Esempio n. 1
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    def custom_init( self, nart ):
        # Create the lever and spirit room.
        scene = self.elements.get("LOCALE")
        mygen = nart.get_map_generator( scene )

        # Spirit jar room
        puzzle_room = randmaps.rooms.SharpRoom( tags = (context.ENTRANCE,) )
        team = teams.Team(default_reaction=-999, respawn=False )
        if random.randint(1,3) == 1:
            puzzle_room.contents.append( teams.Team(default_reaction=-999, rank=self.rank, 
              strength=100, habitat=scene.get_encounter_request(), fac=scene.fac ) )
        self.register_element( "_PUZZLE_ROOM", puzzle_room, dident="LOCALE" )
        self.register_element( "_SOURCE", waypoints.SpiritJar(plot_locked=True,anchor=randmaps.anchors.middle), dident="_PUZZLE_ROOM" )
        self.spirit_contained = True

        myhabitat = { (context.MTY_ELEMENTAL,context.MTY_UNDEAD,context.MTY_CELESTIAL,context.MTY_DEMON): True,
            tuple(self.elements["TARGET"].desctags): True}
        btype = monsters.choose_monster_type(self.rank,self.rank+2,myhabitat)
        if btype:
            boss = self.register_element("_MONSTER",monsters.generate_boss( btype, self.rank+2, team=team ))
        if random.randint(1,2) == 1:
            myitem = self.register_element("_ITEM",items.generate_special_item( self.rank + random.randint(1,2)))
        else:
            myitem = self.register_element("_ITEM",items.generate_scroll(self.rank+random.randint(1,2)))

        return btype and myitem
Esempio n. 2
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    def custom_init( self, nart ):
        """Create the final dungeon, boss encounter, and resolution."""
        btype = monsters.choose_monster_type(self.rank+1,self.rank+4,{(context.MTY_HUMANOID,context.MTY_LEADER):True,context.MTY_LEADER:context.MAYBE})
        boss = monsters.generate_boss( btype, self.rank+4 )

        interior = maps.Scene( 65,65, sprites={maps.SPRITE_WALL: "terrain_wall_darkbrick.png", 
            maps.SPRITE_FLOOR: "terrain_floor_dungeon.png", },
            biome=context.HAB_BUILDING, setting=self.setting, desctags=(context.MAP_DUNGEON,context.MTY_HUMANOID) )
        igen = randmaps.SubtleMonkeyTunnelScene( interior )
        interior.name = "{0}'s Base".format( boss )

        self.register_scene( nart, interior, igen, ident="_LAIR" )
        self.add_sub_plot( nart, "CONNECT", PlotState( elements={"PREV":self.elements["FINAL_DUNGEON"],"NEXT":interior} ).based_on( self ) )

        team = teams.Team(default_reaction=-999, rank=self.rank, strength=200,
         habitat=interior.get_encounter_request(), respawn=False, boss=boss )
        int_goalroom = randmaps.rooms.SharpRoom( tags=(context.GOAL,), parent=interior )
        int_goalroom.contents.append( team )
        boss.team = team
        self.register_element( "_LAIR_ROOM", int_goalroom )
        self.register_element( "ENEMY", boss, "_LAIR_ROOM" )
        self.add_sub_plot( nart, "DUNGEON_ARMORY", PlotState( elements={"LOCALE":interior} ).based_on( self ) )
        self.add_resolution( nart, "RESOLVE_FIGHT", ident="next" )
        self.enemy_defeated = False

        #self.add_sub_plot( nart, "CONNECT", PlotState( elements={"PREV":self.elements["LOCALE"],"NEXT":interior} ).based_on( self ) )

        return True
Esempio n. 3
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    def custom_init( self, nart ):
        """Create the climax level."""
        interior = maps.Scene( 65,65, sprites={maps.SPRITE_WALL: "terrain_wall_darkbrick.png", maps.SPRITE_GROUND: "terrain_ground_under.png", maps.SPRITE_FLOOR: "terrain_floor_gravel.png" },
            biome=context.HAB_TUNNELS, setting=self.setting, desctags=(context.MAP_DUNGEON,context.MAP_GODOWN) )
        igen = randmaps.SubtleMonkeyTunnelScene( interior )
        self.register_scene( nart, interior, igen, ident="LOCALE" )

        # Create the guardiarn.
        btype = monsters.choose_monster_type(self.rank,self.rank+2,{(context.DES_EARTH,context.MTY_FIGHTER,context.MTY_CONSTRUCT):True,context.DES_EARTH:context.MAYBE})
        boss = monsters.generate_boss( btype, self.rank+3 )
        interior.name = "{0}'s Lair".format( boss )

        # Create the goal room.
        team = teams.Team(default_reaction=-999, rank=self.rank, strength=200,
         habitat=interior.get_encounter_request(), respawn=False, boss=boss )
        int_goalroom = randmaps.rooms.SharpRoom( tags=(context.GOAL,), parent=interior )
        int_goalroom.contents.append( team )
        int_goalroom.contents.append( boss )
        boss.team = team

