def create_rooms(): """ Creates lists for rooms """ # create empty list chambers = [] # read csv file with rooms with open("../data/zalen.csv", "rt") as csvfile: # create csvfile rooms = csv.reader(csvfile) # iterate over rows for row in rooms: # extract text out of list for text in row: # split features features = text.split(";") # initialize features for class name = features[0] capacity = features[1] # initilaze room using the class room = Room(name, capacity) # add room to list chambers.append(room) return chambers
def generate_rooms(roomList): myList = [] for each in roomList: myList.append(Room(each[0],each[1])) # for _ in myList: # print(_) return myList
def cliffs_area(): """ Create and return Cliffs Area. """ room = Room() """ Set up the game and initialize the variables. """ # Sprite lists room.wall_list = arcade.SpriteList() # -- Set up the walls # Create bottom and top row of boxes # This y loops a list of two, the coordinate 0, and just under the top of window for y in (0, SCREEN_HEIGHT - WALL_SPRITE_SIZE): # Loop for each box going across for x in range(0, SCREEN_WIDTH, WALL_SPRITE_SIZE): wall = arcade.Sprite( "images/nature_tileset_without_gaps/_lava/lava1.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "cliff" room.wall_list.append(wall) # Create left and right column of boxes for x in (0, SCREEN_WIDTH - WALL_SPRITE_SIZE): # Loop for each box going across for y in range(WALL_SPRITE_SIZE, SCREEN_HEIGHT - WALL_SPRITE_SIZE, WALL_SPRITE_SIZE): # Skip making a block 4 and 5 blocks up if (y != WALL_SPRITE_SIZE * 4 and y != WALL_SPRITE_SIZE * 5) or x != 0: wall = arcade.Sprite( "images/nature_tileset_without_gaps/_rocky/rocky4.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "cliff" room.wall_list.append(wall) room.problem = "Find the will to live!" if room.is_answered is True: room.key = arcade.Sprite("images/16x16/Item__69.png", WALL_SPRITE_SCALING) room.key.center_x = random.randrange(SCREEN_WIDTH) room.key.center_y = random.randrange(SCREEN_HEIGHT) room.key.draw() wall = arcade.Sprite( "images/images/nature_tileset_without_gaps/_lava/lava.png", WALL_SPRITE_SCALING) wall.left = 5 * WALL_SPRITE_SIZE wall.bottom = 2 * WALL_SPRITE_SIZE room.wall_list.append(wall) room.background = \ arcade.load_texture("images/bgs/PNG/Full/Miscellaneous/volcanoes.png") return room
def reflecting_pools(): """ Create and return Reflecting Pools. """ room = Room() """ Set up the game and initialize the variables. """ # Sprite lists room.wall_list = arcade.SpriteList() # -- Set up the walls # Create bottom and top row of mirrors # This y loops a list of two, the coordinate 0, and just under the top of window for y in (0, SCREEN_HEIGHT - WALL_SPRITE_SIZE): # Loop for each mirror going across for x in range(0, SCREEN_WIDTH, WALL_SPRITE_SIZE): wall = arcade.Sprite( "images/nature_tileset_without_gaps/_water/water2_transp.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "mirror" wall.code = dec_to_bin(x) room.wall_list.append(wall) # Create left and right column of mirrors for x in (0, SCREEN_WIDTH - WALL_SPRITE_SIZE): # Loop for each mirror going across for y in range(WALL_SPRITE_SIZE, SCREEN_HEIGHT - WALL_SPRITE_SIZE, WALL_SPRITE_SIZE): # Skip making a block 4 and 5 blocks up if (y != WALL_SPRITE_SIZE * 4 and y != WALL_SPRITE_SIZE * 5) or x != 0: wall = arcade.Sprite( "images/nature_tileset_without_gaps/_water/water1_transp.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "mirror" wall.code = bin_to_dec(x) room.wall_list.append(wall) wall = arcade.Sprite( "images/nature_tileset_without_gaps/_water/water_full_1.png", WALL_SPRITE_SCALING) wall.left = 5 * WALL_SPRITE_SIZE wall.bottom = 6 * WALL_SPRITE_SIZE room.wall_list.append(wall) room.background = arcade.load_texture( "images/Glacial-mountains-parallax-background_vnitti.png") return room
