Exemple #1
0
def bat(point=None, dungeon_level=1):
    health_component = Health(4)

    creature = Character(point,
                         'B',
                         'bat',
                         COLORS.get('bat'),
                         ai=PredatorNPC(species=Species.INSECT),
                         species=Species.BAT,
                         health=health_component,
                         act_energy=3)

    creature.add_component(Offence(base_power=1), 'offence')
    creature.add_component(Defence(defence=1), 'defence')
    creature.add_component(Level(xp_value=10), 'level')

    teeth = equipment.teeth()
    teeth.lootable = False

    creature.inventory.add_item(teeth)
    creature.equipment.toggle_equip(teeth)

    if randint(1, 100) >= 70:
        equipment.add_lifedrain(teeth)
        creature.add_component(Naming(creature.base_name, prefix='Vampiric'),
                               'naming')

    return creature
Exemple #2
0
    def npc_death(self, game_map):
        if self.owner.health and self.owner.health.on_death:
            print(">>>>>>>On death trigger")
            self.owner.health.on_death(self.owner)
            return GameStates.PLAYER_TURN

        #transform it into a nasty corpse! it doesn't block, can't be
        #attacked and doesn't move
        self.owner.char = '%'
        self.owner.color = COLORS.get('corpse')
        self.owner.ai = None
        self.owner.render_order = RenderOrder.CORPSE

        if self.owner.display:
            self.owner.del_component("display")

        if self.owner.inventory:
            for item in self.owner.inventory.items:
                if (item.lootable):
                    item.x = self.owner.x
                    item.y = self.owner.y
                    #npc.inventory.drop_item(item)
                    game_map.current_level.add_entity(item)

        game_map.current_level.remove_entity(self.owner)
        self.owner.blocks = False
        game_map.current_level.add_entity(self.owner)

        self.rotting = True

        self.owner.add_component(
            Naming(self.owner.base_name, prefix='Rotting corpse of'), 'naming')

        return GameStates.PLAYER_TURN
Exemple #3
0
def add_shocking(item):
    item.add_component(
        ExtraDamage(number_of_dice=1,
                    type_of_dice=6,
                    name="shock",
                    damage_type=DamageType.ELECTRIC), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of shocking'),
                           'naming')
Exemple #4
0
def jailor(point=None, dungeon_level=1, upgrade_chance=98):
    npc = random_npc(point, dungeon_level, upgrade_chance)

    upgrade_npc(npc)

    npc.add_component(Naming(npc.base_name, prefix='Jailor'), 'naming')

    npc.movement.routing_avoid.extend(npc_avoid)

    return npc
Exemple #5
0
def add_flaming(item):
    item.add_component(
        ExtraDamage(number_of_dice=1,
                    type_of_dice=6,
                    name="fire",
                    damage_type=DamageType.FIRE), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, prefix='Flaming'), 'naming')
    else:
        item.naming.prefix += " flaming"
Exemple #6
0
def add_chain_lightning(item):
    item.add_component(
        SpellAbility(spell=tome.chain_lightning,
                     number_of_dice=2,
                     type_of_dice=10,
                     radius=2), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of chain lightning'),
                           'naming')
    else:
        item.naming.prefix += " shocking"
Exemple #7
0
def add_infection(item,
                  name="Infection",
                  chance=50,
                  on_turn=None,
                  on_death=None):
    item.add_component(
        Infection(name=name, chance=chance, on_turn=on_turn,
                  on_death=on_death), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix=f"of {name}"),
                           'naming')
Exemple #8
0
def convert_to_skeleton(npc):
    npc.char = 'S'
    npc.add_component(Naming(npc.base_name, prefix='Skeletal'), 'naming')
    npc.add_component(BasicNPC(), 'ai')
    npc.add_component(Health(max(1, npc.health.max_hp // 3)), 'health')
    npc.add_component(DamageModifier(blunt=1.2, slashing=0.8, poison=0),
                      'damagemodifier')

    npc.species = Species.UNDEAD
    npc.movement.routing_avoid.append(Tiles.SHALLOW_WATER)

    return npc
Exemple #9
0
def random_magic_weapon(dungeon_level=1):
    item = random_weapon(dungeon_level=dungeon_level)

    dice = randint(1, 1000)

    item.add_component(IdentifiableWeapon(item.base_name), "identifiable")

    naming = Naming(item.base_name)

    if (dice <= 500):
        naming.prefix = "Remarkable"
        item.color = COLORS.get('equipment_uncommon')
        item.equippable.number_of_dice = 2
    elif (dice <= 750):
        naming.prefix = "Excellent"
        item.color = COLORS.get('equipment_rare')
        item.equippable.number_of_dice = 3
    elif (dice <= 900):
        naming.prefix = "Exceptional"
        item.color = COLORS.get('equipment_epic')
        item.equippable.number_of_dice = 4
    elif (dice <= 950):
        naming.prefix = "Phenomenal"
        item.color = COLORS.get('equipment_legendary')
        item.equippable.number_of_dice = 5
    else:
        create_unique_weapon(item)

