Exemple #1
0
def menunode_examine_and_buy(caller, raw_string):
    """Examine and buy an item."""
    char = caller.new_char
    prototypes = spawn(return_parents=True)
    items, item = _EQUIPMENT_CATEGORIES[caller.ndb._menutree.item_category][1:], None
    raw_string = raw_string.strip()
    if raw_string.isdigit() and int(raw_string) <= len(items):
        item = prototypes[items[int(raw_string) - 1].lower()]
    if item:
        text = _format_item_details(item)
        text += "You currently have {}. Purchase |w{}|n?".format(
                    as_price(char.db.wallet),
                    item['key']
                )
        help = "Choose carefully. Purchases are final."

        def purchase_item(session):
            """Process item purchase."""
            try:
                # this will raise exception if caller doesn't
                # have enough funds in their `db.wallet`
                print(item)
                transfer_funds(char, None, item['value'])
                ware = spawn(item).pop()
                ware.move_to(char, quiet=True)
                ware.at_get(char)
                rtext = "You pay {} and purchase {}".format(
                            as_price(ware.db.value),
                            ware.key
                         )
            except InsufficientFunds:
                rtext = "You do not have enough money to buy {}.".format(
                            item['key'])
            session.msg(rtext)

        options = ({"key": ("Yes", "ye", "y"),
                    "desc": "Purchase {} for {}".format(
                               item['key'],
                               as_price(item['value'])
                            ),
                    "exec": purchase_item,
                    "goto": "menunode_equipment_cats"},
                   {"key": ("No", "n", "_default"),
                    "desc": "Go back to category list",
                    "goto": "menunode_equipment_list"}
                   )

        return (text, help), options
    else:
        assert False
Exemple #2
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def menunode_examine_and_buy(caller, raw_string):
    """Examine and buy an item."""
    char = caller.new_char
    prototypes = spawn(return_parents=True)
    items, item = _EQUIPMENT_CATEGORIES[caller.ndb._menutree.item_category][1:], None
    raw_string = raw_string.strip()
    if raw_string.isdigit() and int(raw_string) <= len(items):
        item = prototypes[items[int(raw_string) - 1].lower()]
    if item:
        text = _format_item_details(item)
        text += "You currently have {}. Purchase |w{}|n?".format(
                    as_price(char.db.wallet),
                    item['key']
                )
        help = "Choose carefully. Purchases are final."

        def purchase_item(session):
            """Process item purchase."""
            try:
                # this will raise exception if caller doesn't
                # have enough funds in their `db.wallet`
                print(item)
                transfer_funds(char, None, item['value'])
                ware = spawn(item).pop()
                ware.move_to(char, quiet=True)
                ware.at_get(char)
                rtext = "You pay {} and purchase {}".format(
                            as_price(ware.db.value),
                            ware.key
                         )
            except InsufficientFunds:
                rtext = "You do not have enough money to buy {}.".format(
                            item['key'])
            session.msg(rtext)

        options = ({"key": ("Yes", "ye", "y"),
                    "desc": "Purchase {} for {}".format(
                               item['key'],
                               as_price(item['value'])
                            ),
                    "exec": purchase_item,
                    "goto": "menunode_equipment_cats"},
                   {"key": ("No", "n", "_default"),
                    "desc": "Go back to category list",
                    "goto": "menunode_equipment_list"}
                   )

        return (text, help), options
    else:
        assert False
Exemple #3
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def menunode_equipment_list(caller, raw_string):
    """Initial equipment "shopping" - list items in a category"""
    text = "You currently have {}.\n".format(
        as_price(caller.new_char.db.wallet))
    text += "Select an item to view details and buy:"
    raw_string = raw_string.strip()
    if raw_string.isdigit() and int(raw_string) <= len(_CATEGORY_LIST):
        caller.ndb._menutree.item_category = _CATEGORY_LIST[int(raw_string) -
                                                            1]

    category = (caller.ndb._menutree.item_category if hasattr(
        caller.ndb._menutree, 'item_category') else '')

