Example #1
0
 def PollAndUpdate(self):
     self.error_text = None
     try:
         response = requests.get("http://localhost:6119/game")
         game_info = json.loads(response.text)
         self.game_time = game_info['displayTime']
         for player in game_info['players']:
             name = player['name']
             if self.villain is not None and name == self.villain.name:
                 break
             elif name != self.cfg.hero:
                 self.villain = Villain(name, self.cfg.data_dir)
                 self.build = Build(player['race'], self.cfg.data_dir)
                 self.view.SetNotesText(self.villain.GetNotes())
                 break
         else:
             self.error_text = 'No villain found.'
     except Exception as e:
         self.error_text = "Can't connect to API."
         print(e)
     self.UpdateView(self.view_format)
Example #2
0
    def __init__(self):

        self.challenge_rating = random.randint(2, 10)

        self.name = (templates.Template("{{output}}")
                     .render(output="{{old1}}|{{old1}} {{old2}}|The {{adj}} {{noun}}",
                             old1=old_language_generator.random_word(),
                             old2=old_language_generator.random_word(),
                             adj=vocab.get_adj(),
                             noun=vocab.get_noun()).title())

        self.location_description = templates.Template('{{sentence}}').render(sentence="{{name}} is {{locationphrase}} {{placement}}.",
                                                         name=self.name.title(),
                                                         locationphrase="located in|located on|constructed on|located under",
                                                         placement="a_or_an {{adj}} tree|a_or_an {{adj}} plain|a_or_an {{adj}} city|a_or_an {{adj}} rift|a_or_an {{adj}} mountain",
                                                         adj="alien|obsidion|crystal|spikey|giant|flooded|ruined|volcanic|cursed|poisoned|haunted|broken")

        self.parts_description = (templates.Template('{{sentence}}')
                                  .render(sentence="{{segment}} of {{name}} are {{state}}.",
                                          segment="Parts|Some areas|Regions|Some rooms",
                                          name=self.name.title()+"|it",
                                          state="cursed|corrupted|flooded|{{adj}} hot|{{adj}} cold|frozen|foggy|inaccessible|flooded",
                                          adj="incredibly|somewhat|unbearably"))

        self.circumstances_description = (templates.Template('{{sentence}}')
                                          .render(sentence="A_or_an {{outside_thing}} is happening outside.|The ruin is {{ruin_becoming}}.",
                                                  outside_thing="massive storm|battle between raiders|solar eclipse|massive flood|windstorm|blizzard|lunar eclipse",
                                                  ruin_becoming="flooding|coming to life|sinking into the earth|collapsing slowly|burning|larger on the inside than the outside"))

        self.artifact = Artifact()

        self.race = monsters.get_race(self.challenge_rating)
        self.race_description = (templates.Template('{{sentence}}')
                                 .render(sentence="It is occupied by {{plural_race}}.",
                                         plural_race=self.race))

        self.villain = Villain(self)

        self.villain_sentence = (templates.Template('{{sentence}}')
                                 .render(sentence="{{villain}}, a_or_an {{villain_type}} is here.",
                                         villain=md_writer.phrase_with_anchor(self.villain.__str__()),
                                         villain_type=self.villain.monster.name))

        self.race_villain_relation_sentence = (templates.Template("{{sentence}}")
                                               .render(sentence="The {{race_name}} {{relation}} {{villain}}.",
                                                       race_name=self.race,
                                                       relation="are the slaves of|have been charmed by|are ruled by|worship|are the minions of|are the soldiers of|are battling",
                                                       villain=self.villain.__str__()))

        self.entrance = Room(self)
        self.entrance.set_connection('south', 'entrance')

        self.rooms = [self.entrance]

        rooms_to_build = random.randint(5, 15)
        while len(self.rooms) < rooms_to_build:
            random_room = choice(self.rooms)
            new_room = random_room.add_connected_room()
            if new_room is not None:
                self.rooms.append(new_room)

