Exemple #1
0
    def close(self):
        super(Manager_MoveView, self).close()

        rog.update_game()
        rog.update_hud()
        if self.result == "center":
            rog.view_center_player()
Exemple #2
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 def update(self, *args, **kwargs):
     super(Observer_playerChange, self).update()
     '''if not args: return
     print(args)
     if (args[0] == 'x'
         or args[0] == 'y'
         or args[0] == 'stats.nrg'
     ): '''
     rog.update_game()
     rog.update_hud()
Exemple #3
0
def commands(pc, pcAct):
    world = rog.world()

    for act, arg in pcAct:

        rog.update_base()

        # actions that take multiple turns
        busyTask = rog.occupations(pc)
        if busyTask:
            if not rog.occupation_elapse_turn(pc):
                # interrupted
                ##                rog.Input("")
                pass

        #----------------#
        # convert action #
        #----------------#

        if act == 'target': act = directional_command

        #----------------#
        # perform action #
        #----------------#
        #-----------MOUSE ACTION----------------------------#

        if act == 'lclick':
            mousex, mousey, z = arg
            if rog.wallat(mousex, mousey):
                return
            pos = world.component_for_entity(pc, cmp.Position)

            rog.path_compute(pc.path, pos.x, pos.y, rog.mapx(mousex),
                             rog.mapy(mousey))
            #rog.occupation_set(pc,'path')

        if act == 'rclick':
            pass

#------------OTHER ACTION--------------------------#

        if act == 'move':
            dx, dy, dz = arg
            pos = world.component_for_entity(pc, cmp.Position)
            actor = world.component_for_entity(pc, cmp.Actor)
            xto = pos.x + dx
            yto = pos.y + dy

            # wait
            if (xto == pos.x and yto == pos.y):
                actor.ap = 0
                return

            # out of bounds
            if (not rog.is_in_grid_x(xto) or not rog.is_in_grid_y(yto)):
                return

            # fight if there is a monster present
            mon = rog.monat(xto, yto)
            if (mon and mon is not pc):
                action.fight(pc, mon)
            # or move
            elif not rog.solidat(xto, yto):
                # space is free, so we can move
                if action.move(pc, dx, dy):
                    rog.view_center_player()

        if act == "get":
            action.pickup_pc(pc)
            return
        if act == "open":  #open or close
            action.open_pc(pc)
            return
        if act == "sprint":  #begin sprinting
            action.sprint_pc(pc)
            return
        if act == "throw":  #throw an object
            action.throw_pc(pc)
            return

        #unused actions
        '''if act == "bomb":
            action.bomb_pc(pc)
            return'''

        #
        #
        # special actions #
        #

        if act == 'find player':  #useful to immediately show where the player is
            pos = world.component_for_entity(pc, cmp.Position)
            rog.view_center_player()
            rog.update_game()
            rog.update_final()
            rog.update_base()
            rog.game_update()  #call all the updates
            rog.alert('press any key to continue...')
            rog.Input(rog.getx(pos.x), rog.gety(pos.y), mode='wait')
            rog.update_base()
            rog.alert('')
            return
        if act == "look":
            pos = world.component_for_entity(pc, cmp.Position)
            rog.routine_look(pos.x, pos.y)
            return
        if act == "move view":
            rog.routine_move_view()
            return
        if act == "fixed view":
            rog.fixedViewMode_toggle()
            return
        if act == 'select':
            # TESTING
            print(rog.Input(0, 0, 20))
            return
        if act == 'exit':
            return
Exemple #4
0
 def update(self, *args,**kwargs):
     super(Observer_playerChange, self).update()
     rog.update_game()
     rog.update_hud()
Exemple #5
0
def commands(pc, pcAct):
    world = rog.world()

    directional_command = 'move'
    
    for act,arg in pcAct:

##        print(act)
##        print(arg)
        
        rog.update_base()
        
        #----------------#
        # convert action #
        #----------------#
        
        if act =='context-dir':
            act=directional_command
##        if act =='context':
##            pass
        # moving using the menu move keys
        if (act =='menu-nav' and rog.game_state()=="normal"):
            act=directional_command
        
        
        #----------------#
        # perform action #
        #----------------#
#-----------MOUSE ACTION----------------------------#
        
        if act == 'lclick':
            mousex,mousey,z=arg
            if rog.wallat(mousex,mousey):
                return
            pos = world.component_for_entity(pc, cmp.Position)
            print("Left click unimplemented")
##            rog.path_compute(pc.path, pos.x,pos.y, rog.mapx(mousex), rog.mapy(mousey))
            #rog.occupation_set(pc,'path')

        if act == 'rclick':
            pass
        
#------------OTHER ACTION--------------------------#
        
        if act == 'help':
            rog.help()

        # "move-prompt" : True
        # prompt for a direction
        #   and then perform the move action in that direction
        if act == 'move-prompt':
            pass

        # "attack-prompt" : True
        # prompt for a direction
        #   and then perform the attack action in that direction
        if act == 'attack-prompt':
            pass
        
