Exemple #1
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 def init_items(self):
     item_list = [items.Item('stick'),
                  items.Item('keys'),
                  items.Item('mirror'),
                  items.Container('chest'),
                  items.Container('pond'),
                  items.ContainedItem('map'),
                  items.ContainedItem('sphere'),
                  items.Blocker('rubble')
                  ]
     return item_list
Exemple #2
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    def __init__(self, filename):
        self.connection = DBQueue()
        self.filename = filename
        self.items = {}
        self.dbhistory = history.DBHistory(self.connection, self.items,
                                           self.filename)

        # Enable multi-threading, as the database is protected with a queue
        self.connection.put(
            FileDB(filename, check_same_thread=False, name_based=True))
        qconn = self.connection.get()
        cursor = qconn.cursor()

        cursor.execute(queries.properties_select_history)
        softlimit = cursor.fetchone()[0]
        config = coreaux_api.get_configuration()('History')
        timelimit = config.get_int('time_limit')
        hardlimit = config.get_int('hard_limit')
        self.dbhistory.set_limits(softlimit, timelimit, hardlimit)

        dbitems = cursor.execute(queries.items_select_tree)
        self.connection.give(qconn)

        for item in dbitems:
            self.items[item['I_id']] = items.Item(self.connection,
                                                  self.dbhistory, self.items,
                                                  self.filename, item['I_id'])
Exemple #3
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def add_products_batch(bazaar_data):
    products_data = bazaar_data["products"]
    session = Session()
    item_list = []
    timestamp = int(time.time() * 1000)
    for product_name in products_data.keys():
        product = products_data[product_name]
        quick_status = product["quick_status"]
        bazaar_product = BazaarProduct(
            product_id=product["product_id"],
            sell_price=quick_status["sellPrice"],
            sell_volume=quick_status["sellVolume"],
            sell_moving_week=quick_status["sellMovingWeek"],
            sell_orders=quick_status["sellOrders"],
            buy_price=quick_status["buyPrice"],
            buy_volume=quick_status["buyVolume"],
            buy_moving_week=quick_status["buyMovingWeek"],
            buy_orders=quick_status["buyOrders"],
            timestamp=timestamp)
        session.add(bazaar_product)
        try:
            item_list.append(items.Item(bazaar_product))
        except items.ItemNotFoundError:
            continue
    session.commit()
    return items.ItemBatch(item_list, timestamp)
Exemple #4
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def load_char_if_saved():
    query = Query()

    if db is not None:
        var = db.search(query.name == name_to_load)

        if var:
            var = var[0]
            ch.name = var.get('name')
            ch.coins = var.get('coins')
            inventory = var.get('inventory')

            player_inventory = []
            for thing in inventory:
                if thing.get('type') == 'item':
                    item = items.Item(thing.get('name'), thing.get('price'))
                    player_inventory.append(item)
                elif thing.get('type') == 'weapon':
                    weap = items.Weapon(thing.get('name'), thing.get('price'),
                                        thing.get('damage'))
                    player_inventory.append(weap)
                elif thing.get('type') == 'armor':
                    armor = items.Armor(thing.get('name'), thing.get('price'),
                                        thing.get('defense'))
                    player_inventory.append(armor)
                elif thing.get('type') == 'potions':
                    potion = items.Potion(thing.get('name'),
                                          thing.get('price'),
                                          thing.get('health'))
                    player_inventory.append(potion)

            ch.inventory = player_inventory
def itemFromRows(rows):
    items = []
    for row in rows:
        item = itm.Item()
        item.fillFromVal(row)
        items.append(item)
    return items
Exemple #6
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async def dgive(ctx, *args):
    if len(args) == 0:
        return

    amount = 1
    plant = ""
    try:
        int(args[0])
    except ValueError:
        plant = " ".join(args).strip()
    else:
        amount = int(args[0])
        plant = " ".join(args[1:]).strip()

    if not items.is_item(plant):
        await client.say(f"`{plant}` isn't a real item...")
        return

    if ctx.message.author not in play.players:
        play.players[ctx.message.author] = play.Player(ctx.message.author)
    current_player = play.players[ctx.message.author]

    item = items.Item(plant, amount=amount)
    current_player.items += item
    await client.say(
        f"Gave {item.emoji} **{item.name}** (x{item.amount}) to {current_player.player.name}"
    )
Exemple #7
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    def drawunlocks(self,screen,mousepos):
        ypointer = 82
        ychange = 12

