Example #1
0
def spacePort(player):
    new_enemy = newEnemy()
    print("""You head down to the Space Port.

Location: Space Port

\"What do you think you're doing here?\" asks a {0.name}
as he pulls out a laser rifle.
""".format(new_enemy))
    battle(player, new_enemy)
Example #2
0
def spaceBar(player):
    new_enemy = newEnemy()
    print("""You head over to the Space Bar.

Location: Space Bar

Walking into the bar you find a fight going on. A {0.name}
pulls out a laser rifle and points it at you.
""".format(new_enemy))
    battle(player, new_enemy)
Example #3
0
def restaurant(player):
    new_enemy = newEnemy()
    print("""You head up to a local restaurant.

Location: Restaurant

A bunch of species clamor for deals.  Stepping in,
you bump into one.  \"You're not getting out of here
alive.\" says a {0.name}, pulling out
a force knife.
""".format(new_enemy))
    battle(player, new_enemy)
Example #4
0
def corridor(player):
    new_enemy = newEnemy()
    print("""As you head back to the bar, you notice someone
following you.

Location: Corridor

You stop and turn, asking him what he is doing?
\"I'm robbing you, but you'll probably end up dead,\"
says the {0.name}, Needler in his hand.
""".format(new_enemy))
    battle(player, new_enemy)
Example #5
0
def main():
    global p_eqArmor
    global p_eqWeapon
    runtime = 1

    while runtime == 1:

        choice = input("Commands Test: >> ").lower()
        print("")
        commands(choice)

    if runtime == 2:
        battle()
Example #6
0
    def addBattle(self,
                  battle_id,
                  battle_type,
                  natType,
                  founder,
                  host_ip,
                  port,
                  maxplayers,
                  password,
                  rank,
                  mapname,
                  name,
                  mod,
                  lan=False):
        exists = False

        host = self.userFromName(founder)
        if host == None:
            print "Couldn't find ", founder
            return False

        #does this battle already exist? if so, do not add it again!
        for x in self.battleList:
            if x.server_id == int(battle_id):
                x.name = name
                x.host = host
                x.host_ip = host_ip
                x.port = int(port)
                x.battle_type = int(battle_type)
                x.natType = int(natType)
                x.maxplayers = int(maxplayers)
                x.passworded = bool(int(password))
                x.rank = int(rank)
                x.mapName = mapname
                x.modName = mod
                x.lan = lan
                print "Battle ", x.server_id, "'s fields were updated!"
                exists = True

        if not exists:
            self.battleList.append(
                battle(self.parent_window, self, int(battle_id),
                       int(battle_type), int(natType),
                       host, host_ip, int(port), int(maxplayers),
                       bool(int(password)), rank, mapname, name, mod, lan))

        index = self.indexFromBattleId(int(battle_id))
        if index == -1:
            return False
        self.battleList[index].Id = index

        # Update the list display (set more elements, and sort which also refreshes)
        #self.parent_window.list_lobby_1_games.SetItemCount(len(self.battleList))

        self.parent_window.list_lobby_1_games.InsertImageItem(
            index, self.battleList[index].passworded_int)
        self.parent_window.list_lobby_1_games.Sort()
        return True
Example #7
0
def main(first_time):
    """
    Runs the main game functions, such as movement and geospatial location of the player, and checks for battle probability.
    """

    print("\nNow, what would you like to do?")
    time.sleep(1)
    movement = input(
        "\nMove forward (f), backward (b), leftward(l), or rightward(r): "
    ).lower()
    paces = random.randint(4, 10)
    moved = True

    if players_pokemon.max_hp > players_pokemon.hp:
        players_pokemon.hp += paces

        if players_pokemon.hp > players_pokemon.max_hp:
            players_pokemon.hp = players_pokemon.max_hp

    if movement in 'f':
        moved = player.assess_geospace(1, paces)
    elif movement in 'b':
        moved = player.assess_geospace(1, paces / -1)
    elif movement in 'l':
        moved = player.assess_geospace(0, paces / -1)
    elif movement in 'r':
        moved = player.assess_geospace(0, paces)
    else:
        print("Invalid entry. Try again.\n")
        time.sleep(1)
        return