    help = _CATEGORY_HELP[category]
    prototypes = spawn(return_prototypes=True)
    options = []
    for proto in _EQUIPMENT_CATEGORIES[category][1:]:
        options.append({
            "desc": _format_menuitem_desc(prototypes[proto]),
            "goto": "menunode_examine_and_buy"
        })
    options.append({
        "key": ("Back", "_default"),
        "desc": "to category list",
        "goto": "menunode_equipment_cats",
    })
    return (text, help), options
Exemple #4
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def menunode_equipment_list(caller, raw_string):
    """Initial equipment "shopping" - list items in a category"""
    text = "You currently have {}.\n".format(as_price(caller.new_char.db.wallet))
    text += "Select an item to view details and buy:"
    raw_string = raw_string.strip()
    if raw_string.isdigit() and int(raw_string) <= len(_CATEGORY_LIST):
        caller.ndb._menutree.item_category = _CATEGORY_LIST[int(raw_string) - 1]

    category = (caller.ndb._menutree.item_category
                if hasattr(caller.ndb._menutree, 'item_category')
                else '')

    help = _CATEGORY_HELP[category]
    prototypes = spawn(return_parents=True)
    options = []
    for proto in _EQUIPMENT_CATEGORIES[category][1:]:
        options.append({
            "desc": _format_menuitem_desc(prototypes[proto.lower()]),
            "goto": "menunode_examine_and_buy"
        })
    options.append({
        "key": ("Back", "_default"),
        "desc": "to category list",
        "goto": "menunode_equipment_cats",
    })
    return (text, help), options
Exemple #5
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 def func(self):
     try:
         item_name, value = self.args.split()
     except:
         self.caller.msg("Syntax: price <item> <value>")
         return
     sellable_items = [ware for ware in self.caller.location.contents if inherits_from(ware, Item)]
     item = self.caller.search(item_name, location=self.caller.location, candidates=sellable_items, quiet=True)
     if len(item) > 1:
         self.caller.msg("Which '{}' did you mean?".format(item_name))
         return
     elif len(item):
         item = item[0]
         try:
             value = int(value)
         except:
             self.caller.msg("Your price can only be an integer.")
             return
         item.db.value = value
         self.caller.msg("You set the price of {} to {}.".format(
             item,
             as_price(value)
         ))
     else:
         self.caller.msg("There is no '{}' available here to sell.".format(item_name))
Exemple #6
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 def func(self):
     try:
         item_name, value = self.args.split()
     except:
         self.caller.msg("Syntax: price <item> <value>")
         return
     sellable_items = [
         ware for ware in self.caller.location.contents
         if inherits_from(ware, Item)
     ]
     item = self.caller.search(item_name,
                               location=self.caller.location,
                               candidates=sellable_items,
                               quiet=True)
     if len(item) > 1:
         self.caller.msg("Which '{}' did you mean?".format(item_name))
         return
     elif len(item):
         item = item[0]
         try:
             value = int(value)
         except:
             self.caller.msg("Your price can only be an integer.")
             return
         item.db.value = value
         self.caller.msg("You set the price of {} to {}.".format(
             item, as_price(value)))
     else:
         self.caller.msg(
             "There is no '{}' available here to sell.".format(item_name))
Exemple #7
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def _format_item_details(item):
    print(item)
    # The hackiest solution in the world
    # Todo: Evaluate replacing this method
    value = [i for i in item['attrs'] if i[0] == 'value'][0][1]
    weight = [i for i in item['attrs'] if i[0] == 'weight'][0][1]
    """Returns a piece of equipment's details and description."""
    stats = [["          |CPrice|n: {}".format(as_price(value)),
              "         |CWeight|n: |w{}|n".format(weight)],
             []]
    col1, col2 = stats
    # this is somewhat awkward because we're using prototype dicts instead
    # of instances of these classes.
    if item['typeclass'] in ("typeclasses.weapons.Weapon",
                             "typeclasses.weapons.TwoHandedWeapon",
                             "typeclasses.weapons.RangedWeapon",
                             "typeclasses.weapons.TwoHandedRanged",
                             "typeclasses.armors.Shield"):
        col2.append("     |CHandedness|n: |c{}H|n".format(
            2 if 'TwoHanded' in item['typeclass'] else 1
        ))