        # Alter the plot state to reflect this climax.
        self.register_element( "SP_GOAL", context.SP_GOAL_SUMMON_DARKGOD )
        self.register_element( "SP_MOT", context.SP_MOT_DESTROY_THE_WORLD )

        return True
Esempio n. 4
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 def custom_init(self, nart):
     scene = self.elements.get("LOCALE")
     mygen = nart.get_map_generator(scene)
     room = mygen.DEFAULT_ROOM()
     myteam = teams.Team(default_reaction=-999,
                         rank=self.rank + 1,
                         strength=200,
                         habitat={context.MTY_BEAST: True},
                         hodgepodge=True)
     room.contents.append(myteam)
     myhabitat = scene.get_encounter_request()
     myhabitat[context.MTY_HUMANOID] = True
     myhabitat[(context.MTY_LEADER, context.MTY_FIGHTER)] = True
     scene.fac.alter_monster_request(myhabitat)
     btype = monsters.choose_monster_type(self.rank - 3, self.rank + 1,
                                          myhabitat)
     if btype:
         boss = monsters.generate_boss(btype, self.rank + 1, team=myteam)
         myitem = items.generate_special_item(self.rank)
         if myitem:
             boss.contents.append(myitem)
         myspear = items.generate_special_item(self.rank + 1,
                                               item_type=items.POLEARM)
         if myspear:
             boss.contents.append(myspear)
         myteam.boss = boss
         self.register_element("_ROOM", room, dident="LOCALE")
         self.register_element("BOSS", boss, "_ROOM")
     return btype
Esempio n. 5
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    def custom_init(self, nart):
        scene = self.elements.get("LOCALE")
        room = randmaps.rooms.SharpRoom()
        room.DECORATE = randmaps.decor.LibraryDec(win=None)
        room.contents.append(waypoints.Bookshelf())
        # Create a chest, and stock it with magical goodies.
        mychest = waypoints.LargeChest()
        mychest.stock(self.rank, item_types=(items.SCROLL, items.POTION))
        room.contents.append(mychest)
        for t in range(random.randint(5, 8)):
            myitem = items.generate_scroll(self.rank + 1)
            if myitem:
                myitem.identified = True
                mychest.contents.append(myitem)
        # Create a team for our undead spellcaster.
        myhabitat = {context.GEN_UNDEAD: True}
        myteam = self.register_element(
            "TEAM",
            teams.Team(default_reaction=-25,
                       rank=self.rank,
                       strength=0,
                       habitat=myhabitat))
        room.contents.append(myteam)
        mh2 = myhabitat.copy()
        mh2[(context.MTY_MAGE, context.MTY_PRIEST)] = True
        btype = monsters.choose_monster_type(self.rank - 1, self.rank + 4, mh2)
        if btype:
            boss = monsters.generate_boss(btype, self.rank + 4, team=myteam)
            myitem = items.generate_special_item(self.rank + 2, items.WAND)
            if myitem:
                boss.contents.append(myitem)
            self.register_element("_ROOM", room, dident="LOCALE")
            self.register_element("BOSS", boss, "_ROOM")

            # Record the one thing this boss cares about.
            self.boss_goal = random.choice(self.GOALS)
            self.boss_shop = self.register_element(
                "SHOPSERVICE",
                services.Shop(services.MAGIC_STORE,
                              rank=self.rank + 5,
                              allow_misc=False,
                              num_items=25,
                              turnover=5,
                              npc=boss))
            self.shop_open = False
        return btype
Esempio n. 6
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    def custom_init(self, nart):
        """Create the climax level."""
        interior = maps.Scene(65,
                              65,
                              sprites={
                                  maps.SPRITE_WALL:
                                  "terrain_wall_darkbrick.png",
                                  maps.SPRITE_GROUND:
                                  "terrain_ground_under.png",
                                  maps.SPRITE_FLOOR: "terrain_floor_gravel.png"
                              },
                              biome=context.HAB_TUNNELS,
                              setting=self.setting,
                              desctags=(context.MAP_DUNGEON,
                                        context.MAP_GODOWN))
        igen = randmaps.SubtleMonkeyTunnelScene(interior)
        self.register_scene(nart, interior, igen, ident="LOCALE")

        # Create the guardiarn.
        btype = monsters.choose_monster_type(
            self.rank, self.rank + 2, {
                (context.DES_EARTH, context.MTY_FIGHTER, context.MTY_CONSTRUCT):
                True,
                context.DES_EARTH: context.MAYBE
            })
        boss = monsters.generate_boss(btype, self.rank + 3)
        interior.name = "{0}'s Lair".format(boss)

        # Create the goal room.
        team = teams.Team(default_reaction=-999,
                          rank=self.rank,
                          strength=200,
                          habitat=interior.get_encounter_request(),
                          respawn=False,
                          boss=boss)
        int_goalroom = randmaps.rooms.SharpRoom(tags=(context.GOAL, ),
                                                parent=interior)
        int_goalroom.contents.append(team)
        int_goalroom.contents.append(boss)
        boss.team = team

        # Alter the plot state to reflect this climax.
        self.register_element("SP_GOAL", context.SP_GOAL_SUMMON_DARKGOD)
        self.register_element("SP_MOT", context.SP_MOT_DESTROY_THE_WORLD)

        return True
    def custom_init(self, nart):
        # Create the lever and spirit room.
        scene = self.elements.get("LOCALE")
        mygen = nart.get_map_generator(scene)