    time.sleep(1)

    if moved:
        if assess_encounter_probability(paces, first_time):
            battle()

    return
Example #8
0
def encounter(character):
    """
    Encounter an enemy
    :param character:
    :return:
    """
    location = character["location"]
    locations = process_json("locations.json")
    enemies = process_json("enemies.json")

    curr_location = locations["locations"][location]
    location_enemies = list(curr_location["enemies"].keys())
    location_rates = list(curr_location["enemies"].values())

    max_rate = 0
    for item in location_rates:
        max_rate += item

    if max_rate != 1 and max_rate > 0:
        none_rate = 1 - max_rate
        location_rates.append(none_rate)
        location_enemies.append("none")

    if len(location_enemies) > 0:
        print("You look around for enemies...")
        choice = numpy.random.choice(location_enemies, 1, location_rates)
        if choice[0] != "none":
            print("###########################")
            print("##########BATTLE###########")
            print("###########################")
            print(choice[0] + " wants to fight")
            enemy = enemies["enemies"][choice[0]]
            battle(character, enemy)
        else:
            print("No enemies were found")
    else:
        print("There are no enemies in this area.")
    def attacks(self, victim):
	
	if battle(self, victim):
	    if victim.player is not None: #this was occupied by some player, that player must reliquish control
		victim.player.relinqishControl(victim)
	    victim.belongsTo(self.player)
            pygame.mixer.music.load('SoundEffects/March.wav')
	    pygame.mixer.music.play(0) 
	    victim.army = self.army
            self.army = 0
	    victim.color_surface()
            victim.updateTroopDisplay()
	    self.updateTroopDisplay()
	else:
	    victim.updateTroopDisplay()
	    self.updateTroopDisplay()
Example #10
0
    def addBattle(self, battle_id, battle_type, natType, founder, host_ip, port, maxplayers, password, rank, mapname, name, mod, lan=False):
        exists = False
        
        host = self.userFromName(founder)
        if host == None:
            print "Couldn't find ", founder
            return False
            
        #does this battle already exist? if so, do not add it again!
        for x in self.battleList:
            if x.server_id == int(battle_id):
                x.name = name
                x.host = host
                x.host_ip = host_ip
                x.port = int(port)
                x.battle_type = int(battle_type)
                x.natType = int(natType)
                x.maxplayers = int(maxplayers)
                x.passworded = bool(int(password))
                x.rank = int(rank)
                x.mapName = mapname
                x.modName = mod
                x.lan = lan
                print "Battle ", x.server_id, "'s fields were updated!"
                exists = True
                
        if not exists:
            self.battleList.append(battle(self.parent_window, self, int(battle_id), int(battle_type), int(natType), host, host_ip, int(port), int(maxplayers), bool(int(password)), rank, mapname, name, mod, lan))

        index = self.indexFromBattleId(int(battle_id))
        if index == -1:
            return False
        self.battleList[index].Id = index  
        
        # Update the list display (set more elements, and sort which also refreshes)
        #self.parent_window.list_lobby_1_games.SetItemCount(len(self.battleList))

        self.parent_window.list_lobby_1_games.InsertImageItem(index, self.battleList[index].passworded_int)

        self.parent_window.list_lobby_1_games.Sort()
            
        return True
Example #11
0
import tree


# Create a knight
sir_cumstance = generateKnightStats()

# Tell us about him
print "Sir Cumstance is ", statsToString(sir_cumstance)

# Have an adventure
print "he was exploring the glade and meet an evil wizard, who atacked..."

# With a battle
# Python note: The * notation is unpacking e.g.
#  battle(*sir_cumstance) = battle(sir_cumstance[0], sir_cumstance[1], sir_cumstance[2], sir_cumstance[3])
result = battle(*sir_cumstance)
print "the result is..."
print battleResultToText(result)

# Have 100 battles to collect some data to learn from
knightStats, battleResults = haveSomeBattles(1000)
i = 4
print "One of the battles (number %s) was %s resulting in %s" %(i, statsToString(knightStats[i]), battleResultToText(battleResults[i]))
print "%s%% of battles won" % (100*sum(battleResults)/len(battleResults))



