Example #1
0
    def _onStateChanged(self, state):

        if state == self.Running:
            running_animations.append(self)

            if self.dic.get('__reparent'):
                self.dic['__old_parent'] = self.widget.parentItem()
                self.widget.setParentItem(self.dic['__reparent'])

        elif state == self.Stopped:

            try:
                attr = getattr(self.dic['widget'], 'set' + str(self.propertyName()).capitalize())
            except RuntimeError:
                logger.ddebug('runtime error for {}'.format(self))
                #FUCKIT
                return

            attr(self.__new)
            self.__new = None
            if self.dic.get('__reparent'):
                self.widget.setParentItem(self.dic['__old_parent'])
                self.dic.pop('__reparent')
                self.dic.pop('__old_parent')
            running_animations.remove(self)
Example #2
0
    def on_spell_teleportation(self, spell, tile, being, attacker):

        logger.ddebug('{} teleported to {}'.format(spell.target.being, spell.target))
        if self.player_can_see(tile):
            self.events['being_became_invisible'].emit(spell.target.being.guid)
        if self.player_can_see(spell.target):
            self.events['being_became_visible'].emit(spell.target.idx, spell.target.being.view())
Example #3
0
    def _take_damage(self, attackee, attacker, damage):

        if attacker:
            logger.ddebug('{ar.You} {ar.inflict} {hp} hit points of damage on {ae.your_self}.'.format(
                ar=attacker.words, ae=attackee.words, hp=damage))
        else:
            logger.ddebug('{hp} hit points of damage is inflected on {ae.your_self}.'.format(ae=attackee.words, hp=damage))
        attackee.hit_points -= damage
        if attackee.is_dead:
            self.controller.die(attackee, attacker)
Example #4
0
    def zap(self, being, wand, direction):
        
        if wand.charges < 1:
            logger.msg_info('{You} cannot zap a wand without charges.'.format(**being.words_dict))
            return False
        wand.item.charges -= 1

        tile = self.game.level.tile_for(being)
        spell = wand.spell
        first = True

        # if its ray we now know it.
        if not wand.item.known and wand.kind.bounce:
            wand.item.known = True

        # if we have a ray or a beam
        if wand.kind.ray_dice:
            length = wand.kind.ray_dice.roll()
            while length > 0:
                tiles = self.game.level.get_ray(tile, direction, length+1, all_types=wand.item.can_tunnel)
                if first:
                    tiles = tiles[1:]
                length -= len(tiles)
                self.events['wand_zapped'].emit(spell.view(), [t.idx for t in tiles], direction)

                for t in tiles:
                    logger.ddebug('A {} passes through {}.'.format(wand.item.zap, t))
                    other = tile.being
                    if spell.damage and t.being:
                        if self.player_can_see(t):
                            logger.msg_warn("The {zap} hits {you}.".format(zap=wand.item.zap, **t.being.words_dict))
                        else:
                            logger.ddebug("The (unseen) {zap} hits {you}.".format(zap=wand.item.zap, **t.being.words_dict))
                        if self.combat_arena.spell_attack(tile, t, spell):
                            wand.item.known = True

                    if spell.method and spell.handle(self.game, t):
                        wand.item.known = True
                        logger.msg_warn('The wand {} {}.'.format(spell.verb.she, t.being))
                        self.handle_spell(spell, t, other, tile.being)

                # if the wand does not bounce or the tiletype does not bouce then stop
                if not (tiles[-1].tiletype.bounce and wand.kind.bounce):
                    break
                direction = direction.bounce(tiles[-1].tiletype.bounce)
                tile = self.game.level.adjacent_tile(tiles[-1], direction)
                first = False
        elif spell.method and spell.handle(self.game, tile):
            wand.item.known = True
            self.handle_spell(spell, tile, being)

        if not being.is_dead:
            self.turn_done(being)
        return True
Example #5
0
    def spell_attack(self, subject, target, spell):

        attackee = target.being
        attacker = subject.being

        if attacker:
            logger.ddebug('{} casting {} on {}.'.format(attacker.words.You_are, spell, attackee.words.your_self))
        else:
            logger.ddebug('{} is cast upon {}.'.format(str(spell).capitalize(), attackee.words.your_self))