        # Spirit jar room
        puzzle_room = randmaps.rooms.SharpRoom(tags=(context.ENTRANCE, ))
        team = teams.Team(default_reaction=-999, respawn=False)
        if random.randint(1, 3) == 1:
            puzzle_room.contents.append(
                teams.Team(default_reaction=-999,
                           rank=self.rank,
                           strength=100,
                           habitat=scene.get_encounter_request(),
                           fac=scene.fac))
        self.register_element("_PUZZLE_ROOM", puzzle_room, dident="LOCALE")
        self.register_element("_SOURCE",
                              waypoints.SpiritJar(
                                  plot_locked=True,
                                  anchor=randmaps.anchors.middle),
                              dident="_PUZZLE_ROOM")
        self.spirit_contained = True

        myhabitat = {
            (context.MTY_ELEMENTAL, context.MTY_UNDEAD, context.MTY_CELESTIAL, context.MTY_DEMON):
            True,
            tuple(self.elements["TARGET"].desctags):
            True
        }
        btype = monsters.choose_monster_type(self.rank, self.rank + 2,
                                             myhabitat)
        if btype:
            boss = self.register_element(
                "_MONSTER",
                monsters.generate_boss(btype, self.rank + 2, team=team))
        if random.randint(1, 2) == 1:
            myitem = self.register_element(
                "_ITEM",
                items.generate_special_item(self.rank + random.randint(1, 2)))
        else:
            myitem = self.register_element(
                "_ITEM",
                items.generate_scroll(self.rank + random.randint(1, 2)))

        return btype and myitem
Esempio n. 8
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 def custom_init( self, nart ):
     # Add a group of humanoids, neutral reaction score.
     scene = self.elements.get("LOCALE")
     mygen = nart.get_map_generator( scene )
     room = mygen.DEFAULT_ROOM()
     myhabitat={ context.MTY_HUMANOID: context.PRESENT }
     myteam = teams.Team(default_reaction=0, rank=self.rank, 
       strength=random.randint(90,120), habitat=myhabitat )
     room.contents.append( myteam )
     self.register_element( "_ROOM", room, dident="LOCALE" )
     myhabitat[ context.MTY_LEADER ] = context.MAYBE
     btype = monsters.choose_monster_type(self.rank-1,self.rank+2,myhabitat)
     if btype:
         boss = monsters.generate_boss( btype, self.rank-1, team=myteam )
         myteam.boss = boss
         self.shop = self.register_element( "SHOPSERVICE", services.Shop( rank=self.rank+3, num_items=15, npc=boss ) )
         self.first_time = True
         self.register_element( "BOSS", boss, "_ROOM" )
     return btype
    def custom_init(self, nart):
        scene = self.elements.get("LOCALE")
        mygen = nart.get_map_generator(scene)

        # Bridge room
        bridge_room = randmaps.rooms.FuzzyRoom()
        mygen.special_c["bridge"] = bridge_room
        self.register_element("_BRIDGE_ROOM", bridge_room, dident="LOCALE")

        myhabitat = scene.get_encounter_request()
        myhabitat[context.MTY_HUMANOID] = context.PRESENT
        myhabitat[context.MTY_FIGHTER] = context.MAYBE
        team = self.register_element(
            "TEAM",
            teams.Team(default_reaction=-999,
                       rank=self.rank,
                       strength=200,
                       habitat=myhabitat,
                       respawn=False))

        myhabitat[(context.MTY_HUMANOID, context.MTY_LEADER)] = True
        myhabitat[context.MTY_LEADER] = context.MAYBE
        btype = monsters.choose_monster_type(self.rank, self.rank + 2,
                                             myhabitat)
        if btype:
            boss = monsters.generate_boss(btype, self.rank + 2)
            boss.team = team
            team.boss = boss

        # Give the boss a magic weapon.
        weapon = items.choose_item(random.choice(items.WEAPON_TYPES),
                                   self.rank)
        if weapon:
            items.make_item_magic(weapon, self.rank)
            weapon.identified = True
            boss.contents.append(weapon)

        bridge_room.contents.append(team)
        bridge_room.contents.append(boss)

        self._ready = True

        return btype
Esempio n. 10
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 def custom_init( self, nart ):
     scene = self.elements.get("LOCALE")
     mygen = nart.get_map_generator( scene )
     room = mygen.DEFAULT_ROOM()
     myhabitat = scene.get_encounter_request()
     myhabitat[ context.MTY_HUMANOID ] = True
     myteam = teams.Team(default_reaction=-999, rank=self.rank, 
       strength=150, habitat=myhabitat )
     room.contents.append( myteam )
     mh2 = myhabitat.copy()
     mh2[(context.MTY_LEADER,context.MTY_BOSS)] = True
     btype = monsters.choose_monster_type(self.rank-2,self.rank+2,mh2)
     if btype:
         boss = monsters.generate_boss( btype, self.rank+3, team=myteam )
         myteam.boss = boss
         myitem = items.generate_special_item( self.rank+1 )
         if myitem:
             boss.contents.append( myitem )
         self.register_element( "_ROOM", room, dident="LOCALE" )
         self.register_element( "BOSS", boss, "_ROOM" )
     return btype
Esempio n. 11
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 def custom_init(self, nart):
     scene = self.elements.get("LOCALE")
     mygen = nart.get_map_generator(scene)
     room = mygen.DEFAULT_ROOM()
     myhabitat = scene.get_encounter_request()
     myhabitat[context.MTY_HUMANOID] = True
     myteam = teams.Team(default_reaction=-999,
                         rank=self.rank,
                         strength=150,
                         habitat=myhabitat)
     room.contents.append(myteam)
     mh2 = myhabitat.copy()
     mh2[(context.MTY_LEADER, context.MTY_BOSS)] = True
     btype = monsters.choose_monster_type(self.rank - 2, self.rank + 2, mh2)
     if btype:
         boss = monsters.generate_boss(btype, self.rank + 3, team=myteam)
         myteam.boss = boss
         myitem = items.generate_special_item(self.rank + 1)
         if myitem:
             boss.contents.append(myitem)
         self.register_element("_ROOM", room, dident="LOCALE")
         self.register_element("BOSS", boss, "_ROOM")
     return btype
Esempio n. 12
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    def custom_init( self, nart ):
        scene = self.elements.get("LOCALE")
        mygen = nart.get_map_generator( scene )