# Create a decision tree by learning from the battle data
battleTree = tree.makeTree(knightStats, battleResults, 4)

# We can experiment with different tree depths, this can lead to over fitting the data,
Example #12
0
import pprint
import tree

# Create a knight
sir_cumstance = generateKnightStats()

# Tell us about him
print "Sir Cumstance is ", statsToString(sir_cumstance)

# Have an adventure
print "he was exploring the glade and meet an evil wizard, who atacked..."

# With a battle
# Python note: The * notation is unpacking e.g.
#  battle(*sir_cumstance) = battle(sir_cumstance[0], sir_cumstance[1], sir_cumstance[2], sir_cumstance[3])
result = battle(*sir_cumstance)
print "the result is..."
print battleResultToText(result)

# Have 100 battles to collect some data to learn from
knightStats, battleResults = haveSomeBattles(1000)
i = 4
print "One of the battles (number %s) was %s resulting in %s" % (
    i, statsToString(knightStats[i]), battleResultToText(battleResults[i]))
print "%s%% of battles won" % (100 * sum(battleResults) / len(battleResults))

# Create a decision tree by learning from the battle data
battleTree = tree.makeTree(knightStats, battleResults, 4)

# We can experiment with different tree depths, this can lead to over fitting the data,
# especially if we have a small data set.
Example #13
0
from alchemy import *
from battle import *
from userinput import *
from locations import *
from windows import *

loadMap("world.txt")
MakeMiniMap()
placeingredients()
print "PYGAME GAME BY CASEY YARDLEY"
clock = pygame.time.Clock()
var.cx = 17 * var.tilepix
var.cy = 20 * var.tilepix
while var.run == True:
    pygame.display.set_caption("PYGAME GAME")
    # User Input
    myEvents()
    movement()
    userInKey()
    var.imouse = MouseItems()
    DropPickItems()
    # Actions
    togMiniMap()
    alchemy()
    battle()
    towns()
    # Windows
    windowAll()
    pygame.display.flip()
    clock.tick(40)
Example #14
0
def go_to(character):
    """
    Travel to an adjacent location
    :param character:
    :return:
    """
    locations = process_json("locations.json")
    old_location = character["location"]
    accesses = character["access"]
    loc_list = locations["locations"][old_location]["adjacent"]
    enemies = process_json("enemies.json")
    while True:
        print(', '.join(loc_list))
        new_location = input("Choose a location (q to quit): ")
        for loc in locations["xref"]:
            if loc.startswith(new_location):
                new_location = loc
                break

        if "Recall" in character[
                "skills"] and new_location not in loc_list and new_location == "Starterville":
            if character["mp"] > 10:
                character["location"] = new_location
                character["mp"] -= 10
                print("You are now in " + new_location)
                print("You used 10 mana")
                break
            else:
                print("You do not have enough mana for Recall!")
                break

        if new_location in loc_list:
            if new_location not in accesses and len(
                    list(locations["locations"][new_location]
                         ["enemies"].keys())) > 0:
                print("You do not have access to this location!")
                while True:
                    challenge = input(
                        "Would you like to attempt clear this location?(y/n): "
                    )
                    if challenge == "y":
                        location_enemies = list(
                            locations["locations"][new_location]
                            ["enemies"].keys())
                        if len(location_enemies) > 0:
                            for i in range(0, 5):
                                if len(location_enemies) != 1:
                                    random = numpy.random.randint(
                                        0,
                                        len(location_enemies) - 1)
                                    enemy = enemies["enemies"][
                                        location_enemies[random]]
                                else:
                                    enemy = enemies["enemies"][
                                        location_enemies[0]]

