def available_actions(self): if self.ailment.is_suffering(): result = self.adjacent_moves() result.append(actions.ViewInventory()) result.append(actions.Attack(ailment=self.ailment)) return result else: result = self.adjacent_moves() result.append(actions.ViewInventory()) return result
def available_actions(self): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.UsePP()) return moves
def battle(self, player): while self.fight: self.displayBattle(self.wildPokemon) self.displayBattle(self.currentPokemon) input() util.getActions( [ actions.Run(tile=self), actions.Attack(wildPokemon=self.wildPokemon), actions.ViewInventory(), ], ["Leave battle", "Select Attacks", "View Inventory"], player, ) input() enemyAttack = self.wildPokemon.getHighestAttack() self.currentPokemon.hp -= enemyAttack.damage print(f"\n{self.wildPokemon.name} used {enemyAttack.name}!") if self.wildPokemon.hp <= 0: print(f"Enemy {self.wildPokemon.name} fainted!") self.fight = False elif self.currentPokemon.hp <= 0: print(f"oh no {self.currentPokemon.name} fainted!") player.hp = 0 self.fight = False
def available_actions(self): """Returns all of the available actions in this room.""" """The standardly used moves are the movement keys and looking at the player's inventory""" moves = self.adjacent_moves() moves.append(actions.ViewInventory()) return moves
def available_actions(self): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Heal()) if self.item.available: moves.append(actions.Search(item = self.item, text = self.itemText)) return moves
def available_actions(self): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Heal()) if (len(self.inventory) > 0): moves.append(actions.Buy(inventory=self.inventory)) return moves
def available_actions(self): """Returns all of the available actions in this room.""" moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.SaveAndExit()) return moves
def available_actions(self): if self.enemy.is_alive(): return [actions.Attack(enemy=self.enemy)] else: moves = self.adjacent_moves() moves.append(actions.ViewInventory()) return moves
def available_actions(self): """ Returns all of the available actions on current tile """ moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.QuitGame()) return moves
def available_actions(self): """Returns all of the available actions in this room.""" pos_actions = self.adjacent_moves() pos_actions.append(actions.DrinkRhum()) pos_actions.append(actions.ViewInventory()) # pos_actions.append(actions.ViewMap(world.world_map)) return pos_actions
def available_actions(self, player): #Returns all of the available actions in this room moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.ViewCurrency()) if player.has_potion(): moves.append(actions.UsePotion()) return moves
def other_moves(self): """Returns all other moves""" moves = [] moves.append(actions.Look(self)) moves.append(actions.ViewInventory()) moves.append(actions.ViewStats()) moves.append(actions.GodMode()) return moves
def available_actions(self): """Returns all of the available actions in this room.""" moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.DescribeItem()) # moves.append(actions.DescribeAnItem(item=item)) return moves
def available_actions(self): """ Returns all available actions in the room. """ moves = self.possible_moves() moves.append(actions.ViewInventory()) return moves
def available_actions(self): """Returns all of the available actions in this room.""" moves = self.adjacent_moves() moves.append(actions.Heal()) moves.append(actions.CheckStats()) moves.append(actions.ViewInventory()) moves.append(actions.CheckMap()) return moves
def available_actions(self): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Heal()) moves.append(actions.LookAround()) moves.append(actions.Status()) moves.append(actions.CraftMenu()) return moves
def available_actions(self, player): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.ViewCurrency()) if player.has_potion(): moves.append(actions.UsePotion()) moves.append(actions.EnterShop()) return moves
def available_actions(self, the_player): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Use(tile=self)) moves.append(actions.Quit()) if the_player.fsm: moves.extend(self.devcommands(the_player)) return moves
def available_actions(self, player): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.ViewCurrency()) if player.has_potion(): moves.append(actions.UsePotion()) if self.item.takeable: moves.append(actions.Take(item=self.item)) return moves
def available_actions(self, player): """Returns all of the available actions in this room.""" moves = self.adjacent_moves() if player.has_state("first_note"): moves.append(actions.ViewFirstNote()) if player.has_state("second_note"): moves.append(actions.ViewSecondNote()) if player.has_state("third_note"): moves.append(actions.ViewThirdNote()) moves.append(actions.ViewInventory()) return moves
def available_actions(self): if self.enemy.is_alive(): return [actions.Flee(tile=self), actions.Attack(enemy=self.enemy), actions.Rest(), actions.Save()] else: moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Rest()) moves.append(actions.RestFull()) moves.append(actions.ViewStats()) moves.append(actions.Save()) return moves
