Exemple #1
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    def do(self, player, line, target):
        from imaginary import garments
        try:
            player.putOn(target)
        except garments.TooBulky as e:
            raise eimaginary.ActionFailure(
                events.ThatDoesntWork(
                    actor=player.thing,
                    target=target.thing,
                    actorMessage=language.Sentence([
                        language.Noun(
                            e.wornGarment.thing).definiteNounPhrase(),
                        u" you are already wearing is too bulky for you to do"
                        u" that."
                    ]),
                    otherMessage=language.Sentence([
                        player.thing,
                        u" wrestles with basic personal problems."
                    ])))

        events.Success(actor=player.thing,
                       target=target.thing,
                       actorMessage=(u"You put on ", language.Noun(
                           target.thing).definiteNounPhrase(), "."),
                       otherMessage=language.Sentence(
                           [player.thing, " puts on ", target.thing,
                            "."])).broadcast()
Exemple #2
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 def vt102(self, observer):
     heshe = language.Noun(self.thing).heShe()
     L = _orderTopClothingByGlobalSlotList(self.garments)
     if L is None:
         return language.Sentence([heshe, u' is naked.']).vt102(observer)
     return language.Sentence([
         heshe, u' is wearing ',
         language.ItemizedList(
             [language.Noun(g.thing).nounPhrase() for g in L]), u'.'
     ]).vt102(observer)
Exemple #3
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    def do(self, player, line, tool, target):
        ctool = iimaginary.IContainer(tool, None)
        targetObject = target.thing
        if ctool is not None and (ctool.contains(targetObject)
                                  or ctool is target):
            raise eimaginary.ActionFailure(
                events.ThatDoesntWork(
                    actor=player.thing,
                    target=targetObject,
                    tool=tool,
                    actorMessage=
                    "A thing cannot contain itself in euclidean space."))

        dnf = language.Noun(targetObject).definiteNounPhrase()
        evt = events.Success(
            actor=player.thing,
            target=targetObject,
            tool=tool,
            actorMessage=("You put ", language.Noun(tool).definiteNounPhrase(),
                          " in ", dnf, "."),
            targetMessage=language.Sentence(
                [player.thing, " puts ", " tool in you."]),
            toolMessage=language.Sentence(
                [player.thing, " puts you in ", targetObject, "."]),
            otherMessage=language.Sentence(
                [player.thing, " puts ", tool, " in ", targetObject, "."]))
        evt.broadcast()

        try:
            tool.moveTo(target)
        except eimaginary.DoesntFit:
            # <allexpro> dash: put me in a tent and give it to moshez!
            raise eimaginary.ActionFailure(
                events.ThatDoesntWork(
                    actor=player.thing,
                    target=targetObject,
                    tool=tool,
                    actorMessage=language.Sentence([
                        language.Noun(tool).definiteNounPhrase(),
                        u" does not fit in ", dnf, u"."
                    ])))
        except eimaginary.Closed:
            raise eimaginary.ActionFailure(
                events.ThatDoesntWork(actor=player.thing,
                                      target=targetObject,
                                      tool=tool,
                                      actorMessage=language.Sentence(
                                          [dnf, " is closed."])))
Exemple #4
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class Remove(TargetAction):
    expr = ((pyparsing.Literal("remove") | pyparsing.Literal("take off")) +
            pyparsing.White() + targetString("target"))

    targetInterface = iimaginary.IClothing
    actorInterface = iimaginary.IClothingWearer

    def do(self, player, line, target):
        from imaginary import garments
        try:
            player.takeOff(target)
        except garments.InaccessibleGarment, e:
            raise eimaginary.ActionFailure(
                events.ThatDoesntWork(
                    actor=player.thing,
                    target=target.thing,
                    actorMessage=(u"You cannot take off ",
                                  language.Noun(
                                      target.thing).definiteNounPhrase(),
                                  u" because you are wearing ",
                                  e.obscuringGarment.thing, u"."),
                    otherMessage=language.Sentence([
                        player.thing, u" gets a dumb look on ",
                        language.Noun(player.thing).hisHer(), u" face."
                    ])))

