Exemple #1
0
 def adjacent_moves_enemy(self, area):
     moves = []
     if world.tile_exists(x=self.x, y=self.y - 1, area=self.area):
         moves.append(actions.MoveNorthEnemy())
     if world.tile_exists(x=self.x, y=self.y + 1, area=self.area):
         moves.append(actions.MoveSouthEnemy())
     if world.tile_exists(x=self.x + 1, y=self.y, area=self.area):
         moves.append(actions.MoveEastEnemy())
     if world.tile_exists(x=self.x - 1, y=self.y, area=self.area):
         moves.append(actions.MoveWestEnemy())
     return moves
Exemple #2
0
    def __init__(self, character, **kwargs):
        DoActions.__init__(self, character, **kwargs)

        if character.check_round_time():
            return
        if character.is_dead():
            return
        if not character.check_position_to_move():
            return
        if world.tile_exists(x=self.character.location_x + 1,
                             y=self.character.location_y,
                             area=self.character.area):
            if character.room.shop_filled == True:
                if character.room.shop.in_shop == True:
                    character.room.shop.exit_shop()
            old_room = self.character.room.room_number
            self.character.move_east()
            self.update_room(old_room_number=old_room,
                             new_room_number=self.character.room.room_number)
            self.update_status(character.get_status())
            return
        else:
            events.game_event(
                "You cannot find a way to move in that direction.")
            return
Exemple #3
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 def obvious_exits(self):
     """Returns all of the available actions in this room."""
     moves = []
     if world.tile_exists(x=self.x, y=self.y - 1, area=self.area):
         moves.append("north")
     if world.tile_exists(x=self.x, y=self.y + 1, area=self.area):
         moves.append("south")
     if world.tile_exists(x=self.x + 1, y=self.y, area=self.area):
         moves.append("east")
     if world.tile_exists(x=self.x - 1, y=self.y, area=self.area):
         moves.append("west")
     obvious = []
     if len(moves) == 0:
         obvious = 'None'
         return "Obvious exits:  {}".format(obvious)
     for move in moves:
         obvious.append(move)
     obvious = ', '.join(obvious)
     return "Obvious exits:  {}".format(obvious)
Exemple #4
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 def move(self, dx, dy):
     self.room.remove_enemy(self)
     if self.room == self.target.room:
         events.game_event(self.text_move_out)
     self.location_x += dx
     self.location_y += dy
     self.room = world.tile_exists(x=self.location_x, y=self.location_y, area=self.area)
     self.room.add_enemy(self)
     if self.room == self.target.room:
         events.game_event(self.text_move_in)
Exemple #5
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 def go_object(self, character):
     if character.room.room_name == self.object_data['location_1']['name']:
         new_location = self.object_data['location_2']
     elif character.room.room_name == self.object_data['location_2']['name']:
         new_location = self.object_data['location_1']
     character.room = world.tile_exists(x=new_location['x'], y=new_location['y'], area=new_location['area'].replace(" ",""))
     character.location_x = new_location['x']
     character.location_y = new_location['y']
     character.area = new_location['area']
     character.room.fill_room(character=character)
     print("does code go here?")
     character.room.intro_text()
     character.print_status()
     character.room.run(character=character)
Exemple #6
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    def __init__(self, character, **kwargs):
        DoActions.__init__(self, character, **kwargs)

        if character.check_round_time():
            return
        if character.is_dead():
            return
        if not character.check_position_to_move():
            return
        if world.tile_exists(x=self.character.location_x - 1,
                             y=self.character.location_y,
                             area=self.character.area):
            if character.room.shop_filled == True:
                if character.room.shop.in_shop == True:
                    character.room.shop.exit_shop()
            self.character.move_west()
            character.print_status()
        else:
            events.game_event(
                "You cannot find a way to move in that direction.")
Exemple #7
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 def spawn_generator(self, character):
     area_rooms = world.area_rooms(self.area)
     while character.area == self.area.replace(" ", ""):
         time.sleep(5)
         area_enemies = world.area_enemies(self.area)
         if len(area_enemies) < 1:
             area_rooms = {
                 keys: value
                 for keys, value in area_rooms.items() if value is not None
             }
             spawn_room_coords = random.choice(list(area_rooms))
             if random.randint(0, 100) > 50:
                 spawn_room = world.tile_exists(x=spawn_room_coords[0],
                                                y=spawn_room_coords[1],
                                                area=self.area)
                 spawn_room.enemies.append(
                     enemies.Enemy(enemy_name=self._room_data['spawn'][0],
                                   target=character,
                                   room=spawn_room,
                                   location_x=spawn_room_coords[0],
                                   location_y=spawn_room_coords[1],
                                   area=self.area))
                 spawn_room.enemies[-1].start()
Exemple #8
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 def move(self, dx, dy):
     self.location_x += dx
     self.location_y += dy
     self.room = world.tile_exists(x=self.location_x, y=self.location_y, area=self.area)
     self.room.fill_room(character=self)
     return
Exemple #9
0
    def __init__(self, player_name: str, **kwargs):

