Esempio n. 1
0
def create_consumable(consumable_type=None, side_effect=None):
    if consumable_type == None:
        choice_of_consumable = random.randint(0, 8)
        if choice_of_consumable == 0:
            consumable_type = 'health potion'
        elif choice_of_consumable == 1:
            consumable_type = 'mana potion'
        elif choice_of_consumable == 2:
            consumable_type = 'stamina potion'
        else:
            consumable_type = 'food'
    if consumable_type == 'health potion':
        life_points_gained = random.randint(1, 6) * 25
        weight = life_points_gained / 100
        return objects.Potion("health potion ({})".format(life_points_gained),
                              weight, life_points_gained, 0, 0)
    if consumable_type == 'mana potion':
        mana_points_gained = random.randint(1, 6) * 10
        weight = mana_points_gained / 40
        return objects.Potion("mana potion ({})".format(mana_points_gained),
                              weight, 0, mana_points_gained, 0)
    if consumable_type == 'stamina potion':
        stamina_points_gained = random.randint(1, 6) * 3
        weight = stamina_points_gained / 12
        return objects.Potion(
            "stamina potion ({})".format(stamina_points_gained), weight, 0, 0,
            stamina_points_gained)
    if consumable_type == 'food':
        life_points_gained = random.randint(1, 4) * 5
        weight = life_points_gained / 20
        if side_effect == None:
            gain_lose = random.randint(0, 4)
            if gain_lose == 0:
                gain_lose = 'gain'
            else:
                gain_lose = 'lose'
            effect = [
                'strength', 'agility', 'endurance', 'intelligence', 'will',
                'luck', 'max_life_points', 'max_mana_points',
                'max_stamina_points'
            ]
            choice_of_effect = random.randint(0, len(effect) - 1)
            effect_chosen = effect[choice_of_effect]
            value_of_effect = random.randint(1, 3)
            if effect_chosen == "max_life_points":
                value_of_effect = value_of_effect * 15
            elif effect_chosen == "max_mana_points":
                value_of_effect = value_of_effect * 10
            elif effect_chosen == "max_stamina_points":
                value_of_effect = value_of_effect * 3
            number_of_rounds = random.randint(1, 5)
            side_effect = "{} {} {} for {} round(s)".format(
                gain_lose, value_of_effect, effect_chosen, number_of_rounds)
        name = objects.foods[random.randint(0, len(objects.foods) - 1)]
        return objects.Food(name, weight, life_points_gained, side_effect)
Esempio n. 2
0
File: main.py Progetto: MarttiWu/ACO
def initialize(num_ant, *args):
    '''
    num_ant: int
    args: pg.sprite.Group[]
    '''
    nest_x, nest_y = random.randrange(0, 800), random.randrange(0, 800)
    for i in range(num_ant):
        args[0].add(objects.Ant((nest_x, nest_y), "scout"))
    args[1].add(
        objects.Food((random.randrange(0, 800), random.randrange(0, 800)), 50))
    args[2].add(objects.Nest((nest_x, nest_y), 50))
Esempio n. 3
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def initialize(num_ant, *args):
    '''
    num_ant: int
    args: pg.sprite.Group[]
    '''
    nest_x, nest_y = objects.world_size / 2, objects.world_size / 2
    for i in range(num_ant):
        args[0].add(objects.Ant((nest_x, nest_y), "finding"))
    # args[1].add(objects.Food((random.randrange(0, objects.world_size), random.randrange(0, objects.world_size)), 50))
    args[1].add(objects.Food((100, 100), 50))
    args[2].add(objects.Nest((nest_x, nest_y), 50))
Esempio n. 4
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    def __init__(self,
                 width,
                 height,
                 start_pos,
                 worm_d=np.array([1, 0]),
                 worm_l=4):
        """set up game"""

        self.width = width
        self.height = height

        self.worm = ob.Worm(start_pos, worm_d, worm_l)

        p = [random.randint(0, width - 1), random.randint(0, height - 1)]
        self.food = ob.Food(np.array(p))

        self.next_dir = None
        self.extend = False
        self.score = 0
        self.highscore = 0
Esempio n. 5
0
def get_random_items(game, room, item_count, treasure_count):

    items = []

    for i in range(0, item_count + treasure_count):
        if len(items) + 1 <= room.size:

            not_unique_pos = 1
            while not_unique_pos:
                not_unique_pos = 0
                item_x = randint(room.box['min_x'], room.box['max_x'])
                item_y = randint(room.box['min_y'], room.box['max_y'])
                for other_item in items:
                    if other_item.x == item_x and other_item.y == item_y:
                        not_unique_pos = 1
                    if game.level[item_y][item_x] == '%':
                        not_unique_pos = 1

            if treasure_count:
                if randint(0, 2):
                    items.append(
                        objects.Food(item_x, item_y,
                                     randint(0,
                                             len(objects.food_list) - 1)))
                else:
                    items.append(objects.Treasure(item_x, item_y))

                treasure_count -= 1
            else:
                item_type = objects.item_types[randint(
                    0,
                    len(objects.item_types) - 1)]
                items.append(
                    item_type(item_x, item_y, randint(0, game.level_num)))

