Exemple #1
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def drop(element: Union[str, NPC], scenario: Scenario) -> None:
    '''
        Function fired when the Player wants the Hero to drop something.
    '''
    if not element:
        print('Which item would you like to drop?')
        Hero.declare_inventory()
        which_item = input('> ')
        __element: str = system_name(which_item)

    else:
        __element: str = system_name(element)

        this_element: Item = Hero.get_item_from_inventory(__element)
        if this_element:
            if this_element not in scenario.floor:
                scenario.add_to_floor(this_element)
            Hero.drop_item(this_element)
        else:
            equiped_item: Item = Hero.get_equiped_item(__element)
            if equiped_item:
                scenario.add_to_floor(equiped_item)
                Hero.drop_item(equiped_item)
            else:
                print('You can\'t drop items that you don\'t have.')
Exemple #2
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def looking_body(body: NPC, scenario: Scenario) -> None:
    '''
        It is called specifically when the Hero looks to an enemy dead body.
        Handles the weapons, shield and armor used by the deceased.
    '''
    message = []
    if body.armor:
        message.append(
            f'it is wearing {body.armor.article[0]}{body.armor.name}')
        body.armor.container = body.name

    if body.weapon:
        message.append(
            f'{body.weapon.article[0]}{body.weapon.name}')
        scenario.add_to_floor(body.weapon)
        body.weapon = None

    if body.shield:
        message.append(f'{body.shield.article[0]}{body.shield.name}.')
        scenario.add_to_floor(body.shield)
        body.shield = None

    if len(message) == 0:
        return
    elif len(message) == 1:
        print_cinematics(f'You see {message[0]}.')
    else:
        print_cinematics(
            f'You see {", ".join(message[:-1])} and {message[-1]}.')
Exemple #3
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def searching_body(in_inventory: str, body: NPC, scenario: Scenario) -> None:
    '''
        It is called specifically when the Hero searches an enemy dead body.
        Handles the weapons, armor and shield used by the deceased.
    '''
    message = []
    if body.armor:
        message.append(
            f'it is wearing {body.armor.article[0]}{body.armor.name}')
        body.armor.container = body.name

    if body.weapon:
        message.append(
            f'{body.weapon.article[0]}{body.weapon.name}')
        scenario.add_to_floor(body.weapon)
        body.weapon = None

    if body.shield:
        message.append(f'{body.shield.article[0]}{body.shield.name}.')
        scenario.add_to_floor(body.shield)
        body.shield = None

    if len(message) == 0:
        print_cinematics(in_inventory)
    elif len(message) == 1:
        print_cinematics(f'{in_inventory} You also see {message[0]}.')

    else:
        print_cinematics(
            f'{in_inventory}\n\t\tYou also see {", ".join(message[:-1])} and {message[-1]}.')
Exemple #4
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def moving_body(body: NPC, scenario: Scenario) -> None:
    droped_items = body.drop_item()
    Hero.appearance = 'all bloodstained'
    if len(droped_items) > 0:
        print(
            f'When you move the body, its \
            {" and ".join(item.name for item in droped_items)} \
            fall{"s" if len(droped_items) == 1 else ""} on the ground.')
    for item in droped_items:
        scenario.add_to_floor(item)
Exemple #5
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def search(element: str, scenario: Scenario) -> None:
    '''
        It is called when the Hero searches somewhere.
    '''
    __element = system_name(element)

    if any(system_name(__item).split()[-1] == __element for __item in scenario.ambient):
        print_cinematics(f'You search the {element} but you find nothing.')

    elif any(system_name(__item).split()[-1] == __element for __item in scenario.far_away):
        print_cinematics(f'It is too far away.')

    elif any(system_name(__item.name).split()[-1] == __element for __item in scenario.elements):
        searching_element = scenario.get_element(element)
        searching_element.on_searching()

    elif any(system_name(__item.name).startswith('body') for __item in Hero.inventory) and \
            element.startswith('body'):
        print_cinematics(
            f'You can\'t search the body while you are carrying it.')

