Exemple #1
0
def _trap_activation_describe(mud, id, players, room_id, rooms, penalty_value,
                              trap_tag):
    trap_type = rooms[room_id]['trap']['trapType']
    if trap_type in ('net', 'chain net'):
        if rooms[room_id]['trap']['trap_activation'].startswith('pressure'):
            desc = (trap_tag +
                    "You hear a click as you step onto a pressure plate. A " +
                    trap_type + " falls from above and pins you down")
            mud.send_message(id, random_desc(desc) + '.<r>\n\n')
        else:
            desc = (trap_tag + "A " + trap_type +
                    " falls from above and pins you down")
            mud.send_message(id, random_desc(desc) + '.<r>\n\n')
    elif trap_type in ('pit', 'tar pit'):
        desc = (trap_tag + "You fall into a " + trap_type)
        mud.send_message(id, random_desc(desc) + '.<r>\n\n')
    elif trap_type in ('ditch', 'marsh', 'bog'):
        desc = (trap_tag + "You fall into a muddy " + trap_type,
                trap_tag + "You slip and fall into a muddy " + trap_type)
        mud.send_message(id, random_desc(desc) + '.<r>\n\n')
    elif trap_type.startswith('dart'):
        desc = (trap_tag +
                "Poisoned darts emerge from holes in the wall and " +
                "sting you for <r><f15><b88>* " + str(penalty_value) +
                " *<r>" + trap_tag + " hit points")
        mud.send_message(id, random_desc(desc) + '.<r>\n\n')
Exemple #2
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def escape_from_trap(mud, id, players: {}, rooms: {}, items_db: {}):
    """Attempt to escape from a trap
    """
    room_id = players[id]['room']
    if not rooms[room_id]['trap'].get('trapEscapeMethod'):
        mud.send_message(id, random_desc("Nothing happens") + '.\n\n')
        return
    escape_method = rooms[room_id]['trap']['trapEscapeMethod']
    if 'slash' in escape_method:
        _escape_with_cutting_tool(mud, id, players, rooms, items_db)
    else:
        mud.send_message(id, random_desc("Nothing happens") + '.\n\n')
Exemple #3
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def trap_activation(mud, id, players: {}, rooms: {}, exit_direction):
    """Activates a trap
    """
    room_id = players[id]['room']
    if not rooms[room_id]['trap'].get('trap_activation'):
        return False
    # Is the trap already activated?
    if rooms[room_id]['trap']['trap_activationTime'] != 0:
        return False
    trap_tag = '<f202>'

    # recognised activation type
    activation_type = rooms[room_id]['trap']['trap_activation']
    if not (activation_type == 'tripwire' or activation_type.startswith('move')
            or activation_type.startswith('pressure')):
        return False

    # probability of the trap being activated
    prob = 100
    if rooms[room_id]['trap'].get('trap_activationProbability'):
        prob = rooms[room_id]['trap']['trap_activationProbability']
    rand_percent = randint(1, 100)
    if rand_percent > prob:
        return False

    # which exit activates the trap?
    if not rooms[room_id]['trap'].get('trapExit'):
        return False

    # are we going in that direction?
    if rooms[room_id]['trap']['trapExit'] != exit_direction:
        return False

    # add player to the list of trapped ones
    rooms[room_id]['trap']['trappedPlayers'] = [players[id]['name']]

    # record the time when the trap was activated
    if time_string_to_sec(rooms[room_id]['trap']['trapDuration']) > 0:
        rooms[room_id]['trap']['trap_activationTime'] = \
            int(time.time())

    # reset the amount of damage to the trap
    rooms[room_id]['trap']['trapDamaged'] = 0

    # subtract a trap penalty from the player
    penalty_type = rooms[room_id]['trap']['trapPenaltyType']
    penalty_value = randint(1, rooms[room_id]['trap']['trapPenalty'])
    players[id][penalty_type] -= penalty_value

