Esempio n. 1
0
def summon_ally(name, duration, x=None, y=None):
    adj = main.adjacent_tiles_diagonal(player.instance.x, player.instance.y)

    # Get viable summoning position. Return failure if no position is available
    if x is None or y is None:
        summon_positions = []
        for tile in adj:
            if not main.is_blocked(tile[0], tile[1]):
                summon_positions.append(tile)
        if len(summon_positions) == 0:
            ui.message('There is no room to summon an ally here.')
            return
        summon_pos = summon_positions[libtcod.random_get_int(
            0, 0,
            len(summon_positions) - 1)]
    else:
        summon_pos = (x, y)

    # Select monster type - default to goblin
    import monsters
    if name in monsters.proto.keys():
        summon = main.spawn_monster(name,
                                    summon_pos[0],
                                    summon_pos[1],
                                    team='ally')
        if summon is not None:
            if summon.behavior is not None:
                summon.behavior.follow_target = player.instance

            # Set summon duration
            summon.summon_time = duration + libtcod.random_get_int(
                0, 0, duration)
        return 'success'
    else:
        return 'didnt-take-turn'
Esempio n. 2
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def spawn_spiders(actor, target, context):
    #Filthy hackery to add some state
    if not hasattr(actor, 'summons'):
        actor.summons = []

    for s in actor.summons:  # clear dead things from summoned list
        if not s.fighter:
            actor.summons.remove(s)

    if len(actor.summons) < context['max_summons']:
        summon_tiles = []
        for y in range(3):
            for x in range(3):
                pos = actor.x - 1 + x, actor.y - 1 + y
                if main.in_bounds(pos[0], pos[1]) and not main.is_blocked(
                        pos[0], pos[1]):
                    summon_tiles.append(pos)
        summon_count = main.roll_dice(context['summons_per_cast'])
        for i in range(summon_count):
            if len(summon_tiles) > 0 and len(
                    actor.summons) < context['max_summons']:
                pos = summon_tiles[libtcod.random_get_int(
                    0, 0,
                    len(summon_tiles) - 1)]
                spawn = main.spawn_monster('monster_tunnel_spider', pos[0],
                                           pos[1])
                ui.message(
                    'A ' + spawn.name + " crawls from beneath %s cloak." %
                    syntax.name(actor, possesive=True), actor.color)
                actor.summons.append(spawn)
                summon_tiles.remove(pos)
        return 'success'
    return 'cancelled'
Esempio n. 3
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def scum_glob_death(glob, context):
    ui.message('%s divides!' % syntax.name(glob).capitalize(), libtcod.red)
    pos = glob.x, glob.y
    glob.fighter = None
    glob.destroy()
    for i in range(3):
        spawn = main.find_closest_open_tile(pos[0], pos[1])
        main.spawn_monster('monster_scum_glob_small', spawn[0], spawn[1])
        tile = main.current_map.tiles[spawn[0]][spawn[1]]
        if not tile.is_water and not tile.tile_type == 'oil' and not tile.is_ramp:
            tile.tile_type = 'oil'

    if ui.selected_monster is glob:
        main.changed_tiles.append(pos)
        ui.selected_monster = None
        ui.auto_target_monster()
Esempio n. 4
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def spawn_vermin(actor, target, context):
    #Filthy hackery to add some state
    if not hasattr(actor, 'summons'):
        actor.summons = []

    for s in actor.summons:  # clear dead things from summoned list
        if not s.fighter:
            actor.summons.remove(s)

    if len(actor.summons) < context['max_summons']:
        summon_choice = main.random_choice_index(
            [e['weight'] for e in context['summons']])
        summon_tiles = []
        for y in range(5):
            for x in range(5):
                pos = actor.x - 2 + x, actor.y - 2 + y
                if main.in_bounds(pos[0], pos[1]) and not main.is_blocked(
                        pos[0], pos[1]):
                    summon_tiles.append(pos)
        for i in range(context['summons'][summon_choice]['count']):
            if len(summon_tiles) > 0:
                pos = summon_tiles[libtcod.random_get_int(
                    0, 0,
                    len(summon_tiles) - 1)]
                spawn = main.spawn_monster(
                    context['summons'][summon_choice]['monster'], pos[0],
                    pos[1])
                ui.message(
                    'A ' + spawn.name +
                    " crawls from beneath the verman's cloak.", actor.color)
                spawn.fighter.loot_table = None
                actor.summons.append(spawn)
                summon_tiles.remove(pos)
Esempio n. 5
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def fungal_growth(actor, target, context):
    x, y = target
    corpse = main.get_objects(x, y, lambda o: o.is_corpse)
    if len(corpse) == 0:
        ui.message('No suitable corpses here.', libtcod.gray)
        return 'cancelled'
    target = corpse[0]

    if not target.is_corpse:
        return 'failure'
    main.spawn_monster('monster_blastcap', target.x, target.y)
    if actor is player.instance or fov.player_can_see(target.x, target.y):
        ui.message('A blastcap grows from %s.' % syntax.name(target),
                   spells.essence_colors['life'])
    target.destroy()
    return 'success'
Esempio n. 6
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def on_death_summon(obj, context):
    ui.message('%s is dead!' % syntax.name(obj).capitalize(), libtcod.red)
    obj.fighter = None
    main.current_map.fighters.remove(obj)
    obj.destroy()

    if context.get('require_tile') is not None:
        tile_at_location = main.current_map.tiles[obj.x][obj.y]
        if context['require_tile'] != tile_at_location.tile_type:
            return

    if 'message' in context.keys():
        ui.message(context['message'])

    monster = main.spawn_monster(context['monster'], obj.x, obj.y)
    monster.fighter.apply_status_effect(
        effects.stunned(1))  #summoning sickness
    if 'duration' in context:
        monster.summon_time = context['duration']

    if ui.selected_monster is obj:
        main.changed_tiles.append((obj.x, obj.y))
        ui.selected_monster = None
        ui.auto_target_monster()
Esempio n. 7
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def summon_roaches(actor, attacker, damage):
    if not hasattr(actor, 'summon_limit') or not hasattr(actor, 'summons'):
        actor.summon_limit = 8
        actor.summons = []
    remove = []
    for s in actor.summons:
        if s.fighter is None or not s in main.current_map.fighters:
            remove.append(s)
    for s in remove:
        actor.summons.remove(s)

    if len(actor.summons) >= actor.summon_limit:
        return
    if fov.player_can_see(actor.x, actor.y):
        ui.message(
            'Cockroaches crawl from %s wounds!' %
            syntax.name(actor, possesive=True), libtcod.dark_magenta)
    for adj in main.adjacent_tiles_diagonal(actor.x, actor.y):
        if len(actor.summons) >= actor.summon_limit:
            break
        if not main.is_blocked(
                adj[0], adj[1]) and libtcod.random_get_int(0, 1, 10) <= 5:
            actor.summons.append(
                main.spawn_monster('monster_cockroach', adj[0], adj[1]))
Esempio n. 8
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def summon_demon(actor, data):
    choice = main.random_choice(data['summons'])
    actor.fighter.take_damage(100000)
    main.spawn_monster(choice, actor.x, actor.y)