def market(self): Term.fprint('You chose to improve the market (costs [cr10 strength[cc)\n') if choice is not False: if choice.strength > 10: improvement = self.activeLocation.iMarket(choice) Term.fprint('Market of [cb{0}[cc improved by [cr{1}[cc.\n'.format(self.activeLocation.name, str(improvement))) Term.wait() self.next() else: Term.fprint('[cr10 strength[cc is required, but [cb{0}[cc only had [cr{1} strength[cc left.\n'.format(choice.name, choice.strength)) Term.wait() self.eval()
def agriculture(self): Term.fprint('You chose to improve agriculture (costs [cr10 strength[cc)\n') choice = self.menu.selectGeneral() if choice is not False: if choice.strength > 10: improvement = self.activeLocation.iAgriculture(choice) Term.fprint('Agriculture of [cb{0}[cc improved by [cr{1}[cc.\n'.format(self.activeLocation.name, str(improvement))) Term.wait() self.next() else: Term.fprint('[cr10 strength[cc is required, but [cb{0}[cc only had [cr{1} strength[cc left.\n'.format(choice.name, choice.strength)) Term.wait() self.eval()
def train(self): Term.fprint('\nChose a general to train his army (costs [cr30 strength[cc)\n') choice = self.menu.selectGeneral() if choice is False: self.eval() elif choice.strength < 30: Term.fprint('\n[cr30 strength[cc is required, but [cb{0}[cc only has [cr{1} strength[cc left.'.format(choice.name, str(choice.strength))) self.train() else: improvement = choice.stats.Leadership() choice.army.experience += improvement choice.strength -= 30 Term.fprint('[cb{0}[cc has increased their army\'s experience by {1}, and is now {2}'.format(choice.name, str(improvement), str(choice.army.experience))) Term.wait() self.eval()
def attack(self): print 'You chose attack' if self.player.MenuList['AttackWho'].eval(): Term.wait() self.next(False) self.eval()
def information(self): self.status.menu() Term.wait() self.eval()