my_state.view.play_anims(
             gears.geffects.SmokePoof(pos=self.cetus.pos),
             pbge.scenes.animobs.BlastOffAnim(model=self.cetus))
         camp.scene.contents.remove(self.cetus)
Ejemplo n.º 17
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 def unlocked_use( self, camp ):
     # Perform this waypoint's special action.
     if self.dest_scene and self.dest_entrance:
         camp.destination = self.dest_scene
         camp.entrance = self.dest_entrance
     else:
         pbge.alert("This door doesn't seem to go anywhere.")
Ejemplo n.º 18
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    def METROSCENE_ENTER(self,camp: gears.GearHeadCampaign):
        if not self.started_convo:
            npc: gears.base.Character = self.elements["NPC"]
            pbge.alert("As you enter {METROSCENE}, {NPC} pulls you aside for a private talk.".format(**self.elements))
            if npc.get_reaction_score(camp.pc, camp) > 20:
                ghcutscene.SimpleMonologueDisplay(
                    "When we started, I was suspicious of you. I didn't know what kind of person you were. But now, after all we've been through, I do know. I want you to know that I believe in you and I'm glad to be your lancemate.",
                    npc
                )(camp)
                npc.relationship.role = relationships.R_COLLEAGUE
                npc.relationship.attitude = relationships.A_FRIENDLY
                camp.dole_xp(200)
                self.proper_end_plot(camp)
            else:
                ghcutscene.SimpleMonologueDisplay(
                    "When we started, I was suspicious of you. I didn't know what kind of person you were. But now, I do know, and I no longer want anything to do with you. If we ever meet again, it will be on opposite sides of the battlefield.",
                    npc
                )(camp)
                npc.relationship.role = relationships.R_ADVERSARY
                npc.relationship.attitude = relationships.A_RESENT
                if relationships.RT_LANCEMATE in npc.relationship.tags:
                    npc.relationship.tags.remove(relationships.RT_LANCEMATE)
                plotutility.AutoLeaver(npc)(camp)
                camp.freeze(npc)
                npc.relationship.history.append(gears.relationships.Memory(
                    "I quit your lance", "you quit my lance", -10,
                    (gears.relationships.MEM_Ideological,)
                ))
                self.proper_end_plot(camp)

            self.started_convo = True
Ejemplo n.º 19
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 def get_item(self):
     pc = self.camp.pc.get_root()
     candidates = [i for i in self.scene.contents if isinstance(i,gears.base.BaseGear) and i.pos == pc.pos and pc.can_equip(i)]
     if candidates:
         i = candidates.pop()
         pc.inv_com.append(i)
         pbge.alert("{} picks up {}.".format(pc,i))
         self.camp.check_trigger("GET",i)
 def LOCALE_ENTER(self, camp: gears.GearHeadCampaign):
     if self.intro_ready and not camp.campdata.get(DDBAMO_ENCOUNTER_ZOMBOTS,
                                                   False):
         self.intro_ready = False
         camp.campdata[DDBAMO_ENCOUNTER_ZOMBOTS] = True
         pbge.alert(
             "The road ahead is blocked by hostile mecha. Ominously, your sensors cannot detect any energy readings from them, though they are clearly moving."
         )
Ejemplo n.º 21
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 def t_UPDATE(self, camp):
     if self.adv.is_completed() and not self.gave_ending_message:
         if self.adv.is_won():
             if "WIN_MESSAGE" in self.elements:
                 pbge.alert(self.elements["WIN_MESSAGE"])
         elif "LOSS_MESSAGE" in self.elements:
             pbge.alert(self.elements["LOSS_MESSAGE"])
         self.gave_ending_message = True
 def _eteam_ACTIVATETEAM(self,camp):
     if self.intro_ready:
         npc = self.elements["NPC"]
         pbge.alert("As you approach the supposed crash site, the true nature of the falling star becomes clear: it's a lone mecha, having descended to Earth with an atmospheric drop chute. And from the look of things {}'s going to need your help.".format(npc.gender.subject_pronoun))
         self.eteam_activated = True
         if not self.pilot_left:
             ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER)
             camp.fight.active.append(self.elements["SURVIVOR"])
         self.intro_ready = False
Ejemplo n.º 23
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 def _smash(self, camp: gears.GearHeadCampaign):
     pbge.alert(
         "You smash the computer until the lights stop blinking. Then you smash it a bit more just to be safe. If that doesn't take care of the zombie mecha problem, you're not sure what will.")
     self.zombots_active = False
     self.subplots["OUTENCOUNTER"].end_plot(camp)
     camp.check_trigger("WIN", self)
     BiotechDiscovery(camp, "I found an old zombot-infested biotech laboratory.",
                      "[THATS_INTERESTING] I'll get one of our hazmat recovery teams to check it out. Here is the {cash} you've earned.",
                      self.rank//2)
Ejemplo n.º 24
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 def t_START(self, camp):
     if self.intro_ready:
         myfac = self.elements.get("ENEMY_FACTION")
         if myfac:
             pbge.alert(
                 "Without warning, you are ambushed by {}!".format(myfac))
         else:
             pbge.alert("Without warning, you are ambushed by enemy mecha!")
         self.intro_ready = False
Ejemplo n.º 25
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 def start_adventure(self,camp):
     init = pbge.plots.PlotState(rank=1,elements={"ADVENTURE_EXIT":(self.elements["HOME_SCENE"],self.elements["HOME_BASE"])})
     nart = NarrativeRequest(camp,init,adv_type="TEST_ADVENTURE",plot_list=PLOT_LIST)
     if nart.story:
         nart.build()
         #nart.story.start(camp)
         camp.check_trigger('UPDATE')
     else:
         pbge.alert("Narrative build failed. Bummer.")
Ejemplo n.º 26
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 def MISSION_WIN(self,camp):
     if not self.mission_finished:
         enemy_fac = self.elements.get(dd_tarot.ME_FACTION)
         if enemy_fac:
             pbge.alert("You approach the campsite of the Lunar refugees, and see that it has been utterly destroyed by {}.".format(enemy_fac))
         else:
             pbge.alert("You approach the campsite of the Lunar refugees, and see that it has been utterly destroyed.")
         camp.check_trigger("WIN", self)
         self.mission_finished = True
Ejemplo n.º 27
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 def t_UPDATE(self, camp):
     # If the adventure has ended, get rid of it.
     if self.adventure_seed and self.adventure_seed.ended:
         if self.adventure_seed.is_won():
             pbge.alert(self.adventure_seed.data["win_message"])
             self.adventure_seed.data["win"](camp)
         else:
             pbge.alert(self.adventure_seed.data["lose_message"])
             self.adventure_seed.data["lose"](camp)
         self.adventure_seed = None
Ejemplo n.º 28
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 def start_recovery(self, camp):
     dead_names = [str(npc) for npc in camp.dead_party]
     if len(camp.dead_party) > 2:
         msg = ', '.join(dead_names[:-2]) + ', and ' + dead_names[-1]
     elif len(camp.dead_party) > 1:
         msg = ' and '.join(dead_names)
     else:
         msg = dead_names[0]
     pbge.alert('{} did not survive the last mission.'.format(msg))
     camp.dead_party = list()
 def t_ENDCOMBAT(self,camp):
     myteam = self.elements["_eteam"]
     cargoteam = self.elements["_cargoteam"]
     if len(cargoteam.get_active_members(camp)) < 1:
         self.obj.failed = True
     elif len(myteam.get_active_members(camp)) < 1:
         self.obj.win(camp,(sum([(100-c.get_percent_damage_over_health()) for c in cargoteam.get_active_members(camp)]))//self.starting_number_of_containers )
         if not self.combat_finished:
             pbge.alert("You have captured the cargo.")
             self.combat_finished = True
Ejemplo n.º 30
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 def t_ENDCOMBAT(self,camp):
     myteam = self.elements["_eteam"]
     cargoteam = self.elements["_cargoteam"]
     if len(cargoteam.get_active_members(camp)) < 1:
         self.obj.failed = True
     elif len(myteam.get_active_members(camp)) < 1:
         self.obj.win((sum([(100-c.get_total_damage_status()) for c in cargoteam.get_active_members(camp)]))//self.starting_number_of_containers )
         if not self.combat_finished:
             pbge.alert("The missing cargo has been secured.")
             self.combat_finished = True
Ejemplo n.º 31
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    def _choose_peace(self, camp: gears.GearHeadCampaign):
        self.peace_npc.relationship.reaction_mod += random.randint(1, 10)
        npc = self.elements["_commander"]
        if camp.make_skill_roll(gears.stats.Ego, gears.stats.Negotiation,
                                npc.renown):
            ghcutscene.SimpleMonologueDisplay("[CHANGE_MIND_AND_RETREAT]", npc)