        #used to store the images and their positions for when the mouse hovers over text
        popupblit = []
        
        for unlock in self.unlocks:
            #the text of the unlock is it's actual description, then a counter if that unlock is countable
            string = unlock["description"]
            if type(unlock["progress"]) == type(1):
                string += "("+str(unlock["progress"])+"/"+str(unlock["condition"])+")"

            #dull the colour and strikethrough the unlock if it has been completed
            if unlock["finished"]:
                colour = (80,80,80)
                text = generatetext(string,None,"small",(0,0),colour)
                pygame.draw.line(text,colour,(0,3),(text.get_width()-2,3))
            else:
                text = generatetext(string,None,"small",(0,0),(192,192,192))

            #draw the text to the screen in the center
            textrect = text.get_rect()
            textrect.centerx = screen.get_width()//2
            textrect.y = ypointer
            screen.blit(text,textrect)
            ypointer += ychange

            #if the mouse touches the text
            if textrect.collidepoint(mousepos):
                #change the image and text if the item is unlocked or not
                if unlock["finished"]:
                    itemname = items.Item(unlock["item"]).name
                    itemimage = items.SURFACES[str(unlock["item"])]
                else:
                    itemname = "locked"
                    itemimage = LOCKIMAGE
                itemrect = itemimage.get_rect()
                itemrect.topleft = mousepos
            
                nameimage = generatetext(itemname,None,"small",(0,0),(192,192,192))
                namerect = nameimage.get_rect()
                namerect.center = itemrect.center
                namerect.top = itemrect.bottom

                #put black backgrounds to the images
                back = pygame.Surface(nameimage.get_size())
                back.blit(nameimage,(0,0))
                nameimage = back
                
                back = pygame.Surface(itemimage.get_size())
                back.blit(itemimage,(0,0))
                itemimage = back
                
                popupblit = [[nameimage,namerect],[itemimage,itemrect]]
        #draw the item image and text if it exists
        for image in popupblit:
            screen.blit(image[0],image[1])
def findSubTypes(rows):
    itemsWithSubtypes = []
    for row in rows:
        item = itms.Item()
        item.fillFromVal(row)
        item.subtype = itms.findSubType(item.name, item.category, item.type)
        itemsWithSubtypes.append([item.subtype, item.name])

    dao.setSubtypesMany(itemsWithSubtypes)
Exemple #9
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 def place_objects(self, items):
     '''
     Object managing :
     1- We generate a random index between 0 and the len of possible loc
     2- For each item we create an instance of Item
        and place it in the maze at the place defined randomly
     '''
     locations = sample(self.obj_poss_loc, len(items))
     for location, item in zip(locations, items):
         it.Item(self, *location, type=item)
Exemple #10
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    def _starting_inventory(self):
        '''
        (None) -> None

        Defines amount of items and resources that players should start with
        '''
        for player in self.session.players:
            for i in range(12):
                player.stock.append(items.Item(self.db.item(name='food')))

        return None
Exemple #11
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 def harvest(self):
     if self.crop is None:
         return None
     #now = datetime.datetime.now()
     #if now >= self.completeTime:
     if time.time() >= self.completeTime:
         item_name = self.crop.item
         itemCount = randint(self.crop.minItem,self.crop.maxItem)
         self.crop = None
         self.completeTime = None
         return items.Item(item_name, amount=itemCount)
         #return {item:itemCount} #if these return none then I will need to make item a copy.
     else:
         return None
def write_data(df, spread):
    """
	Writes data contained in 'df' to 'spread' spreadsheet

