def _wear(self, index): item = self.being.inventory.could_wear()[index] self.being.inventory.wear(item) self.controller.turn_done(self.being) logger.msg_info("{You} are now wearing {}.".format(item, **self.being.words_dict)) return True
def _remove_using(self, index): item = self.being.inventory.wearing[index] self.being.inventory.take_off(item) self.controller.turn_done(self.being) logger.msg_info("{You} took off {}.".format(item, **self.being.words_dict)) return True
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
def drop_item(self, being): if not being.inventory: return False tile = self.game.level.tile_for(being) item = being.inventory.pop() tile.inventory.append(item) self.events['tile_inventory_changed'].emit(tile.idx, tile.inventory.view()) logger.msg_info("{You} {drop} {item}".format(item=item, **being.words_dict)) self.turn_done(being) return True
def _attack(self, attack, attacker, attackee): if attack.means.condition: success, msg = self.on_set_condition(attack, attacker, attackee) else: method = getattr(self, 'on_' + attack.means.name) success, msg = method(attack, attacker, attackee) if success: logger.msg_warn(msg.strip()) else: logger.msg_info(msg.strip())
def pickup_item(self, being): tile = self.game.level.tile_for(being) try: item = tile.inventory.pop() except IndexError: logger.msg_impossible("There is nothing for {you} to pickup".format(subject.being.words_dict)) return False being.inventory.append(item) self.events['tile_inventory_changed'].emit(tile.idx, tile.inventory.view()) logger.msg_info("{You} {pick} up {item}".format(item=item, **being.words_dict)) self.turn_done(being) return True
def _on_create_monster(self, species): game = self.controller.game try: being = game.create_being_by(self.being, species.strip()) except AttrReaderError: logger.msg_impossible("No such spieces {} exists.".format(repr(species))) return False if not being: logger.msg_impossible("Could not create spieces {}.".format(species)) else: logger.msg_info("Created spieces {}.".format(species)) tile = game.level.tile_for(being) self.controller.events['being_became_visible'].emit(tile.view(game.player)) return being is not None
def _on_create_item(self, item_name): game = self.controller.game try: item = game.create_item_by(self.being, item_name.strip()) except AttrReaderError: logger.msg_impossible("No such item {} exists.".format(repr(item_name))) return False if not item: logger.msg_impossible("Could not create item {}.".format(item_name)) else: logger.msg_info("Created item {}.".format(item)) tile = game.level.tile_for(self.being) self.controller.events['tile_inventory_changed'].emit(tile.idx, tile.inventory.view()) return item is not None
def close(self, being, target): name = target.tiletype.kind if target.closable: ok = self.game.level.close_door(target) if ok: logger.msg_info('{You} {close} {}'.format(name, **being.words_dict)) self.events['tile_changed'].emit(target.view(self.game.player)) else: logger.msg_info('{You} {do} not {close} {}'.format(name, **being.words_dict)) self.turn_done(being) return True else: logger.msg_impossible("{You} cannot close a {}.".format(name, **being.words_dict)) return False
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
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
def kick(self, source, target, direction): #FIXME do bad stuff to legs when we dont succeed self.events['being_kicked'].emit(source.idx, target.idx, source.being.guid, direction) being = source.being if target.breakable: # chance to break the door if random() > .5: #FIXME door = str(target) self.game.level.break_door(target) logger.msg_info("{You} {kick} {door} down!".format(door=target.tiletyp, **being.words_dict)) self.events['tile_changed'].emit(target.view(self.game.player)) # else we just hit the door else: logger.msg_info("Wham! Wham!") # else it was not a closed door else: if target.tiletype.is_open: logger.msg_info('{You} {kick} at empty space.'.format(**subject.being.words_dict)) else: if subject.being.is_player: logger.msg_info('Ouch! That hurts.')
def open(self, being, target): name = target.tiletype.kind if target.openable: ok = self.game.level.open_door(target) if ok: logger.msg_info('{You} {open} {}'.format(name, **being.words_dict)) self.events['tile_changed'].emit(target.view(self.game.player)) else: if being.is_player: logger.msg_info("The {} does not open.".format(name)) else: logger.msg_info("{You} cannot open the {}.".format(name, **being.words_dict)) self.turn_done(being) return True else: logger.msg_impossible("{You} cannot open a {}.".format(name, **being.words_dict)) return False
def on_spell_confusion(self, spell, tile, being, attacker): if being.is_player: logger.msg_info("Huh, what? Where am I?") else: logger.msg_info("{You} {look} confused.".format(**being.words_dict))
def on_spell_healing(self, spell, tile, being, attacker): verb = 'feel' if being.is_player else 'looks' logger.msg_info('{You} {} better'.format(verb, **being.words_dict))
def on_spell_confusor(self, spell, tile, being, attacker): logger.msg_info('{Your} hands begin to glow red.'.format(**being.words_dict))
def examine_tile(self): tile = self.controller.game.level.tile_for(self.being) thing = tile.ontop(nobeing=True) logger.msg_info("{You} are standing on {}.".format(thing.description, **self.being.words_dict)) return False
def on_spell_locking(self, spell, tile, being, attacker): logger.msg_info(spell.msg) self.events['tile_changed'].emit(tile.view(self.game.player))