    # describe the trapped player
    if len(rooms[room_id]['trap']['trap_activationDescription']) > 0:
        desc = rooms[room_id]['trap']['trap_activationDescription']
        mud.send_message(id, trap_tag + random_desc(desc) + '.<r>\n\n')
    else:
        _trap_activation_describe(mud, id, players, room_id, rooms,
                                  penalty_value, trap_tag)
    return True
Exemple #4
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def _describe_trap_deactivation(mud, room_id, trap, players: {}):
    """Describes when a trap gets reset
    """
    for pid in players:
        if players[pid]['name'] is None:
            continue
        if players[pid]['room'] != room_id:
            continue
        if players[pid]['name'] not in trap['trappedPlayers']:
            continue
        if trap['trapType'] == 'net' or \
           trap['trapType'] == 'chain net':
            desc = 'The ' + trap['trapType'] + ' lifts and you escape'
            mud.send_message(pid, random_desc(desc) + '.\n\n')
        elif trap['trapType'] == 'pit' or trap['trapType'] == 'tar pit':
            desc = 'You clamber out from the ' + \
                trap['trapType']
            mud.send_message(pid, random_desc(desc) + '.\n\n')
        elif (trap['trapType'] == 'ditch' or trap['trapType'] == 'marsh'
              or trap['trapType'] == 'bog'):
            desc = 'With squelching noises, you climb out of the muddy ' + \
                trap['trapType']
            mud.send_message(pid, random_desc(desc) + '.\n\n')
Exemple #5
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def describe_trapped_player(mud, id, players: {}, rooms: {}):
    """Describes being in a trap
    """
    room_id = players[id]['room']
    if not rooms[room_id]['trap'].get('trapType'):
        return

    trap_type = rooms[room_id]['trap']['trapType']
    if trap_type == 'net':
        desc = ("You struggle with the net but it's pinning you down",
                "You seem to be trapped in a net",
                "Being covered by a net makes it difficult to move")
        mud.send_message(id, random_desc(desc) + '.\n\n')
    elif trap_type == 'chain net':
        desc = ("You struggle with the net but its chain webbing is " +
                "pinning you down",
                "You seem to be trapped in a net made from linked chains",
                "Being covered by a chain net makes it difficult to move")
        mud.send_message(id, random_desc(desc) + '.\n\n')
    elif trap_type == 'tar pit':
        desc = ("You have sunk into a pit of sticky tar, " +
                "which prevents you from moving",
                "Sticky tar surrounds you, preventing you from moving")
        mud.send_message(id, random_desc(desc) + '.\n\n')
    elif trap_type == 'pit':
        desc = ("You have fallen into a pit in the ground, which you " +
                "don't seem to be able to get out from",
                "You appear to be in a hole in the ground")
        mud.send_message(id, random_desc(desc) + '.\n\n')
    elif trap_type in ('ditch', 'marsh', 'bog'):
        desc = ("You have fallen into a " + trap_type +
                " full of thick mud, " +
                "which is too slippery to get out from",
                "You appear to be swimming very slowly in a " + trap_type +
                " full of thick mud")
        mud.send_message(id, random_desc(desc) + '.\n\n')
Exemple #6
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def _escape_with_cutting_tool(mud, id, players: {}, rooms: {}, items_db: {}):
    """Escape from a trap using a cutting tool
    """
    item_id = _holding_cutting_weapon(id, players, items_db)
    if item_id == -1:
        desc = ("You attempt to escape with your bare hands, " +
                "but remain trapped|You tug and wrestle but can't escape",
                "Looks like you need to use a cutting tool, otherwise " +
                "you'll be here for a while",
                "Looks like you need something to cut with")
        mud.send_message(id, random_desc(desc) + '.\n\n')
        return
    room_id = players[id]['room']
    max_trap_damage = rooms[room_id]['trap']['trapDamagedMax']
    tool_damage_max = items_db[item_id]['mod_str']
    slashing_damage = randint(1, tool_damage_max)
    trap_damage = \
        rooms[room_id]['trap']['trapDamaged'] + slashing_damage
    if trap_damage < max_trap_damage:
        rooms[room_id]['trap']['trapDamaged'] = trap_damage
        damage_str = ', causing <f15><b2>* ' + str(slashing_damage) + \
            ' *<r> points of damage to it'
        desc = 'You slash at the ' + rooms[room_id]['trap']['trapType'] + \
            damage_str + '|You cut the ' + \
            rooms[room_id]['trap']['trapType'] + damage_str
        mud.send_message(id, random_desc(desc) + '.\n\n')
    else:
        rooms[room_id]['trap']['trapDamaged'] = 0
        rooms[room_id]['trap']['trappedPlayers'].clear()
        if len(rooms[room_id]['trap']['trapEscapeDescription']) > 0:
            desc = rooms[room_id]['trap']['trapEscapeDescription']
            mud.send_message(id, random_desc(desc) + '.\n\n')
        else:
            desc = 'You cut a large hole in the ' + \
                rooms[room_id]['trap']['trapType'] + ' and escape'
            mud.send_message(id, random_desc(desc) + '.\n\n')
Exemple #7
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def familiar_sight(mud, nid, npcs, npcs_db, rooms, players, id, items,
                   items_db):
    """familiar reports what it sees
    """
    start_room_id = npcs[nid]['room']
    room_exits = rooms[start_room_id]['exits']