    item.add_component(naming, 'naming')

    add_random_weapon_ablity(item)

    return item
Exemple #10
0
def convert_to_vampire(npc):
    npc.char = 'V'
    npc.add_component(Naming(npc.base_name, prefix='Vampiric'), 'naming')
    npc.add_component(Health(npc.health.max_hp * 1.5), 'health')
    npc.species = Species.UNDEAD
    npc.movement.routing_avoid.append(Tiles.SHALLOW_WATER)

    teeth = equipment.teeth()
    equipment.add_lifedrain(teeth)
    teeth.lootable = False

    npc.inventory.add_item(teeth)
    npc.equipment.toggle_equip(teeth)

    return npc
Exemple #11
0
def captain(point=None, dungeon_level=1, upgrade_chance=98, troops=5):
    npc = random_npc(point, dungeon_level, upgrade_chance)

    upgrade_npc(npc)

    if npc.species == Species.TROLL:
        underling = troll
    elif npc.species == Species.ORC:
        underling = orc
    elif npc.species == Species.GOBLIN:
        underling = goblin

    npc.add_component(CaptainNPC(underling), 'ai')
    npc.add_component(Children(troops), 'children')
    npc.add_component(Naming(npc.base_name, prefix='Captain'), 'naming')

    npc.movement.routing_avoid.extend(npc_avoid)

    return npc
Exemple #12
0
def convert_to_zombie(npc):
    npc.char = 'Z'
    npc.add_component(Naming(npc.base_name, prefix='Zombie'), 'naming')
    npc.add_component(ZombieNPC(species=npc.species), 'ai')
    npc.add_component(Health(max(1, npc.health.max_hp // 2)), 'health')
    npc.add_component(DamageModifier(blunt=0.8, slashing=1.2, poison=0),
                      'damagemodifier')
    npc.species = Species.ZOMBIE
    npc.movement.routing_avoid.append(Tiles.SHALLOW_WATER)

    teeth = equipment.teeth()
    teeth.lootable = False
    equipment.add_infection(teeth,
                            name="Zombification",
                            chance=50,
                            on_turn=None,
                            on_death=convert_to_zombie)

    npc.inventory.add_item(teeth)
    npc.equipment.toggle_equip(teeth)

    return npc
Exemple #13
0
def snake(point=None, dungeon_level=1):
    health_component = Health(8)

    creature = Character(point,
                         'S',
                         'snake',
                         COLORS.get('snake'),
                         ai=PredatorNPC(species=Species.RAT),
                         species=Species.SNAKE,
                         health=health_component,
                         act_energy=3)

    creature.add_component(Offence(base_power=1), 'offence')
    creature.add_component(Defence(defence=1), 'defence')
    creature.add_component(Level(xp_value=10), 'level')
    creature.add_component(Spawn(2, egg), 'spawn')

    creature.movement.routing_avoid.extend(creature_avoid)

    teeth = equipment.teeth()

    if randint(1, 100) >= 50:
        equipment.add_poison(teeth, 1, 5)
        creature.add_component(Naming(creature.base_name, prefix='Poisonous'),
                               'naming')
        creature.color = COLORS.get('poisonous_snake')

    teeth.lootable = False

    creature.inventory.add_item(teeth)
    creature.equipment.toggle_equip(teeth)

    pubsub.pubsub.subscribe(
        pubsub.Subscription(creature, pubsub.PubSubTypes.DEATH, eat_rat))

    return creature
Exemple #14
0
def add_speed(item):
    item.add_component(Speed(), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of speed'), 'naming')
Exemple #15
0
def add_regeneration(item):
    item.add_component(Defence(defence=10), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of regeneration'),
                           'naming')
Exemple #16
0
def add_power(item):
    item.add_component(Defence(defence=1), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of power'), 'naming')
Exemple #17
0
def add_paralysis(item):
    item.add_component(Paralysis(), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of paralysis'),
                           'naming')
Exemple #18
0
def add_lifedrain(item):
    item.add_component(LifeDrain(), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of life drain'),
                           'naming')
Exemple #19
0
def add_spawning(item, entity):
    item.add_component(Spawning(maker=entity), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of spawning'),
                           'naming')
Exemple #20
0
def add_smashing(item):
    item.add_component(PushBack(), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of smashing'),
                           'naming')
Exemple #21
0
def add_poison(item, damage=1, duration=10):
    item.add_component(Poisoning(0, damage, duration), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of poisoning'),
                           'naming')
Exemple #22
0
def add_defence(item):
    item.add_component(Defence(defence=10), 'ablity')
    if not item.naming:
        item.add_component(Naming(item.base_name, suffix='of defence'),
                           'naming')