Example #1
0
def prompt(player, room):
    """
    Desc: Main game prompt.
    Called by: main game loop

    Notes:
    returns either a room or None. If returning None, all necessary actions are taken within the called function.
    """
    command = None
    while not command:
        commandFull = raw_input(player.showHP() + ">")
        parts = commandFull.lower().split(' ')
        command = parts[0]
        args = parts[1:]
    if command in ('1','2','3','4','enter'):
        if command in ('1','2','3','4'):
            command = int(command)
            #this seems hacky, but actions are classes and must return themselves. Making the new room a variable of the action instance allows it to return a room.
            return actions.enter(command, room, player).newRoom
        elif command == "enter":
            try:
                args = int(args)
                return actions.enter(args, room, player).newRoom
            except:
                print "That is not a valid door."
    elif command == 'help':
        #need to extend this to look at other commands
        gamehelp = actions.ghelp()
        print gamehelp.helpTxt
        return None
    elif command in ('l', 'look'):
        action = actions.look(room)
        return None
    elif command in ('quit', 'exit'):
        action = actions.quit(player)
        return None
    elif command in ('stat','stats','status'):
        action = actions.status(player)
        return None
    else:
        return None
Example #2
0
def prompt(player, room):
    """
    Desc: Main game prompt.
    Called by: main game loop

    Notes:
    returns either a room or None. If returning None, all necessary actions are taken within the called function.
    """
    command = None
    while not command:
        commandFull = raw_input(player.showHP() + ">")
        parts = commandFull.lower().split(' ')
        command = parts[0]
        args = parts[1:]
    if command in ('1', '2', '3', '4', 'enter'):
        if command in ('1', '2', '3', '4'):
            command = int(command)
            #this seems hacky, but actions are classes and must return themselves. Making the new room a variable of the action instance allows it to return a room.
            return actions.enter(command, room, player).newRoom
        elif command == "enter":
            try:
                args = int(args)
                return actions.enter(args, room, player).newRoom
            except:
                print "That is not a valid door."
    elif command == 'help':
        #need to extend this to look at other commands
        gamehelp = actions.ghelp()
        print gamehelp.helpTxt
        return None
    elif command in ('l', 'look'):
        action = actions.look(room)
        return None
    elif command in ('quit', 'exit'):
        action = actions.quit(player)
        return None
    elif command in ('stat', 'stats', 'status'):
        action = actions.status(player)
        return None
    else:
        return None
Example #3
0
def basePrompt(player, room):
    """
    Desc: Main game prompt.
    Called by: main game loop
    Notes:
    returns either a room or None. If returning None, all necessary actions are taken within the called function.
    """
    command = None
    while not command:
        commandFull = raw_input(player.showHP() + ">")
        parts = commandFull.lower().split(" ")
        command = parts[0]
        args = parts[1:]
    if command in ("1","2","3","4","enter"):
        if command in ("1","2","3","4"):
            command = int(command)
            return actions.enter(command, room, player)
        elif command == "enter":
            try:
                args = int(args)
                return actions.enter(args, room, player)
            except:
                print "That is not a valid door."
    elif command == "help":
        #need to extend this to look at other commands
        if len(args) == 0:
            actions.ghelp()
        else:
            actions.ghelp(args[0])
        return
    elif command in ("l", "look"):
        if len(args) == 0:
            actions.look(room)
        else:
            actions.examine(player, args[0])
        return
    elif command in ("quit", "exit"):
        actions.quit(player)
        return
    elif command in ("stat","stats","status"):
        actions.status(player)
        return
    elif command == "use":
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.use(player, args[0])
        return
    elif command in ("i", "inv", "inven", "inventory"):
        actions.inventory(player)
        return
    elif command in ("e", "eq", "equip"):
        if len(args) == 0:
            actions.worn(player)
        else:
            actions.equipCommand(player, args[0])
        return
    elif command == "worn":
        actions.worn(player)
        return
    elif command in ("un", "une", "uneq", "unequip"):
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.unequipCommand(player, args[0])
        return
    elif command == "get":
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.get(player, room, args[0])
    elif command == "drop":
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.drop(player, room, args[0])
    elif command in ("ex", "exam", "examine"):
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.examine(player, args[0])
    elif command == "set":
        if len(args) == 0:
            actions.set(player)
        elif len(args) == 1:
            print "Set command requires a hotkey and a skill.\n"
        elif len(args) == 2:
            actions.set(player, args[0], args[1])
        else:
            actions.set(player, args[0], args[1], args[2])
    else:
        return