def get_moreau_box(): _if = ItemFactory() _box = Items.Box('box') for j in range(randrange(1,4)): _roll = randrange(7) if _roll < 3: _box.add_item(_if.get_stack('stimpak', 4, True)) elif _roll < 6: _box.add_item(_if.get_stack('shotgun shell', 10, True)) else: _box.add_item(_if.gen_item('shotgun', True)) return _box
def get_medical_lab_box(): _if = ItemFactory() _box = Items.Box('box') for j in range(randrange(1,4)): _roll = random() if _roll < 0.25: _box.add_item(_if.get_stack('medkit', 4, True)) elif _roll < 0.50: _box.add_item(_if.get_stack('ritalin', 7, True)) elif _roll < 0.75: _box.add_item(_if.get_stack('amphetamine', 5, True)) else: _box.add_item(_if.get_stack('battery', 3, True)) return _box
def get_locker_for_minor_armoury(): _if = ItemFactory() _box = Items.Box('footlocker') for j in range(randrange(4)): _roll = random() if _roll < 0.333: _box.add_item(_if.get_stack('shotgun shell', 8, True)) elif _roll < 0.666: _box.add_item(_if.get_stack('grenade', 4, True)) elif _roll < 0.9: _box.add_item(_if.get_stack('stimpak', 5, True)) else: _box.add_item(_if.gen_item('shotgun', True)) return _box
def place_science_lab_items(dm, room, level): _floor = choice(room) _if = ItemFactory() for j in range(1,randrange(5)): _roll = randrange(10) if _roll < 3: _item = _if.get_stack('stimpak',3, True) elif _roll < 6: _item = _if.get_stack('amphetamine',7, True) elif _roll < 9: _item = _if.get_stack('shotgun shell',10, True) else: _item = _if.gen_item('infra-red goggles', True) _floor = choice(room) level.add_item_to_sqr(_floor[0], _floor[1], _item)
def get_item(self, level): _chart = self.__pick_chart() _pick = _chart[choice(_chart.keys())] _if = ItemFactory() if _pick[1] > 0: _item = _if.get_stack(_pick[0], _pick[1], True) else: _item = _if.gen_item(_pick[0], True) return _item
def place_repair_shop_items(dm, room, level): _if = ItemFactory() for j in range(1,randrange(5)): _roll = randrange(10) if _roll < 8: _item = _if.get_stack('battery',5, True) elif _roll == 8: _item = _if.gen_item('infra-red goggles', True) else: _item = _if.gen_item('targeting wizard', True) _floor = choice(room) level.add_item_to_sqr(_floor[0], _floor[1], _item)
def make_repair_shop(self, building): _doc = MonsterFactory.get_monster_by_name(self.dm, "repair bot", 0, 0) place_monster(building, self, _doc) for j in range(randrange(2)): _ed = MonsterFactory.get_monster_by_name(self.dm, "ed-209", 0, 0) place_monster(building, self, _ed) for j in range(randrange(1,4)): _sb = MonsterFactory.get_monster_by_name(self.dm, "security bot", 0, 0) place_monster(building, self, _sb) _if = ItemFactory() for j in range(randrange(1,4)): _roll = randrange(10) if _roll < 7: _item = _if.get_stack('battery', 3, True) elif _roll < 9: _item = _if.gen_item('targeting wizard') else: _item = _if.gen_item('icannon') place_item(building, self, _item)
def make_barracks(self, building): for j in range(randrange(2,4)): _cy = MonsterFactory.get_monster_by_name(self.dm, "cyborg soldier", 0, 0) place_monster(building, self, _cy) _if = ItemFactory() _box = Items.Box('footlocker') for j in range(randrange(3)): _roll = randrange(6) if _roll == 0: _box.add_item(_if.get_stack('shotgun shell', 6, True)) elif _roll == 1: _box.add_item(_if.get_stack('grenade', 4, True)) elif _roll == 2: _box.add_item(_if.get_stack('stimpak', 3, True)) elif _roll == 3: _box.add_item(_if.get_stack('machine gun clip', 3, True)) elif _roll == 4: _box.add_item(_if.get_stack('9mm clip', 3, True)) else: _box.add_item(_if.get_stack('medkit', 3, True)) place_item(building, self, _box)