Exemple #1
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def edit_race(p: Player) -> None:
    race_valid = False
    while race_valid is False:
        display_races(p)
        if p.race:
            temp = input_number_range("Race", 1, 9, p,
                                      reminder='"Enter a race from 1-9," Verus suggests.')
            # output(f"{return_key} keeps '{p.race.title()}'.", p)
            print()
        # print("Race [1-9]", end='')
        # temp = input(": ")
        # TODO: make subroutine that validates isalpha() and allowable range:
        # if temp.isalpha():
        #     output(f'"Numbers only, please."', p)
        # if temp == '':
        #     output(f"Keeping '{p.race.title()}'.", p)
        # TODO: help option here ("H1", "1?" or similar, want to avoid reading 9 races as in original
        # temp = int(temp)
        # valid = 1 < temp < 9
        # if valid:
        p.race = ['human' 'ogre', 'gnome', 'elf', 'hobbit', 'halfling',
                  'dwarf', 'orc', 'half-elf'][temp - 1]
        race_valid = validate_class_race_combo(p)
        if race_valid is False:
            output('"Try picking a different race," Verus suggests.', p)
    return None
Exemple #2
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def choose_gender(char: Player):
    """step 1: choose character gender"""
    output('Verus squints myopically. "Are you a male or female?"', char)
    while True:
        temp = input("Enter [M]ale or [F]emale: ").lower()
        if temp == 'm':
            character.gender = 'male'
            break
        if temp == 'f':
            character.gender = 'female'
            break
Exemple #3
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def display_races(p: Player):
    output('"Choose a race," Verus instructs.', p)
    print()
    output("(1) Human    (4) Elf      (7) Dwarf", p)
    output("(2) Ogre     (5) Hobbit   (8) Orc", p)
    output("(3) Gnome    (6) Halfling (9) Half-Elf", p)
    print()
Exemple #4
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def edit_gender(char: Player):
    """toggle existing character gender"""
    """
    :param char: Player to toggle gender of
    """

    while True:
        # FIXME: this is probably a dirty hack
        if char.gender == 'female':
            char.gender = 'male'
            break
        if char.gender == 'male':
            char.gender = 'female'
            break
    output(f"{char.name} is now {char.gender}.", char)
Exemple #5
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def display_classes(p: Player):
    wizard = 'Wizard' if p.gender == 'male' else 'Witch '
    output('"Choose a class," Verus instructs.', p)
    print()
    output(f"(1) {wizard}   (4) Paladin  (7) Archer", p)
    output("(2) Druid    (5) Ranger   (8) Assassin", p)
    output("(3) Fighter  (6) Thief    (9) Knight", p)
    print()
Exemple #6
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def roll_stats(p: Player):
    roll_number = 0
    chances = 5
    output(f"You will have {chances} chances to roll for {p.name}'s attributes.", p)
    while roll_number < chances:
        roll_number += 1
        print(f"Throw {roll_number} of {chances} - Rolling...", end='')
        # considering that running both these routines make unbelievably good 1st level stats,
        # i don't think they both need to be called.
        # TODO: each routine needs to be tested/compared to see what a more realistic set of stats is
        # for k in p.stats:
        # p.stats[k] = getnum()
        # logging.info(f'{k=} {p.stats[k]=}')
        class_race_bonuses(p)
        print()
        p.hit_points = 0
        # hp=((ps+pd+pt+pi+pw+pe)/6)+random(10)
        p.hit_points = p.stats['chr'] + p.stats['con'] + p.stats['dex'] + p.stats['int'] \
            + p.stats['str'] + p.stats['wis'] + p.stats['egy'] // 7 + randrange(10)
        p.experience = 0

        if randrange(10) > 5:
            p.shield = 0
            p.armor = 0
        else:
            p.shield = randrange(30)
            p.armor = randrange(30)

        print(f"Charisma......: {p.stats['chr']}")
        print(f"Constitution..: {p.stats['con']}")
        print(f"Dexterity.....: {p.stats['dex']}")
        print(f"Intelligence..: {p.stats['int']}")
        print(f"Strength......: {p.stats['str']}")
        print(f"Wisdom........: {p.stats['wis']}\n")
        print(f"Hit Points....: {p.hit_points}")
        print(f"Energy Level..: {p.stats['egy']}")
        temp = p.shield
        print(f"Shield........: {f'{temp}%' if temp else 'None'}")
        temp = p.armor
        print(f"Armor.........: {f'{temp}%' if temp else 'None'}")
        print()
        temp = input_yes_no("Do you accept")  # returns True if 'yes'
        if temp is True:
            break
    for k in p.stats:
        print(f'{k=} {p.stats[k]}')
    if roll_number == chances:
        output('"Sorry, you\'re stuck with these scores," Verus says.', p)
Exemple #7
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def enter_name(_char: Player, edit_mode: bool):
    """
    change character name. this can also be called during final player edit menu