	df: pandas dataframe containing data
	spread: a gspread object representing the entire Google Sheets spreadsheet (whereas 'sheet' is a tab on the spreadsheet)
	"""

    for d in df:

        item = items.Item(d['Link'][0])

        dstbtr = item.get_distributor()

        spread.df_to_sheet(d, sheet=dstbtr, replace=True)
Exemple #13
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 def createItem(self, character, itemName):
     """Creates a new copy of the specified item by replicating the "master" version created
     when the item files were loaded"""
     
     if itemName not in self.items: 
         raise Exception, "Invalid item name"
     if not character.inventory or not isinstance(character.inventory, items.Inventory): 
         raise Exception, "Must pass a valid inventory"
         
     ret = items.Item(character.inventory, self)
     orig = self.items[itemName]
     for attr in orig.__dict__.keys():
         ret.__setattr__(attr, orig.__dict__[attr])
     ret.inventory = character.inventory
         
     return ret
Exemple #14
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def get_all_products_batches():
    session = Session()
    timestamps = items.timestamps
    batches = []
    for ts in timestamps:
        q = session.query(BazaarProduct).filter(
            BazaarProduct.timestamp == ts).all()
        items_list = []
        for i in q:
            try:
                items_list.append(items.Item(i))
            except items.ItemNotFoundError:
                continue
        ib = items.ItemBatch(items_list, ts)
        batches.append(ib)
    session.commit()
    return batches
Exemple #15
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    def _do_history_row_insert(self, filename, action, jparams, hid, type_,
                               itemid):
        parent, previous, text = json.loads(jparams)

        qconn = self.connection.get()
        cursor = qconn.cursor()
        cursor.execute(queries.items_insert, (itemid, parent, previous, text))
        self.connection.give(qconn)

        self.items[itemid] = items.Item(self.connection, self, self.items,
                                        self.filename, itemid)

        history_insert_event.signal(filename=self.filename,
                                    id_=itemid,
                                    parent=parent,
                                    previous=previous,
                                    text=text,
                                    hid=hid)
Exemple #16
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def main():
    a = items.Item(name='pirouni',
                   description='voithaei stin vrosi',
                   value=0.01)
    print(a)
    gold = items.Currency(currency_type='Silver', amount=30)
    print(gold)
    rock = items.Rock()
    print(rock)
    dagger = items.Weapon(name='Dagger',
                          description='A small dagger',
                          damage='d4',
                          value=0.2)
    print(dagger)
    another_dagger = items.Dagger()
    print(another_dagger)
    assassin_suit = items.AssassinSuit()
    print(assassin_suit)
Exemple #17
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    def convert_to_item(self, line):

        stripped_line = line.strip('\n')

        contents = stripped_line.split(',')

        timestamp = datetime.datetime.strptime(contents[1],
                                               '%Y-%m-%d %H:%M:%S.%f')

        completion = False

        if contents[2] == "True":
            completion = True

        due_date = ''
        if contents[3] != '':
            due_date = datetime.datetime.strptime(contents[3],
                                                  '%Y-%m-%d %H:%M:%S')

        return items.Item(contents[0], completion, timestamp, due_date)
Exemple #18
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	def parse_and_save_html(self):
		while 1:
			#signal.SIGINT信号对应的是ctrl+c,当收到这个信号时就调用stop函数
			signal.signal(signal.SIGINT, self.stop)
			if self.redis.lindex('html'):
				content = self.redis.brpop('html')
				text = content['html'].decode('utf-8')
				extracts = extract.Extract(item=items.Item(), text=text, selector=parsel.Selector)
				#url的格式符合正则表达式,说明对应的response需要提取结构化数据
				if self.patten.search(content['url'].decode('utf-8')):	
					extracts.item_xpath('movie_name', '//h1/span[@property="v:itemreviewed"]/text()')
					extracts.item_xpath('movie_year', '//span[@property="v:initialReleaseDate"]/text()')
					extracts.item_xpath('movie_type', '//span[@property="v:genre"]/text()')
					extracts.item_xpath('movie_rate', '//strong[@class="ll rating_num"]/text()')
					item = extracts.get_item()
					result_item = (content['url'], 
							   item['movie_name'],
							   item['movie_year'],
							   item['movie_type'],
							   item['movie_rate'],)