        evt = events.Success(
            actor=player.thing,
            target=target.thing,
            actorMessage=(u"You take off ",
                          language.Noun(target.thing).definiteNounPhrase(),
                          u"."),
            otherMessage=language.Sentence(
                [player.thing, u" takes off ", target.thing, u"."]))
        evt.broadcast()
Exemple #5
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 def name(self):
     """
     Implement L{iimaginary.IExit.name} to return a descriptive name for the
     outward exit of this specific container.
     """
     return 'out of ', language.Noun(
         self.container.thing).definiteNounPhrase()
Exemple #6
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    def do(self, player, line, target):
        if target is player:
            raise eimaginary.ActionFailure(
                events.ThatDoesntMakeSense(u"Hit yourself?  Stupid.",
                                           actor=player.thing))

        cost = random.randrange(1, 5)
        if player.stamina < cost:
            raise eimaginary.ActionFailure(
                events.ThatDoesntWork(u"You're too tired!",
                                      actor=player.thing))

        damage = random.randrange(1, 5)
        player.stamina.decrease(cost)
        thp = target.hitpoints.decrease(damage)
        events.Success(
            actor=player.thing,
            target=target.thing,
            targetMessage=language.Sentence([player.thing, " hits you for ", damage, " hitpoints."]),
            actorMessage=language.Sentence(["You hit ", language.Noun(target.thing).definiteNounPhrase(), " for ", damage, " hitpoints."]),
            otherMessage=language.Sentence([player.thing, " hits ", target.thing, "."])).broadcast()

        if thp <= 0:
            xp = target.experience / 2 + 1
            player.gainExperience(xp) # I LOVE IT
            targetIsDead = [target.thing, " is dead!", "\n"]
            events.Success(
                actor=player.thing, target=target.thing,
                actorMessage=["\n", targetIsDead, "You gain ", xp, " experience"],
                targetMessage=["You are dead!"],
                otherMessage=targetIsDead).broadcast()
            target.thing.destroy()
Exemple #7
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    def do(self, player, line, direction):
        for exit in iimaginary.IContainer(player.thing.location).getExits():
            if exit.name == direction:
                if exit.sibling is not None:
                    evt = events.Success(location=exit.toLocation,
                                         otherMessage=language.Sentence([
                                             exit.sibling,
                                             " crumbles and disappears."
                                         ]))
                    evt.broadcast()

                evt = events.Success(actor=player.thing,
                                     actorMessage="It's gone.",
                                     otherMessage=language.Sentence([
                                         language.Noun(
                                             player.thing).nounPhrase(),
                                         " destroyed ", exit, "."
                                     ]))
                evt.broadcast()
                exit.destroy()
                return

        raise eimaginary.ActionFailure(
            events.ThatDoesntMakeSense(
                actor=player.thing,
                actorMessage="There isn't an exit in that direction."))
Exemple #8
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    def set_PROPER(self, player, line, target, value):
        """
        Attempt to change the name of a thing from a proper noun to a common
        noun or the other way around.

        @param target: The thing to change.
        @param value: The string C{"true"} or C{"false"}.
        """
        if value == "true":
            target.proper = True
            phrase = '" a proper noun.'
        elif value == "false":
            target.proper = False
            phrase = '" a common noun.'
        else:
            raise eimaginary.ActionFailure(
                events.ThatDoesntMakeSense(
                    actor=player.thing,
                    actorMessage=("Only true and false are valid settings "
                                  "for proper.")))
        events.Success(
            actor=player.thing,
            actorMessage=('You make the name of "',
                          language.Noun(target).shortName(),
                          phrase)).broadcast()
Exemple #9
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    def set_GENDER(self, player, line, target, value):
        """
        Attempt to change the gender of a thing.