        # Bridge room
        bridge_room = randmaps.rooms.FuzzyRoom()
        mygen.special_c[ "bridge" ] = bridge_room
        self.register_element( "_BRIDGE_ROOM", bridge_room, dident="LOCALE" )

        myhabitat=scene.get_encounter_request()
        myhabitat[ context.MTY_HUMANOID ] = context.PRESENT
        myhabitat[ context.MTY_FIGHTER ] = context.MAYBE
        team = self.register_element("TEAM",teams.Team(default_reaction=-999,
         rank=self.rank, strength=200, habitat=myhabitat, respawn=False ))

        myhabitat[(context.MTY_HUMANOID,context.MTY_LEADER)] = True
        myhabitat[context.MTY_LEADER] = context.MAYBE
        btype = monsters.choose_monster_type(self.rank,self.rank+2,myhabitat)
        if btype:
            boss = monsters.generate_boss( btype, self.rank+2 )
            boss.team = team
            team.boss = boss

        # Give the boss a magic weapon.
        weapon = items.choose_item( random.choice( items.WEAPON_TYPES ), self.rank )
        if weapon:
            items.make_item_magic( weapon, self.rank )
            weapon.identified = True
            boss.contents.append( weapon )

        bridge_room.contents.append( team )
        bridge_room.contents.append( boss )

        self._ready = True

        return btype
Esempio n. 13
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 def custom_init(self, nart):
     # Add a group of humanoids, neutral reaction score.
     scene = self.elements.get("LOCALE")
     mygen = nart.get_map_generator(scene)
     room = mygen.DEFAULT_ROOM()
     myhabitat = {context.MTY_HUMANOID: context.PRESENT}
     myteam = teams.Team(default_reaction=0,
                         rank=self.rank,
                         strength=random.randint(90, 120),
                         habitat=myhabitat)
     room.contents.append(myteam)
     self.register_element("_ROOM", room, dident="LOCALE")
     myhabitat[context.MTY_LEADER] = context.MAYBE
     btype = monsters.choose_monster_type(self.rank - 1, self.rank + 2,
                                          myhabitat)
     if btype:
         boss = monsters.generate_boss(btype, self.rank - 1, team=myteam)
         myteam.boss = boss
         self.shop = self.register_element(
             "SHOPSERVICE",
             services.Shop(rank=self.rank + 3, num_items=15, npc=boss))
         self.first_time = True
         self.register_element("BOSS", boss, "_ROOM")
     return btype
Esempio n. 14
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    def custom_init( self, nart ):
        scene = self.elements.get("LOCALE")
        room = randmaps.rooms.SharpRoom()
        room.DECORATE = randmaps.decor.LibraryDec(win=None)
        room.contents.append( waypoints.Bookshelf() )
        # Create a chest, and stock it with magical goodies.
        mychest = waypoints.LargeChest()
        mychest.stock(self.rank,item_types=(items.SCROLL,items.POTION))
        room.contents.append( mychest )
        for t in range( random.randint(5,8) ):
            myitem = items.generate_scroll( self.rank + 1 )
            if myitem:
                myitem.identified = True
                mychest.contents.append( myitem )
        # Create a team for our undead spellcaster.
        myhabitat = {context.GEN_UNDEAD: True }
        myteam = self.register_element( "TEAM", teams.Team(default_reaction=-25, rank=self.rank, 
          strength=0, habitat=myhabitat ) )
        room.contents.append( myteam )
        mh2 = myhabitat.copy()
        mh2[(context.MTY_MAGE,context.MTY_PRIEST)] = True
        btype = monsters.choose_monster_type(self.rank-1,self.rank+4,mh2)
        if btype:
            boss = monsters.generate_boss( btype, self.rank+4, team=myteam )
            myitem = items.generate_special_item( self.rank+2, items.WAND )
            if myitem:
                boss.contents.append( myitem )
            self.register_element( "_ROOM", room, dident="LOCALE" )
            self.register_element( "BOSS", boss, "_ROOM" )