					cmd = """insert into item (url, movie_name, movie_year,movie_type, movie_rate) 
						  values (%s, %s, %s, %s, %s)"""
					self.db.query(cmd, result_item)
				else:
					extracts.link_xpath('//a/@href', r'/subject/[0-9]+/$|/tag/.*')
					url_list = extracts.get_links()
					#这里需要传输url的原因,是因为网页中提取出来的可能是相对网址
					#在后续操作中需要将相对网址补充为绝对网址
					result = json.dumps({'url': content['url'], 'url_list': url_list})
					self.redis.rpush('unbloom_url_queue', result)

				html = zlib.compress(content['html'])
				headers = json.dumps(content['response_headers']).encode('utf-8')

				result1 = (content['url'], content['http_code'], headers, html,)
				cmd = """insert into html (url, http_code, response_headers, html) 
					  values (%s, %s, %s, %s)"""
				self.db.query(cmd, result1)
				self.logger.info('Save [%s] to MySQL', content['url'].encode('utf-8'))
Exemple #19
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 def _loadItems(self):
     "Read the itemset zip file for item zips, creating Item objects along the way."
     print "loading itemset: %s" % self.itemset
     z = ZipFile(configuration.items)
     itemsets = self.splitSets(z.namelist())
     
     for itemset in itemsets[self.itemset]:
         item_filenames = itemsets[self.itemset][itemset]
         item = items.Item(None, self)
         for item_filename in item_filenames:
             if item_filename.endswith('.py'): 
                 script = z.read(item_filename)
                 self._setItemData(item, script)
             elif item_filename.endswith('.png'):
                 item.image = pygame.image.load(StringIO(z.read(item_filename))).convert_alpha()                
             else:
                 print 'Skipping unknown filetype "%s"' % item_filename
                 continue
                 
         print "Created item: %s" % item.name
         self.items[item.name] = item
     
     z.close()
Exemple #20
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 def update(self):
     super().update()
     if self.lifes <= 0 and self.count > 7:
         heart = items.Item(levels.HEART, 'heart')
         heart.rect.x = self.rect.x
         heart.rect.bottom = self.rect.y
         self.level.set_of_items.add(heart)
     diff = self.rect.left - self.player.rect.right
     diff2 = self.rect.centery - self.player.rect.centery
     if diff < 500:
         if diff2 > 0:
             self.movement_y = -1
         elif diff2 < 0:
             self.movement_y = 1
         else:
             self.movement_y = 0
         if self.rect.x <= self.player.rect.x:
             self.movement_x = 3
         elif self.rect.x > self.player.rect.x:
             self.movement_x = -3
     else:
         self.movement_x = 0
         self.movement_y = 0
Exemple #21
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    def __init__(self, file_image, sound_list):
        super().__init__()
        self.image = file_image
        self.rect = self.image.get_rect()
        self.items = set()
        self.items_count = 0
        self.ammo = 0
        self.movement_x = 0
        self.movement_y = 0
        self._count = 0
        self.power = 0
        self.lifes = 2
        self.level = None
        self.direction_of_movement = 'right'
        self.actual_weapon = None
        self.climbing = False
        self.slide = False
        self.crouch = False
        self.cheering = False
        self.sounds = sound_list

        special_attack = items.Item(SPECIAL_BULLET, 'special attack')
        self.items.add(special_attack)
Exemple #22
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	def add_item(self,item,overwrite=False):
		if item["Id"] in self.items and overwrite == False:
			raise ValueError('Item {0} already exists in configuration.'.format(item["Id"]))