    if item['typeclass'] in ("typeclasses.weapons.Weapon",
                             "typeclasses.weapons.TwoHandedWeapon",
                             "typeclasses.weapons.RangedWeapon",
                             "typeclasses.weapons.TwoHandedRanged"):
        col2.append("         |CDamage|n: |r{}|n".format(item['damage']))

    if item['typeclass'] in ("typeclasses.weapons.RangedWeapon",
                             "typeclasses.weapons.TwoHandedRanged"):
        col2.append("          |CRange|n: |G{}|n".format(
            ", ".join([r.capitalize() for r in item['range']])))

    if item['typeclass'] in ("typeclasses.armors.Armor",
                             "typeclasses.armors.Shield"):
        col2.append("      |CToughness|n: |y{}|n".format(item['toughness']))

    if 'quantity' in item:
        col2.append("       |CQuantity|n: |w{}|n".format(item['quantity']))

    table = EvTable(header=False, table=stats, border=None)

    text = "|Y{name}|n\n"
    text += "{desc}\n"
    text += "{stats}\n"
    if 'ammunition' in item:
        text += "  This weapon requires ammunition: |w{ammo}|n\n"

    return text.format(name=item['key'].title(),
                       desc=fill(item['desc']),
                       stats=table,
                       ammo=item.get('ammunition', ''))
Exemple #8
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def _format_item_details(item):
    print(item)
    # The hackiest solution in the world
    # Todo: Evaluate replacing this method
    value = [i for i in item['attrs'] if i[0] == 'value'][0][1]
    weight = [i for i in item['attrs'] if i[0] == 'weight'][0][1]
    """Returns a piece of equipment's details and description."""
    stats = [[
        "          |CPrice|n: {}".format(as_price(value)),
        "         |CWeight|n: |w{}|n".format(weight)
    ], []]
    col1, col2 = stats
    # this is somewhat awkward because we're using prototype dicts instead
    # of instances of these classes.
    if item['typeclass'] in ("typeclasses.weapons.Weapon",
                             "typeclasses.weapons.TwoHandedWeapon",
                             "typeclasses.weapons.RangedWeapon",
                             "typeclasses.weapons.TwoHandedRanged",
                             "typeclasses.armors.Shield"):
        col2.append("     |CHandedness|n: |c{}H|n".format(
            2 if 'TwoHanded' in item['typeclass'] else 1))

    if item['typeclass'] in ("typeclasses.weapons.Weapon",
                             "typeclasses.weapons.TwoHandedWeapon",
                             "typeclasses.weapons.RangedWeapon",
                             "typeclasses.weapons.TwoHandedRanged"):
        col2.append("         |CDamage|n: |r{}|n".format(item['damage']))

    if item['typeclass'] in ("typeclasses.weapons.RangedWeapon",
                             "typeclasses.weapons.TwoHandedRanged"):
        col2.append("          |CRange|n: |G{}|n".format(", ".join(
            [r.capitalize() for r in item['range']])))

    if item['typeclass'] in ("typeclasses.armors.Armor",
                             "typeclasses.armors.Shield"):
        col2.append("      |CToughness|n: |y{}|n".format(item['toughness']))

    if 'quantity' in item:
        col2.append("       |CQuantity|n: |w{}|n".format(item['quantity']))

    table = EvTable(header=False, table=stats, border=None)

    text = "|Y{name}|n\n"
    text += "{desc}\n"
    text += "{stats}\n"
    if 'ammunition' in item:
        text += "  This weapon requires ammunition: |w{ammo}|n\n"

    return text.format(name=item['key'].title(),
                       desc=fill(item['desc']),
                       stats=table,
                       ammo=item.get('ammunition', ''))
Exemple #9
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def _format_item_details(item, item_attributes):
    """Returns a piece of equipment's details and description."""

