Esempio n. 1
0
    def act(self, obj):
        '''
		The first time creates in the chest of random things, 
		depending on the rarity of the chest. 
		Open it.
		'''

        if not self.open:

            self.generator()

            self.open = True
            self.des = colored('c', 'yellow')

        idx = 0

        clear()
        print(f'\n{self.rarity}\n')
        sleep(0.5)

        while True:

            item, idx, lst, esc = choice_of(obj.backpack, self.items, idx)

            if esc: break

            if lst == 'sec':
                obj.add_to_inventory(item)
                self.items[idx] = None

            elif None in self.items:
                self.items[self.items.index(None)] = item
                obj.backpack[idx] = None
Esempio n. 2
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def link(update, context):
    user_id = update.message.chat.id
    args = context.args

    try:
        if len(args) == 0 or (len(args) == 1 and args[0] in ["list", "show"]):
            message = links.show_list(user_id)
        elif args[0] == "add":
            name, url = parse_add_link(args[1:])
            message = links.add(user_id, name, url)
        elif len(args) == 2 and args[0] == "remove":
            message = links.remove(user_id, args[1])
        elif len(args) == 1 and args[0] == "clear":
            message = links.clear(user_id)
        elif len(args) == 1:
            message = links.get(user_id, args[0])
        else:
            raise ValueError("I couldn't understand you :(")
        context.bot.send_message(
            chat_id=update.effective_chat.id,
            text=message,
            parse_mode=telegram.ParseMode.MARKDOWN,
        )
    except ValueError as e:
        context.bot.send_message(chat_id=update.effective_chat.id, text=str(e))
Esempio n. 3
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    def act(self, obj):

        self.recepts = []

        index = len(obj.backpack) + 1

        while True:

            obj.check()

            clear()

            obj.print_inventory(index,
                                prints=self.print_recepts(
                                    index - len(obj.backpack) - 1, obj))

            choices = {
                Key.up: 'up',
                Key.down: 'down',
                Key.left: 'left',
                Key.right: 'right',
                Key.enter: 'select',
                Key.esc: 'esc'
            }
            choice = smart_input(choices)

            if choice == 'esc': break

            elif choice == 'up':
                if len(obj.backpack) + 1 < index:
                    index -= 1

            elif choice == 'down':
                if index < len(obj.backpack) + len(self.recepts):
                    index += 1

            elif choice == 'select':

                selected_recept = self.recepts[index - len(obj.backpack) - 1]

                chk = True

                for key in selected_recept.keys():
                    try:
                        if not key in ('place', 'result'):
                            if self.resources_in_backpack[
                                    key] < selected_recept[key]:
                                chk = False
                    except KeyError:
                        chk = False

                if chk:
                    for resource in selected_recept.keys():
                        var = True
                        for slot in obj.backpack:
                            if type(slot) is list and var:
                                if len(slot) > 0:
                                    if type(slot[0]) == resource:
                                        for _ in range(
                                                selected_recept[resource]):
                                            del slot[0]
                                        var = False
                                        break

                    obj.add_to_inventory(selected_recept['result'])

                else:
                    print('\nyou don\'t have enough resources')
                    sleep(0.8)
Esempio n. 4
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def choice_of(items,
              items2=False,
              idx=0,
              slot=None,
              obj=None,
              inv=False,
              coast=False):

    if inv:
        clothes = ['rings', 'shoes', 'feet', 'wings', 'torso', 'head']
        if obj.select:
            clothes.append('select')

    while True:

        clear()

        for string in gen_strings(items,
                                  idx,
                                  items2=items2,
                                  obj=obj,
                                  inv=inv,
                                  slot=slot,
                                  coast=coast):
            print(string)

        choices = {
            Key.up: 'up',
            Key.down: 'down',
            Key.left: 'left',
            Key.right: 'right',
            Key.shift_r: 'details',
            Key.enter: 'select',
            Key.esc: 'esc'
        }
        choice = smart_input(choices)

        if choice == 'esc': return None, None, None, True

        elif choice == 'details':
            tmp = items[idx] if idx < len(items) else items2[idx - len(items)]
            item = tmp[0] if type(tmp) is list else tmp
            print()
            if item:
                item.print_details()
                smart_input({
                    Key.enter: None,
                    Key.esc: None,
                    Key.shift_r: None
                })
            continue