		"""
			Python 2/3 compat
		"""
		try:
			is_string = isinstance(item["Destination"], basestring)
		except NameError:
			is_string = isinstance(item["Destination"], str)

		if isinstance(item["Destination"],list):
			for dest in item["Destination"]:
				if dest not in self.destinations:
					raise ValueError('Item references destination that does not exist')
		elif is_string:
			if item["Destination"] not in self.destinations:
				raise ValueError('Item references destination that does not exist')
		else:
			raise TypeError('Item destination must be a string or an array')
	
		i = items.Item(item)
		self.items[i.id] = i
Exemple #23
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    root = tk.Tk()
    root.geometry("300x100+100+100")

    start_room = rooms.Room("The Entrance", n=True)
    end_room = rooms.Room("The Bee Room", s=True, n=start_room)

    # Initialise a map
    game_map = rooms.Map([[start_room], [end_room]], start_room, end_room)

    # String var name
    name = "Jordan Hay"

    # Create player object
    player = Player(name, game_map)
    player.inventory().add_items([
        items.Item("Bees"),
        items.Weapon("A HIVE FULL OF BEES", 10, 300),
        items.Armour("Honeycomb Kneepads", 100),
        items.Potion("10mL Syringe full of Honey", 10)
    ])

    # After ten seconds the name will change
    root.after(10000, lambda: name.set("Different name"))

    # Display player inventory
    #player.inventory().gui(root)

    # Display player stats
    player.gui(root)

    # Root mainloop
Exemple #24
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def getXmlBlock(row):
    item = items.Item()
    item.fillFromVal(row)
    return item.getXML()
Exemple #25
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# characters and items

Cookie = character.Character(
    "Cookiezi",
    "This person seems to be sitting behind a desk with a computer mashing "
    "his keyboard\nslightly, but you could definitely hear it. On his monitor, "
    "he seems to be clicking circles...", None, None, None)
jeff = character.Character(
    "jeff",
    "he's sitting on a chair playing a game on the left side of the room",
    "stop", None, 50)

cookie = items.Food("Cookie", "A chocolate chip cookie. Seems delicious.")
bed = items.Item("Bed", "Your average-looking bed.")
ball = items.Ball("Ball", "A regular, old tennis ball.")
techRoomKey = items.Item(
    "Key", "The key has a message engraved that says 'Tech Room Key'...")
backwardsGun = items.BackwardsGun(
    "Gun", "It's a gun, but its barrel is pointing the opposite way.")
water = items.Drink(
    "Water Bottle",
    "A water bottle that has an off-center label that says 'Fiji'.")
cookieMask = items.Mask(
    "Mask",
    "A mask of a smiling man wearing glasses with slits in the eyes. Wonder what you'd use it for."
)
shirt = items.Shirt("Shirt", "Just a plain white shirt.")
weirdBag = items.Container("Backpack", "Just a regular backpack.", 4)
def createItemFromTypeBlock(block, mod):
    item = itm.Item()
    item.fill(block, mod)
    return item
Exemple #27
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 def place_objects(self, rooms):
     for room in rooms:
         # maximum number of monsters per room
         max_monsters = self.from_dungeon_level([[2, 1], [3, 4], [5, 6]])
 
         #chance of each monster
         monster_chances = {}
         monster_chances['orc'] = 80 #orc always shows up, even if all other monsters have 0 chance
         monster_chances['troll'] = self.from_dungeon_level([[15, 3], [30, 5], [60, 7]])
 
