Esempio n. 1
0
 def crane_falters(self) -> str:
     # Drop what's currently being held.
     if self.crane_holds:
         treasure = self.crane_holds
         for treas in treasure:
             bury_treasure_at(treas, self.sub.movement.get_position())
         self.crane_holds = []
         self.crane_down = False
         return f"Dropped {to_titled_list(treasure)} because the crane faltered!"
     return ""
Esempio n. 2
0
 async def damage_tick(self):
     if self.damage_to_apply > 0:
         self.health -= self.damage_to_apply
         if self.health <= 0:
             for treasure in self.treasure:
                 bury_treasure_at(treasure, (self.x, self.y))
             await notify_control(
                 f"**{self.full_name()}** took a total of {self.damage_to_apply} damage and **died**!"
             )
             await self.deathrattle()
             await kill_npc(self.id, False)
         else:
             await notify_control(
                 f"**{self.full_name()}** took a total of {self.damage_to_apply} damage!"
             )
         self.damage_to_apply = 0
         self.observant = True
Esempio n. 3
0
 def drop(self, item: str) -> str:
     if item not in self.inventory or self.inventory[item] <= 0:
         return f"Cannot drop an item that you don't own."
     if item[-1] == '*':
         return f"Cannot drop undroppable item (item with * at the end of its name)."
     if bury_treasure_at(item, self.sub.movement.get_position()):
         self.remove(item)
         return f"1x {item.title()} dropped!"
     return f"Could not drop {item.title()} here."
Esempio n. 4
0
def bury_treasure(name : str, x : int, y : int) -> DiscordAction:
    if bury_treasure_at(name, (x, y)):
        return OKAY_REACT
    return FAIL_REACT