                                if character["hp"] > 0:
                                    battle(character, enemy)
                                else:
                                    print("You were defeated!")
                                    break
                            if character["hp"] > 0:
                                print("You defeated the gauntlet")
                                print("You now have access to this location!")
                                accesses.append(new_location)
                                break
                    elif challenge == "n":
                        break

            if old_location in locations["locations"][new_location][
                    "adjacent"]:
                if new_location in accesses or len(
                        list(locations["locations"][new_location]
                             ["enemies"].keys())) == 0:
                    character["location"] = new_location
                    print("You are now in " + new_location)
                    break
            else:
                print("You can not go back the same way!")
                while True:
                    cont = input("Continue?(y/n): ")
                    if cont == "y":
                        character["location"] = new_location
                        print("You are now in " + new_location)
                        break
                    elif cont == "n":
                        break
                    else:
                        print("Invalid option!")
                    break
        elif new_location == "q":
            break
        else:
            print("Invalid location, please try again")
Example #15
0
            if self.attack_start.collidepoint(event.pos):
                print("attack_start was pressed")
                print(self.damage["atk_hp"], self.damage["def_hp"])
                self._finish()

            if self.command_mind.collidepoint(event.pos):
                print("command_of_mind was pressed")

    def displayupdate(self):
        pygame.display.update()

if __name__ == '__main__':
    atk = {"name":"name", "hit": 400, "avoid": 300, "geo": 1.1, "map_geo": 1.1,
           "HP": 4500, "EN": 200, "ARMOR": 1450, "MOBILE": 120,
           "weapon":"w_name", "w_atk": 3500, "w_hit": 30, "w_geo": 1.0,
           "counter": False
           }

    _def = {"name":"name", "hit": 300, "avoid": 300, "geo": 1.1, "map_geo": 1.1,
            "HP": 4500, "EN": 200, "ARMOR": 1450, "MOBILE": 120,
            "weapon":"w_name", "w_atk": 3500, "w_hit": 30, "w_geo": 1.0,
            "counter": True
            }

    battle = battle.Battle()
    result_damage = battle(atk, _def)
    # {atk_hp, def_hp, atk_hit, def_hit}

    disp = DisplayWindow(atk, _def, result_damage)
    disp()
Example #16
0
#!/usr/bin/env python3
from intro import intro
from choose1 import prebattle
from battle import *

rival_name = intro()

answer = 'y'
while (answer == 'y'):
	chosen_Pokemon = prebattle(rival_name)
	battle([chosen_Pokemon[0]], rival_name, [chosen_Pokemon[1]])
	answer = input("\nWould you like to battle again? ('y' or 'n') ")
	while (answer != 'n' and answer != 'y'):
		answer = input("That's not a valid answer. Would you like to battle again? ('y' or 'n') ")

print("\nThanks for playing!")
Example #17
0
    if kills == 1:
        print("You killed {0}  mob.".format(kills))
    else:
        print("You killed {0}  mobs.".format(kills))


# Start of Game
new_enemy = newEnemy()
showIntro(new_enemy)
tempCash = int(random.randint(1, 25) + 75) + 200
# Creates New Player
# (block, health, maxhealth, defense, kills, biocort, cash, exp, seu, seutotal, weapondmg, weapontype, clips, healtimes, level, nextlevel):
# weapontype: 1 = pistol / 2 = rifle
new_player = Player(0, 100, 100, 35, 0, 2, tempCash, 0, 3, 10, "laser pistol",
                    30, 1, 5, 0, 1, 100)
battle(new_player, new_enemy)
if new_player.health <= 0:
    endGame(new_player.kills)
    gameState = 0
else:
    new_player.kills += 1
    new_player.healtimes = 0
    gameState = 1

oldInput = "1"

# Game Loop
while gameState:
    # After Returning To Main Game Loop, Print Out One Of These
    if oldInput == "1":
        print("Dusting yourself off, you decide where to go.")
Example #18
0
player.statsRefresh()
area1 = area('A',1,area1mobs)
area2 = area('B',1,area2mobs)
area3 = area('C',1,area3mobs)
area4 = area('Home',0,None)
areaIndex = [area1, area2, area3, area4]
currentArea = area4

print('Welcome to RPG v0.2')
while player.alive():
	newArea = mainMenu(areaIndex,currentArea)
	currentArea = newArea
	print currentArea.name
	print currentArea.flag
	if area.checkAreaType(currentArea):
		mob = currentArea.generateMonster()
		battle(player,mob)
		
'''starter = raw_input('Where would you like to go?')
goto(starter)'''
'''
while True:
	battle(player,poring)
	poring = monster('Poring',1,[4,4,4,4,4,4],50)

'''