         #choose random number of monsters
         num_monsters = libtcod.random_get_int(0, 0, max_monsters)
 
         for i in range(num_monsters):
             #choose random spot for this monster
             x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
             y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
             if not self.is_blocked(x, y):
                 choice = self.random_choice(monster_chances)
                 if choice == 'orc':
                     #create an orc
                     fighter_component = character_classes.BaseCharacterClass(hp=20, defense=0, power=4)
                     ai_component = creatures.BasicMonster()
                     monster = creatures.Creature(x, y, 'o', 'orc', libtcod.desaturated_green, blocks=True,
                         character_class=fighter_component, ai=ai_component, xp=35, screen=self.screen)
                 elif choice == 'troll':
                     #create a troll
                     fighter_component = character_classes.BaseCharacterClass(hp=30, defense=2, power=8)
                     ai_component = creatures.BasicMonster()
                     monster = creatures.Creature(x, y, 'T', 'troll', libtcod.darker_green, blocks=True,
                                      character_class=fighter_component, ai=ai_component, xp=100, screen=self.screen)
                 monster.player = self.player
                 self.objects.append(monster)
 
         #maximum number of items per room
         max_items = self.from_dungeon_level([[1, 1], [2, 4]])
 
         #chance of each item (by default they have a chance of 0 at level 1, which then goes up)
         item_chances = {}
         item_chances['heal'] = 35 #healing potion always shows up, even if all other items have 0 chance
         item_chances['lightning'] = self.from_dungeon_level([[25, 4]])
         item_chances['fireball'] = self.from_dungeon_level([[25, 6]])
         item_chances['confuse'] = self.from_dungeon_level([[10, 2]])
         item_chances['sword'] = self.from_dungeon_level([[10, 3]])
 
         num_items = libtcod.random_get_int(0, 0, max_items)
 
         for i in range(num_items):
             #choose random spot for this item
             x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
             y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
 
             #only place it if the tiles is not blocked
             if not self.is_blocked(x, y):
                 choice = self.random_choice(item_chances)
                 item = items.Item(x, y, '?','', libtcod.white)
                 if choice == 'heal':
                     #create a healing potion
                     item = items.Spell_Scroll(x, y, '!', 'healing potion', libtcod.violet, 'heal')
                 elif choice == 'lightning':
                     #create a lightning bolt scroll
                     item = items.Spell_Scroll(x, y, '#', 'scroll of lightning bolt', libtcod.dark_blue, 'lightning')
                 elif choice == 'fireball':
                     #create a fireball scroll
                     item = items.Spell_Scroll(x, y, '#', 'scroll of fireball', libtcod.dark_orange, 'fireball')
                 elif choice == 'confuse':
                     #create a confuse scroll
                     item = items.Spell_Scroll(x, y, '#', 'scroll of confusion', libtcod.light_blue, 'confusion')
                 elif choice == 'sword':                    #create a sword                    
                     item = items.Equipment(x, y, '/', 'sword', libtcod.sky, slot='right hand')
                 self.objects.append(item)
                 item.send_to_back(self.objects) # items appear below other objects
Exemple #28
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    def talk(self):
        colliding_npcs = pygame.sprite.spritecollide(self,
                                                     self.level.set_of_npcs,
                                                     False)
        colliding_items = pygame.sprite.spritecollide(self,
                                                      self.level.set_of_items,
                                                      False)
        # jeśli npc nazywa się Solider, to gadaj z nim
        # Solider rzuca broń, chyba że juz z nim gadaliśmy wcześniej
        for npc in colliding_npcs:
            if self.direction_of_movement == 'left':
                self.image = TALK_L
            elif self.direction_of_movement == 'right':
                self.image = TALK_R
            if npc.name == "Soldier":
                self.sounds[5].play()
                npc.talking = True
                self.level.objective = "Weź broń i oczyść miasto z potworów"
                if not npc.already_talked:
                    gun = items.Item(levels.SHOTGUN, 'gun')
                    gun.rect.x = 800
                    gun.rect.bottom = constants.HEIGHT - 100
                    self.level.set_of_items.add(gun)
                npc.already_talked = True
            if npc.name == "Sister":
                self.sounds[5].play()
                npc.talking = True
                self.cheering = True
                self.level.objective = "GRATULACJE, UKOŃCZYŁEŚ GRĘ"
                if not npc.already_talked:
                    pass
                npc.already_talked = True
        # itemki
        for item in colliding_items:
            # jeżeli item to skrzynia, i masz klucz do tej skrzyni
            # to otwórz skrzynie i dropnij itemka
            if item.name == "lock box1":
                for check_item in self.items:
                    if check_item.name == 'yellow key':
                        item.kill()
                        self.items.remove(check_item)
                        self.cheering = True
                        gun = items.Item(levels.LASER_GUN, 'laser gun')
                        gun.rect.x = 85
                        gun.rect.bottom = constants.HEIGHT - 500
                        self.level.set_of_items.add(gun)
                        break