        random_room.artifact = self.artifact
        random_room = choice(self.rooms)
        random_room.villain = self.villain
Example #3
0
class Ruin(object):
    def __init__(self):

        self.challenge_rating = random.randint(2, 10)

        self.name = (templates.Template("{{output}}")
                     .render(output="{{old1}}|{{old1}} {{old2}}|The {{adj}} {{noun}}",
                             old1=old_language_generator.random_word(),
                             old2=old_language_generator.random_word(),
                             adj=vocab.get_adj(),
                             noun=vocab.get_noun()).title())

        self.location_description = templates.Template('{{sentence}}').render(sentence="{{name}} is {{locationphrase}} {{placement}}.",
                                                         name=self.name.title(),
                                                         locationphrase="located in|located on|constructed on|located under",
                                                         placement="a_or_an {{adj}} tree|a_or_an {{adj}} plain|a_or_an {{adj}} city|a_or_an {{adj}} rift|a_or_an {{adj}} mountain",
                                                         adj="alien|obsidion|crystal|spikey|giant|flooded|ruined|volcanic|cursed|poisoned|haunted|broken")

        self.parts_description = (templates.Template('{{sentence}}')
                                  .render(sentence="{{segment}} of {{name}} are {{state}}.",
                                          segment="Parts|Some areas|Regions|Some rooms",
                                          name=self.name.title()+"|it",
                                          state="cursed|corrupted|flooded|{{adj}} hot|{{adj}} cold|frozen|foggy|inaccessible|flooded",
                                          adj="incredibly|somewhat|unbearably"))

        self.circumstances_description = (templates.Template('{{sentence}}')
                                          .render(sentence="A_or_an {{outside_thing}} is happening outside.|The ruin is {{ruin_becoming}}.",
                                                  outside_thing="massive storm|battle between raiders|solar eclipse|massive flood|windstorm|blizzard|lunar eclipse",
                                                  ruin_becoming="flooding|coming to life|sinking into the earth|collapsing slowly|burning|larger on the inside than the outside"))

        self.artifact = Artifact()

        self.race = monsters.get_race(self.challenge_rating)
        self.race_description = (templates.Template('{{sentence}}')
                                 .render(sentence="It is occupied by {{plural_race}}.",
                                         plural_race=self.race))

        self.villain = Villain(self)

        self.villain_sentence = (templates.Template('{{sentence}}')
                                 .render(sentence="{{villain}}, a_or_an {{villain_type}} is here.",
                                         villain=md_writer.phrase_with_anchor(self.villain.__str__()),
                                         villain_type=self.villain.monster.name))

        self.race_villain_relation_sentence = (templates.Template("{{sentence}}")
                                               .render(sentence="The {{race_name}} {{relation}} {{villain}}.",
                                                       race_name=self.race,
                                                       relation="are the slaves of|have been charmed by|are ruled by|worship|are the minions of|are the soldiers of|are battling",
                                                       villain=self.villain.__str__()))

        self.entrance = Room(self)
        self.entrance.set_connection('south', 'entrance')

        self.rooms = [self.entrance]

        rooms_to_build = random.randint(5, 15)
        while len(self.rooms) < rooms_to_build:
            random_room = choice(self.rooms)
            new_room = random_room.add_connected_room()
            if new_room is not None:
                self.rooms.append(new_room)

        random_room.artifact = self.artifact
        random_room = choice(self.rooms)
        random_room.villain = self.villain

    def room_in_position(self, pos):
        for room in self.rooms:
            if pos[0] == 0 and pos[1] == -1:
                return True
            if pos[0] == room.pos[0] and pos[1] == room.pos[1]:
                return True
        return False