    item_typeclass = item['typeclass']
    price_value = as_price(item_attributes.get('value', 0))
    weight = item_attributes.get('weight', 0)

    stats = [[
        f"          |CPrice|n: {price_value}",
        f"         |CWeight|n: |w{weight}|n"],
        []]
    col1, col2 = stats

    # this is somewhat awkward because we're using prototype dicts instead
    # of instances of these classes.
    if item_typeclass in _HANDED_TYPECLASSES:
        handed_str = 2 if 'TwoHanded' in item_typeclass else 1
        col2.append(f"     |CHandedness|n: |c{handed_str}H|n")

    if item_typeclass in _WEAPON_TYPECLASSES:
        damage = item_attributes.get('damage', 0)
        col2.append(f"         |CDamage|n: |r{damage}|n")

    if item_typeclass in _RANGED_TYPECLASSES:
        item_range = item_attributes.get('range', [])
        item_range_str = ", ".join([r.capitalize() for r in item_range])
        col2.append(f"          |CRange|n: |G{item_range_str}|n")

    if item_typeclass in _ARMOR_TYPECLASSES | _SHIELD_TYPECLASSES:
        toughness = item_attributes.get('toughness', 0)
        col2.append(f"      |CToughness|n: |y{toughness}|n")

    quantity = item_attributes.get('quantity')
    if quantity:
        col2.append(f"       |CQuantity|n: |w{quantity}|n")

    stats_table = EvTable(header=False, table=stats, border=None)

    name_title = item['key'].title()
    desc = item_attributes.get('desc', '')
    text = f"|Y{name_title}|n\n" \
           f"{fill(desc)}\n" \
           f"{stats_table}\n"

    ammunition = item_attributes.get('ammunition')
    if ammunition:
        text += f"  This weapon requires ammunition: |w{ammunition}|n\n"

    return text
Exemple #10
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 def purchase_item(session):
     """Process item purchase."""
     try:
         # this will raise exception if caller doesn't
         # have enough funds in their `db.wallet`
         transfer_funds(char, None, item['value'])
         ware = spawn(item).pop()
         ware.move_to(char, quiet=True)
         ware.at_get(char)
         rtext = "You pay {} and purchase {}".format(
             as_price(ware.db.value), ware.key)
     except InsufficientFunds:
         rtext = "You do not have enough money to buy {}.".format(
             item['key'])
     session.msg(rtext)
Exemple #11
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 def purchase_item(caller):
     """Process item purchase."""
     try:
         # this will raise exception if
         # caller doesn't have enough funds
         if ware.location == caller.location.db.storeroom and ware.db.value:
             transfer_funds(caller, None, ware.db.value)
             ware.move_to(caller, quiet=True)
             ware.at_get(caller)
             rtext = "You pay {} and purchase {}".format(
                 as_price(ware.db.value), ware.key)
         else:
             rtext = "{} is no longer available.".format(
                 ware.key.capitalize())
     except InsufficientFunds:
         rtext = "You do not have enough money to buy {}.".format(ware.key)
     caller.msg(rtext)
Exemple #12
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def menunode_equipment_cats(caller, raw_string):
    """Initial equipment "shopping" - choose a category"""
    text = raw_string if raw_string and raw_string[0] == 'F' else ""
    text += "\n\nNext, purchase your starting equipment.\n"
    text += "You have |w{coins}|n.\n"
    text += "Select a category of equipment to view:"
    text = text.format(coins=as_price(caller.new_char.db.wallet))

    help = fill("Equipment is grouped into categories. Select one to view"
                "the items in that category.")
    help += "\n\n"
    help += fill("Money in Ainneve is represented as Copper Coins (CC),"
                 "Silver Coins (SC), and Gold Coins (GC), with a conversion"
                 "rate of 100 CC = 1 SC and 100 SC = 1 GC")