        if not inv:
            if choice == 'up':
                if idx == 0: idx = len(items) - 1
                elif idx == len(items): idx = len(items) + len(items2) - 1
                else: idx -= 1

            elif choice == 'down':
                if idx == len(items) - 1: idx = 0
                elif items2:
                    if idx == len(items) + len(items2) - 1: idx = len(items)
                    else: idx += 1
                else: idx += 1

            elif choice == 'left' and items2:
                if not idx - len(items) < 0: idx -= len(items)

            elif choice == 'right' and items2:
                if idx > len(items2): idx = len(items) + len(items2) - 1
                elif idx < len(items): idx += len(items)

            elif choice == 'select':
                if idx < len(items):
                    item = items[idx]
                    lst = 'fst'
                else:
                    idx -= len(items)
                    item = items2[idx]
                    lst = 'sec'
                return item, idx, lst, False

        else:
            if choice == 'up':
                if (    obj.select and slot == 'select') or \
                   (not obj.select and slot == 'head'):
                    idx = len(items) - 1
                    slot = None
                elif idx < 1:
                    idx -= 1
                    slot = clothes[abs(idx) - 1]
                else:
                    idx -= 1
                    solt = None

            elif choice == 'down':
                if idx < -1:
                    idx += 1
                    slot = clothes[abs(idx) - 1]
                elif idx == len(items) - 1:
                    idx = -len(clothes) + 1
                    slot = clothes[abs(idx)]
                else:
                    idx += 1
                    slot = None

            elif choice == 'select':
                if idx > 0:
                    item = items[idx]
                    return item, idx, slot, False
Esempio n. 5
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import Dungeon

ID = uuid4()

player = create_player(str(ID))

print(player.area.name)

var = False
fall_var2 = False

while True:

    if esc:

        clear()

        print('exit?')

        choices = {Key.enter: True, Key.esc: False}
        choice = smart_input(choices)

        if choice: break

        links.esc = False

    if var:
        print(player.area.name)
        sleep(1)
        var = False
Esempio n. 6
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    def generator(self):
        '''
		Create features on the map
		'''

        links.ses_area = self

        clear()

        print(self.name)
        print('\ncreate a big dummy')

        self.map = Map([
            Map([
                Map([NewInt() for elm in range(self.ELMS)])
                for row in range(self.ROWS)
            ]) for lay in range(self.LAYS)
        ])

        self.chank_map = Map([
            Map([
                Map([
                    Chank(lay, row, elm, self, length=self.LEN_OF_CHANK)
                    for elm in range(-int(self.ELMS / (self.LEN_OF_CHANK * 2)),
                                     int(self.ELMS / (self.LEN_OF_CHANK * 2)))
                ]) for row in range(-int(self.ROWS / (self.LEN_OF_CHANK * 2)),
                                    int(self.ROWS / (self.LEN_OF_CHANK * 2)))
            ]) for lay in range(-int(self.LAYS / (self.LEN_OF_CHANK * 2)),
                                int(self.LAYS / (self.LEN_OF_CHANK * 2)))
        ])

        self.vector_map = Map([
            Map([[] for elm in range(ceil(self.ELMS / self.LEN_OF_CHANK))])
            for row in range(ceil(self.ROWS / self.LEN_OF_CHANK))
        ])

        map_ = Map([
            Map([
                None for elm in range(ceil(self.ELMS / self.LEN_OF_CHANK + 2))
            ]) for row in range(ceil(self.ROWS / self.LEN_OF_CHANK + 2))
        ])

        vector_row = -ceil(len(self.vector_map) / 2)
        for row in range(-map_.RADIUS, map_.RADIUS):
            vector_elm = -ceil(len(self.vector_map[0]) / 2)
            for elm in range(-map_[0].RADIUS, map_[0].RADIUS):
                map_[row][elm] = Vector(vector_elm, vector_row)
                vector_elm += 1
            vector_row += 1