            # Record the one thing this boss cares about.
            self.boss_goal = random.choice( self.GOALS )
            self.boss_shop = self.register_element( "SHOPSERVICE",
              services.Shop( services.MAGIC_STORE, rank=self.rank+5, allow_misc=False, num_items=25, turnover=5, npc=boss ) )
            self.shop_open = False
        return btype
Esempio n. 15
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 def custom_init( self, nart ):
     scene = self.elements.get("LOCALE")
     mygen = nart.get_map_generator( scene )
     room = mygen.DEFAULT_ROOM()
     myteam = teams.Team(default_reaction=-999, rank=self.rank+1, 
       strength=200, habitat={context.MTY_BEAST: True}, hodgepodge=True )
     room.contents.append( myteam )
     myhabitat = scene.get_encounter_request()
     myhabitat[ context.MTY_HUMANOID ] = True
     myhabitat[(context.MTY_LEADER,context.MTY_FIGHTER)] = True
     scene.fac.alter_monster_request( myhabitat )
     btype = monsters.choose_monster_type(self.rank-3,self.rank+1,myhabitat)
     if btype:
         boss = monsters.generate_boss( btype, self.rank+1, team=myteam )
         myitem = items.generate_special_item( self.rank )
         if myitem:
             boss.contents.append( myitem )
         myspear = items.generate_special_item( self.rank + 1,item_type=items.POLEARM )
         if myspear:
             boss.contents.append( myspear )
         myteam.boss = boss
         self.register_element( "_ROOM", room, dident="LOCALE" )
         self.register_element( "BOSS", boss, "_ROOM" )
     return btype
Esempio n. 16
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    def custom_init( self, nart ):
        """Install the dungeon."""
        # Create the intermediary level.
        interior = maps.Scene( 65,65, sprites={maps.SPRITE_WALL: "terrain_wall_cave.png", maps.SPRITE_GROUND: "terrain_ground_under.png", maps.SPRITE_FLOOR: "terrain_floor_gravel.png" },
            biome=context.HAB_TUNNELS, setting=self.setting, desctags=(context.MAP_DUNGEON,context.MAP_GODOWN) )
        igen = randmaps.SubtleMonkeyTunnelScene( interior )
        self.register_scene( nart, interior, igen, ident="_LAIR" )

        # Create the guardian.
        btype = monsters.choose_monster_type(self.rank,self.rank+2,{(context.DES_EARTH,context.MTY_FIGHTER,context.MTY_CONSTRUCT):True,context.DES_EARTH:context.MAYBE})
        boss = self.register_element( "_BOSS", monsters.generate_boss( btype, self.rank+3 ) )
        interior.name = "{0}'s Lair".format( boss )

        # Connect to previous level.
        self.add_sub_plot( nart, "CONNECT", PlotState( elements={"PREV":self.elements["LAST_DUNGEON"],"NEXT":interior} ).based_on( self ) )

        # Create the goal room.
        team = teams.Team(default_reaction=-999, rank=self.rank, strength=150,
         habitat=interior.get_encounter_request(), respawn=False, boss=boss )
        int_goalroom = randmaps.rooms.SharpRoom( tags=(context.GOAL,), parent=interior )
        int_goalroom.contents.append( team )
        int_goalroom.contents.append( boss )
        boss.team = team
        stairs_1 = waypoints.SpiralStairsDown()
        int_goalroom.contents.append( stairs_1 )

        # Create the Dwarven City.
        myscene = maps.Scene( 65, 65, 
            sprites={maps.SPRITE_WALL: "terrain_wall_cave.png", maps.SPRITE_GROUND: "terrain_ground_under.png", maps.SPRITE_FLOOR: "terrain_floor_gravel.png"},
            biome=context.HAB_BUILDING, setting=self.setting,
            name=random.choice( self.NAME_PATTERNS ).format( namegen.DWARF.gen_word() ),
            desctags=(context.MAP_DUNGEON,context.DES_CIVILIZED,context.MAP_GODOWN) )
        mymapgen = randmaps.CaveScene( myscene )
        self.register_scene( nart, myscene, mymapgen, ident="LOCALE" )

        castle = self.register_element( "CITY", randmaps.rooms.VillageRoom( width=35,height=35,tags=(context.CIVILIZED,context.ROOM_PUBLIC), parent=myscene ) )
        myroom = randmaps.rooms.FuzzyRoom( tags=(context.ENTRANCE,), parent=castle )
        myteam = teams.Team( strength=0, default_reaction=characters.SAFELY_FRIENDLY)
        castle.contents.append( myteam )
        stairs_2 = waypoints.SpiralStairsUp()
        myroom.contents.append( stairs_2 )
        myroom.contents.append( monsters.generate_npc(species=characters.Dwarf, team=myteam) )
        myroom.contents.append( monsters.generate_npc(species=characters.Dwarf, team=myteam) )

        # Connect the stairs.
        self.move_element( myscene, interior )
        stairs_1.destination = myscene
        stairs_1.otherside = stairs_2
        stairs_2.destination = interior
        stairs_2.otherside = stairs_1

        # Add some city services.
        self.add_sub_plot( nart, "CITY_GENERALSTORE" )
        self.add_sub_plot( nart, "CITY_LIBRARY" )
        self.add_sub_plot( nart, "CITY_INN" )
        self.add_sub_plot( nart, "CITY_TEMPLE" )
        self.add_sub_plot( nart, "CITY_EXTRASHOP" )

