Esempio n. 1
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 def encounter_roll(self, current_space):
     i_e_list = (8, 23, 25, 29, 30)
     poison_list = (20, 21, 26, 27, 28, 35, 35, 36)
     x = random.randint(1, 5)
     y = 4
     if current_space in i_e_list:
         self.interactive_encounter(current_space)
     elif current_space == 15:
         print merchant_func('self')
         self.user_input(current_space)
     elif current_space == 5:
         print sorrow_lake('stuff')
         self.user_input(current_space)
     #elif current_space == 5 or current_space == 11:
     #    a, b, c = the_sorrow('self', current_space)
     #    print a
     #    print b
     #    print c
     #    self.user_input(current_space)
     elif current_space == 22 or current_space == 24:
         self.user_input(current_space)
     elif x == y:
         if current_space in poison_list:
             self.poison_encounter(current_space)
         elif 3 == current_space or 14 == current_space:
             print format_text('self', Tile_Change_Scene[0])
             current_space = random.randint(1, 36)
             self.scene(current_space)
         elif current_space == 23:
             self.memory_nymph(current_space)
         else:
             self.attack_engine(current_space)
     elif x != y:
         self.user_input(current_space)
Esempio n. 2
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def merchant_func(self):
    #Print intro, take input, parse input, take input until goodbye key triggered.
    val = 0
    key = 0
    scenes = encounter[15]
    print format_text('self', Merchant_Scenes[0][0])

    while key != 2:
        u_i = raw_input("> ")
        for keys in Merchant_Inp:
            if keys in u_i:
                key = Merchant_Inp[keys]
                if key == 0:
                    print sell('self')
                    key = 2
                elif key != 0:
                    print format_text('self', Merchant_Scenes[0][key])
            elif u_i not in keys:
                val += 1
                if val == len(Merchant_Inp):
                    print "    I don't understand what you're looking for."
                else:
                    continue
    else:
        return "    Goodbye"
Esempio n. 3
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def passive_encounter(self, current_space):
    current_scenes = encounter[current_space]
    current_dict = encounter_directory[current_space]
    intro_scene = current_scenes[0]
    print format_text('self', intro_scene)
    val = 0
    a, b = 0, 0
    text = 0
    action = 0
    #Check dictionary for request to exit encounter.
    while val != 1:
        u_i = raw_input("> ")
        key_list = pull_action_keys('self', current_space, u_i)
        sub_key_list = pull_sub_keys('self', current_space, u_i)
        text = check_for_dialogue('self', current_space, u_i)
        ###Need to print
        if len(text) != 0:
            print text
            #if current_dict[text] == 1:
            #        val = 1
            #else:
            #    print "hello"
        elif len(key_list) != 0:
            for action in key_list:
                a = action
                if len(sub_key_list) == 0:
                    print "What would you like to %r ?" % a
                elif len(sub_key_list) != 0:
                    b = sub_key_list
                    buy_sell_trade('self', a, b)
        elif len(sub_key_list) != 0:
            print "What would you like to do with your %r ?" % sub_key_list
            b = sub_key_list.pop()

    print format_text('self', current_scenes[1])
Esempio n. 4
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def the_sorrow(self, current_space):
    scene_group = encounter[current_space]
    scene = random.randrange(1, len(scene_group))
    Hit_Points["Hero"] = (Hit_Points["Hero"] + scene_group[scene][0])
    return format_text('self', scene_group[0][0]), format_text(
        'self', scene_group[scene]
        [1]), "    Your health is now %r." % Hit_Points["Hero"]
Esempio n. 5
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def help(self):
    print "    Tell me what you need help with. When you are done, type \"done\"."
    val = 0
    u_i = 0