def available_actions(self): """Returns all of the available actions in this room.""" moves = [actions.MoveSouth()]#Can always go back south if self.gotBox: # Door unlocked moves.append(actions.MoveNorth())#North to boss moves.append(actions.ViewInventory()) moves.append(actions.Equip()) return moves
def available_actions(self): if self.enemy.is_alive(): return [ actions.Flee(tile=self), actions.Attack(enemy=self.enemy), actions.ViewInventory(), actions.CheckStats(), actions.CheckMap(), actions.Heal() ] else: return self.adjacent_moves()
def availableActions(self): moves = self.adjacentMoves() list = [ actions.ViewInventory(), actions.CallHelp(), actions.ViewSanity(), actions.UseItem(None), actions.UseItemTarget(None, None), actions.PickupItem(None) ] moves.extend(list) return moves
def available_actions(self,player): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.CheckHP()) moves.append(actions.EquipWep()) if player.Potion_Of_Life: moves.append(actions.Undead()) if player.HealingPotions > 0: moves.append(actions.Heal()) if player.beer > 0: moves.append(actions.Drink()) return moves
def available_actions(self, player): if self.enemy.is_alive(): moves = [actions.Flee(tile=self), actions.Attack(enemy=self.enemy)] if player.has_potion(): moves.append(actions.UsePotion()) return moves else: moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.ViewCurrency()) if player.has_potion(): moves.append(actions.UsePotion()) return moves
def availableActions(self): moves = self.adjacentMoves() #list the possible extra moves aside from movement list = [ actions.ViewInventory(), actions.CallHelp(), actions.ViewSanity(), actions.UseItem(None), actions.UseItemTarget(None, None), actions.PickupItem(None) ] moves.extend(list) return moves
def available_actions(self, the_player): if self.enemy.is_alive() and self.enemy.aggro: moves = [] moves.append(actions.ViewInventory()) moves.append(actions.Use(tile=self)) moves.append(actions.Flee(tile=self)) moves.append(actions.Attack(enemy=self.enemy)) moves.append(actions.Talk(tile=self, enemy=self.enemy)) moves.append(actions.Quit()) if the_player.fsm: moves.extend(self.devcommands(the_player)) return moves elif self.enemy.is_alive() and not self.enemy.aggro: moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Use(tile=self)) moves.append(actions.Quit()) moves.append(actions.Attack(enemy=self.enemy)) moves.append(actions.Talk(tile=self, enemy=self.enemy)) if the_player.fsm: moves.extend(self.devcommands(the_player)) return moves else: moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.Use(tile=self)) moves.append(actions.Quit()) if len(self.item) != 0: moves.append(actions.Grab(tile=self)) if the_player.fsm: moves.extend(self.devcommands(the_player)) return moves
def generic_moves(self, player): """Returns the standard moves that are available in every room. These include: -movement options -choosing weapons -viewing inventory -using potions -looking around at objects in room Args: player: an instance of the player class Returns: moves: dictionary mapping nouns to the verbs that can be applied to them. avail_actions: a list of actions from actions.py descriptors: dictionary mapping nouns to their respective descriptors allow adjectives in commands """ moves = dict() # the verbs associated with each noun descriptors = dict() # the adjectives associated with each noun avail_actions = [] # the availble actions from actions.py # determine the possible moves to other tiles (ie, move west) if world.tile_exists(self.x + 1, self.y): moves, avail_actions = self.update(moves, avail_actions, actions.MoveEast()) if world.tile_exists(self.x - 1, self.y): moves, avail_actions = self.update(moves, avail_actions, actions.MoveWest()) if world.tile_exists(self.x, self.y - 1): moves, avail_actions = self.update(moves, avail_actions, actions.MoveNorth()) if world.tile_exists(self.x, self.y + 1): moves, avail_actions = self.update(moves, avail_actions, actions.MoveSouth()) # look at inventory moves, avail_actions = self.update(moves, avail_actions, actions.ViewInventory()) for potion in player.available_potions(): moves, avail_actions = self.update(moves, avail_actions, actions.UsePotion(potion=potion, tile=self, enemy=None)) # choose or change weapon moves, avail_actions = self.update(moves, avail_actions, actions.ChangeWeapon()) moves, avail_actions = self.update(moves, avail_actions, actions.Look(noun=None, tile=self)) for item in self.look_at: moves, avail_actions = self.update(moves, avail_actions, actions.Look(noun=item, tile=self)) descriptors[item] = self.look_at[item] return moves, avail_actions, descriptors
def available_actions(self): """Returns all of the available actions in this room.""" moves = self.adjacent_moves() moves.append(actions.ListCommands()) moves.append(actions.ViewInventory()) moves.append(actions.Look()) moves.append(actions.View()) moves.append(actions.Equip()) moves.append(actions.Take()) moves.append(actions.Use()) moves.append(actions.Search()) moves.append(actions.Menu()) moves.append(actions.Save()) moves.append(actions.ViewMap()) return moves