Esempio n. 1
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 def step(plr):
     if random.random() < 0.75:
         opponent = crog_bruiser()
         print('\nYou bumped into a %s!' %
               font.lvl_diff(plr, opponent, opponent.name))
         input()
         combat.fight(opponent, plr)
Esempio n. 2
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 def step(plr):
     if random.random() < 0.75:
         opponent = goblin()
         print('\nA %s is attacking!' %
               font.lvl_diff(plr, opponent, opponent.name))
         input('> ')
         combat.fight(opponent, plr)
Esempio n. 3
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def main():
    """Drive the program."""
    guide.INTRODUCTION()
    guide.CONTROLS()
    DIRECTIONS = movement.MOVE_DIRECTION()
    the_map = movement.BOARD()
    char_name, char_hp = descriptions.character()
    list_of_monsters = descriptions.MONSTERS()
    room_description = descriptions.ROOM_DESCRIPTIONS(char_name)
    y_current = 4
    x_current = 0
    movement.mini_map(the_map)
    mission_complete = False
    while not mission_complete:
        players_move = input(
            f"{text_color.GREEN_TEXT}What do you do?: {text_color.FINISH_COLOR}"
        )

        if players_move in DIRECTIONS:
            valid_move = movement.validate_move(players_move, y_current,
                                                x_current)

            if valid_move is True:
                the_map, y_current, x_current = movement.player_moving(
                    char_name, players_move, the_map, y_current, x_current)

                if random.randrange(5) == 2:
                    battle = combat.fight(list_of_monsters[0], char_hp)
                    if battle == "won":
                        list_of_monsters.pop(0)
                    if battle == "ranaway":
                        print(f"{char_name} survived to fight another day.")
                    else:
                        mission_complete = True

                else:
                    char_hp = combat.healing(char_hp)
                    room_description = descriptions.ROOM_DESCRIPTIONS(
                        char_name)
                    print(room_description)

            elif valid_move is False:
                print(
                    f"There's no opening and the wall seems impenetrable, perhaps you should take a {text_color.YELLOW_TEXT}different path{text_color.FINISH_COLOR}?"
                )

        elif players_move == "check map":
            movement.mini_map(the_map)

        elif players_move == "look around":
            print(room_description)

        elif players_move == "help":
            guide.HELP()

        else:
            print(f"{char_name} lost their train of thought.")
Esempio n. 4
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 def do_fight(self, args):
     """fight <mob> - fights a mob"""
     global mob_dead
     what_to_fight = args.lower()
     mob = cave_rooms[location][MOBS]
     if mob_dead:
         print('The', mob, 'is already dead!')
     elif what_to_fight == mob:
         mob_dead = combat.fight(mob)
     elif mob is None:
         print('There\'s nothing to fight!')
     else:
         print('Fight what?')
Esempio n. 5
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 def do_fight(self, args):
     """fight <mob> - fights a mob"""
     global mob_dead
     what_to_fight = args.lower()
     mob = cave_rooms[location][MOBS]
     if mob_dead:
         print('The', mob, 'is already dead!')
     elif what_to_fight == mob:
         mob_dead = combat.fight(mob)
     elif mob is None:
         print('There\'s nothing to fight!')
     else:
         print('Fight what?')
  def assign(plr):
    if learning_the_ropes in plr.completed_quests:
      pass
    else:
      plr.quests.append(learning_the_ropes)

      plr.sim_type('\nElric: Pleased to see a new member. I will give you this wooden sword to get started.')
      wait()

      print("You've just received %s!\n" % swords.wooden_sword.name)
      swords.wooden_sword.graphic()
      print("\n --- %s --- " % swords.wooden_sword.name)
      print("Damage: 1")
      wait()

      plr.sim_type('Your first task is to attack this dummy. Give it a try.')
      wait()
      combat.fight(mobs.dummy(), plr)

      plr.sim_type('Elric: Well done %s. Your form is good, so I am assuming you have held a sword before.\n' % plr.name)

      learning_the_ropes.hand_in(plr)
Esempio n. 7
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def deal_with_challenge(challenge, character, corridor):
    from models.characters import Character, create_goblin