    def show_inventory(session):
        """display the character's inventory

        We achieve this by "monkey patching" the session's `msg` method
        onto the new char to catch the output of the 'inventory' command.
        """
        session.msg('\n')
        old_msg = session.new_char.msg
        session.new_char.msg = session.msg
        session.new_char.execute_cmd('inventory')
        session.new_char.msg = old_msg

    options = [{
        "desc": cat,
        "goto": "menunode_equipment_list"
    } for cat in _CATEGORY_LIST]

    options.append({
        "key": ("Inventory", "inv", "i"),
        "desc": "Show your current inventory",
        "exec": show_inventory,
        "goto": "menunode_equipment_cats"
    })

    options.append({
        "key": "Done",
        "desc": "Continue to character description",
        "goto": "menunode_character_sdesc"
    })

    return (text, help), options
Exemple #13
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 def purchase_item(s):
     """Process item purchase."""
     try:
         # this will raise exception if caller doesn't
         # have enough funds in their `db.wallet`
         transfer_funds(char, None, item['value'])
         ware = spawn(item).pop()
         ware.move_to(char, quiet=True)
         ware.at_get(char)
         rtext = "You pay {} and purchase {}".format(
                     as_price(ware.db.value),
                     ware.key
                  )
     except InsufficientFunds:
         rtext = "You do not have enough money to buy {}.".format(
                     item['key'])
     s.msg(rtext)
Exemple #14
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def menunode_inspect_and_buy(caller, raw_input):
    """
    Sets up the buy menu screen,
    or informs the player that the ware is no longer available
    """

    iware = int(raw_input) - 1
    ware = caller.ndb._menutree.npc_shop_wares[iware]

    def purchase_item(caller):
            """Process item purchase."""
            try:
                # this will raise exception if
                # caller doesn't have enough funds
                if ware.location == caller.location.db.storeroom and ware.db.value:
                    transfer_funds(caller, None, ware.db.value)
                    ware.move_to(caller, quiet=True)
                    ware.at_get(caller)
                    rtext = "You pay {} and purchase {}".format(
                                as_price(ware.db.value),
                                ware.key
                             )
                else:
                    rtext = "{} is no longer available.".format(
                            ware.key.capitalize())
            except InsufficientFunds:
                rtext = "You do not have enough money to buy {}.".format(
                            ware.key)
            caller.msg(rtext)

    if ware.location == caller.location.db.storeroom and ware.db.value:
        # If the item's still in stock and has not been removed from sale
        text = "You inspect %s:\n\n%s" % (ware.key, ware.db.desc)
        options = ({"desc": "Buy %s for %s" % \
                        (ware.key, as_price(ware.db.value) or 1),
                "goto": "menunode_shopfront",
                "exec": purchase_item},
               {"desc": "Look for something else",
                "goto": "menunode_shopfront"})
    else:
        text = "{} is no longer available".format(ware.key.capitalize())
        options = ({"desc": "Look for something else",
                "goto": "menunode_shopfront"})

    return text, options
Exemple #15
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def menunode_inspect_and_buy(caller, raw_input):
    """
    Sets up the buy menu screen,
    or informs the player that the ware is no longer available
    """

    iware = int(raw_input) - 1
    ware = caller.ndb._menutree.npc_shop_wares[iware]

    def purchase_item(caller):
        """Process item purchase."""
        try:
            # this will raise exception if
            # caller doesn't have enough funds
            if ware.location == caller.location.db.storeroom and ware.db.value:
                transfer_funds(caller, None, ware.db.value)
                ware.move_to(caller, quiet=True)
                ware.at_get(caller)
                rtext = "You pay {} and purchase {}".format(
                    as_price(ware.db.value), ware.key)
            else:
                rtext = "{} is no longer available.".format(
                    ware.key.capitalize())
        except InsufficientFunds:
            rtext = "You do not have enough money to buy {}.".format(ware.key)
        caller.msg(rtext)