    while u_i != "done":
    	u_i = raw_input("> ")
    	for key in help_d:
    	    if key in u_i:
    	    	print format_text('self', help_d[key])
    	    elif key not in u_i:
    	    	val += 1
    	        if val != len(help_d):
    	        	continue
    	        elif val == len(help_d):
    	        	print "    Please try to explain your problem again."
    else:
    	print "    I hope we've solved your issue."
Esempio n. 6
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    def interactive_encounter(self, current_space):
        ###print intro scene, take input until exit scene triggered then pass to self.scene(current_space).
        #Merchant_Inp
        current_dict = encounter_directory[current_space]
        current_scenes = encounter[current_space]
        intro_scene = current_scenes[0]
        print format_text('self', intro_scene)
        value = 0
        counter = 0

        while value != 2:
            u_i = raw_input("> ")
            for key in current_dict:
                if key in u_i:
                    value = current_dict[key]
                    current_scene = current_scenes[value]
                    print format_text('self', current_scene)
                elif key not in u_i:
                    counter += 1
                    if counter == len(current_dict):
                        print "I don't understand."
                    else:
                        continue
        print format_text('self', scene[current_space])
        self.user_input(current_space)
Esempio n. 7
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    def attack_engine(self, current_space):
        val = 0
        s_group = encounter[current_space]
        scene_group = s_group[1:len(s_group)]
        scene = random.choice(scene_group)
        #current_scene = scene[1]
        foe = foe_map[current_space]
        lucky = "    Luck favors you and the %s attack misses completely." % foe
        ###While hero is alive, while foe is alive, if first time in, if subsequent times in.
        while Hit_Points["Hero"] > 0:

            while Hit_Points[foe] > 0:
                roll = random.randint(0, 4)
                scene = random.choice(scene_group)
                current_scene = scene[1]

                if val == 0:
                    incoming = s_group[0][0]
                    print format_text('stuff', incoming)

                    if roll != 1:
                        print self.defense_input(current_space, foe)
                        val = 1
                    elif roll == 1:
                        print format_text('stuff', lucky), self.defense_input(
                            current_space, foe)
                        val = 1

                elif val == 1:

                    if roll == 1:
                        print lucky, self.defense_input(current_space, foe)
                        val = 1
                    elif roll != 1:
                        h_change = scene[0]
                        print format_text(
                            'stuff', current_scene
                        ), "Your health is now %s." % self.hero_health_change(
                            h_change), self.defense_input(current_space, foe)
                        val = 1

            print "    Your foe perishes at your feet. At surviving, you are victorious."
            self.scene(current_space)
            break

        print "    With your last breath you scream \"Arturia!\" then you breath no more."
        exit(1)
Esempio n. 8
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 def memory_nymph(self, current_space):
     format_text('self', Memory_Nymphs_Scenes[0][0])
     scenes = Memory_Nymphs_Scenes[1], Memory_Nymphs_Scenes[2]
     scene = random.choice(scenes)
     item = scene[1]
     u_i = raw_input("> ")
     if "sit" in u_i or "yes" in u_i or "talk" in u_i:
         print format_text("self", scene[2])
         print del_from_bag("stuff", item)
         self.user_input(current_space)
     elif "run" in u_i or "no" in u_i or "walk away" in u_i:
         print "    You put some distance between yourself and the mysterious creature. "
         #Move player one space to the left.
         current_space = 22
         self.scene(current_space)
     else:
         print "    You can tell that the creature doesn't understand you but it continues anyway."
         print format_text("self", scene[2])
         print del_from_bag("stuff", item)
         self.user_input(current_space)
Esempio n. 9
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 def scene(self, current_space):
     incoming = scene[int(current_space)]
     print format_text('stuff', incoming)
     self.encounter_roll(current_space)
Esempio n. 10
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 def poison_encounter(self, current_space):
     scene_set = encounter[current_space]
     intro, scene = scene_set[0][0], scene_set[random.randint(
         1, (len(scene_set) - 1))][1]
     print format_text('self', intro)
     print format_text('self', scene)
Esempio n. 11
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 def passive_encounter(self, current_space):
     current_scenes = encounter[current_space]
     intro_scene = current_scenes[0][0]
     print format_text('self', intro_scene)