            # podobnie jak wyżej
            if item.name == "lock box2":
                for check_item in self.items:
                    if check_item.name == 'blue key':
                        item.kill()
                        self.items.remove(check_item)
                        self.cheering = True
                        ammo = items.Item(LASER_BULLET, 'laser ammo')
                        ammo.rect.x = 120
                        ammo.rect.bottom = 200
                        self.level.set_of_items.add(ammo)
                        power_up = items.Item(levels.POWER_UP, 'power up')
                        power_up.rect.x = 120
                        power_up.rect.bottom = 200
                        self.level.set_of_items.add(power_up)
                        break

            # obsługa przekładni
            if item.name == 'lever':
                if item.status == 'left':
                    item.status = 'mid'
                elif item.status == 'mid':
                    item.status = 'left'
                break
            # obsługa pochodnii
            if item.name == 'torch':
                if item.status == 'off':
                    item.status = 'on'
                elif item.status == 'on':
                    item.status = 'off'
Exemple #29
0
CUCHILLO = Tok('CUCHILLO')
PALANCA = Tok('PALANCA')
CRUCIFIJO = Tok('CRUCIFIJO')

nombres = Voc({
    LLAVE: ['LLAVE', 'LLAVECITA'],
    PUERTA: ['PUERTA', 'PORTON'],
    CUCHILLO: ['CUCHILLO', 'NAVAJA'],
    PALANCA: ['PALANCA'],
    CRUCIFIJO: ['CRUCIFIJO', 'CRUZ'],
})

# ÍTEMS

cuchillo = items.Item(
    'un cuchillo',
    CUCHILLO
)

palanca = items.Item(
    'una palanca',
    PALANCA
)

crucifijo = items.Item(
    'un crucifijo',
    CRUCIFIJO
)

# LOCALIDADES

vestibulo = mapeado.Localidad(
Exemple #30
0
print("*"*75)
print("Current prices at items tracking")
item_track.GetUserItemTrackPrices(db_connection=db_connection,pd=pd,user_id=user_id, item_id="NULL")
print("*"*75)
#################################################################

####Track New Item##############################################
track_new_item = str(input("Would you like to track a new item(y/n)?"))
item_id = 0
if track_new_item.lower() ==  'y':
    print("Current Items supported")
    items.GetItems(db_connection,pd)
    item_listed = str(input("Is your item listed(y/n)?"))
    if item_listed == 'n':
        print("place holder for new item")
        new_item = items.Item(db_connection, pd)
        item_id = new_item.CreateItem()
        print(item_id)
    else:
        item_id = int(input("Please enter the item id:"))
    #item_track.CreateUserItemTrack(db_connection=db_connection,user_id=user_id, item_id=item_id)
########Attached Item to Store(s)#####################################
    #out put all stores that item is attached to
    store_items = store_item.StoreItem(db_connection=db_connection,pd=pd,item_id=item_id, user_id = user_id)
    store_items.StoreItemProfile()
#####################################################################


#####Grab Current website prices#################################
if item_id == 0: item_id = "NULL" #convert to null for sproc to grab all items
#issue with babies r us web scrap