        @param target: The thing to change the gender of.
        @param value: A string naming a gender on L{language.Gender}.
        """
        try:
            target.gender = getattr(language.Gender, value.upper())
        except AttributeError:
            gender = {language.Gender.MALE: "male",
                      language.Gender.FEMALE: "female",
                      language.Gender.NEUTER: "neuter"}.get(target.gender)
            raise eimaginary.ActionFailure(events.ThatDoesntMakeSense(
                    actor=player.thing,
                    actorMessage=("Only male, female, and neuter are valid "
                                  "genders.  You remain ", gender, ".")))
        else:
            if player.thing is target:
                # XXX Why can't I do something with Noun to collapse these
                # cases?
                event = events.Success(
                    actor=player.thing,
                    actorMessage=(u"You set your gender to ", value, "."))
            else:
                event = events.Success(
                    actor=player.thing,
                    target=target,
                    actorMessage=("You set ", language.Noun(target).hisHer(),
                                  " gender to ", value, "."),
                    targetMessage=(player.thing, " set your gender to ",
                                   value, "."))
            event.broadcast()
Exemple #10
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    def vt102(self, observer):
        players = self.original.connected

        return [[T.bold, self.header], u'\n',
                [[language.Noun(p).shortName().vt102(observer), u'\n']
                 for p in players],
                [T.bold, self.footer % {'playerCount': len(players)}], u'\n']
Exemple #11
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    def coinAdded(self, coin):
        """
        Called when a coin is added to this thing.

        @type coin: C{ICoin} provider
        """
        self._currencyCounter += 1
        if self._currencyCounter >= 5 and self.getContents():
            self._currencyCounter = 0
            try:
                obj = iter(self.getContents()).next()
            except StopIteration:
                evt = events.Success(
                    actor=self.thing,
                    target=obj,
                    otherMessage=language.Sentence([self.thing, " thumps loudly."]))
            else:
                evt = events.Success(
                    actor=self.thing,
                    target=obj,
                    otherMessage=language.Sentence([
                        language.Noun(self.thing).definiteNounPhrase(),
                        " thumps loudly and spits out ", obj,
                        " onto the ground."]))
                state = self.closed
                self.closed = False
                try:
                    obj.moveTo(self.thing.location)
                finally:
                    self.closed = state
            evt.broadcast()
Exemple #12
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 def vt102(self, observer):
     return [[
         T.bold, T.fg.yellow,
         language.Noun(
             self.original.thing).definiteNounPhrase().plaintext(observer)
     ], u" is ", [T.bold, T.fg.red,
                  self.original._condition(), u"."]]
Exemple #13
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 def do(self, player, line, target):
     from imaginary import garments
     try:
         player.takeOff(target)
     except garments.InaccessibleGarment, e:
         raise eimaginary.ActionFailure(events.ThatDoesntWork(
             actor=player.thing,
             target=target.thing,
             actorMessage=(u"You cannot take off ",
                           language.Noun(target.thing).definiteNounPhrase(),
                           u" because you are wearing ",
                           e.obscuringGarment.thing, u"."),
             otherMessage=language.Sentence([
                 player.thing,
                 u" gets a dumb look on ",
                 language.Noun(player.thing).hisHer(),
                 u" face."])))
Exemple #14
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 def cantFind_target(self, player, targetName):
     # XXX Hoist this up to TargetAction and apply it generally.
     things = _getIt(player.thing, targetName, iimaginary.IThing,
                     self.targetRadius(player))
     for thing in things:
         return (language.Noun(thing).nounPhrase().plaintext(player),
                 " cannot be restored.")
     return "Who's that?"
Exemple #15
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 def vt102(self, observer):
     return [
         [T.fg.yellow, "Inventory:\n"],
         [
             T.fg.green,
             [(language.Noun(o).shortName().vt102(observer), '\n')
              for o in iimaginary.IContainer(self.original).getContents()]
         ]
     ]
Exemple #16
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def creationSuccess(player, creation):
    """
    Create and return an event describing that an object was successfully
    created.
    """
    phrase = language.Noun(creation).nounPhrase()
    return events.Success(
        actor=player,
        target=creation,
        actorMessage=language.Sentence(["You create ", phrase, "."]),
        targetMessage=language.Sentence([player, " creates you."]),
        otherMessage=language.Sentence([player, " creates ", phrase, "."]))
Exemple #17
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    def setUp(self):