    def render(self):
        ruin_save_name = self.name.replace(" ", "-")
        ruin_map_file_name = ruin_save_name + ".png"
        grapher.save_graph(self, ruin_map_file_name)
        md_writer.print_title("Ruin Dogs")
        md_writer.print_sub_title(self.name)
        md_writer.print_chapter_heading("Overview")
        md_writer.print_chapter_sentence(self.location_description)
        md_writer.print_chapter_sentence(self.parts_description)
        md_writer.print_chapter_sentence(self.circumstances_description)
        md_writer.print_chapter_sentence(self.race_description)
        md_writer.print_chapter_sentence(self.villain_sentence)
        md_writer.print_chapter_sentence(self.race_villain_relation_sentence)
        md_writer.print_chapter_sentence(self.villain.motivation_description)
        md_writer.end_paragraph()
        md_writer.end_chapter()
        md_writer.print_chapter_heading("Artifact")
        self.artifact.render()
        md_writer.end_paragraph()
        md_writer.end_chapter()
        md_writer.print_chapter_heading("Locations")
        md_writer.end_chapter()
        md_writer.insert_image('../'+md_writer.output_folder+'/images/' + ruin_map_file_name, 'layout')
        for room in self.rooms:
            room.render()
            md_writer.end_paragraph()
        md_writer.end_novel(css='http://mattfister.github.io/ruindogs/base.css')
Example #4
0
class Board:
    '''board class'''
    bricks = []
    bricks2 = []
    level1 = []
    enemies = []
    bullets = []
    ebul = []

    coins = []

    flyer = Flyer(355, 35, 1, 0)

    player = Mario(620, 28, 5, 0, 0, 1)
    for j in range(40):
        row = []
        for k in range(1000):
            row.append(" ")
        level1.append(row)

    enemy = Enemy(140, 20, 1, 0)
    enemies.append(enemy)

    enemy = Enemy(170, 32, 1, 0)
    enemies.append(enemy)

    enemy = Enemy(150, 32, -1, 0)
    enemies.append(enemy)

    enemy = Enemy(215, 20, 1, 0)
    enemies.append(enemy)

    enemy = Enemy(265, 32, 1, 0)
    enemies.append(enemy)

    enemy = Enemy(580, 32, 1, 0)
    enemies.append(enemy)

    enemy = Enemy(590, 32, 1, 0)
    enemies.append(enemy)

    vil = Villain(730, 22, 0, 10)

    brick(bricks)
    for i in range(70, 130, 5):
        brick = MakeBrick(i, 30, -2)
        bricks2.append(brick)
        coin = Coin(i + 1, 28)
        coins.append(coin)

    for i in range(50, 80, 5):
        brick = MakeBrick(i, 20, -2)
        bricks2.append(brick)
        coin = Coin(i + 1, 18)
        coins.append(coin)
    for i in range(10, 60, 5):
        brick = MakeBrick(i, 30, -2)
        bricks2.append(brick)
        coin = Coin(i + 1, 28)
        coins.append(coin)
    for i in range(100, 140, 5):
        brick = MakeBrick(i, 20, -2)
        bricks2.append(brick)
        coin = Coin(i + 1, 18)
        coins.append(coin)
    time = 0
    alivev = 1

    # print_background(level1)
    # draw_brick(level1,bricks)

    def print_board(self, k):
        '''print board function'''
        if self.player.level == 1:
            print_background(self)
            print_player(self)
            draw_brick(self, self.bricks)
            print_enemy(self)
            print_bullet(self, self.bullets)
            print_bullet(self, self.ebul)

            if self.alivev == 1:
                print_villain(self, self.vil.posx, self.vil.posy)

            if self.alivev == 0:
                win(self)
                # time.sleep(3)

            temp = ""

            string = '\033[93m' + "Life=" + str(
                self.player.life) + " Score=" + str(
                    self.player.score) + " Coins=" + str(
                        self.player.coins) + "\n" + '\033[0m'
            if k >= 550 and self.alivev == 1:
                string += '\033[93m' + "Boss Life=" + \
                    str(self.vil.life) + "\n" + '\033[0m'