    elif any(system_name(__item.name).split()[-1] == __element for __item in Hero.inventory):
        __item_from_inv: Item = Hero.get_item_from_inventory(element)
        __item_from_inv.on_searching()

    elif any(system_name(__something.name).split()[-1] == __element for __something in scenario.floor) or \
            any(system_name(__something.name).startswith('body') for __something in scenario.floor) and 'body' in __element:
        for __something in scenario.floor:
            if element.startswith('body') and system_name(__something.name).startswith('body'):
                in_inventory = __something.declare_inventory()

                for __item in __something.inventory:
                    scenario.add_to_floor(__item)
                    __something.inventory.remove(__item)
                searching_body(in_inventory, __something, scenario)

            elif system_name(__something.name).split()[-1] == __element:
                __something.on_searching()

    else:
        print_cinematics(
            f'There is nothing to be found.')
Exemple #6
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import cinematics
from core_elements.scenario import Scenario
from core_elements.elements import Item, Container
import gameplay
from db.enemies import ugly_monster
from core_elements import *
from db.food import *
from db.valuables import *
from core_elements.characters.Hero import Hero

# A TESTING SCENARIO
# This scenario is just for testing purposes

# CREATES A TESTING SCENARIO INSTANCE AND ADDS ITS ATTRIBUTES
testing_forest = Scenario('testing_forest', 'scene01', 'forest')
gameplay.CURRENT_SCENARIO = testing_forest
testing_forest.description = 'a vast green field full of trees. \
Near you there are some bushes and far away you can see a river flowing from the left \
to the right. The trail you\'ve been following seems to go on until a bridge on the river'

# ELEMENTS THAT CAN BE LIMITEDLY INTERACTED WITH.
testing_forest.ambient = ['trail', 'field']
testing_forest.far_away = ['river', 'old bridge']

# ELEMENTS THAT CAN BE USED AS SAFE PLACES FOT THE HERO TO HIDE AND REST.
testing_forest.safe_places = ['bushes']

# EXIT POINTS THAT CONNECT TO OTHER SCENARIOS.

# GLOBAL CONTAINERS FROM THE SCENARIO THAT CAN BE IMMEDIATELLY INTERACTED WITH.
trees = Container('trees', 'big and very green apple trees')
Exemple #7
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def take(element: str, scenario: Scenario) -> None:
    '''
        Function fired when the Player wants the Hero to take something from the Scenario.
    '''
    Hero.update_weigth()
    element = system_name(element)
    if any(__item.endswith(element) for __item in scenario.ambient):
        print('There\'s no point in doing it.')

    elif any(__item.endswith(element) for __item in scenario.far_away):
        print('Even if you could take it, it is too far away.')

    elif any(system_name(__item.name).endswith(element) for __item in scenario.floor) or \
            element.startswith('body'):

        for __item in scenario.floor:
            __item: Union[Item, NPC]
            if system_name(__item.name).startswith('body') and system_name(element).startswith('body') or \
                    system_name(__item.name).endswith(element) and system_name(__item.name).startswith('body'):

                __item.update_weigth()
                if Hero.carrying_weigth + __item.weight > Hero.weigth_capacity:
                    print('It is too much for you to carry.')
                else:
                    moving_body(__item, scenario)
                    Hero.take_item(__item)
                    scenario.floor.remove(__item)

            elif system_name(__item.name).endswith(element):

                if Hero.carrying_weigth + __item.weight > Hero.weigth_capacity:
                    print('It is too much for you to carry.')
                else:
                    if Hero.has_item(__item):
                        owned_item = Hero.get_item_from_inventory(__item)
                        owned_item.change_quantity(__item.quantity)
                        Item_name_in_singular = owned_item.name[:-1]
                        print(
                            f'You get another {Item_name_in_singular}.')
                    else:
                        if hasattr(__item, 'on_taking') and __item.on_taking() == 'keep':
                            __item = copy.copy(__item)
                        else:
                            scenario.floor.remove(__item)
                    Hero.take_item(__item)

    elif any(system_name(__item.name).endswith(element) for __item in scenario.elements):
        this_element: Element = scenario.get_element(element)

        if type(this_element) == Container:
            print('You cannot take it.')

