Example #1
0
 def examineEnemy(self, thisRoom, object):
     for e in self.rooms[thisRoom].enemies:
         if e.name == object:
             description = e.description
             std.prettyPrint(object.capitalize(), [description])
             return True
     return False
    def useObject(self, item):
        returnStatus = False
        itemValue = self.map.rooms[self.currentRoom].use[item]
        if item == 'button' or item == 'lever':
            print(itemValue['description'])
            # TODO Revisit buttons. Whhat else should they be able to do?
            for action in itemValue:
                if action == 'unlock':
                    self.map.unlockAction(self.currentRoom,
                                          itemValue[action][1],
                                          itemValue[action][0])
                elif action == 'spawn':
                    self.map.spawnAction(self.currentRoom, itemValue[action],
                                         self.resources)
            # Actions are single use, remove from the map once used
            del self.map.rooms[self.currentRoom].use[item]
            returnStatus = True
        elif item == 'chest' or item == 'crate':
            # Pretty print container contents to user
            itemValueNames = []
            for i in itemValue:
                itemValueNames.append(self.resources['items'][i]['name'])
            std.prettyPrint(item, itemValueNames)
            # The user can take all or none of the items in the container
            if 'y' == std.optionParse('Take all the items?', ['y', 'n']):
                self.player.getItems(itemValue, self.resources)
                # Actions are single use, remove from the map once used
                del self.map.rooms[self.currentRoom].use[item]
                returnStatus = True
        else:
            print('Unexpected item.')

        return returnStatus
Example #3
0
    def look(self, thisRoom):
        body = []

        body.append(self.rooms[thisRoom].description)
        body.append('')

        # Display connection information
        connList = self.rooms[thisRoom].connections
        if connList:
            body.append(f'There are a few connections from this room:')
            for k, v in connList.items():
                body.append(f'  To the {k.capitalize()} is {v.capitalize()}')
        else:
            body.append('There are no connections in this room.')

        # Display enemy information
        enemyList = self.rooms[thisRoom].enemies
        if enemyList:
            body.append('')
            enemyNames = [e.name for e in enemyList]
            enemyDescriptions = [e.description for e in enemyList]
            body.append(f'There are a few enemies here:')
            for k, v in zip(enemyNames, enemyDescriptions):
                body.append(f'  {k} : {v}')

        std.prettyPrint(self.rooms[thisRoom].title, body)
        return True
Example #4
0
 def examineObject(self, thisRoom, object):
     for o in self.rooms[thisRoom].examine:
         if o == object:
             description = self.rooms[thisRoom].examine[o]
             std.prettyPrint(object.capitalize(), [description])
             return True
     return False
Example #5
0
    def printStats(self):
        header = f'{self.pName} the {self.pClass.capitalize()}'

        # Get the printable text
        body = []
        if self.upgradesAvailable:
            body.append(f'Lvl ({self.upgradesAvailable}): {self.level}')
        else:
            body.append(f'Lvl: {self.level}')
        body.append(f'Exp: {self.exp} / {MAX_EXP}')
        body.append('')
        body.append(f'HP: {self.hp} / {self.MAX_HP}')
        body.append(f'Gold: {self.gold}')
        body.append('')
        body.append(f"ATK: {self.stats['atk'][0]}..{self.stats['atk'][1]}")
        body.append(f"INT: {self.stats['int'][0]}..{self.stats['int'][1]}")
        body.append(f"DEF: {self.stats['def'][0]}..{self.stats['def'][1]}")
        if self.abilities:
            prettyAbilities = [
                self.abilities[a]['name'] for a in self.abilities.keys()
            ]
            body.append('')
            body.append('Abilities: ' + ', '.join(prettyAbilities))

        # Hand off the print to the helper
        std.prettyPrint(header, body)
    def help(self):
        # Get the printable text
        body = []
        for k, v in self.verbs.items():
            body.append(f'{k}: {v}')

        # Hand off the print to the helper
        std.prettyPrint('HELP', body)
        return True
Example #7
0
    def displayMap(self, options, player):
        # Initalize data structures
        mapLen = int(math.sqrt(len(self.rooms.keys())))
        mapArr = [[' ' for x in range(mapLen)] for y in range(mapLen)]
        eastConn = [[' ' for x in range(mapLen)] for y in range(mapLen)]
        southConn = [[' ' for x in range(mapLen)] for y in range(mapLen)]

        # (Optionally) Print the legend
        if options == '-l':
            body = []
            body.append('S : Save Room')
            body.append('~ : Hidden')
            std.prettyPrint('Map Legend', body)

        # Create 2D map and border arrays
        for room in self.rooms.values():
            roomCoord = room.coordinates
            roomIcon = room.icon
            # If the player has the area map, display the icon
            if player.inInventory(f"{room.area} Area Map"):
                mapArr[roomCoord[0]][roomCoord[1]] = roomIcon
            # If this is an empty room, display filled in icon
            elif room.title == 'empty':
                mapArr[roomCoord[0]][roomCoord[1]] = '#'
            # Else, display a fog
            else:
                mapArr[roomCoord[0]][roomCoord[1]] = '~'

            # If this room has connections, note them on the map
            connections = room.connections.keys()
            strVal = ' '
            if 'east' not in connections:
                strVal = '|'
            eastConn[roomCoord[0]][roomCoord[1]] = strVal

            strVal = '   +'
            if 'south' not in connections:
                strVal = '---+'
            southConn[roomCoord[0]][roomCoord[1]] = strVal