        self.thing = FakeThing(
            name=u'fake thing',
            description=u"Fake Thing Description",
            gender="!@>",
            proper=False,
            powerupsFor=lambda iface: [],
        )
        self.male = FakeThing(
            name=u"billy",
            gender=language.Gender.MALE,
        )
        self.female = FakeThing(
            name=u"janey",
            gender=language.Gender.FEMALE,
        )
        self.observer = FakeThing()
        self.noun = language.Noun(self.thing)
        self.malenoun = language.Noun(self.male)
        self.femalenoun = language.Noun(self.female)
Exemple #18
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 def movementImminent(self, movee, destination):
     """
     Something is trying to move.  Don't allow it if I'm currently worn.
     """
     if self.wearer is not None and movee is self.thing:
         raise ActionFailure(
             ThatDoesntWork(
                 # XXX I don't actually know who is performing the action
                 # :-(.
                 actor=self.wearer.thing,
                 actorMessage=[
                     "You can't move ",
                     language.Noun(self.thing).definiteNounPhrase(),
                     " without removing it first."
                 ]))
Exemple #19
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    def do(self, player, line, target):
        dnf = language.Noun(target.thing).definiteNounPhrase()
        if target.closed:
            raise eimaginary.ActionFailure(events.ThatDoesntWork(
                actor=player.thing,
                target=target.thing,
                actorMessage=language.Sentence([dnf, " is already closed."])))

        target.closed = True
        evt = events.Success(
            actor=player.thing,
            target=target.thing,
            actorMessage=("You close ", dnf, "."),
            targetMessage=language.Sentence([player.thing, " closes you."]),
            otherMessage=language.Sentence([player.thing, " closes ", target.thing, "."]))
        evt.broadcast()
Exemple #20
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def targetTaken(player, target, container=None):
    if container is None:
        return events.Success(actor=player,
                              target=target,
                              actorMessage=("You take ", target, "."),
                              targetMessage=(player, " takes you."),
                              otherMessage=(player, " takes ", target, "."))
    idop = language.Noun(container).definiteNounPhrase()
    return events.Success(
        actor=player,
        target=target,
        tool=container,
        actorMessage=("You take ", target, " from ", idop, "."),
        targetMessage=(player, " takes you from ", idop, "."),
        toolMessage=(player, " takes ", target, " from you."),
        otherMessage=(player, " takes ", target, " from ", idop, "."))
Exemple #21
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    def moveTo(self, where, arrivalEventFactory=None):
        """
        Implement L{iimaginary.IThing.moveTo} to change the C{location} of this
        L{Thing} to a new L{Thing}, broadcasting an L{events.DepartureEvent} to
        note this object's departure from its current C{location}.

        Before moving it, invoke each L{IMovementRestriction} powerup on this
        L{Thing} to allow them to prevent this movement.
        """
        whereContainer = iimaginary.IContainer(where, None)
        if (whereContainer is iimaginary.IContainer(self.location, None)):
            # Early out if I'm being moved to the same location that I was
            # already in.
            return
        if whereContainer is None:
            whereThing = None
        else:
            whereThing = whereContainer.thing
        if whereThing is not None and whereThing.location is self:
            # XXX should be checked against _all_ locations of whereThing, not
            # just the proximate one.

            # XXX actor= here is wrong, who knows who is moving this thing.
            raise eimaginary.ActionFailure(
                events.ThatDoesntWork(actor=self,
                                      actorMessage=[
                                          language.Noun(
                                              where.thing).definiteNounPhrase(
                                              ).capitalizeConcept(),
                                          " won't fit inside itself."
                                      ]))

        oldLocation = self.location
        for restriction in self.powerupsFor(iimaginary.IMovementRestriction):
            restriction.movementImminent(self, where)
        if oldLocation is not None:
            events.DepartureEvent(oldLocation, self).broadcast()
        if where is not None:
            where = iimaginary.IContainer(where)
            if oldLocation is not None and not self.portable:
                raise eimaginary.CannotMove(self, where)
            where.add(self)
            if arrivalEventFactory is not None:
                arrivalEventFactory(self).broadcast()
        if oldLocation is not None:
            iimaginary.IContainer(oldLocation).remove(self)
Exemple #22
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    def do(self, player, line, target):
        if target.location is not player.thing:
            raise eimaginary.ActionFailure(
                events.ThatDoesntMakeSense(
                    actor=player.thing, actorMessage="You can't drop that."))