        elif Hero.carrying_weigth + this_element.weight > Hero.weigth_capacity:
            print('It is too much for you to carry.')

        elif Hero.has_item(this_element):
            owned_item = Hero.get_item_from_inventory(this_element)
            owned_item.add(this_element.quantity)
            Item_name_in_singular = owned_item.name[:-1]
            print(
                f'You get another {Item_name_in_singular}.')

        else:
            Hero.take_item(this_element)
            if not hasattr(this_element, 'on_taking') or this_element.on_taking() != 'keep':
                scenario.elements.remove(this_element)

    elif element.endswith('armor') and \
        any(type(__thing) == NPC and
            __thing.armor.container != None for __thing in scenario.floor):
        for __thing in scenario.floor:
            if type(__thing) == NPC:
                if __thing.armor != None:
                    __thing.armor.on_taking()
                    __thing.armor.container = None
                    Hero.take_item(__thing.armor)
                    __thing.armor = None

    else:
        print(f'You don\'t see any {element} nearby to take it.')
Exemple #8
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def look(element: str, scenario: Scenario) -> None:
    '''
        It is called when the Hero looks at something.
    '''
    __element = system_name(element)

    if __element == 'me':
        print_cinematics(f'You are {Hero.appearance}.')

    elif __element == 'floor':
        if len(scenario.floor) == 0:
            print('There\'s nothing special on the floor.')
        else:
            message = 'Looking at the floor you see'
            if len(scenario.floor) == 1:
                print_cinematics(
                    f'{message} {scenario.floor[0].article[1]}{scenario.floor[0].name}.')
            else:
                print_cinematics(
                    f'{message} {", ".join(f"{item.article[1]}{item.name}" for item in scenario.floor[: -1])} and {f"{scenario.floor[-1].article[0]}{scenario.floor[-1].name}"}.')

    elif __element == '' or __element == 'around':
        print_cinematics(
            f'You look around and you see {scenario.description}.')

    # elements derivated from the Class Item can be accessed by the final word of their names (ej. "sword" matches for "short sword")
    elif any(system_name(__item).split()[-1] == __element for __item in scenario.ambient):
        print_cinematics(
            f'You see nothing special about the {element}.')

    elif any(system_name(__item).split()[-1] == __element for __item in scenario.far_away):
        print_cinematics(
            f'You look at the {element}, but is too far away to see any details.')

    elif any(system_name(__item.name).split()[-1] == __element for __item in scenario.elements):
        looking_element = scenario.get_element(system_name(element))
        print_cinematics(
            f'The {looking_element.name} {looking_element.verb} {looking_element.description}.')
        looking_element.on_looking()

    elif Hero.has_item(__element):
        this_item = Hero.get_item_from_inventory(__element)
        enough_for = ''
        if type(this_item) == Food:
            # I consider that the weight of food is enough for a full day, so multiplying quantity by the food weight returns for how many days one portion of this food is capable of sustaining the Hero.
            enough_for = f', enough for {int(this_item.quantity * this_item.unity_weight)} days'

        print(
            f'The {this_item.name} on your inventory {this_item.verb} {this_item.description}{enough_for}.')

    elif any(system_name(__something.name).split()[-1] == __element for __something in scenario.floor) or \
            any(system_name(__something.name).startswith('body') for __something in scenario.floor) and 'body' in __element:
        for __something in scenario.floor:
            if element.startswith('body') and system_name(__something.name).startswith('body') or \
                    system_name(__something.name).endswith(__element):
                print(
                    f'The {__something.name} laying on the floor {__something.verb} {__something.description}.')
                if type(__something) == NPC:
                    looking_body(__something, scenario)

    else:
        print_cinematics(
            f'There is nothing to be seen.')