Exemple #1
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def battle_from_instruction(split_instruction):
    arguments = text_to_split_section(split_instruction[1], ";", False)
    num_args = len(arguments)
    battle_party = []
    party_member_names = arguments[0].split(
        ",")  #Shouldn't have escape sequence, using builtin method
    for party_member_name in party_member_names:
        character = characters[section_strip(party_member_name)]
        battle_party.append(character)
    enemy_party = []
    enemy_names = arguments[1].split(
        ",")  #Also shouldn't have escape sequence, can use builtin method
    for enemy_name in enemy_names:
        enemy_name = enemy_name.lower(
        )  #Change to match format in util/variables/instances
        template_enemy = enemies[section_strip(enemy_name)]
        enemy_party.append(template_enemy.copy())  #Make sure to copy!
    location = section_strip(arguments[2])
    intro = section_strip(arguments[3])
    primary_enemy_name = section_strip(arguments[4])
    if num_args == 5:
        full_battle(battle_party, enemy_party, location, intro,
                    primary_enemy_name)
    elif num_args == 6:
        lose_message = section_strip(arguments[5])  #Stored for clarity
        full_battle(battle_party, enemy_party, location, intro,
                    primary_enemy_name, lose_message)
Exemple #2
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def add_item_from_instruct(split_instruction):
    arguments = text_to_split_section(split_instruction[1], ";", False)
    #item_name, [description, [price, [damageAmt]]]
    num_args = len(arguments)
    if num_args != 4:
        raise ValueError("ADD_ITEM must have 4 values")
    add_item(arguments[0], arguments[1], arguments[2], arguments[4])
Exemple #3
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def replace_colors(instruction, start_line_num, strip_trailing_newline=True):
    line_num = start_line_num
    new_text = ""
    cur_val = ""
    is_first_of_line = False
    ignore_newline = False
    for c in instruction:
        if c == '{':
            new_text += cur_val
            cur_val = ""  #Will always remove braces
        elif c == '}':
            split_section = text_to_split_section(cur_val, ":")
            if split_section[0] == "COLOR":
                if cur_val in ColorToColor:
                    new_text += ColorToColor[cur_val]
                else:
                    raise ValueError("Line " + str(line_num) +
                                     ": Unknown color \"" + cur_val + "\"")
            else:
                raise ValueError("Line " + str(line_num) +
                                 ": Non-color instruction \"{" + cur_val +
                                 "}\"")
            cur_val = ""
        elif c == '\n':
            line_num += 1
            if not ignore_newline:
                cur_val += c
        elif c != '#':
            cur_val += c
        ignore_newline = (c == '}') or (c == '#' and is_first_of_line)
        is_first_of_line = c == '\n'  #Update this for the next iteration
    new_text += cur_val
    new_text = remove_trailing_newline(
        new_text) if strip_trailing_newline else new_text
    return new_text
Exemple #4
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def handle_instruct(instruction, variables):
    """Returns a dictionary with information about instructions for caller.

  "Return": True if caller should exit, False if not.

  "Return depth": How many calls back to go, negative if infinite.

  "Target node": A reference to the node to jump to if applicable, None if not."""
    instruct_status = {
        "Return": False,
        "Return all": False,
        "Target node": None,
    }
    split_instruction = text_to_split_section(instruction, ":", False)
    # Simple instructions
    if split_instruction[0] == "COLOR":
        color_instruct(split_instruction)
    elif split_instruction[0] == "TIME":
        time_instruct(split_instruction)
    elif split_instruction[0] == "CLEAR":
        clearConsole()
    elif split_instruction[0] == "LOADING_EFFECT":
        loading_effect()
    # Jump instructions
    elif split_instruction[0] == "EXIT_ALL":
        instruct_status["Return all"] = True
        instruct_status["Return"] = True
    elif split_instruction[0] == "EXIT_NODE":
        instruct_status["Return"] = True
    elif split_instruction[0] == "ENTER":
        instruct_status["Target node"] = get_node_from_instruct(
            split_instruction, 1)
    # Inventory, variables, characters
    elif split_instruction[0] == "ADD_ITEM":
        add_item_from_instruct(split_instruction)
    elif split_instruction[0] == "CHANGE":
        change_variable(split_instruction, variables)
    elif split_instruction[0] == "CHARACTER":
        handle_character(split_instruction)
    # Battle
    elif split_instruction[0] == "BATTLE":
        battle_from_instruction(split_instruction)
    return instruct_status
Exemple #5
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def convert_escape(line_num, section, variables, node_dict, prefix):
    err_text = check_escape(section, variables, node_dict, prefix, True)
    if err_text != "":
        raise ValueError("Line " + str(line_num) + ": " + err_text)

    split_section = text_to_split_section(section, ":", True)
    value = section  #Default case
    if split_section[0] == "COLOR":
        color_name = split_section[1]
        value = ColorToColor[color_name]
    elif split_section[0] == "ENTER" or split_section[0] == "RETURN_TO":
        split_section[1] = convert_name_to_global(split_section[1], prefix)
        value = split_section_to_text(split_section, ":", True)
    elif split_section[
            0] == "CHANGE":  #Currently the same as ENTER and RETURN_TO instruction
        split_section[1] = convert_name_to_global(split_section[1], prefix)
        value = split_section_to_text(split_section, ":", True)

    return value