def volcano_pit(): """ Create and return Volcano Pit. """ room = Room() """ Set up the game and initialize the variables. """ # Sprite lists room.wall_list = arcade.SpriteList() # -- Set up the walls # Create bottom and top row of boxes # This y loops a list of two, the coordinate 0, and just under the top of window for y in (0, SCREEN_HEIGHT - WALL_SPRITE_SIZE): # Loop for each box going across for x in range(0, SCREEN_WIDTH, WALL_SPRITE_SIZE): wall = arcade.Sprite( "images/nature_tileset_without_gaps/_lava/lava1.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "firewall" room.wall_list.append(wall) # Create left and right column of boxes for x in (0, SCREEN_WIDTH - WALL_SPRITE_SIZE): # Loop for each box going across for y in range(WALL_SPRITE_SIZE, SCREEN_HEIGHT - WALL_SPRITE_SIZE, WALL_SPRITE_SIZE): # Skip making a block 4 and 5 blocks up if (y != WALL_SPRITE_SIZE * 4 and y != WALL_SPRITE_SIZE * 5) or x != 0: wall = arcade.Sprite( "images/nature_tileset_without_gaps/_lava/lava2.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "firewall" room.wall_list.append(wall) wall = arcade.Sprite( "images/images/nature_tileset_without_gaps/_lava/lava2.png", WALL_SPRITE_SCALING) wall.left = 5 * WALL_SPRITE_SIZE wall.bottom = 6 * WALL_SPRITE_SIZE room.wall_list.append(wall) room.background = \ arcade.load_texture("images/bgs/PNG/Full/Miscellaneous/volcanoes.png") return room
def treasury(): """ Create and return Treasury. """ room = Room() """ Set up the game and initialize the variables. """ # Sprite lists room.wall_list = arcade.SpriteList() # -- Set up the walls # Create bottom and top row of mirrors # This y loops a list of two, the coordinate 0, and just under the top of window for y in (0, SCREEN_HEIGHT - WALL_SPRITE_SIZE): # Loop for each mirror going across for x in range(0, SCREEN_WIDTH, WALL_SPRITE_SIZE): wall = arcade.Sprite("images/16x16/Item__71.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "trophy" wall.code = dec_to_bin(x) room.wall_list.append(wall) # Create left and right column of mirrors for x in (0, SCREEN_WIDTH - WALL_SPRITE_SIZE): # Loop for each mirror going across for y in range(WALL_SPRITE_SIZE, SCREEN_HEIGHT - WALL_SPRITE_SIZE, WALL_SPRITE_SIZE): # Skip making a block 4 and 5 blocks up if (y != WALL_SPRITE_SIZE * 4 and y != WALL_SPRITE_SIZE * 5) or x != 0: wall = arcade.Sprite("images/16x16/Item__71.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "trophy" wall.code = bin_to_dec(x) room.wall_list.append(wall) wall = arcade.Sprite("images/16x16/Item__71.png", WALL_SPRITE_SCALING) wall.left = 9 * WALL_SPRITE_SIZE wall.bottom = 3 * WALL_SPRITE_SIZE room.wall_list.append(wall) room.background = arcade.load_texture( "images/bgs/PNG/Full/City/classic_city.png") return room
def intro(): """ Create and return instructions area. """ room = Room() room.name = "Intro" """ Set up the game and initialize the variables. """ if room.is_answered is True: room.key = arcade.Sprite("images/16x16/Item__69.png", WALL_SPRITE_SCALING) room.key.center_x = random.randrange(SCREEN_WIDTH) room.key.center_y = random.randrange(SCREEN_HEIGHT) room.key.draw() # Load the background image for this level. room.background = arcade.load_texture("images/classic1.png") room.wall_list = arcade.SpriteList() return room