    messages = [
        f"{character.name} takes a few more steps in the dark {corridor.name}"
    ]
    if isinstance(challenge, Character):
        enemy = challenge
        messages.append(
            f"{character.name} finds {enemy.name}, a {enemy.race} and get's ready for a fight."
        )

        character, enemy, fight_message = fight(character, enemy)
        messages.append(fight_message)

        if not enemy.is_alive:
            messages.append(f"{enemy.name} dies")
            old_weapon = character.weapon

            equiped = character.loot(enemy.weapon)
            if equiped:
                messages.append(
                    f"{character.name} equips {character.weapon} from the corpse"
                )
                enemy.weapon = old_weapon

    elif isinstance(challenge, Item):
        item = challenge
        messages.append(
            f"{character.name} picks up the '{item}' triumphantly.")
        messages.append(
            f"The {character.name} gets corrupted by {item} and becomes the {corridor.name} master."
        )

        corridor.update_boss(character)
        messages.extend(dm_creates_creatures(corridor))

    elif isinstance(challenge, Scroll):
        messages.append(f"{character.name} finds a dusty scroll and reads it.")
        scroll = challenge
        messages.append(scroll.apply(character))
        corridor.remove_from_corridor(scroll)
        messages.append(f"...the scroll crumbles into dust")

    elif isinstance(challenge, Food):
        messages.append(
            f"{character.name} finds a {challenge} and gobbles it down.")
        character.eat(challenge)

    elif isinstance(challenge, Weapon):
        weapon = challenge
        messages.append(f"{character.name} finds a {weapon}.")

        old_weapon = character.weapon
        equiped = character.loot(challenge)
        if equiped:
            messages.append(f"{character.name} equips {weapon}")
            corridor.add_to_corridor(old_weapon)
            corridor.remove_from_corridor(weapon)
        else:
            messages.append(
                f"After some inspection, {character.name} decides not to take {weapon}"
            )

    #### #### #### #### ####
    if not character.is_alive:
        messages.append(f"{character.name} dies")
        if character.level > 2:
            messages.append(
                f"{character.name} gets ressurected by the {corridor.name} and becomes a part of it."
            )
            corridor.add_to_corridor(character)
        else:
            messages.append(
                f"{character.name} is not worthy for the {corridor.name}. Three goblins get spawned in their place."
            )
            corridor.add_to_corridor(create_goblin(character.weapon))
            corridor.add_to_corridor(create_goblin())
            corridor.add_to_corridor(create_goblin())

    elif challenge == corridor.boss:
        messages.append(
            f"The {character.name} becomes the new {corridor.name} master.")

        corridor.update_boss(character)
        messages.extend(dm_creates_creatures(corridor))

    return messages
Esempio n. 8
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    def darkness():
        #import text and make a user in the start state
        import darkness
        user.state = darkness.start
        nl()
        print(reformat(user.state.start[0]))
        nl()

        while user.complete == False:
            #User response
            rsp = play()
            #User escape option
            if rsp == 'exit':
                user.complete = True
                break

            #For testing only
            if rsp == 'list':
                print(user.state.options.keys())
                rsp = play()
            if rsp == 'skip':
                user.state = darkness.state42
                rsp = play()

            #Result of response
            result = testRsp(user.state.options, rsp)
            #Test if response is generated error message else run function
            if type(result) is str:
                print(result)
            else:
                print(reformat(result[0]))
                try:
                    #How to call a combat scenario
                    if result[1][0] == 'combat':
                        x = fight(result[2], result[3])
                        #Successful combat means you move on
                        if x == 'success':
                            state = result[1][1]
                            user.state = getattr(darkness, state)
                        #If combat doesn't return success then it is a fail
                        else:
                            print(reformat(user.state.fail[0]))
                            nl()
                            user.complete = True
                            break
                    else:
                        state = result[1]
                        user.state = getattr(darkness, state)

                    #The way to print end lines
                    if result[1] == 'end' or result[1][1] == 'end':
                        nl()
                        print(reformat(darkness.end.closing[0]))
                        nl()
                        user.complete = True
                        break
                #except:
                #	pass
                #in case of tests
                except Exception:
                    raise

            nl()