    mud.send_message(id, "Your familiar says:\n")
    if len(room_exits) == 0:
        mud.send_message(id, "There are no exits.")
    else:
        if len(room_exits) > 1:
            mud.send_message(id,
                             "There are " + str(len(room_exits)) + " exits.")
        else:
            exit_description = random_desc("a single|one")
            mud.send_message(id, "There is " + exit_description + " exit.")
    creatures_count = 0
    creatures_friendly = 0
    creatures_races = []
    for plyr in players:
        if players[plyr]['name'] is None:
            continue
        if players[plyr]['room'] == npcs[nid]['room']:
            creatures_count = creatures_count + 1
            if players[plyr]['race'] not in creatures_races:
                creatures_races.append(players[plyr]['race'])
            for name, value in players[plyr]['affinity'].items():
                if npcs[nid]['familiarOf'] == name:
                    if value >= 0:
                        creatures_friendly = creatures_friendly + 1

    for n_co in npcs:
        if n_co != nid:
            if npcs[n_co]['room'] == npcs[nid]['room']:
                creatures_count = creatures_count + 1
                if npcs[n_co].get('race'):
                    if npcs[n_co]['race'] not in creatures_races:
                        creatures_races.append(npcs[n_co]['race'])
                if npcs[n_co].get('affinity'):
                    for name, value in npcs[n_co]['affinity'].items():
                        if npcs[nid]['familiarOf'] == name:
                            if value >= 0:
                                creatures_friendly = creatures_friendly + 1

    if creatures_count > 0:
        creature_str = random_desc("creature|being|entity")
        creatures_msg = 'I see '
        if creatures_count > 1:
            creatures_msg = creatures_msg + str(creatures_count) + ' ' + \
                creature_str + 's'
        else:
            creatures_msg = creatures_msg + 'one ' + creature_str
        creatures_msg = creatures_msg + ' here.'

        friendly_word = \
            random_desc("friendly|nice|pleasing|not threatening")
        if creatures_friendly > 0:
            if creatures_friendly > 1:
                creatures_msg = creatures_msg + ' ' + \
                    str(creatures_friendly) + ' are ' + friendly_word + '.'
            else:
                if creatures_friendly == creatures_count:
                    creatures_msg = \
                        creatures_msg + ' They are ' + friendly_word + '.'
                else:
                    creatures_msg = \
                        creatures_msg + ' One is ' + friendly_word + '.'
        creatures_msg = creatures_msg + '\n'
        if len(creatures_races) > 0:
            creatures_msg = creatures_msg + 'They are '
            if len(creatures_races) == 1:
                creatures_msg = \
                    creatures_msg + '<f220>' + creatures_races[0] + 's<r>.'
            else:
                if len(creatures_races) == 2:
                    creatures_msg = \
                        creatures_msg + '<f220>' + creatures_races[0] + \
                        's<r> and <f220>' + creatures_races[1] + 's<r>.'
                else:
                    ctr = 0
                    for rac in creatures_races:
                        if ctr == 0:
                            creatures_msg = \
                                creatures_msg + '<f220>' + rac + 's<r>'
                        if ctr > 0:
                            if ctr < len(creatures_races) - 1:
                                creatures_msg = \
                                    creatures_msg + ', <f220>' + rac + 's<r>'
                            else:
                                creatures_msg = \
                                    creatures_msg + ' and <f220>' + \
                                    rac + 's<r>.'
                        ctr = ctr + 1
        mud.send_message(id, creatures_msg)