        # "move" : (x_change, y_change, z_change,)
        if act == 'move':
            _Update()
            dx,dy,dz=arg
            pos = world.component_for_entity(pc, cmp.Position)
            actor = world.component_for_entity(pc, cmp.Actor)
            xto=pos.x + dx
            yto=pos.y + dy

            # wait
            if (xto==pos.x and yto==pos.y):
                actor.ap = 0
                return

            # out of bounds
            if ( not rog.is_in_grid_x(xto) or not rog.is_in_grid_y(yto) ):
                return

            # warning for slow move speed
            if rog.allow_warning_msp():
                msp=rog.getms(pc, 'msp')
                if msp <= 10:
                    inp=rog.prompt(
                        0,0,rog.window_w(), 6, mode='wait',
                        q='''Warning: your movement speed is critically slow
(MSP: {}). Are you sure you want to move? y/n'''.format(msp)
                        )
                    if inp!='y':
                        return
                    else:
                        rog.expire_warning_msp() #TODO: when is best time to reset this warning?
            # end if
            
            # choose context-sensitive action #
            
            # fight if there is a monster present
            mon = rog.monat(xto,yto)
            if mon: # and mon != pc):
                action.fight(pc,mon)
            # or move
            elif not rog.solidat(xto,yto):
                # space is free, so we can move
                if action.move(pc, dx,dy):
                    rog.view_center_player()
            else:
                rog.alert("That space is occupied.")
        # end conditional
        
        # "attack" : (x, y, z,)
        if act == 'attack':
            _Update()
            xto,yto,zto=arg
            pos = world.component_for_entity(pc, cmp.Position)
            actor = world.component_for_entity(pc, cmp.Actor)

            # out of bounds
            if ( not rog.is_in_grid_x(xto) or not rog.is_in_grid_y(yto) ):
                return
            
            # fight if there is a monster present
            mon = rog.monat(xto,yto)
            # ... but don't attack yourself!
            if mon == pc:
                rog.alert("You can't fight yourself!")
                return
            
            if mon:
                action.fight(pc,mon)
            else:
                ent = rog.thingat(xto,yto)
                if ent:
                    action.fight(pc,ent)
                else:
                    rog.msg("You strike out at thin air, losing your balance.")
                    actor.ap = 0
                    rog.set_status(
                        pc, cmp.StatusOffBalance,
                        t=2, q=-MISS_BAL_PENALTY
                        )
        # end conditional

        # chat with closest speaking entity;
        #   if multiple good options, prompt for which one.
        if act == "chat-context":
            action.chat_context(pc)
            _Update()
            return
        if act == "change-pos": # change body position
            action.change_bodypos_pc(pc)
            _Update()
            return
        if act == "change-msp": # change speed of movement (walking, running, jogging, etc.)
            action.change_speed_pc(pc)
            _Update()
            return
        if act == "msp-up": # change from walk to powerwalk, to trot, jog, etc.
            action.speed_up_pc(pc)
            _Update()
            return
        if act == "msp-down": # change from sprint to run, to jog, to trot, etc.
            action.slow_down_pc(pc)
            _Update()
            return
        if act == "target-prompt": #target entity + fire / throw / attack
            action.target_pc_generic(pc)
            _Update()
            return
        if act == "get-prompt":
            action.pickup_pc(pc)
            _Update()
            return
        if act == "openclose-prompt": #open or close
            action.open_pc(pc)
            _Update()
            return
        if act == "open-prompt": #open or close
            action.open_pc(pc)
            _Update()
            return
        if act == "close-prompt": #open or close
            action.open_pc(pc)
            _Update()
            return
        if act == "jog": #begin jogging
            action.jog_pc(pc)
            _Update()
            return
        if act == "run": #begin running
            action.run_pc(pc)
            _Update()
            return
        if act == "sprint": #begin sprinting
            action.sprint_pc(pc)
            _Update()
            return

        #unused actions
        '''if act == "bomb":
            action.bomb_pc(pc)
            return'''
        
        #
        #
        # special actions #
        #
        
        if act == 'find player': #useful to immediately show where the player is
            pos = world.component_for_entity(pc, cmp.Position)
            rog.view_center_player()
            rog.update_game()
            rog.update_final()
            rog.game_update() #call all the updates
            rog.alert('press any key to continue...')
            rog.Input(rog.getx(pos.x), rog.gety(pos.y), mode='wait')
            rog.update_base()
            rog.alert('')
            return
        if act == "look":
            pos = world.component_for_entity(pc, cmp.Position)
            rog.routine_look(pos.x,pos.y)
            return
        if act == "move view":
            rog.routine_move_view()
            return
        if act == "fixed view":
            rog.fixedViewMode_toggle()
            return  
        if act == 'select':
            # TESTING
            print(rog.Input(0,0,20))
            return
        if act == 'exit':
            return
Exemple #6
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def _Update():
    rog.update_game()
    rog.update_fov(rog.pc())
##    rog.update_final()
    rog.update_hud()