        # Install the dungeon in the city.
        self.install_dungeon( nart, self.elements[ "LEVELS" ], self.elements[ "LOCALE" ], self.elements["DNAME"] )
        return True
Esempio n. 17
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    def custom_init(self, nart):
        scene = self.elements.get("LOCALE")
        mygen = nart.get_map_generator(scene)
        room = mygen.DEFAULT_ROOM()
        room.DECORATE = randmaps.decor.CarnageDec()
        # The lair entrance may be guarded.
        if random.randint(1, 2) != 1:
            myhabitat = scene.get_encounter_request()
            myhabitat[context.GEN_DRAGON] = context.MAYBE
            room.contents.append(
                teams.Team(default_reaction=-999,
                           rank=self.rank,
                           strength=100,
                           habitat=myhabitat,
                           fac=scene.fac))

        self.register_element("_EXTERIOR", room, dident="LOCALE")

        interior = maps.Scene(
            50,
            50,
            sprites={
                maps.SPRITE_WALL: "terrain_wall_mine.png",
                maps.SPRITE_GROUND: "terrain_ground_under.png",
                maps.SPRITE_FLOOR: "terrain_floor_gravel.png",
                maps.SPRITE_CHEST: "terrain_chest_metal.png",
                maps.SPRITE_INTERIOR: "terrain_int_temple.png"
            },
            biome=context.HAB_CAVE,
            setting=self.setting,
            desctags=(context.MAP_DUNGEON, context.MAP_GODOWN,
                      context.GEN_DRAGON, context.MTY_BEAST))
        igen = randmaps.CaveScene(interior)

        gate_1 = waypoints.Pit()
        gate_2 = waypoints.StairsUp()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = scene
        gate_2.otherside = gate_1

        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")

        room.contents.append(gate_1)

        int_mainroom = igen.DEFAULT_ROOM(tags=(context.ENTRANCE, ),
                                         anchor=randmaps.anchors.west,
                                         parent=interior)
        int_mainroom.contents.append(gate_2)
        gate_2.anchor = randmaps.anchors.west

        # Add some encounters, maybe.
        if random.randint(1, 3) != 2:
            for t in range(random.randint(1, 2)):
                self.add_sub_plot(
                    nart, "ENCOUNTER",
                    PlotState(elements={
                        "LOCALE": interior
                    }).based_on(self))

        # Add the goal room, stick the boss monster there.
        int_goalroom = igen.DEFAULT_ROOM(tags=(context.GOAL, ),
                                         parent=interior)
        int_goalroom.DECORATE = randmaps.decor.CarnageDec()

        # Create the dragon.
        myteam = self.register_element(
            "TEAM", teams.Team(default_reaction=-999, strength=0))
        btype = monsters.choose_monster_type(
            self.rank + 2, self.rank + 3, {
                (context.MTY_DRAGON, context.MTY_BEAST): context.PRESENT,
                context.MTY_BOSS: context.PRESENT,
                context.GEN_DRAGON: context.MAYBE,
                context.MTY_DRAGON: context.MAYBE
            })
        if btype:
            boss = monsters.generate_boss(btype, self.rank + 4, team=myteam)
            interior.name = "{0}'s Lair".format(boss)
            int_goalroom.contents.append(boss)

            # Create the chests.
            chests = list()
            for t in range(random.randint(2, 4)):
                mychest = random.choice(
                    (waypoints.SmallChest, waypoints.MediumChest,
                     waypoints.LargeChest))()
                mychest.stock(self.rank)
                int_goalroom.contents.append(mychest)
                chests.append(mychest)
            # And the special treasure.
            for t in range(3):
                myitem = items.generate_special_item(self.rank +
                                                     random.randint(0, 1))
                if myitem:
                    random.choice(chests).contents.append(myitem)
            return True
        else:
            # No dragon, no encounter.
            return False
Esempio n. 18
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    def custom_init( self, nart ):
        # Create the boss monster.
        btype = monsters.choose_monster_type(self.rank,self.rank+2,
            {context.MTY_UNDEAD:True,context.DES_LUNAR:context.MAYBE,context.MTY_BOSS:context.MAYBE})
        if btype:
            # We have a boss type, which means we can get a boss monster.
            bteam = teams.Team(default_reaction=-999, rank=self.rank, 
              strength=200, habitat={context.MTY_UNDEAD: True, context.DES_LUNAR: context.MAYBE}, fac=None )
            boss = monsters.generate_boss( btype, self.rank+2, team=bteam )
            bteam.boss = boss
            for t in range( 3 ):
                myitem = items.generate_special_item( self.rank + 1 )
                if myitem:
                    boss.contents.append( myitem )

            locale = self.elements.get("LOCALE")

            # Create the tomb.
            myfaction = teams.AntagonistFaction( primary=context.GEN_UNDEAD )
            myscene = maps.Scene( 60, 60, 
                sprites={maps.SPRITE_WALL: "terrain_wall_darkstone.png", maps.SPRITE_GROUND: "terrain_ground_canyon.png",
                maps.SPRITE_CHEST: "terrain_chest_metal.png", maps.SPRITE_FLOOR: "terrain_floor_gravel.png"},
                biome=context.HAB_CAVE, setting=self.setting, fac=None,
                desctags=(context.MAP_DUNGEON,context.MAP_GODOWN,context.DES_LUNAR,context.GEN_UNDEAD,context.MTY_UNDEAD) )
            mymapgen = randmaps.DividedIslandScene( myscene )
            self.register_scene( nart, myscene, mymapgen, ident="_CRYPT", dident="LOCALE" )
            myscene.name = "Crypt of {}".format( boss )

            # Connect the scene to LOCALE.
            self.add_sub_plot( nart, "CONNECT", PlotState( rank = self.rank, elements={"PREV":locale,"NEXT":myscene} ).based_on( self ) )