        # Piece together the map and display
        print('+' + ('---+' * len(mapArr)))
        for i in range(len(mapArr)):
            # Print the rooom information
            rowStr = '|'
            for j in range(len(mapArr[i])):
                rowStr += f' {mapArr[i][j]} {eastConn[i][j]}'
            print(rowStr)

            # Print the divider information
            dividerStr = '+'
            for d in southConn[i]:
                dividerStr += d
            print(dividerStr)

        return True
Example #8
0
 def getAbility(self, stat):
     ability = abStructure[stat]
     # Report ability to the player
     body = []
     body.append(
         f"You collected the {ability['name']} and recieved a new ability.")
     body.append(f"The relic reads: {ability['description']}")
     std.prettyPrint('New Ability', body)
     # Give the ability
     self.abilities[stat] = ability
Example #9
0
    def battle(self, e, statTuple):
        # Enemy battle information
        statType = statTuple[0]
        eStatVal = statTuple[1]

        # Get the players battle value from within the range
        pStatVal = randint(self.stats[statType][0], self.stats[statType][1])

        # Prepare for pretty print
        body = []
        body.append(f'{self.pName}: {pStatVal}')
        body.append(f"{e.name}: {eStatVal}")
        std.prettyPrint(f'{statType} Battle', body)

        return pStatVal > eStatVal
Example #10
0
    def printEquipment(self, options):
        if not ''.join([str(e) for e in self.equipment.values()]):
            print('You are not wearing any equipment.')
            return False

        # Get the printable text
        body = []
        for pos, e in self.equipment.items():
            if e:
                if options == '-l':  # Long print description
                    body.append(f'[{pos}] {e.name}: {e.description}')
                else:
                    body.append(f'[{pos}] {e.name}')

        # Hand off the print to the helper
        std.prettyPrint('EQUIPMENT', body)
Example #11
0
    def topTrumpBattle(self, e):
        eStats = list(e.stats.keys())

        # Report the stats comparison
        body = []
        body.append(f"{self.pName} vs. {e.name}")
        for s in eStats:
            pStatMin = self.stats[s][0]
            pStatMax = self.stats[s][1]
            eStat = e.stats[s]
            body.append(f'{s}: {pStatMin}..{pStatMax} vs. {eStat}')

        # Hand off the print to the helper
        std.prettyPrint('Stat Comparison', body)

        # Ask player which stat to battle
        selectedStat = std.optionParse('Select stat to use in battle:', eStats)

        # Get the enemy value and return the battle
        statTuple = (selectedStat, e.stats[selectedStat])
        return self.battle(e, statTuple)
Example #12
0
def introSequence():
    print(
        '            _____   __      __  ______   _   _   _______   _    _   _____    ______ '
    )
    print(
        '    /\     |  __ \  \ \    / / |  ____| | \ | | |__   __| | |  | | |  __ \  |  ____|'
    )
    print(
        '   /  \    | |  | |  \ \  / /  | |__    |  \| |    | |    | |  | | | |__) | | |__   '
    )
    print(
        '  / /\ \   | |  | |   \ \/ /   |  __|   |   ` |    | |    | |  | | |  _  /  |  __|  '
    )
    print(
        ' / ____ \  | |__| |    \  /    | |____  | |\  |    | |    | |__| | | | \ \  | |____ '
    )
    print(
        '/_/    \_\ |_____/      \/     |______| |_| \_|    |_|     \____/  |_|  \_\ |______|\n'
    )

    # Get the player name
    pName = input('Welcome adventurer. What shall I call you? ')

    # Display classes to user and get the player class
    pClasses = {
        'Brute':
        'A bullheaded fighter with lots of strength but no tactical defense.',
        'Scholar':
        'An intelligent master of the books; saved little time for strength training.',
        'Defender':
        'A defensive master with average strength and little time for intellect.'
    }

    body = []
    for k, v in pClasses.items():
        body.append(f'{k}: {v}')
    std.prettyPrint('Class Selection', body)
    pClass = std.optionParse('Select your class:', list(pClasses.keys()))

    return (pName, pClass)
    def examine(self, noun, options):
        if noun is None:
            print('Please specify an object.')
            return False

        object = (noun + ' ' + ' '.join(options)).strip()

        examineSuccess = False
        # 1) Examine objects in the room (if they are there)
        if not examineSuccess:
            examineSuccess = self.map.examineObject(self.currentRoom, object)
        # 2) Examine enemies in the room
        if not examineSuccess:
            examineSuccess = self.map.examineEnemy(self.currentRoom, object)
        # 3) Examine objects in the player inventory
        if not examineSuccess:
            for i in self.player.inventory:
                if i.name == object:
                    description = i.description
                    std.prettyPrint(object.capitalize(), [description])
                    examineSuccess = True
        return examineSuccess
Example #14
0
    def printInventory(self, options):
        if not self.inventory:
            print('Your inventory is empty.')
            return False

        # Get the inventory list with counts
        countItems = {}
        for i in self.inventory:
            if i.name in countItems:
                countItems[i.name] += 1
            else:
                countItems[i.name] = 1

        # Get the printable body
        body = []
        for k, v in countItems.items():
            c = f'({v}) ' if v > 1 else ''  # Only print counts greater than 1
            if options == '-l':  # Long print description
                body.append(f'{c}{k}: {i.description}')
            else:
                body.append(f'{c}{k}')

        # Hand off the print to the helper
        std.prettyPrint('INVENTORY', body)