    if ware.location == caller.location.db.storeroom and ware.db.value:
        # If the item's still in stock and has not been removed from sale
        text = "You inspect %s:\n\n%s" % (ware.key, ware.db.desc)
        options = ({"desc": "Buy %s for %s" % \
                        (ware.key, as_price(ware.db.value) or 1),
                "goto": "menunode_shopfront",
                "exec": purchase_item},
               {"desc": "Look for something else",
                "goto": "menunode_shopfront"})
    else:
        text = "{} is no longer available".format(ware.key.capitalize())
        options = ({
            "desc": "Look for something else",
            "goto": "menunode_shopfront"
        })

    return text, options
Exemple #16
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 def purchase_item(caller):
         """Process item purchase."""
         try:
             # this will raise exception if
             # caller doesn't have enough funds
             if ware.location == caller.location.db.storeroom and ware.db.value:
                 transfer_funds(caller, None, ware.db.value)
                 ware.move_to(caller, quiet=True)
                 ware.at_get(caller)
                 rtext = "You pay {} and purchase {}".format(
                             as_price(ware.db.value),
                             ware.key
                          )
             else:
                 rtext = "{} is no longer available.".format(
                         ware.key.capitalize())
         except InsufficientFunds:
             rtext = "You do not have enough money to buy {}.".format(
                         ware.key)
         caller.msg(rtext)
Exemple #17
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def _format_menuitem_desc(item):
    """Returns a piece of equipment formatted as a one-line menu item."""
    template = "|w{name}|n Cost: ({price}) "
    if item['typeclass'] in ("typeclasses.weapons.Weapon",
                             "typeclasses.weapons.TwoHandedWeapon",
                             "typeclasses.weapons.RangedWeapon",
                             "typeclasses.weapons.TwoHandedRanged"):
        template += "|c{handed}H|n [|rDmg: {damage}|n]"

    elif item['typeclass'] in ("typeclasses.armors.Shield", ):
        template += "|c{handed}H|n [|yDef: {toughness}|n]"

    elif item['typeclass'] in ("typeclasses.armors.Armor", ):
        template += "[|yDef: {toughness}|n]"

    return template.format(name=article_re.sub('', item['key']).title(),
                           price=as_price(item.get('value', {})),
                           handed=2 if 'TwoHanded' in item['typeclass'] else 1,
                           damage=item.get('damage', ''),
                           toughness=item.get('toughness', ''))
Exemple #18
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def menunode_shopfront(caller):
    "This is the top-menu screen."

    shopname = caller.location.key
    caller.ndb._menutree.npc_shop_wares = get_wares(caller)

    text = "*** Welcome to %s! ***\n" % shopname
    if caller.ndb._menutree.npc_shop_wares:
        text += "   Things for sale (choose 1-%i to inspect);" \
                " quit to exit:" % len(caller.ndb._menutree.npc_shop_wares)
    else:
        text += "   There is nothing for sale; quit to exit."

    options = []
    for ware in caller.ndb._menutree.npc_shop_wares:
        # add an option for every ware in store
        options.append({"desc": "%s (%s)" %
                                (ware.key, as_price(ware.db.value)),
                        "goto": "menunode_inspect_and_buy"})
    return text, options
Exemple #19
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def menunode_shopfront(caller):
    "This is the top-menu screen."

    shopname = caller.location.key
    caller.ndb._menutree.npc_shop_wares = get_wares(caller)

    text = "*** Welcome to %s! ***\n" % shopname
    if caller.ndb._menutree.npc_shop_wares:
        text += "   Things for sale (choose 1-%i to inspect);" \
                " quit to exit:" % len(caller.ndb._menutree.npc_shop_wares)
    else:
        text += "   There is nothing for sale; quit to exit."