            # Add the bridge room
            bridge_room = randmaps.rooms.BottleneckRoom()
            self._bridge_door = waypoints.PuzzleDoor()
            bridge_room.special_c[ "door" ] = self._bridge_door
            mymapgen.special_c[ "bridge" ] = bridge_room
            self.register_element( "_BRIDGE_ROOM", bridge_room, dident="_CRYPT" )

            # Pre-bridge warning
            room = mymapgen.DEFAULT_ROOM()
            mymapgen.special_c[ "before_bridge" ] = room
            room.contents.append( teams.Team(default_reaction=-999, rank=self.rank, 
              strength=100, habitat={(context.MTY_UNDEAD,context.MTY_CONSTRUCT): True,
              context.DES_SOLAR: context.MAYBE} ) )
            mysign = waypoints.Signpost( desc="'This crypt was built to imprison the evil of {} the {} for all time. Whosoever releases these bonds shall be punished by death.'".format( boss, boss.monster_name ) )
            mysign.anchor = randmaps.anchors.middle
            room.contents.append( mysign )
            self.register_element( "_ROOM", room, dident="_CRYPT" )

            # Lever room
            lever_room = randmaps.rooms.SharpRoom( tags = (context.ENTRANCE,) )
            lever_room.contents.append( teams.Team(default_reaction=-999, rank=self.rank, 
              strength=100, habitat={(context.MTY_UNDEAD,context.MTY_CONSTRUCT): True,
              context.DES_SOLAR: context.MAYBE} ) )
            self.register_element( "_LEVER_ROOM", lever_room, dident="_CRYPT" )
            lever = waypoints.PuzzleSwitch()
            self.register_element( "_LEVER", lever, dident="_LEVER_ROOM" )

            # Create the treasure room.
            int_otherroom = randmaps.rooms.FuzzyRoom( random.randint(10,16), random.randint(10,16), parent=myscene, tags = (context.GOAL,) )
            int_otherroom.contents.append( bteam )
            int_otherroom.contents.append( boss )

            # Create the chests and place them.
            for t in range( random.randint( 3,5 ) ):
                mychest = random.choice(( waypoints.SmallChest, waypoints.MediumChest, waypoints.LargeChest ))()
                mychest.stock( self.rank )
                int_otherroom.contents.append( mychest )

            # Add an extra encounter, just because.
            self.add_sub_plot( nart, "ENCOUNTER", PlotState( elements={"LOCALE":myscene,"ANTAGONIST":myfaction} ).based_on( self ) )

        return btype
Esempio n. 19
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    def custom_init( self, nart ):
        scene = self.elements.get("LOCALE")
        mygen = nart.get_map_generator( scene )
        room = mygen.DEFAULT_ROOM()
        room.DECORATE = randmaps.decor.CarnageDec()
        # The lair entrance may be guarded.
        if random.randint(1,2) != 1:
            myhabitat=scene.get_encounter_request()
            myhabitat[ context.GEN_DRAGON ] = context.MAYBE
            room.contents.append( teams.Team(default_reaction=-999, rank=self.rank, 
               strength=100, habitat=myhabitat, fac=scene.fac ) )

        self.register_element( "_EXTERIOR", room, dident="LOCALE" )

        interior = maps.Scene( 50,50, sprites={maps.SPRITE_WALL: "terrain_wall_mine.png", 
            maps.SPRITE_GROUND: "terrain_ground_under.png", maps.SPRITE_FLOOR: "terrain_floor_gravel.png",
            maps.SPRITE_CHEST: "terrain_chest_metal.png", maps.SPRITE_INTERIOR: "terrain_int_temple.png" },
            biome=context.HAB_CAVE, setting=self.setting, desctags=(context.MAP_DUNGEON,context.MAP_GODOWN,context.GEN_DRAGON,context.MTY_BEAST) )
        igen = randmaps.CaveScene( interior )

        gate_1 = waypoints.Pit()
        gate_2 = waypoints.StairsUp()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = scene
        gate_2.otherside = gate_1

        self.register_scene( nart, interior, igen, ident="BUILDING_INT", dident="LOCALE" )

        room.contents.append( gate_1 )

        int_mainroom = igen.DEFAULT_ROOM( tags=(context.ENTRANCE,), anchor=randmaps.anchors.west, parent=interior )
        int_mainroom.contents.append( gate_2 )
        gate_2.anchor = randmaps.anchors.west

        # Add some encounters, maybe.
        if random.randint(1,3) != 2:
            for t in range( random.randint(1,2) ):
                self.add_sub_plot( nart, "ENCOUNTER", PlotState( elements={"LOCALE":interior} ).based_on( self ) )

        # Add the goal room, stick the boss monster there.
        int_goalroom = igen.DEFAULT_ROOM( tags=(context.GOAL,), parent=interior )
        int_goalroom.DECORATE = randmaps.decor.CarnageDec()

        # Create the dragon.
        myteam = self.register_element( "TEAM", teams.Team( default_reaction=-999, strength=0 ) )
        btype = monsters.choose_monster_type(self.rank+2,self.rank+3,
            {(context.MTY_DRAGON,context.MTY_BEAST):context.PRESENT,context.MTY_BOSS:context.PRESENT,
            context.GEN_DRAGON:context.MAYBE,context.MTY_DRAGON:context.MAYBE})
        if btype:
            boss = monsters.generate_boss( btype, self.rank+4, team=myteam )
            interior.name = "{0}'s Lair".format( boss )
            int_goalroom.contents.append( boss )