# # sectalks 0x03 challenge server # # This file defines the game world: Object and Room instances are created and # assigned relationships to each other. # import os.path import socket import struct from classes import Room, Object r = Room( """You are standing in front of a desk in a quiet, windowless office. There are posters on the walls. The office door is closed. There is a faint smell of tuna.""", ) room_start = r poster = Object( """It seems to be some sort of comic. Two people are talking: -- Wow - engines can burn vegetable oil! -- Well, sure. You can burn almost any organic matter. Corns, leaves, spices... -- Spices? Really? -- Sure - Mussolini made the trains run on thyme. -- ... We are no longer friends
from classes import Room #Create the room (map_uni) none = Room('', '', '', '') room_hall = Room('Hall', 'You enter a long hall with various portraits on the walls.', {'north': 'Reception'}, ['notebook']) room_reception = Room( 'Reception', 'You enter the main reception of the building. The room is empty.', { 'south': 'Hall', 'west': 'Cafe', 'north': 'Class', 'east': 'Office' }, []) room_office = Room( 'Office', 'You step into a well iluminated office with a paintig of a snowy landscape on the wall.', {'west': 'Reception'}, ['notebook']) room_cafe = Room( 'Cafe', 'Before you is a busy cafe. The barista is strugling to keep up with the work load and looks at you desperately as you walk in.', {'east': 'Reception'}, ['notebook']) room_class = Room( 'Class', 'You enter an empty class room. On the black board you notice a complicated equation.', {'south': 'Reception'}, ['notebook']) #room dictionary for navigation map_uni = { 'Reception': room_reception,
def import_rooms_from_json(self) -> typing.Iterable[Room]: with open(self.rooms_path, 'r') as rooms_file: for room in json.load(rooms_file): yield Room(**room)
from classes import Room kanto = {} kanto['pallet_town'] = Room( "Pallet Town", "You just moved here, there is your house, along with other three.\nA route starts from the /north.", 'route1', None, None, None, None, None) kanto['route1'] = Room("Route 1", "Route from Pallet Town to Viridian City.\nGoing /south you can reach Pallet Town", None, 'pallet_town', None, None, None, None)
food = Item('Some food',['food', 'foods']) water = Item('A bottle of water',['water', 'bottle', 'waters']) boots = Item('Walking boots',['boots', 'walking boots', 'shoes']) stick = Item('Stick',['stick', 'twig', 'branch']) #Define some enemies cow = Enemy('Cow') #Construct some rooms startRoom = Room() startRoom.description = "DofE storage warehouse, everything you need is layed out in front of you" startRoom.shortDescription = "DofE warehouse" startRoom.addItem(potatoes) startRoom.addItem(backpack) startRoom.addItem(food) startRoom.addItem(water) startRoom.addItem(boots) Footpath1 = Room() Footpath1.description = 'A footpath' Footpath1.addItem(stick) Footpath1.shortDescription = "Footpath with trees" Road1 = Room() Road1.description = 'A road'
def battle_room(): """ Create and return Battle Room!!! """ room = Room() """ Set up the game and initialize the variables. """ # Sprite lists room.wall_list = arcade.SpriteList() # enemy creation for i in range(STARTING_IMP_COUNT): enemy = arcade.Sprite("images/imp_idle.png") room.enemy_list.append(enemy) # -- Set up the walls # Create bottom and top row of boxes # This y loops a list of two, the coordinate 0, and just under the top of window for y in (0, SCREEN_HEIGHT - WALL_SPRITE_SIZE): # Loop for each box going across for x in range(0, SCREEN_WIDTH, WALL_SPRITE_SIZE): wall = arcade.Sprite( "images/nature_tileset_without_gaps/_rocky/rocky02.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "spike" room.wall_list.append(wall) # Create left and right column of boxes for x in (0, SCREEN_WIDTH - WALL_SPRITE_SIZE): # Loop for each box going across for y in range(WALL_SPRITE_SIZE, SCREEN_HEIGHT - WALL_SPRITE_SIZE, WALL_SPRITE_SIZE): # Skip making a block 4 and 5 blocks up on the right side if (y != WALL_SPRITE_SIZE * 4 and y != WALL_SPRITE_SIZE * 5) or x == 0: wall = arcade.Sprite( "images/nature_tileset_without_gaps/_rocky/rocky03.png", WALL_SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "spike" room.wall_list.append(wall) wall = arcade.Sprite( "images/nature_tileset_without_gaps/_rocky/rocky03.png", WALL_SPRITE_SCALING) wall.left = 7 * WALL_SPRITE_SIZE wall.bottom = 5 * WALL_SPRITE_SIZE room.wall_list.append(wall) room.problem = "Find the will to live!" if room.is_answered is True: room.key.draw() # Load the background image for this level. room.background = arcade.load_texture( "images/bgs/PNG/Full/Horror/horror1.png") return room