    items_in_room = 0
    weapons_in_room = 0
    armor_in_room = 0
    edible_in_room = 0
    for iid, _ in list(items.items()):
        if items[iid]['room'] == npcs[nid]['room']:
            if items[iid].get('weight'):
                if items[iid]['weight'] > 0:
                    items_in_room += 1
                    if (items[iid]['mod_str'] > 0
                            and (items[iid]['clo_lhand'] > 0
                                 or items[iid]['clo_rhand'] > 0)):
                        weapons_in_room += 1
                    if items[iid]['mod_endu'] > 0 and \
                       items[iid]['clo_chest'] > 0:
                        armor_in_room += 1
                    if items[iid]['edible'] != 0:
                        edible_in_room += 1
    if armor_in_room > 0 and weapons_in_room > 0:
        mud.send_message(id, 'There are some weapons and armor here.')
    else:
        if armor_in_room > 0:
            mud.send_message(id, 'There is some armor here.')
        else:
            if weapons_in_room > 0:
                mud.send_message(id, 'There are some weapons here.')
            else:
                mud.send_message(id, 'There are some items here.')
    if edible_in_room:
        mud.send_message(id, 'There are some edibles here.')
    mud.send_message(id, '\n\n')
Exemple #8
0
def _catch_fish(players: {}, id, rooms: {}, items_db: {}, mud) -> None:
    """The player catches a fish
    """
    if randint(1, 100) < 80:
        return
    rid = players[id]['room']
    if not holding_fishing_rod(players, id, items_db):
        return
    if not is_fishing_site(rooms, rid):
        return
    room_name_lower = rooms[rid]['name'].lower()
    fish_names = []
    fishing_season = {
        "carp": [4, 5, 6, 7, 8, 9, 10, 11, 12],
        "pike fish": [1, 2, 3, 9, 10, 11, 12],
        "minnow": [],
        "tench": [],
        "chub": [1, 2, 3, 6, 7, 8, 9, 10, 11, 12],
        "trout": [1, 2, 3, 4, 5, 6, 9, 10, 11, 12],
        "cod fish": [1, 2, 10, 11, 12],
        "haddock": [1, 9, 10, 11, 12],
        "turbot": [1, 9, 10, 11, 12],
        "sturgeon": [],
        "dogfish": [4, 5, 6, 7, 8, 9, 10],
        "pollack": [4, 5, 6, 7, 8, 9, 10],
        "sea bass": [5, 6, 7, 8, 9, 10, 11, 12],
        "mullet": [5, 6, 7, 8, 9, 10, 11, 12]
    }
    if 'lake' in room_name_lower:
        fish_names = ('carp', 'pike fish', 'minnow', 'tench')
    elif 'river' in room_name_lower:
        fish_names = ('trout', 'chub')
    elif 'sea' in room_name_lower or 'ocean' in room_name_lower:
        if not holding_fly_fishing_rod(players, id, items_db):
            fish_names = ('cod fish', 'haddock', 'turbot', 'sturgeon',
                          'dogfish', 'pollack', 'sea bass', 'mullet')
        else:
            fish_names = ('sea bass', 'mullet')
    elif 'pond' in room_name_lower:
        if not holding_fly_fishing_rod(players, id, items_db):
            fish_names = ('pond weed')
    if not fish_names:
        return
    fish_ids = []
    curr_month_number = int(datetime.datetime.today().strftime("%m"))
    no_of_fish = 0
    for iid, item in items_db.items():
        if item['edible'] <= 0:
            continue
        if item['weight'] <= 0:
            continue
        item_name_lower = item['name'].lower()
        for fish in fish_names:
            if fish in item_name_lower:
                if iid in players[id]['inv']:
                    no_of_fish += 1
                # is this fishable at this time of year?
                if fishing_season.get(fish):
                    if curr_month_number in fishing_season[fish]:
                        fish_ids.append(iid)
                else:
                    fish_ids.append(iid)
    if no_of_fish > 1:
        return
    if not fish_ids:
        return
    caught_id = random.choice(fish_ids)
    if caught_id in players[id]['inv']:
        return
    caught_str = \
        items_db[caught_id]['article'] + ' ' + items_db[caught_id]['name']
    msg_str = random_desc('You catch ' + caught_str)
    players[id]['inv'].append(caught_id)
    del players[id]['isFishing']
    mud.send_message(id, msg_str + '\n\n')