            # Create the chests.
            chests = list()
            for t in range( random.randint( 2, 4 ) ):
                mychest = random.choice(( waypoints.SmallChest, waypoints.MediumChest, waypoints.LargeChest ))()
                mychest.stock( self.rank )
                int_goalroom.contents.append( mychest )
                chests.append( mychest )
            # And the special treasure.
            for t in range( 3 ):
                myitem = items.generate_special_item( self.rank + random.randint(0,1) )
                if myitem:
                    random.choice( chests ).contents.append( myitem )
            return True
        else:
            # No dragon, no encounter.
            return False
    def custom_init(self, nart):
        # Create the boss monster.
        btype = monsters.choose_monster_type(
            self.rank, self.rank + 2, {
                context.MTY_UNDEAD: True,
                context.DES_LUNAR: context.MAYBE,
                context.MTY_BOSS: context.MAYBE
            })
        if btype:
            # We have a boss type, which means we can get a boss monster.
            bteam = teams.Team(default_reaction=-999,
                               rank=self.rank,
                               strength=200,
                               habitat={
                                   context.MTY_UNDEAD: True,
                                   context.DES_LUNAR: context.MAYBE
                               },
                               fac=None)
            boss = monsters.generate_boss(btype, self.rank + 2, team=bteam)
            bteam.boss = boss
            for t in range(3):
                myitem = items.generate_special_item(self.rank + 1)
                if myitem:
                    boss.contents.append(myitem)

            locale = self.elements.get("LOCALE")

            # Create the tomb.
            myfaction = teams.AntagonistFaction(primary=context.GEN_UNDEAD)
            myscene = maps.Scene(
                60,
                60,
                sprites={
                    maps.SPRITE_WALL: "terrain_wall_darkstone.png",
                    maps.SPRITE_GROUND: "terrain_ground_canyon.png",
                    maps.SPRITE_CHEST: "terrain_chest_metal.png",
                    maps.SPRITE_FLOOR: "terrain_floor_gravel.png"
                },
                biome=context.HAB_CAVE,
                setting=self.setting,
                fac=None,
                desctags=(context.MAP_DUNGEON, context.MAP_GODOWN,
                          context.DES_LUNAR, context.GEN_UNDEAD,
                          context.MTY_UNDEAD))
            mymapgen = randmaps.DividedIslandScene(myscene)
            self.register_scene(nart,
                                myscene,
                                mymapgen,
                                ident="_CRYPT",
                                dident="LOCALE")
            myscene.name = "Crypt of {}".format(boss)

            # Connect the scene to LOCALE.
            self.add_sub_plot(
                nart, "CONNECT",
                PlotState(rank=self.rank,
                          elements={
                              "PREV": locale,
                              "NEXT": myscene
                          }).based_on(self))

            # Add the bridge room
            bridge_room = randmaps.rooms.BottleneckRoom()
            self._bridge_door = waypoints.PuzzleDoor()
            bridge_room.special_c["door"] = self._bridge_door
            mymapgen.special_c["bridge"] = bridge_room
            self.register_element("_BRIDGE_ROOM", bridge_room, dident="_CRYPT")

            # Pre-bridge warning
            room = mymapgen.DEFAULT_ROOM()
            mymapgen.special_c["before_bridge"] = room
            room.contents.append(
                teams.Team(default_reaction=-999,
                           rank=self.rank,
                           strength=100,
                           habitat={
                               (context.MTY_UNDEAD, context.MTY_CONSTRUCT):
                               True,
                               context.DES_SOLAR: context.MAYBE
                           }))
            mysign = waypoints.Signpost(
                desc=
                "'This crypt was built to imprison the evil of {} the {} for all time. Whosoever releases these bonds shall be punished by death.'"
                .format(boss, boss.monster_name))
            mysign.anchor = randmaps.anchors.middle
            room.contents.append(mysign)
            self.register_element("_ROOM", room, dident="_CRYPT")

            # Lever room
            lever_room = randmaps.rooms.SharpRoom(tags=(context.ENTRANCE, ))
            lever_room.contents.append(
                teams.Team(default_reaction=-999,
                           rank=self.rank,
                           strength=100,
                           habitat={
                               (context.MTY_UNDEAD, context.MTY_CONSTRUCT):
                               True,
                               context.DES_SOLAR: context.MAYBE
                           }))
            self.register_element("_LEVER_ROOM", lever_room, dident="_CRYPT")
            lever = waypoints.PuzzleSwitch()
            self.register_element("_LEVER", lever, dident="_LEVER_ROOM")

            # Create the treasure room.
            int_otherroom = randmaps.rooms.FuzzyRoom(random.randint(10, 16),
                                                     random.randint(10, 16),
                                                     parent=myscene,
                                                     tags=(context.GOAL, ))
            int_otherroom.contents.append(bteam)
            int_otherroom.contents.append(boss)

            # Create the chests and place them.
            for t in range(random.randint(3, 5)):
                mychest = random.choice(
                    (waypoints.SmallChest, waypoints.MediumChest,
                     waypoints.LargeChest))()
                mychest.stock(self.rank)
                int_otherroom.contents.append(mychest)

            # Add an extra encounter, just because.
            self.add_sub_plot(
                nart, "ENCOUNTER",
                PlotState(elements={
                    "LOCALE": myscene,
                    "ANTAGONIST": myfaction
                }).based_on(self))

        return btype