        vector_row = -ceil(len(self.vector_map) / 2) + 1
        for row in range(-map_.RADIUS, map_.RADIUS - 1):
            vector_elm = -ceil(len(self.vector_map[0]) / 2) + 1
            for elm in range(-map_[0].RADIUS, map_[0].RADIUS - 1):
                vector_list = self.vector_map[vector_row][vector_elm]
                vector_list.append(map_[row][elm])
                vector_list.append(map_[row][elm + 1])
                vector_list.append(map_[row + 1][elm + 1])
                vector_list.append(map_[row + 1][elm])
                vector_elm += 1
            vector_row += 1

        del map_

        chank = self.chank_map[0][0][0]

        chank.generator()
        chank.msg()

        clear()
        print(self.name)
        print('\ncreate the boundaries of the world')

        for lay in self.map:

            for row in lay:
                row[-int(len(self.map) / 2)] = Wall()
                row[int(len(self.map) / 2) - 1] = Wall()

            for elm in range(-int(len(self.map[0][0]) / 2),
                             int(len(self.map[0][0]) / 2) - 1):
                lay[-int(len(self.map) / 2)][elm] = Wall()
                lay[int(len(self.map) / 2) - 5][elm] = Wall()

        clear()
        print(self.name)
        print('\ncreate the final room')
Esempio n. 7
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    def act(self, obj):

        slot = 1

        while True:

            obj.check()

            clear()

            obj.print_inventory(slot, prints=self.gen_slots(slot, obj))

            print()

            choices = {
                Key.up: 'up',
                Key.down: 'down',
                Key.left: 'left',
                Key.right: 'right',
                Key.enter: 'select',
                Key.esc: 'esc'
            }
            choice = smart_input(choices)

            if choice == 'esc': break

            elif choice == 'up':
                if 1 < slot:
                    slot -= 1

            elif choice == 'down':
                if slot < len(obj.backpack) + len(self.slots):
                    slot += 1

            elif choice == 'left':
                if slot > len(obj.backpack):
                    slot -= len(obj.backpack)

            elif choice == 'right':
                if slot < len(obj.backpack):
                    if slot > len(self.slots):
                        slot = len(obj.backpack) + len(self.slots)
                    else:
                        slot += len(obj.backpack)

            elif choice == 'select':

                if slot - 1 in range(len(obj.backpack)):

                    item = obj.backpack[slot - 1]

                    if type(item) is list:
                        if isinstance(item[0], Resource):
                            lenght = len(item) - 1
                            for index in range(len(item)):
                                item[lenght - index].remelting(
                                    self, obj, slot - 1)

                elif slot < len(self.slots) + len(obj.backpack):

                    item = self.slots[slot - len(obj.backpack) - 1]

                    if item:
                        obj.add_to_inventory(item)
                        self.slots[self.slots.index(item)] = []
Esempio n. 8
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	def skill_up(self):

		clear()

		skl_nams = ['Atk', 'MAtk', 'Agi', 'Vit', 'Int', 'Dcs', 'Luc']
		skls = [self.Atk, self.MAtk, self.Agi, self.Vit, self.Int, self.Dcs, self.Luc]

		idx = 0
		
		while self.Skill_points > 0:

			print(f'Skill points: {self.Skill_points}')

			self.skill_tree(idx)

			choices = {Key.up: 'up', Key.down: 'down', Key.enter: 'select', Key.esc: 'esc'}
			choice  = smart_input(choices)

			if choice == 'esc': break

			elif choice == 'up':
				if idx > 0:
					idx -= 1

			elif choice == 'down':
				if idx < len(skl_nams)-1:
					idx += 1

			elif choice == 'select':

				choice = skl_nams[idx]

				if choice == 'Atk':
					self.Atk += 1
					if self.Atk % 10 == 0:
						self.mid_dmg += 20
				elif choice == 'MAtk':
					self.MAtk += 1
					self.mid_m_dmg += 100
				elif choice == 'Agi':
					self.Agi += 1
				elif choice == 'Vit':
					self.Vit += 1
					if self.Vit % 10 == 0:
						self.hlt += 10
				elif choice == 'Int':
					self.Int += 1
					if self.Int % 10 == 0:
						self.mid_m_dmg += 5
				elif choice == 'Dcs':
					self.Dcs += 1
				elif choice == 'Luc':
					self.Luc += 1
				
				self.Skill_points -= 1
			
			clear()
		
		clear()

		self.skill_tree()

		clear()