Exemple #1
0
    def _attack(self, attack, attacker, attackee):
        if attack.means.condition:
            success, msg = self.on_set_condition(attack, attacker, attackee)
        else:
            method = getattr(self, 'on_' + attack.means.name)
            success, msg = method(attack, attacker, attackee)

        if success:
            logger.msg_warn(msg.strip())
        else:
            logger.msg_info(msg.strip())
Exemple #2
0
    def zap(self, being, wand, direction):
        
        if wand.charges < 1:
            logger.msg_info('{You} cannot zap a wand without charges.'.format(**being.words_dict))
            return False
        wand.item.charges -= 1

        tile = self.game.level.tile_for(being)
        spell = wand.spell
        first = True

        # if its ray we now know it.
        if not wand.item.known and wand.kind.bounce:
            wand.item.known = True

        # if we have a ray or a beam
        if wand.kind.ray_dice:
            length = wand.kind.ray_dice.roll()
            while length > 0:
                tiles = self.game.level.get_ray(tile, direction, length+1, all_types=wand.item.can_tunnel)
                if first:
                    tiles = tiles[1:]
                length -= len(tiles)
                self.events['wand_zapped'].emit(spell.view(), [t.idx for t in tiles], direction)

                for t in tiles:
                    logger.ddebug('A {} passes through {}.'.format(wand.item.zap, t))
                    other = tile.being
                    if spell.damage and t.being:
                        if self.player_can_see(t):
                            logger.msg_warn("The {zap} hits {you}.".format(zap=wand.item.zap, **t.being.words_dict))
                        else:
                            logger.ddebug("The (unseen) {zap} hits {you}.".format(zap=wand.item.zap, **t.being.words_dict))
                        if self.combat_arena.spell_attack(tile, t, spell):
                            wand.item.known = True

                    if spell.method and spell.handle(self.game, t):
                        wand.item.known = True
                        logger.msg_warn('The wand {} {}.'.format(spell.verb.she, t.being))
                        self.handle_spell(spell, t, other, tile.being)

                # if the wand does not bounce or the tiletype does not bouce then stop
                if not (tiles[-1].tiletype.bounce and wand.kind.bounce):
                    break
                direction = direction.bounce(tiles[-1].tiletype.bounce)
                tile = self.game.level.adjacent_tile(tiles[-1], direction)
                first = False
        elif spell.method and spell.handle(self.game, tile):
            wand.item.known = True
            self.handle_spell(spell, tile, being)

        if not being.is_dead:
            self.turn_done(being)
        return True