def enter(self, map_instance, player_instance, cheatcode): print '_' * 40 print texts.get(type(self).__name__) a_guard = Guard() fight_result = player_instance.fight(a_guard.name, a_guard.characteristics, cheatcode) if fight_result == 'alive': print texts.get("Dormitory_armor") player_instance.characteristics['armor'] += 2 player_instance.print_charac() map_instance.explored_scenes[type(self).__name__] = "explored" return Corridor() else: return Death()
def enter(self, map_instance, player_instance, cheatcode): print '_' * 40 print texts.get("GuardsRoom_intro") for i in range(2): a_guard = Guard() fight_result = player_instance.fight(a_guard.name, a_guard.characteristics, cheatcode) if fight_result == 'alive': pass else: return Death() map_instance.explored_scenes[type(self).__name__] = "explored" player_instance.key = 'yes' player_instance.print_charac() print texts.get("GuardsRoom_outro") return Corridor()
def enter(self, map_instance, player_instance): print '_' * 40 print texts.get("Cell_intro") if player_instance.key == 'yes': print texts.get("Cell_with_key") map_instance.explored_scenes['Cell'] = "explored" else: print texts.get("Cell_without_key") return Corridor()
def enter(self, map_instance, player_instance, cheatcode): print '_' * 40 print texts.get(type(self).__name__) action = raw_input("Réponse> ") analysed_action = scan(action) if ((('verb', 'lancer') in analysed_action or ('verb', 'lance') in analysed_action or ('verb', 'lances') in analysed_action or ('verb', 'jeter') in analysed_action or ('verb', 'jetes') in analysed_action or ('verb', 'jete') in analysed_action) and (('noon', 'caillou') in analysed_action or ('noon', 'gravier') in analysed_action) and (('noon', 'cheval') in analysed_action))\ or (action == cheatcode): print texts.get("DungeonGate_cheval") return Corridor() elif (('verb', 'attaquer') in analysed_action or ('verb', 'attaque') in analysed_action or ('verb', 'attaques') in analysed_action or ('verb', 'frapper') in analysed_action or ('verb', 'frappes') in analysed_action or ('verb', 'frappe') in analysed_action)\ and ('noon', 'garde') in analysed_action: a_guard = HeavyGuard() fight_result = player_instance.fight(a_guard.name, a_guard.characteristics, cheatcode) if fight_result == 'alive': player_instance.print_charac() print texts.get("DungeonGate_combat") map_instance.explored_scenes['DungeonGate'] = "explored" return Corridor() else: return Death() else: print colored( "Je ne comprends pas votre ordre. retour en début de scéne.", 'red') return DungeonGate()
def enter(self, map_instance, player_instance, cheatcode): # if the player has released is wife when in open in the Corridor if map_instance.explored_scenes['Cell'] == "explored": enemies = [] # Define the number of enemies in the corridor if map_instance.explored_scenes['DungeonGate'] == "explored": pass else: a_heavyguard = HeavyGuard() enemies.append(a_heavyguard) if map_instance.explored_scenes['Dormitory'] == "explored": pass else: a_guard = Guard() enemies.append(a_guard) if not enemies: return Victory() else: print '_' * 40 print texts.get("Corridor_fight").format(len(enemies)) for enemi in enemies: fight_result = player_instance.fight( enemi.name, enemi.characteristics, cheatcode) if fight_result == 'alive': pass else: return Death() player_instance.print_charac() return Victory() else: print '_' * 40 print texts.get(type(self).__name__) answer = raw_input("Réponse> ") if answer == cheatcode: print colored("ORDRE DES SALLES:", attrs=['bold']) i = 1 for scene in map_instance.corridor_scenes: print i, "-", type(scene).__name__ i += 1 return Corridor() next_scene = map_instance.corridor_scenes[int(answer) - 1] # check if the selected scene is already explored or not if map_instance.explored_scenes[type( next_scene).__name__] == "unexplored": return next_scene elif map_instance.explored_scenes[type( next_scene).__name__] == "explored": print colored("Salle déja explorée", 'magenta') return Corridor() else: print colored( "Je ne comprends pas votre ordre. retour en début de scéne.", 'red') return Corridor()
def enter(self): print texts.get(type(self).__name__) return Corridor()
def enter(self, map_instance, player_instance, cheatcode): print '_' * 40 print texts.get(type(self).__name__) answer = raw_input('Réponse? ') if answer == '1': enemies = [] # Define the number of enemies in the room if map_instance.explored_scenes['GuardsRoom'] == "explored": pass else: for i in range(2): a_guard = Guard() enemies.append(a_guard) if map_instance.explored_scenes['Dormitory'] == "explored": pass else: a_guard = Guard() enemies.append(a_guard) if not enemies: print texts.get('Armory_weapon') player_instance.characteristics['weapon'] += 2 player_instance.print_charac() map_instance.explored_scenes['Armory'] = "explored" return Corridor() else: print '_' * 40 print texts.get("Armory_fight").format(len(enemies)) for enemi in enemies: fight_result = player_instance.fight( enemi.name, enemi.characteristics, cheatcode) if fight_result == 'alive': pass else: return Death() player_instance.characteristics['weapon'] += 2 player_instance.print_charac() map_instance.explored_scenes['Armory'] = "explored" return Corridor() elif answer == '2': attempts = 0 code = "{}{}{}".format(randint(0, 9), randint(0, 9), randint(0, 9)) while attempts < 10: answer = raw_input("Code? ") if answer == code or answer == cheatcode: print texts.get('Armory_weapon') player_instance.characteristics['weapon'] += 2 map_instance.explored_scenes['Armory'] = "explored" player_instance.print_charac() return Corridor() else: attempts += 1 hint = ['*', '*', '*'] for character in answer: for i in range(len(code)): if character == code[i]: hint[i] = character print "Hint:", "".join(map(str, hint)) print "vous avez fait trop de tentatives. Revenez plus tard." return Corridor() elif answer == '3': return Corridor() else: print colored( "Je ne comprends pas votre ordre. retour en début de scéne.", 'red') return Armory()
def enter(self): print '_' * 40 print texts.get(type(self).__name__) exit(0)
def enter(self): print '_' * 40 print colored(texts.get(type(self).__name__), 'red') exit(0)