        try:
            target.moveTo(
                player.thing.location,
                arrivalEventFactory=lambda target: events.ArrivalEvent(
                    actor=player.thing,
                    actorMessage=("You drop ", language.Noun(target).
                                  definiteNounPhrase(), "."),
                    target=target,
                    targetMessage=(player.thing, " drops you."),
                    otherMessage=(player.thing, " drops ", target, ".")))
        except eimaginary.DoesntFit:
            raise insufficientSpace(player.thing)
Exemple #23
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 def responseReceived(self, responder, romajiResponse):
     """
     Called when some speech is observed.
     """
     me = self._actor().thing
     if self.vetteChallengeResponse(romajiResponse):
         self._currentChallenge = None
         verb = u"salute"
     else:
         verb = u"bite"
     evt = events.Success(
         actor=me,
         target=responder,
         actorMessage=language.Sentence(["You ", verb, " ", responder,
                                         "."]),
         targetMessage=language.Sentence(
             [language.Noun(me).shortName(), " ", verb, "s you!"]),
         otherMessage=language.Sentence(
             [me, " ", verb, "s ", responder, "."]))
     # F**k the reactor, F**k scheduling, why does responseReceived
     # need to be concerned with these stupid scheduling details
     # when all it wants to do is respond basically-immediately.
     self._callLater(0, evt.broadcast)
Exemple #24
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class Wear(TargetAction):
    expr = (pyparsing.Literal("wear") + pyparsing.White() +
            targetString("target"))

    targetInterface = iimaginary.IClothing
    actorInterface = iimaginary.IClothingWearer

    def do(self, player, line, target):
        from imaginary import garments
        try:
            player.putOn(target)
        except garments.TooBulky, e:
            raise eimaginary.ActionFailure(
                events.ThatDoesntWork(
                    actor=player.thing,
                    target=target.thing,
                    actorMessage=language.Sentence([
                        language.Noun(
                            e.wornGarment.thing).definiteNounPhrase(),
                        u" you are already wearing is too bulky for you to do"
                        u" that."
                    ]),
                    otherMessage=language.Sentence([
                        player.thing,
                        u" wrestles with basic personal problems."
                    ])))

        evt = events.Success(
            actor=player.thing,
            target=target.thing,
            actorMessage=(u"You put on ",
                          language.Noun(target.thing).definiteNounPhrase(),
                          "."),
            otherMessage=language.Sentence(
                [player.thing, " puts on ", target.thing, "."]))
        evt.broadcast()
Exemple #25
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 def targetNotAvailable(self, player, exc):
     for thing in player.search(self.targetRadius(player),
                                iimaginary.IThing, exc.partValue):
         return (language.Noun(thing).nounPhrase().plaintext(player),
                 " cannot be restored.")
     return "Who's that?"
Exemple #26
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 def conceptualize(self):
     return language.ExpressList(
         [u'the exit to ',
          language.Noun(self.toLocation).nounPhrase()])
Exemple #27
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def _exitAsConcept(exit):
    return language.ExpressList(
        [u'the exit to ', language.Noun(exit.toLocation).nounPhrase()])
Exemple #28
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    def visualizeWithContents(self, paths):
        """
        Visualize this L{Thing} via L{Description.fromVisualization}.
        """
        return Description.fromVisualization(self, paths)


    def isViewOf(self, thing):
        """
        Implement L{IVisible.isViewOf} to return C{True} if its argument is
        C{self}.  In other words, this L{Thing} is only a view of itself.
        """
        return (thing is self)

components.registerAdapter(lambda thing: language.Noun(thing).nounPhrase(),
                           Thing,
                           iimaginary.IConcept)


def _eventuallyContains(containerThing, containeeThing):
    """
    Does a container, or any containers within it (or any containers within any
    of those, etc etc) contain some object?

    @param containeeThing: The L{Thing} which may be contained.

    @param containerThing: The L{Thing} which may have a L{Container} that
    contains C{containeeThing}.

    @return: L{True} if the containee is contained by the container.