            temp += string

            for i in range(40):

                for j in range(k, k + 150, 1):
                    temp += self.level1[i][j]

            print(temp)
        else:
            print_background(self)
            print_player(self)
            draw_brick(self, self.bricks2)
            draw_coin(self, self.coins)

            if time.time() - self.time >= 0.3:
                write(self)
                self.time = time.time()

            temp = ""

            string = '\033[93m' + "Life=" + str(
                self.player.life) + " Score=" + str(
                    self.player.score) + " Coins=" + str(
                        self.player.coins) + "\n" + '\033[0m'

            temp += string

            for i in range(40):

                for j in range(k, k + 150, 1):
                    temp += self.level1[i][j]

            print(temp)

    def dum(self):
        '''dummy method'''
        return self
Example #5
0
def start_game(screen):
    height, width = os.popen( 'stty size', 'r' ).read().split()

    #this obtains board size and width as dependent on the terminal size
    config.height = int( height ) - 8
    config.width = int( width ) * 5
    config.frame_width = int( width )

    Coin = coins.Coins()
    Obs = obstacles.Obstacles()
    Bullets = bullets.Bullet()
    Mag=Magnet()
    ice=bullets.Bullet()

    screen.create_board( height, width, Coin, Obs, Mag )

    player = hero.Hero( 4, 40 )  # creating hero with co ordinates

    config.time_left = 500
    config.start_time = time()

    screen.refresh_screen( player,Bullets )

    dragon_flag=0
    Dragon=Villain(config.width-49,player.get_y())


    itr=1
    quitter=False

    while ((not game_state.is_game_over()) and (config.time_left > 0) and (not quitter)):
        player.gravity()
        player.magnet_effect(Mag.get_y(),Mag.get_start(),Mag.get_end()) #to put the effect of the magnet on the hero

        quitter=player.movehero( screen.get_screen(), Bullets)

        game_state.coin_check( screen.get_screen() )

        game_state.place_bullets( screen.get_screen(), Bullets, Obs ,dragon_flag)

        config.time_left = 500-(time()-config.start_time)
        screen.refresh_screen( player ,Bullets)

        if config.start_col < 4 * int( width ):  # for moving the board frame
            config.start_col += 1 + config.boost_speed
        else:
            #this takes place when in the last frame
            dragon_flag=1
            Dragon.update(player.get_y(),ice,screen.get_screen())
            game_state.place_ice(screen.get_screen(),ice,player)

        if config.boost_end_time <= time(): #to handle power ups
            if config.state == 'u':
                if config.boost_speed!=0:
                    config.boost_speed = 0
                elif config.shield!=0:
                    config.shield=0
                config.state = 'c'
                config.boost_end_time=time()+10

            elif config.state=='c':
                config.boost_end_time=time()+10
                config.state='r'

        itr+=1
        if player.get_y()<config.height-3:
            config.hangtime+=1

    if config.result == 1:
        print( "\nYOU WON !!!!!!!!! :)" )
    else:
        print( "YOU LOST :( :( :(" )

    print( "SCORE:- %d" % (config.score) )
Example #6
0
 def quest_enemy(self):
     """Returns an enemy for revenge/killing based quests"""
     villain = Villain()
     self.enemy = villain.main()
Example #7
0
print("\nCreando Arco")
heroBow = Bow("Armatus", 4, 7, 70)
print("Equipando arco ...")
hero.equip(heroBow)

print("\nCreando Escudo")
heroShield = Shield("Aegis", 10, 10)
print("Equipando escudo ...")
hero.equip(heroShield)

print("--------------------")