items = { 'knife': Item('knife'), 'coin': Treasure('coin', 75), 'shield': Item('shield'), 'lamp': LightSource('lamp') } rooms = { 'outside': Room( "Outside Cave Entrance", "North of you, the cave mount beckons.", True, [items['knife'], items['shield'], items['lamp']], { 'n': 'foyer', 's': None, 'w': None, 'e': None }, ), 'foyer': Room( "Foyer", """Dim light filters in from the south. Dusty passages run north and east.""", False, [], { 'n': 'overlook', 's': 'outside', 'w': None,
from classes import living_room from classes.kitchen import Kitchen from classes import Room, Kitchen, LivingRoom, BathRoom, Studio room1 = Room(10, 12, 4) room2 = Room(30, 40, 2) print(room2.length, room2.width, room2.number_of_windows) # # Class variables can be accessed by the instance or the class print(f'Does room 2 have a ceiling {room2.HAS_CEILING}') print(f'Do rooms have a ceiling? {Room.HAS_CEILING}') # # Even though it's a "constant" the value can still be changed # room1.HAS_CEILING = False # print(room1.HAS_CEILING) # # Instances can call instance, static, and class methods room1.turn_on_lights() room1.static_method('Hannah') # room1.rip_off_all_ceilings() # print(f'Does room 2 have a ceiling {room2.HAS_CEILING}') # # The class can only call static and class methods Room.rip_off_all_ceilings() Room.static_method('Hannah') # # This will error because there isn't a 'self' to be passed to the method # Room.turn_on_lights() # # Using a property looks like a variable
def make_map(MAP_HEIGHT, MAP_WIDTH, player, objects): from classes import Room as Room from classes import Object as Object import libtcodpy as libtcod global game_map ROOM_MAX_SIZE = 10 ROOM_MIN_SIZE = 6 MAX_ROOMS = 30 rooms = [] num_rooms = 0 #fill map with unblocked tiles game_map = [[Tile(True, None) for y in range(MAP_HEIGHT)] for x in range(MAP_WIDTH)] for r in range(MAX_ROOMS): #random width and height w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE) h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE) #random position without going out of the boundaries of the map x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1) y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1) new_room = Room.Room(x, y, w, h) if rooms: other_room = rooms[num_rooms - 1] else: other_room = Room.Room(0, 0, 0, 0) #run through the other rooms and see if they intersect with this onee if not new_room.intersect(other_room): #this means there are no intersections, so this room is valid #"paint" it to the map's tiles Room.Room.create_room(new_room, game_map) #center coordinates of new room, will be useful later (new_x, new_y) = new_room.center() if num_rooms == 0: #this is the first room, where the player starts at player.x = new_x player.y = new_y else: #all rooms after the first: #connect it to the previous room with a tunnel #center coordinates of previous room (prev_x, prev_y) = rooms[num_rooms - 1].center() #draw a coin (random number that is either 0 or 1) if libtcod.random_get_int(0, 0, 1) == 1: #first move horizontally, then vertically Room.Room.create_h_tunnel(prev_x, new_x, prev_y, game_map) Room.Room.create_v_tunnel(prev_y, new_y, new_x, game_map) else: #first move vertically, then horizontally Room.Room.create_v_tunnel(prev_y, new_y, prev_x, game_map) Room.Room.create_h_tunnel(prev_x, new_x, new_y, game_map) Tile.populate_room(new_room, game_map, objects) #finally, append the new room to the list rooms.append(new_room) num_rooms += 1 return game_map