        self._player_data = self.get_player_by_name(name=player_name)

        self._name = self._player_data['first_name']    
        self._first_name = self._player_data['first_name']
        self._last_name = self._player_data['last_name']
        self._gender = self._player_data['gender']
        self._object_pronoun = None
        self._possessive_pronoun = None
        self._race = self._player_data['race']
        self._profession = self._player_data['profession']
        self._category = self._player_data['category']
        self._position = self._player_data['position']
        self._stance = self._player_data['stance']
        
        self._level = self._player_data['level']
        self._experience = self._player_data['experience']

        self._stats = self._player_data['stats']
        self._stats_bonus = self._player_data['stats_bonus']
        self._stats_base = self._player_data['stats_base']

        self._training_points = self._player_data['training']

        self._physical_training_points = self._player_data['training']['physical_points']
        self._mental_training_points = self._player_data['training']['mental_points']

        self._skills = self._player_data['skills']
        self._skills_base = self._player_data['skills_base']
        self._skills_bonus = self._player_data['skills_bonus']
        
        self._health = self._player_data['health']
        self._health_max = self._player_data['health_max']

        self._attack_strength_base = 0

        self._defense_strength_evade_base = 0
        self._defense_strength_block_base = 0
        self._defense_strength_parry_base = 0
        
        self.mana = self._player_data['mana']

        self.money = self._player_data['money']
        
        self._armor = {}
        
        for category in self._player_data['armor']:
            for item in self._player_data['armor'][category]:
                self._armor[category] = items.create_item('armor', item_name=item)

        self._inventory = []

        for category in self._player_data['inventory']:
            for item in self._player_data['inventory'][category]:
                self._inventory.append(items.create_item(item_category=category, item_name=item))

        self._right_hand_inv = None
        if len(self._player_data['right_hand']['item_name']) != 0:
            self._right_hand_inv.append(items.create_item(item_category=self._player_data['right_hand']['item_category'], item_name=self._player_data['right_hand']['item_name']))

        self._left_hand_inv = None
        if len(self._player_data['left_hand']['item_name']) != 0:
            self._left_hand_inv.append(items.create_item(item_category=self._player_data['left_hand']['item_category'], item_name=self._player_data['left_hand']['item_name']))

        self.dominance = "right_hand"
        self.non_dominance = "left_hand"

        self.location_x, self.location_y = world.starting_position
        self.room = world.tile_exists(x=self.location_x, y=self.location_y, area='Field')
        self.area = 'Field'

        self.target = None
        self.rt_start = 0
        self.rt_end = 0

        self.quests = {}

        for quest in self._player_data['quests']:
            self.quests[quest] = quests.Quest(quest_name=quest, character=self)
            self.quests[quest].start()
Exemple #10
0
def new_character():

    message = ""

    form = NewCharacterForm()

    stats = config.get_stats_data_file()

    stats_initial = {}
    stats_total = 0

    if form.validate_on_submit():

        result = request.form
        first_name = result['first_name']
        last_name = result['last_name']
        gender = result['gender']
        profession = result['profession']

        for stat in stats:
            stats_initial[stat.lower()] = int(result[stat])
            stats_total += stats_initial[stat.lower()]

        new_character = player.create_character('new_player')

        new_character.name = first_name
        new_character.first_name = first_name
        new_character.last_name = last_name
        new_character.gender = gender
        new_character.profession = profession

        for stat in new_character.stats:
            new_character.stats[stat] = stats_initial[stat]

        new_character.set_character_attributes()
        new_character.set_gender(new_character.gender)
        new_character.level_up_skill_points()

        #         character_print  = '''
        # *** You have created a new character! ***
        # First Name:  {}
        # Last Name:  {}
        # Gender:  {}
        # Profession:  {}
        #             '''.format(first_name,
        #                        last_name,
        #                        gender,
        #                        profession)
        #         stat_print = ""
        #         for stat in stats:
        #             stat_print = stat_print + "\n" + stat + ":  " + str(stats_initial[stat.lower()])
        #         character_print = character_print + "\n" + stat_print

        #        events.game_event(character_print)

        #     game_intro = '''
        # The beast becomes restless...  hungry and tired...

        #                     ...it trembles with anger, and the earth shakes...

        # Far away, you lay in a field surrounded by trees.
        # You close your eyes and an unsettling feeling comes over you. You dread having to go back into town and resume a
        # day you already know is going to be a waste. But you know that people rely on you and your resolve. They trust you,
        # at least that's what they say. "{} really knows how to get things done," they would say.

        # You open your eyes...
        #         '''.format(new_character.object_pronoun)

        #     events.game_event(game_intro)

        new_character.room = world.tile_exists(x=new_character.location_x,
                                               y=new_character.location_y,
                                               area=new_character.area)

        current_user.character_1 = new_character

        db.session.commit()

        new_character.room.fill_room(character=new_character)
        new_character.room.intro_text()
        new_character.get_status()

        return '<h1>Character Created! Please close the window and return to the main page.</h1>'

    return render_template('/new_character.html', form=form, Stats=stats)