    :param _char: Player object (trying to make _private to eliminate shadowing)
    :param edit_mode: True: editing existing name
                      False: no name assigned, entering new name
    :return: name: str
    """
    if edit_mode is True:
        print(f"({return_key} keeps '{_char.name}.')")
    # TODO: this should be written as a generic edit prompt
    temp = input("What is your name: ")
    if edit_mode:
        # Return hit, or new string = old string:
        if temp == "" or temp == _char.name:
            output(f"(Keeping the name of '{_char.name}'.)", _char)
    output(f'Verus checks to see if anyone else has heard of "{temp}" around '
           'here...', _char)
    # TODO: check for existing name
    _ = f'"Seems to be okay." He '
    if edit_mode and character.name != temp:
        _ += "scratches out your old name and re-writes it"
    else:
        _ += "scribbles your name"
    _ += " in a dusty book."
    output(_, _char)
    return temp
Exemple #8
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def validate_class_race_combo(p: Player):
    """make sure selected class/race combination is allowed
    :param p: Player object to validate class and race of
    :returns: True if an acceptable combination, False if not"""
    ok_combination = True
    logging.info("validate_class_race_combo reached")

    # list of bad combinations:
    if p.char_class == 'wizard' or 'witch':
        if p.race in ['ogre', 'dwarf', 'orc']:
            ok_combination = False

    elif p.char_class == 'druid':
        if p.race in ['ogre', 'orc']:
            ok_combination = False

    elif p.char_class == 'thief':
        if p.race == 'elf':
            ok_combination = False

    elif p.char_class == 'archer':
        if p.race in ['ogre', 'gnome', 'hobbit']:
            ok_combination = False

    elif p.char_class == 'assassin':
        if p.race in ['gnome', 'elf', 'hobbit']:
            ok_combination = False

    elif p.char_class == 'knight':
        if p.race in ['ogre', 'orc']:
            ok_combination = False

    if ok_combination is False:
        temp = f'''"{'An ' if p.race.startswith(('a', 'e', 'i', 'o', 'u')) else 'A '}'''
        temp += f'{p.race} {p.char_class} does not a good adventurer make. Try again."'
        output(temp, p)
    else:
        output('"Okay, fine with me," agrees Verus.', p)
    return ok_combination
Exemple #9
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def validate_age(age: int, p: Player):
    """
    validate that the age == 0, or 15 < age < 50
    :param p: Player to output message to
    :param age: age entered
    :return: True if age == 0, or 15 < age 50, False if not
    """
    if age == 0:
        output("You're of an unknown age.", p)
        return True
    if age < 15:
        output('"Oh, come off it! You\'re not even old enough to handle a '
               'Staff yet."', p)
        return False
    if age > 50:
        output('"Hmm, we seem to be out of Senior Adventurer life '
               'insurance policies right now. Come back tomorrow!"', p)
        return False
Exemple #10
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def choose_guild(p: Player):
    valid_guild = False
    while valid_guild is False:
        output('"Would you like to join a Guild?" asks Verus.', p)
        print()
        output("    No, stay a [C]ivilian", p)
        output("    No, turn into an [O]utlaw", p)
        output("   Yes, join a [G]uild", p)
        print()
        temp = input("Which option [C, O, G]: ").lower()
        print()
        if temp in ['c', 'o']:
            guilds = {'c': 'civilian', 'o': 'outlaw'}
            p.guild = guilds[temp]
            _ = guilds[temp].title()
            output(f'"You have chosen to be a {_}."', p)
            valid_guild = True
            break
        if temp == 'g':
            while True:
                output('"Which guild would you like to join?" asks Verus expectantly.', p)
                print()
                output("[F]ist", p)
                output("[S]word", p)
                output("[C]law", p)
                output("[N]one - changed my mind", p)
                print()
                temp = input("Which option [F, S, C, N]: ").lower()[0:1]
                print()
                if temp in ['f', 's', 'c']:
                    guilds = {'f': 'fist', 's': 'sword', 'c': 'claw'}
                    p.guild = guilds[temp]
                    _ = guilds[temp].title()
                    output(f'"You have chosen the {_} guild."', p)
                    valid_guild = True
                    break
                # N goes back to choose_guild()
                if temp == 'n':
                    output("Withdrawing guild choice.", p)
                    valid_guild = False
Exemple #11
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def final_edit(p: Player):
    """allow player another chance to view/edit characteristics before saving"""
    output(f"Summary of character '{p.name}':", p)
    options = 5
    while True:
        print()
        output(f'1.    Name: {p.name}', p)
        output(f'2.  Gender: {p.gender.title()}', p)
        output(f'3.   Class: {p.char_class.title()}', p)
        output(f'4.    Race: {p.race.title()}', p)
        if p.age == 0:
            temp = "Unknown"
        else:
            temp = p.age
        output(f'5.     Age: {temp}', p)
        # print(f'5.     Age: {p.age()}')
        # Birthday: tuple(month, day, year)
        output(f'  Birthday: {p.birthday[0]}/{(p.birthday[1])}/'
               f'{(p.birthday[2])}', p)
        print()

        temp = input(f"Option [1-{options}, {return_key}=Done]: ")
        print()
        if temp == '1':
            edit_name(p)
        if temp == '2':
            edit_gender(p)
        if temp == '3':
            edit_class(p)
        if temp == '4':
            edit_race(p)
        if temp == '5':
            choose_age(p)
        if temp == '':
            break
Exemple #12
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def choose_age(p: Player):
    """
    step 4: allow player to select age and birthday