    options = []
    for ware in caller.ndb._menutree.npc_shop_wares:
        # add an option for every ware in store
        options.append({
            "desc": "%s (%s)" % (ware.key, as_price(ware.db.value)),
            "goto": "menunode_inspect_and_buy"
        })
    return text, options
Exemple #20
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def menunode_equipment_cats(caller, raw_string):
    """Initial equipment "shopping" - choose a category"""
    text = raw_string if raw_string and raw_string[0] == 'F' else ""
    text += "\n\nNext, purchase your starting equipment.\n"
    text += "You have |w{coins}|n.\n"
    text += "Select a category of equipment to view:"
    text = text.format(coins=as_price(caller.new_char.db.wallet))

    help = fill("Equipment is grouped into categories. Select one to view"
                "the items in that category.")
    help += "\n\n"
    help += fill("Money in Ainneve is represented as Copper Coins (CC),"
                 "Silver Coins (SC), and Gold Coins (GC), with a conversion"
                 "rate of 100 CC = 1 SC and 100 SC = 1 GC")

    def show_inventory(session):
        """display the character's inventory

        We achieve this by "monkey patching" the session's `msg` method
        onto the new char to catch the output of the 'inventory' command.
        """
        session.msg('\n')
        old_msg = session.new_char.msg
        session.new_char.msg = session.msg
        session.new_char.execute_cmd('inventory')
        session.new_char.msg = old_msg

    options = [{"desc": cat, "goto": "menunode_equipment_list"}
               for cat in _CATEGORY_LIST]

    options.append({"key": ("Inventory", "inv", "i"),
                    "desc": "Show your current inventory",
                    "exec": show_inventory,
                    "goto": "menunode_equipment_cats"})

    options.append({"key": "Done",
                    "desc": "Continue to character description",
                    "goto": "menunode_character_sdesc"})

    return (text, help), options
Exemple #21
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def _format_menuitem_desc(item):
    """Returns a piece of equipment formatted as a one-line menu item."""
    template = "|w{name}|n Cost: ({price}) "
    if item['typeclass'] in ("typeclasses.weapons.Weapon",
                             "typeclasses.weapons.TwoHandedWeapon",
                             "typeclasses.weapons.RangedWeapon",
                             "typeclasses.weapons.TwoHandedRanged"):
        template += "|c{handed}H|n [|rDmg: {damage}|n]"

    elif item['typeclass'] in ("typeclasses.armors.Shield",):
        template += "|c{handed}H|n [|yDef: {toughness}|n]"

    elif item['typeclass'] in ("typeclasses.armors.Armor",):
        template += "[|yDef: {toughness}|n]"

    return template.format(
        name=article_re.sub('', item['key']).title(),
        price=as_price(item.get('value', {})),
        handed=2 if 'TwoHanded' in item['typeclass'] else 1,
        damage=item.get('damage', ''),
        toughness=item.get('toughness', '')
    )
Exemple #22
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def _format_menuitem_desc(item):
    """Returns a piece of equipment formatted as a one-line menu item."""
    item_attributes = prototypeutils.create_attribute_dict(item)
    item_typeclass = item['typeclass']

    type_class_info = ''
    if item_typeclass in _WEAPON_TYPECLASSES:
        damage = item_attributes.get('damage', 0)
        handed_str = 2 if 'TwoHanded' in item_typeclass else 1
        type_class_info = f"|c{handed_str}H|n [|rDmg: {damage}|n]"

    elif item_typeclass in _SHIELD_TYPECLASSES:
        handed_str = 2 if 'TwoHanded' in item_typeclass else 1
        toughness = item_attributes.get('toughness', 0)
        type_class_info = f"|c{handed_str}H|n [|yDef: {toughness}]"

    elif item_typeclass in _ARMOR_TYPECLASSES:
        toughness = item_attributes.get('toughness', 0)
        type_class_info = f"[|yDef: {toughness}|n]"

    name_title = article_re.sub('', item['key']).title()
    cost = as_price(item_attributes.get('value', 0))

    return f"|w{name_title}|n Cost: ({cost}) {type_class_info}"