Esempio n. 1
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def handle_user_input(player):
    '''
        continuously gets the command from user
        for move, also simulates the position change
        move command can be rejected (player re-prompted) if it would move player out of the map
        in that case, user is reprompted until a valid command is issued

        :param player: Player

        :returns 
            Save if save command was issued
            Load is load command was issued
            None if move command was issued (and successfully simulated)
    '''
    while True:
        command = parse_user_input()

        if command == Save or command == Load:
            return command

        delta = command

        if player.try_move(delta):
            dlog.debug(f'moved to {player.position}')
            return None
        else:
            olog.info("Can't move there - a wall blocks the path")
 def try_attack_player(self, player):
     '''
         unleashes the whole might of our 1 dmg attack 
         on the unsuspecting player, if he is in reach (on the same tile as enemy)
     '''
     if self.gotcha_player(player):
         dlog.debug('damaged player')
         olog.info('the grue\'s got you!')
         player.lose_health()
Esempio n. 3
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def lose(dmap, end_pos, enemy_end_pos):
    '''
        prints lose message
        :param dmap: dungeon map
        :param end_pos: Tile player stands at the time of game end
    '''
    olog.info("You've got dismembered by some razory and hammery thingy!")
    olog.info("Happens to the best of us adventurers!")
    olog.info(BLOODY_SWORD_ASCI)
    olog.info('---------------------------------------------------------')
    olog.info("Now look at all the treasures you could've had for yourself!")
    print(dmap.map_to_str(end_pos, enemy_end_pos))
Esempio n. 4
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def win(dmap, player_end_pos, enemy_end_pos):
    '''
        prints win message
        :param dmap: dungeon map
        :param end_pos: Tile player stands at the time of game end
    '''
    olog.info('''Suddenly you trip over a treasure chest!
        The ideas on where to spend the goodies inside race thorugh your mind even as you fall!'''
              )
    olog.info(TREASURE_ASCI)
    olog.info('---------------------------------------------------------')
    olog.info("Now look at all the traps you've evaded!")
    print(dmap.map_to_str(player_end_pos, enemy_end_pos))
Esempio n. 5
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def parse_user_input():
    '''
        prompts player to issue a command,
        performs validation,
        the command might be : move, save and load

        :returns: player command, if it is Save/Load
            or move delta if command is to move
    '''
    while True:
        command = input('Where to go? ')
        if command.lower() == 'save':
            return Save

        if command.lower() == 'load':
            return Load

        if command in player_moves:
            return player_moves[command]
        else:
            olog.info(f'You can go only: {", ".join(player_moves.keys())}')
Esempio n. 6
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def play_game(size):
    dmap = DungeonMap(size)

    player_dead = Event()
    player_won = Event()

    player = Player(TREAUSURES_FOR_WIN, dmap, lambda: player_dead.set())

    start = dmap.get_random_empty_tile()
    dlog.debug(f'Starting at {start}')

    olog.info(
        'Note: you can input \'save\' any time to save the game, or \'load\' to load last saved one'
    )
    player.position = start

    enemy = Enemy(dmap)
    enemy.start_patroling(player)

    print(dmap.map_to_str(player.position, enemy.position))

    while not player_dead.is_set() and not player_won.is_set():
        run_turn(player_dead, player_won, player, dmap)
        # uncomment for perfect debug experience
        print(dmap.map_to_str(player.position, enemy.position))

    enemy.stop_patroling()

    won = player_won.is_set()
    lost = player_dead.is_set()
    assert won != lost

    if won:
        win(dmap, player.position, enemy.position)
    else:
        assert lost
        lose(dmap, player.position, enemy.position)
Esempio n. 7
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def handle_load():
    '''
        tries to load, telling user if the savefile does not exist
        :returns: tuple (dmap, player) - deserialized DungeonMap and Player
            or None if the load was unsuccessful
    '''
    if not save_exists():
        dlog.debug('Tried to load when savefile does not exist')
        olog.info('You haven\'t saved it yet!')
        return None

    try:
        deserialized = load()
        dlog.debug('changed state to loaded:')
        olog.info('Loaded your game!\n')

        return deserialized

    except UnpicklingError:
        olog.info('Could not load the save, savefile corrupted')
        return None
Esempio n. 8
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def main():
    olog.info(ZORK_INTRO)
    olog.info('oops, wrong game!. Now, what do we have here?')
    olog.info('\n====== Dungeon Game! ======\n')

    play_game(SIZE)
Esempio n. 9
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def run_turn(death_event, win_event, player, dmap):
    '''
        notifies about object nearby, polls for input, applies the input
        if the player died, death_event is set,
        if he's won - win_event is set

        :param death_event, win_event: Events
        :param dmap: DungeonMap
        :param player: Player
    '''
    assert dmap.in_bounds(player.position)

    olog.info(f'you stand at the tile {player.position}')

    if dmap.is_trap_nearby(player.position):
        olog.info("Careful! There's a trap nearby!")

    if dmap.is_treasure_nearby(player.position):
        olog.info("There's a treasure right next to you! Eyes on the prize!")

    input_result = handle_user_input(player)

    if input_result == Save:
        try:
            save(dmap, player)
            olog.info('Saved your game!\n')
        except IOError:
            olog.info(
                'could not write to save file. Maybe folder of the game is somewhere protected?'
            )

        return

    elif input_result == Load:
        deserialized = handle_load()
        if deserialized is not None:
            dmap, player = deserialized
        return

    tile_type = dmap.at(player.position)
    if tile_type == dm.Treasure:
        assert player.treasures < TREAUSURES_FOR_WIN
        olog.info('The Treasure is yours!')
        player.add_treasure()

        if player.treasures >= TREAUSURES_FOR_WIN:
            win_event.set()
            return

    elif tile_type == dm.Trap:
        player.lose_health()

    olog.info('\n')