    if player.age = 0, it is displayed as 'Unknown'
    """
    age_valid = False
    temp_age = 0
    while age_valid is False:
        output('Enter [0] to be of an unknown age.', p)
        output('Enter [R] to select a random age between 15-50.', p)
        print()
        temp_age = input("Enter your age (0, R or 15-50): ")
        if temp_age.lower() == 'r':
            temp_age = randrange(15, 50)
            break
        if temp_age.isalpha():
            output('Verus tsks. "Please enter a number."', p)
        temp_age = int(temp_age)
        if temp_age == 0:
            """
            I think this is mostly for when people LOOK at your character:
            
            Looking at Railbender, you see a man of unknown age.
            
            Not entirely sure, though.
            """
            temp_age = 0
            break

        age_valid = validate_age(temp_age, p)
        if age_valid is False:
            output('"Try again," suggests Verus.', p)

    temp = 'of an unknown' if temp_age == 0 else f'{temp_age} years of'
    output(f'Verus studies you, and comments: "You\'re {temp} age."', p)
    p.age = temp_age

    # year = today.year - p.age FIXME: (if =0, what then?)
    _month = date.today().month
    _day = date.today().day
    _year = date.today().year
    output(f'"Which would you like your birthday to be?" asks Verus.', p)
    print()
    output(f"[T]oday ({_month}/{_day})", p)
    output("[A]nother date (choose month and day)", p)
    print()
    temp = input("Which [T, A]: ").lower()
    if temp == 't':
        # store as tuple:
        p.birthday = (_month, _day, _year)
        output(f'Set to today: {_month}/{_day}.', p)
        print()
    if temp == 'a':
        # year is calculated for leap year in monthrange() below, and displaying later
        # FIXME: what to do about age = 0
        _year = date.today().year - p.age
        _month = input_number_range(prompt="Month", lo=1, hi=12)
        # monthrange(year, day) returns tuple: (month, days_in_month)
        # we just need days_in_month, which is monthrange()[1]
        _day = input_number_range(prompt="Day", lo=1,
                                  hi=calendar.monthrange(year=_year, month=_month)[1])

        # store birthday as tuple: birthday[0] = month, [1] = day, [2] = year
        # store year anyway in case age = 0
        p.birthday = (_month, _day, _year)
        output(f"Birthday: {_month}/{_day}/{_year}", p)
Exemple #13
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def choose_client(p: Player):
    """step 0: choose (or update existing) client name and parameters"""
    logging.info(f"{p.client['name']}")

    options = 3
    # FIXME: this unintentionally wraps text (as it's supposed to) but loses newlines
    # output('* ' * 80, p)

    # output() discards newlines, so can't use it here - even literal \n's don't work:

    # the width of this string is >40 characters
    output('"Which kind of client are you using?" Verus asks.',
           p)
    print()  # must be used in place of \n
    output("## Client type     Screen size", p)
    output("-- --------------- -----------", p)
    output("1. Commodore 64    (40 x 25)", p)
    output("2. Commodore 128   (80 x 25)", p)
    output("3. TADA client", p)
    print()
    temp = input_number_range(prompt="Which client", lo=1, hi=options)

    if temp == 1:
        p.client['name'] = 'Commodore 64'
        p.client['columns'] = 40
        p.client['rows'] = 25
        p.client['translation'] = 'PETSCII'
    elif temp == 2:
        p.client['name'] = 'Commodore 128'
        p.client['columns'] = 80
        p.client['rows'] = 25
        p.client['translation'] = 'PETSCII'
    elif temp == 3:
        p.client['name'] = 'TADA Client'
        p.client['columns'] = 80
        p.client['rows'] = 25
        p.client['translation'] = "ASCII"

    # FIXME: until below code gets fixed, {return_key} will be "Enter"
    if p.client['translation'] == "PETSCII":
        return_key = "[Return]"
    else:
        return_key = "[Enter]"
    output(f"Client set to: {p.client['name']}", p)
Exemple #14
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    global return_key  # so it can be modified in choose_client()
    return_key = '[Return]'

    connection_id = 1
    # FIXME: initially, we wouldn't know which Player object to output it to (hasn't been created yet)
    #  so use IP address?  will use standard print() here until Player object is established

    character = Player()
    character.connection_id = 1
    # these are enabled for debugging info:
    character.flags = {'dungeon_master': True, 'debug': True, 'expert_mode': False},
    character.silver = {'in_hand': 0, 'in_bank': 0, 'in_bar': 0}
    print(character.client['columns'])

    header("Introduction")
    output("Your faithful servant Verus appears at your side, as if by magic.",
           character)
    output('Verus mentions, "Do not worry if ye answer wrong, ye can change thy answer later."',
           character)

    header("0. Choose Client")
    choose_client(character)  # TODO: net_server handles this

    header("I. Choose Gender")
    choose_gender(character)

    header("II. Choose Name")
    choose_name(character)

    header("III. Choose Class")
    choose_class(character)