        if [c for c in attackee.conditions if c.spell_resistance == spell.name]:
            logger.msg_info('{} resits the {} spell.'.format(attackee.words.You, spell.name))
            self.controller.events['being_spell_resistance'].emit(target.idx, attackee.guid, spell.view())
        else:
            damage = spell.damage.roll()
            logger.msg_debug("The {} spell does {} damage on {}".format(spell.name, damage, attackee))
            self.controller.events['being_spell_damage'].emit(target.idx, attackee.guid, spell.view())
            self._take_damage(attackee, attacker, damage)

        return True
Example #6
0
    def die(self, being, attacker=None):

        t = self.game.level.tile_for(being)

        if attacker:
            attacker.experience += int(being.value)

        if self.player_can_see(t):
            if attacker:
                target = being.words.your_self if being is attacker else being.words.you
                logger.msg_fatal('{ar.You} {ar.kill} {target}!'.format(ar=attacker.words, target=target))
            else:
                logger.msg_fatal('{You_are} killed!'.format(**being.words_dict))
        else:
            logger.ddebug('An unseen {} dies!'.format(being))

        self.game.level.kill_being(being)

        if being.has_been_seen:
            self.events['being_died'].emit(t.idx, being.guid)
        if self.game.player is being:
            self.game.die()
        return True
Example #7
0
    def turn_done(self, being):
        if being.is_dead:
            return False

        player = self.game.player
        vision = player.vision

        if being is player:
            self.game.turn_done()

            changed = [t for t in self.game.level.values() if vision.has_changed(t)]
            if changed:
                self.events['tiles_changed_state'].emit([t.view(player) for t in changed])

            for tile in [t for t in changed if t.being]:
                if self.player_can_see(tile):
                    logger.ddebug('!!! {} became visible on {}.'.format(tile.being.words.You, tile))
                    self.events['being_became_visible'].emit(tile.idx, tile.being.view())
                    tile.being.has_been_seen = True
                else:
                    logger.ddebug('!!! {} became invisible on {}.'.format(tile.being.words.You, tile))
                    self.events['being_became_invisible'].emit(tile.being.guid)
        return True
Example #8
0
    def move(self, subject, target):

        if not target:
            logger.msg_impossible("There is no tile for {you} to move there.".format(**subject.being.words_dict))
            return False
        elif target.being:
            logger.msg_impossible("{You} cannot move into a square with a monster!".format(**subject.being.words_dict))
            return False
        elif not target.tiletype.is_open:
            logger.msg_impossible("{You} cannot move through {tiletype}.".format(tiletype=target.tiletype, **subject.being.words_dict))
            return False

        being = subject.being
        self.game.level.move_being(subject, target)
        target_seen = self.player_can_see(target)
        subject_seen = self.player_can_see(subject)

        # if we are the player we always know about it
        if being.is_player:

            if not target.inventory:
                logger.debug('{You} {move} to {}.'.format(target, **being.words_dict))
            else:
                logger.msg_info('{You_are} standing on {}.'.format(target.inventory, **being.words_dict))
            self.events['being_moved'].emit(subject.idx, target.idx, being.guid, being.direction)

        # else if a monster just walked out of the dark
        elif target_seen and not subject_seen:
            logger.ddebug('{} came out of the dark onto {}.'.format(being.words.You, target))
            self.events['being_became_visible'].emit(subject.idx, being.view())
            self.events['being_moved'].emit(subject.idx, target.idx, being.guid, being.direction)
            being.has_been_seen = True

        # else if a monster just walked into the dark
        elif subject_seen and not target_seen:
            logger.ddebug('{} went into the dark onto {}.'.format(being.words.You, target))
            self.events['being_moved'].emit(subject.idx, target.idx, being.guid, being.direction)
            self.events['being_became_invisible'].emit(being.guid)

        # else if we watched the monster move
        elif subject_seen and target_seen:
            logger.ddebug('The player watched {} move onto {}.'.format(target.being, target))
            self.events['being_moved'].emit(subject.idx, target.idx, being.guid, being.direction)
        else:
            logger.ddebug('{} moved to {}, but the player did not see it.'.format(target.being.words.You, target))
        self.turn_done(target.being)
        return True
Example #9
0
 def _onBeingAdded(self, widget):
     self._beings[widget['guid']] = widget
     logger.ddebug('Adding {} to being dic.'.format(widget))