def import_rooms_from_json(self): with open(self.rooms_path, 'r') as rooms_file: for room in json.load(rooms_file): yield Room(**room)
def cliffs_area(): """ Create and return Cliffs Area. """ room = Room() """ Set up the game and initialize the variables. """ # Sprite lists room.wall_list = arcade.SpriteList() room.item_list = arcade.SpriteList() # # collect pies # # Set up the items # for i in range(10): # # Create the item instance # item = arcade.Sprite("images/16x16/Item__67.png", SPRITE_SCALING * 3) # # # Position the item # item.center_x = random.randrange(SCREEN_WIDTH - 150) # item.center_y = random.randrange(SCREEN_HEIGHT - 150) # # # Add the item to the lists # room.item_list.append(item) # -- Set up the walls # Create bottom and top row of boxes # This y loops a list of two, the coordinate 0, and just under the top of window for y in (0, SCREEN_HEIGHT - SPRITE_SIZE): # Loop for each box going across for x in range(0, SCREEN_WIDTH, SPRITE_SIZE): wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky04.png", SPRITE_SCALING) wall.left = x wall.bottom = y room.wall_list.append(wall) # Create left and right column of boxes for x in (0, SCREEN_WIDTH - SPRITE_SIZE): # Loop for each box going across for y in range(SPRITE_SIZE, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE): # Skip making a block 4 and 5 blocks up on the right side if (y != SPRITE_SIZE * 4 and y != SPRITE_SIZE * 5) or x == 0: wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky04.png", SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "cliff" room.wall_list.append(wall) wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky04.png", SPRITE_SCALING) wall.left = 7 * SPRITE_SIZE wall.bottom = 5 * SPRITE_SIZE room.wall_list.append(wall) room.problem = "Find the will to live!" if room.is_answered is True: room.key = arcade.Sprite("images/16x16/Item__69.png", WALL_SPRITE_SCALING) room.key.center_x = random.randrange(SCREEN_WIDTH) room.key.center_y = random.randrange(SCREEN_HEIGHT) room.key.draw() # Load the background image for this level. room.background = arcade.load_texture("images/bgs/PNG/Full/Horror/horror2_nomoon.png") return room
def battle_room(): """ Create and return Battle Room!!! """ room = Room() room.name = "Battle" """ Set up the game and initialize the variables. """ # Sprite lists room.wall_list = arcade.SpriteList() room.enemy_list = arcade.SpriteList() # -- Set up the walls # Create bottom and top row of boxes # This y loops a list of two, the coordinate 0, and just under the top of window for y in (0, SCREEN_HEIGHT - SPRITE_SIZE): # Loop for each box going across for x in range(0, SCREEN_WIDTH, SPRITE_SIZE): wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky02.png", SPRITE_SCALING) wall.left = x wall.bottom = y wall.tag = "spike" room.wall_list.append(wall) # Create left and right column of boxes for x in (0, SCREEN_WIDTH - WALL_SPRITE_SIZE): # Loop for each box going across for y in range(SPRITE_SIZE, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE): # Skip making a block 3 and 5 blocks up on the right side if (y != SPRITE_SIZE * 3 and y != SPRITE_SIZE * 5) or x == 0: wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky03.png", SPRITE_SCALING) wall.left = y wall.bottom = x wall.tag = "spike" room.wall_list.append(wall) wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky03.png", SPRITE_SCALING) wall.left = 3 * SPRITE_SIZE wall.bottom = 2 * SPRITE_SIZE room.wall_list.append(wall) wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky03.png", SPRITE_SCALING) wall.left = 9 * SPRITE_SIZE wall.bottom = 9 * SPRITE_SIZE room.wall_list.append(wall) wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky03.png", SPRITE_SCALING) wall.left = 5 * SPRITE_SIZE wall.bottom = 4 * SPRITE_SIZE room.wall_list.append(wall) wall = arcade.Sprite("images/nature_tileset_without_gaps/_rocky/rocky03.png", SPRITE_SCALING) wall.left = 6 * SPRITE_SIZE wall.bottom = 6 * SPRITE_SIZE room.wall_list.append(wall) room.problem = "Attack with [spacebar]!" if room.is_answered is True: room.key.draw() # Load the background image for this level. room.background = arcade.load_texture("images/bgs/PNG/Full/Horror/horror1.png") return room
#barehands = randint(4, 7) #fistwrappings = randint(5, 8) #brassknuckles = rantint(7, 10) #health variables rags = 15 parka = 20 leather = 30 herodamageintmin = 3 herodamageintmax = 6 ''' Room pt 1 Attributes ''' # attic attic = Room("attic", False, False, False) desc = ( "- The roof is cracked. To your left you see a circular gable vent tilted open at a precarious angle. " "Dense but gentle snowflakes are wafting in through the broken roof. To your right is a gray, weathered door. " "It doesn't look like there is any loot for you here. You feel safe but terribly alone." ) attic.set_description(desc) attic.lootable = False # hallway hallway = Room("hallway", "", False, False) hallway.name = "hallway" hallway.set_description( "- It doesn't look like there's any loot in the hallway, " "but there are three doors along its length which might contain something." " You're certain there's something or someone at the end of the hallway."
creatures = [] i = random.randint(0,3) if i == 2: creatures.append(mutant) elif i == 3: creatures.append(drone) return creatures #------------REGION 1: THE JUNGLE------------ warehouse = Room("Warehouse", [0,0,0], [], """You are in what appears to be a large abandoned amazon fulfilment centre. Rows of shelves stretch along the warehouse. The floor is littered with long-dead package retrieval robots. There is no sound, and almost no light, save for a faint glow from a large green message scrawled on the north wall. The message reads: if you seek answers, journey north and find headquarters. Under the text, you can see a door, slightly ajar. There do not appear to be any other exits""", [shelves, boxes, torch], True, []) jungle_SW = Room("Southwest Jungle",[0,1,0],"",[machete], [], False, []) #machete is needed to cut through from jungle into forest jungle_SE = Room("Southeast Jungle",[1,1,0],"",[tree, rope], [], False, []) #tree can be used as a vantage point to see the next area jungle_NE = Room("Northeast Jungle",[1,2,0],"",[pistol], generate_creatures(), False, []) #pistol is a weapon jungle_NW = Room("Northwest Jungle",[0,2,0],"",[body, coat, medicine], generate_creatures(), False, []) #coat is needed to survive in the northern half of the forest
from classes import Room, Person, Item, GameState rooms = [Room() for i in range(5)] rooms[0].description = "The centre of the maze" rooms[0].addExit('NW', rooms[1]) rooms[0].addExit('NE', rooms[2]) rooms[0].addExit('SW', rooms[3]) rooms[0].addExit('SE', rooms[4]) rooms[0].addItem(Item("Chekhov's Gun", ['gun'])) rooms[1].description = "The first room" rooms[1].addExit('E', rooms[2]) rooms[1].addExit('S', rooms[3]) rooms[1].addItem(Item("Yakimov's Knife", ['knife'])) rooms[1].addExit('SE', rooms[0]) rooms[2].description = "The second room" rooms[2].addExit('W', rooms[1]) rooms[2].addExit('S', rooms[4]) rooms[2].addExit('SW', rooms[0]) rooms[3].description = "The third room" rooms[3].addExit('N', rooms[1]) rooms[3].addExit('E', rooms[4]) rooms[3].addExit('NE', rooms[0]) rooms[3].addItem(Item("Rudnikov's Spatula", ['spatula'])) rooms[4].description = "The fourth room"