#ENEMIGO
print("Creando Enemigo")
villain = Villain("Rixton", 45, 100)
villain.details()
#villain.equipment()

print("--------------------")

print("\nCreando Espada")
villainSword = Sword("Dark Sword", 5, 11, 100)

print("Equipando espada ...")
villain.equip(villainSword)

print("\nCreando Arco")
villainBow = Bow("Dark Bow", 2, 9, 70)
print("Equipando arco ...")
villain.equip(villainBow)
Example #8
0
class Controller:
    def __init__(self):
        self.cfg = config.Config()
        self.view = View(self.LblLeftClickHandler, self.LblRightClickHandler,
                         self.NotesUpdatedHandler, self.ViewToggleHandler)
        self.view_format = ViewFormat.LABEL_ONLY
        self.view.SetViewFormat(self.view_format)
        self.villain = None
        self.build = None
        self.error_text = None
        self.game_time = 0.0
        self.view.AddTask(self.PollAndUpdate, 1000)

    # client api:
    # https://us.battle.net/forums/en/sc2/topic/20748195420
    def PollAndUpdate(self):
        self.error_text = None
        try:
            response = requests.get("http://localhost:6119/game")
            game_info = json.loads(response.text)
            self.game_time = game_info['displayTime']
            for player in game_info['players']:
                name = player['name']
                if self.villain is not None and name == self.villain.name:
                    break
                elif name != self.cfg.hero:
                    self.villain = Villain(name, self.cfg.data_dir)
                    self.build = Build(player['race'], self.cfg.data_dir)
                    self.view.SetNotesText(self.villain.GetNotes())
                    break
            else:
                self.error_text = 'No villain found.'
        except Exception as e:
            self.error_text = "Can't connect to API."
            print(e)
        self.UpdateView(self.view_format)

    def UpdateView(self, view_format):
        # Try to change view format.
        if self.error_text is not None:
            if view_format == ViewFormat.TAB:
                self.view_format = view_format
            else:
                self.view_format = ViewFormat.LABEL_ONLY
        elif view_format == ViewFormat.TAB or view_format == ViewFormat.LABEL_ONLY:
            self.view_format = view_format
        elif view_format == ViewFormat.NOTES_VIEW:
            if self.villain is not None:
                self.view_format = view_format
        elif view_format == ViewFormat.BUILD_VIEW:
            if self.build is not None:
                self.view_format = view_format

        # Set label text
        if self.view_format == ViewFormat.TAB:
            self.view.SetLabelText('')
        elif self.error_text is not None:
            self.view.SetLabelText(self.error_text)
        elif self.view_format == ViewFormat.BUILD_VIEW:
            self.view.SetLabelText('{}: {}'.format(self.build.race,
                                                   self.build.name))
        else:
            self.view.SetLabelText(self.villain.name)

        # Other stuff
        if self.view_format == ViewFormat.BUILD_VIEW:
            self.view.SetBuildText(
                past=self.build.GetBuildText(before=self.game_time),
                future=self.build.GetBuildText(earliest=self.game_time))
        self.view.SetViewFormat(self.view_format)

    def Run(self):
        self.view.Run()

    # Make us smaller.
    def LblLeftClickHandler(self, e):
        if self.view_format == ViewFormat.TAB:
            pass
        elif self.view_format == ViewFormat.LABEL_ONLY:
            self.UpdateView(ViewFormat.TAB)
        else:
            self.UpdateView(ViewFormat.LABEL_ONLY)

    # Make us bigger.
    def LblRightClickHandler(self, e):
        if self.view_format == ViewFormat.TAB:
            self.UpdateView(ViewFormat.LABEL_ONLY)
        elif self.view_format == ViewFormat.LABEL_ONLY:
            self.UpdateView(ViewFormat.NOTES_VIEW)

    def NotesUpdatedHandler(self, e):
        self.villain.SaveNotes(self.view.GetVillainNotes())

    def ViewToggleHandler(self):
        if self.view_format == ViewFormat.NOTES_VIEW:
            self.UpdateView(ViewFormat.BUILD_VIEW)
        elif self.view_format == ViewFormat.BUILD_VIEW:
            self.UpdateView(ViewFormat.NOTES_VIEW)