Example #1
0
    def check_syntax(self, world, *args):
        """ Makes sure that the command has been called
            with the correct number of arguments
            and that the arguments are the right type.
        """
        if len(args) < len(self.syntax):
            raise LogicError(Messages.TOO_FEW_ARGS.format(self.name))
        elif len(args) > len(self.syntax):
            raise LogicError(Messages.TOO_MANY_ARGS)

        for arg, expected in zip(args, self.syntax):
            expected(world, arg)
Example #2
0
def _has_thing_of_type_in_inventory(player, equipment_type):
    if not [
            thing for thing in player.inventory
            if (hasattr(thing, 'equipment_type')
                and thing.equipment_type == equipment_type)
    ]:
        raise LogicError(
            "{name} {verb} not carrying a {equipment_type}".format(
                equipment_type=equipment_type,
                name=player.name,
                verb=("are" if player.name == "you" else "is")))
Example #3
0
 def change_state(self, world, player, *args):
     """ Manages changes in world state.
         Wraps the state-changing methods in a transaction
         and will roll state back if something goes wrong.
     """
     # world.start_transaction()
     try:
         for state_change in self.state_changes:
             state_change(world, player, *args)
     except StateError:
         # world.rollback()
         raise LogicError(Messages.BAD_STATE_CHANGE)
Example #4
0
def _get_item_of_type(player, equipment_type):
    items = [
        thing for thing in player.inventory
        if (hasattr(thing, 'equipment_type')
            and thing.equipment_type == equipment_type)
    ]
    if len(items) > 1:
        raise LogicError(
            "{name} {verb} carrying more than one {equipment_type}s".format(
                equipment_type=equipment_type,
                name=player.name,
                verb=("are" if player.name == "you" else "is")))
    return items[0]
Example #5
0
 def __call__(self, world, player, *args):
     """ Called by LogicHandler. Does three things:
         * makes sure command syntax is correct
         * checks if command can be run
         * returns the correct response
     """
     if args and not self.syntax:
         raise LogicError(Messages.TOO_MANY_ARGS)
     if self.syntax:
         self.check_syntax(world, *args)
     if self.rules:
         self.check_rules(world, player, *args)
     return self.calculate_response(world, player)
Example #6
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def _path_exists(world, player, direction):
    if direction not in player.location.paths:
        raise LogicError(PATH_ERROR)
Example #7
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def _is_a_direction(world, entity):
    if not entity.has_component(Direction):
        raise LogicError(DIRECTION_ERROR)
Example #8
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def _has_a_wand(world, player, other_player):
    try:
        other_player.wand
    except AttributeError:
        raise LogicError(
            "Nothing happens. Your opponent is not carrying their wand!")
Example #9
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def _is_in_same_room(world, player, other_player):
    if player.location != other_player.location:
        raise LogicError("You're too far away to do that!")
Example #10
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def _is_equipment_type(world, word):
    word = re.sub('s$', '', word)
    if word != 'wand':
        raise LogicError("You can't trade that away")
Example #11
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def _is_valid_number(world, word):
    try:
        int(word)
    except (TypeError, ValueError):
        raise LogicError("You must use an integer skill level.")
Example #12
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def _is_expelliarmus(world, word):
    if word != 'expelliarmus':
        raise LogicError("You can only set your skill for expelliarmus.")
Example #13
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def _is_a_player(world, entity):
    if entity not in player_aspect:
        raise LogicError("You can only perform that action on other people!")
Example #14
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def _is_equippable(world, entity):
    if not entity.has_component(duel.Equipment):
        raise LogicError("You cannot equip that.")
Example #15
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def _player_can_successfully_cast_expelliarmus(world, player, other_player):
    player_skill = _get_expelliarmus_skill(player)
    if player_skill < random.randint(1, 20):
        raise LogicError("Nothing happens.")
Example #16
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def _is_in_inventory(world, player, thing):
    if thing not in player.inventory:
        raise LogicError("You are not carrying that.")
Example #17
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def _legal_skill_level(world, player, skill):
    skill = int(skill)
    if not 0 < skill <= 15:
        raise LogicError("Skill levels range from 0 to 15.")