            pbge.alert("Your challengers flee the battlefield.")
            self.elements["_eteam"].retreat(camp)

            camp.check_trigger("ENDCOMBAT")
Ejemplo n.º 32
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 def _shutdown(self, camp: gears.GearHeadCampaign):
     pbge.alert(
         "You activate the emergency shutdown. For the first time in nearly two hundred years, the computer powers off and comes to a rest.")
     self.zombots_active = False
     self.safe_shutdown = True
     if self.beta_full:
         self.set_collector = True
     self.subplots["OUTENCOUNTER"].end_plot(camp)
     camp.check_trigger("WIN", self)
     BiotechDiscovery(camp, "I found a PreZero lab where they were developing self-repair technology",
                      "[THATS_INTERESTING] This could be a very important discovery; I'd say it's easily worth {cash}.", self.rank+15)
 def _eteam_ACTIVATETEAM(self, camp):
     if not self.combat_entered:
         pbge.alert(
             "As you approach the supposed crash site, it becomes clear what the meteor actually was: a cargo pod dropped from low orbit. It also becomes clear who the cargo belongs to..."
         )
         npc = self.elements["_commander"]
         ghdialogue.start_conversation(camp,
                                       camp.pc,
                                       npc,
                                       cue=ghdialogue.ATTACK_STARTER)
         self.combat_entered = True
 def _eteam_ACTIVATETEAM(self, camp):
     if not self.combat_entered:
         pbge.alert(
             "As you approach the supposed crash site, it becomes clear what the meteor actually was: it's a cargo pod containing a few souped-up mecha. And the recipients of the delivery have already claimed it..."
         )
         npc = self.elements["_commander"]
         ghdialogue.start_conversation(camp,
                                       camp.pc,
                                       npc,
                                       cue=ghdialogue.ATTACK_STARTER)
         self.combat_entered = True
Ejemplo n.º 35
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 def find_clue_from_puzzleitem(self, beta, camp):
     pbge.alert("You discover evidence that {} {}.".format(self.elements[ME_PERSON], beta.elements[ME_CRIMED]))
Ejemplo n.º 36
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 def _RevealEvidence_WIN(self, camp):
     if not self.visible:
         pbge.alert(
             "You discover evidence linking {} to {}.".format(self.elements[ME_PERSON], self.elements[ME_CRIME]))
         self.memo = "You discovered evidence that {} {}.".format(self.elements[ME_PERSON], self.elements[ME_CRIMED])
         self.reveal(camp)