Example #1
0
 def equip_from_dict(self, unit_dict):
     for key, value in unit_dict.items():
         if key is not 'controller':
             setattr(self, key, value)
     if 'weapon' not in unit_dict or unit_dict['weapon'] is None:
         self.weapon = self.default_weapon
     else:
         self.weapon = weapons.weapon_dict[unit_dict['weapon']['name']](
             self, obj_dict=unit_dict['weapon'])
     self.weapons = []
     self.statuses = {}
     if 'abilities' in unit_dict:
         self.abilities = [
             abilities.ability_dict[ability['name']](self, obj_dict=ability)
             for ability in unit_dict['abilities']
         ]
     if 'inventory' in unit_dict:
         self.items = engine.Container(
             base_dict=unit_dict['inventory']).fight_list(self)
         self.inventory = engine.Container(
             base_dict=unit_dict['inventory']).inv_list(self)
     if 'armor' in unit_dict:
         self.armor = [
             armors.armor_dict[armor['name']](self, obj_dict=armor)
             for armor in unit_dict['armor']
         ]
     if 'statuses' in unit_dict:
         for status in unit_dict['statuses']:
             standart_actions.object_dict[status['name']](self,
                                                          obj_dict=status)
Example #2
0
    def ending(self):
        won_teams = [team for team in self.teams if any(unit.alive() for unit in team.units)]
        if won_teams:
            self.string_tuple.row(LangTuple('fight', 'winner', {'team_name': won_teams[0].name()}))
        else:
            self.string_tuple.row(LangTuple('fight', 'draw'))

        ending_dict = {'winners': [], 'loser': [], 'loot': engine.Container()}
        if not won_teams:
            ending_dict['won_team'] = 'draw'
        for team in self.teams:
            if team in won_teams:
                if team.team_marker is not None:
                    ending_dict['won_team'] = team.team_marker
                for unit in team.units:
                    if not unit.summoned:
                        ending_dict['winners'].append(unit.to_dict())
            else:
                if team.team_marker is not None:
                    ending_dict['lost_team'] = team.team_marker
                for unit in team.units:
                    if not unit.summoned:
                        ending_dict['loser'].append(unit.to_dict())
                        if not unit.alive():
                            loot = unit.generate_loot()
                            ending_dict['loot'] += loot
        del dynamic_dicts.fight_dict[str(self.id)]
        return ending_dict
Example #3
0
def laircrate(location):
    laircrate = engine.Container('Overturned Crate', location)
    laircrate.describe('You see a crate which has fallen on its side.',
                       'short')
    laircrate.describe(
        'A wooden crate, lying on its side. The wood looks warped, and the crate\'s lid dangles limply by its hinges.'
    )
    return laircrate
Example #4
0
 def to_dict(self):
     unit_dict = {
         'controller':
         None,
         'unit_name':
         self.unit_name,
         'name':
         self.name,
         'max_hp':
         self.max_hp,
         'hp':
         self.hp,
         'max_energy':
         self.max_energy,
         'melee_accuracy':
         self.melee_accuracy,
         'range_accuracy':
         self.range_accuracy,
         'speed':
         self.speed,
         'max_recovery':
         self.max_recovery,
         'spell_damage':
         self.spell_damage,
         'evasion':
         self.evasion,
         'damage':
         self.damage,
         'toughness':
         self.toughness,
         'abilities': [ability.to_dict() for ability in self.abilities],
         'inventory':
         engine.Container(base_list=[
             *[item.to_dict() for item in self.items],
             *[item.to_dict() for item in self.inventory]
         ]).base_dict,
         'armor': [armor.to_dict() for armor in self.armor],
         'weapon':
         self.weapon,
         'statuses': [
             status.to_dict() for status in list(self.statuses.values())
             if status.to_dict() is not False
         ]
     }
     if unit_dict['weapon'] is not None:
         if unit_dict['weapon'].natural:
             unit_dict['weapon'] = None
         else:
             unit_dict['weapon'] = unit_dict['weapon'].to_dict()
     for key in self.boosted_attributes:
         unit_dict[key] -= self.boosted_attributes[key]
     if unit_dict['hp'] < 1:
         unit_dict['hp'] = 1
         if not any(status['name'] == 'wounded'
                    for status in unit_dict['statuses']):
             unit_dict['statuses'].append(statuses.Wounded().to_dict())
     return unit_dict
Example #5
0
 def __init__(self, dungeon, complexity):
     self.table_row = 'events_' + self.name
     self.dungeon = dungeon
     self.special = '0'
     self.mobs = None
     self.mob_team = None
     self.mob_image = None
     self.complexity = complexity
     self.get_mobs()
     self.entrance_location = None
     self.continue_func = None
     self.kwargs = None
     self.loot = engine.Container()
Example #6
0
 def generate_loot(self):
     if self.lost_weapon:
         self.weapon = self.lost_weapon[0]
     elif self.weapon_to_member:
         self.weapon = self.weapon_to_member[0]
     loot = engine.Container()
     for item in self.loot:
         if engine.roll_chance(item[1][1]):
             loot.put(item[0], value=item[1][0])
     if engine.roll_chance(
             self.loot_chances['weapon']) and not self.weapon.natural:
         loot.put(self.weapon.name)
     for piece in self.armor:
         if engine.roll_chance(self.loot_chances['armor']):
             loot.put(piece.name)
     for item in self.items:
         if engine.roll_chance(self.loot_chances['items']):
             loot.put(item.name)
     return loot
Example #7
0
 def to_dict(self):
     unit_dict = {
         'unit_name':
         self.unit_name,
         'name':
         self.name,
         'max_hp':
         self.max_hp,
         'hp':
         self.hp,
         'max_energy':
         self.max_energy,
         'melee_accuracy':
         self.melee_accuracy,
         'recovery_energy':
         self.recovery_energy,
         'range_accuracy':
         self.range_accuracy,
         'evasion':
         self.evasion,
         'damage':
         self.damage,
         'toughness':
         self.toughness,
         'abilities': [ability.to_dict() for ability in self.abilities],
         'inventory':
         engine.Container(base_list=[
             *[item.to_dict() for item in self.items],
             *[item.to_dict() for item in self.inventory]
         ]).base_dict,
         'armor': [armor.to_dict() for armor in self.armor],
         'weapon':
         self.weapon.to_dict()
     }
     for key in self.boosted_attributes:
         unit_dict[key] -= self.boosted_attributes[key]
     return unit_dict
Example #8
0
def storeroomcrate(name, location):
    crate = engine.Container(name, location)
    crate.describe('You see a supply crate.', 'short')
    crate.describe(
        'One of the many wooden crates piled up within the storeroom.')
    return crate