Esempio n. 1
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 def _decorate(self, option, **flags):
     active = flags.get("active", False)
     header = flags.get("header", False)
     if header:
         option = "{0:<{width}}".format(option, width=self.host.width)
         if active:
             option = " " + ansi.colorize(option, "black", "white", bright=True)
         else:
             option = " " + ansi.colorize(option, "white", bright=True)
         return option
     else:
         return self.parent._decorate(option, **flags)
Esempio n. 2
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    def _decorate_indicators(self, option, **flags):
        moreAbove = flags.get("moreAbove", False)
        moreBelow = flags.get("moreBelow", False)

        # add more above/below indicators
        if moreAbove:
            option = option + " " + ansi.colorize("^", "white", bright=True)
        elif moreBelow:
            option = option + " " + ansi.colorize("v", "white", bright=True)
        else:
            option = option + "  "

        return option
Esempio n. 3
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File: smoking.py Progetto: AKJ/sage
def smoke_puff(line, time, backrefs):
	player.afflictions['asthma'] = False
	core.call_later(1, _disable_smokepuff_trigger)
	core.disable_trigger('failure_smoking', 'failures')
	core.disable_trigger('failure_asthma_smoking', 'failures')
	core.disable_trigger('failure_pipe_out', 'failures')
	player.actions['smoke'] = True
	player.waiting_for_aeon = 0
	if len(player.puffs) > 0:
		pipe = player.puffs.pop()
		if pipe == 'elm':
			player.elm_puffs = player.elm_puffs - 1
			player.elm_lastfire = time
			smoke_queue.remove_by_name('elm')
			cures = (
				'aeon',
				'deadening',
				'hellsight',
				'madness'
			)
			_enable_cure_triggers(cures)
			if player.pipe_reloading == 'elm':
				core.line = core.line + ansi.colorize("[grey] ([magenta]purging elm[grey])[]")
			else:
				core.line = core.line + ansi.color['grey'] + " (" + str(player.elm_puffs) + " elm)" + ansi.color['default']
		elif pipe == 'skullcap':
			core.enable_trigger('failure_rebounding', 'failures')
			player.skullcap_puffs = player.skullcap_puffs - 1
			player.skullcap_lastfire = time
			smoke_queue.remove_by_name('skullcap')
			smoke_queue.remove_by_name('rebounding')
			player.rebounding_pending = True
			if player.pipe_reloading == 'skullcap':
				core.line = core.line + ansi.colorize("[grey] ([magenta]purging skullcap[grey])[]")
			else:
				core.line = core.line + ansi.color['grey'] + " (" + str(player.skullcap_puffs) + " skullcap)" + ansi.color['default']
		elif pipe == 'valerian':
			player.valerian_puffs = player.valerian_puffs - 1
			player.valerian_lastfire = time
			smoke_queue.remove_by_name('valerian')
			cures = (
				'disfigurement',
				'manaleech',
				'slickness'
			)
			_enable_cure_triggers(cures)
			if player.pipe_reloading == 'valerian':
				core.line = core.line + ansi.colorize("[grey] ([magenta]purging valerian[grey])[]")
			else:
				core.line = core.line + ansi.color['grey'] + " (" + str(player.valerian_puffs) + " valerian)" + ansi.color['default']
Esempio n. 4
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    def _decorate(self, option, **flags):
        active = flags.get("active", False)
        selected = flags.get("selected", False)

        # add selection / cursor decorations
        if active and selected:
            option = "*" + ansi.colorize(option, "red", "white")
        elif active:
            option = " " + ansi.colorize(option, "black", "white")
        elif selected:
            option = "*" + ansi.colorize(option, "red")
        else:
            option = " " + option

        return self._decorate_indicators(option, **flags)
Esempio n. 5
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 def _make_menu(self, _decorate=True):
     menu = []
     for i, option in enumerate(self.options):
         if _decorate:
             menu.append(ansi.colorize(option, "black", "white") if i == self.cursor else option)
         else:
             menu.append(option)
     menu = " ".join(menu)
     return menu
Esempio n. 6
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    def _decorate(self, option, **flags):
        active = flags.get("active", False)
        selected = flags.get("selected", False)
        moreAbove = flags.get("moreAbove", False)
        moreBelow = flags.get("moreBelow", False)

        # add selection / cursor decorations
        option = ("=> " if selected else "   ") + option
        if active:
            option = ansi.highlight(option, "black")

        # add more above/below indicators
        if moreAbove:
            option = option + " " + ansi.colorize("^", "white", bright=True)
        elif moreBelow:
            option = option + " " + ansi.colorize("v", "white", bright=True)
        else:
            option = option + "  "

        return option
Esempio n. 7
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def highlights_beckon(line, time, backrefs):
	core.line = ansi.colorize('[lyellow][bred]*[][lwhite][byellow]' + core.line + '[][lyellow][bred]*[]')
Esempio n. 8
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 def _print_menu(self):
     ansi.write(ansi.colorize(self.title + "\n", "white", bright=True))
     return self.parent._print_menu()
Esempio n. 9
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def _banner():
	return ansi.colorize("[grey]+[lred]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[grey][[magenta]SAGE[grey]][lred]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[grey]+")
Esempio n. 10
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def white(s):
    return ansi.colorize(s, "white", bright=True)
Esempio n. 11
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def active_selected(s):
    return ansi.colorize(s, "red", "white")
Esempio n. 12
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def selected(s):
    return ansi.colorize(s, "red")
Esempio n. 13
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def active(s):
    return ansi.colorize(s, "black", "white")