    return items
Esempio n. 6
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def game_state1(window, control):  # NORMAL
    joy_ctrl = read_all_controls()
    can_move = True
    score_font = pygame.font.SysFont("calibri", 35, True)
    score = 0
    snake = objects.Snake()
    food = objects.Food(randint(0, 39) * GRID, randint(0, 29) * GRID)
    MOVE = pygame.USEREVENT + 1
    pygame.time.set_timer(MOVE, 42)
    game = Room()

    while game.run:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                control["state"] = switch_state(game, states.QUIT)
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RIGHT and not snake.dirs[
                        "left"] and can_move:
                    snake.dir = Vector(snake.vel, 0, 0)
                    snake.change_direction("right")
                    can_move = False
                elif event.key == pygame.K_LEFT and not snake.dirs[
                        "right"] and can_move:
                    snake.dir = Vector(-snake.vel, 0, 0)
                    snake.change_direction("left")
                    can_move = False
                elif event.key == pygame.K_DOWN and not snake.dirs[
                        "up"] and can_move:
                    snake.dir = Vector(0, snake.vel, 0)
                    snake.change_direction("down")
                    can_move = False
                elif event.key == pygame.K_UP and not snake.dirs[
                        "down"] and can_move:
                    snake.dir = Vector(0, -snake.vel, 0)
                    snake.change_direction("up")
                    can_move = False
                elif event.key == pygame.K_ESCAPE:
                    switch_state(game, pause_st.pause_state, window, control)
                elif event.key == pygame.K_b:
                    snake.grow()
            elif event.type == MOVE:
                snake.move1()
                can_move = True
                if snake.collide():
                    control["state"] = switch_state(game, states.GAME_OVER)

        if not no_joystick:
            if joy.get_button(joy_ctrl["pause"]):
                switch_state(game, pause_st.pause_state, window, control)
            if str(
                    joy.get_hat(0)
            ) == joy_ctrl["left"] and not snake.dirs["right"] and can_move:
                snake.dir = Vector(-snake.vel, 0, 0)
                snake.change_direction("left")
                can_move = False
            elif str(
                    joy.get_hat(0)
            ) == joy_ctrl["right"] and not snake.dirs["left"] and can_move:
                snake.dir = Vector(snake.vel, 0, 0)
                snake.change_direction("right")
                can_move = False
            elif str(
                    joy.get_hat(0)
            ) == joy_ctrl["up"] and not snake.dirs["down"] and can_move:
                snake.dir = Vector(0, -snake.vel, 0)
                snake.change_direction("up")
                can_move = False
            elif str(
                    joy.get_hat(0)
            ) == joy_ctrl["down"] and not snake.dirs["up"] and can_move:
                snake.dir = Vector(0, snake.vel, 0)
                snake.change_direction("down")
                can_move = False

        window.fill((16, 16, 16))
        if snake.eat(food):
            snake.grow()
            score += 1
            food = food.respawn(39, 29, snake)
        snake.show(window)
        food.show(window)
        window.blit(
            score_font.render("SCORE: " + str(score), True, (255, 255, 255)),
            (WIDTH // 2 - 72, 38))
        show_fps(window)
        pygame.display.flip()
        clock.tick(60)

    save_best_score(score)
    if score >= 40:
        unlock_game(2)
Esempio n. 7
0
    def run(self):
        dt = datetime.now()
        #Eye tracker configure
        eyetracker = EyeTracker(self.disp)
        eyetracker.calibrate()
        self.disp.fill(self.canvas)
        self.disp.show()
        #self.disp.mousevis = True

        eyetracker.start_recording()

        etObject = objects.EyeTracker(0, 0, 20, 20)

        ##END

        main_music = pygame.mixer.music.load("media/sounds/megalovania.wav")
        pygame.mixer.music.play()

        pygame.mixer.music.set_volume(0.6)

        bob = self.player

        # List to hold all the sprites
        all_sprite_list = pygame.sprite.Group()

        # Make the walls. (x_pos, y_pos, width, height)
        wall_list = pygame.sprite.Group()

        # List of Foods
        food_list = pygame.sprite.Group()

        wall = objects.Wall("", 0, 40, 10, 560, 1)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        wall = objects.Wall("", 10, 40, 980, 10, 1)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        wall = objects.Wall("", 990, 40, 10, 560, 1)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        wall = objects.Wall("", 10, 590, 980, 10, 1)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        ## Gondulas
        wall = objects.Wall("", 100, 200, 226, 40, 8)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        wall = objects.Wall("", 100, 400, 226, 40, 8)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        wall = objects.Wall("", 620, 200, 226, 40, 8)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        wall = objects.Wall("", 620, 400, 226, 40, 8)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        wall = objects.Wall("", 450, 220, 40, 226, 9)
        wall_list.add(wall)
        all_sprite_list.add(wall)
        obstacles.append(wall)

        ## ATM
        atm_list = pygame.sprite.Group()
        atm = objects.ATM("", 940, 45, 13, 35, 1)
        atm_list.add(atm)
        all_sprite_list.add(atm)

        ## Monsters
        monster_list = pygame.sprite.Group()

        fFood = objects.FastFood("", 850, 400, 30, 30, 3)
        monster_list.add(fFood)
        all_sprite_list.add(fFood)

        fFood2 = objects.FastFood("", 500, 130, 30, 30, 3)
        monster_list.add(fFood2)
        all_sprite_list.add(fFood2)

        fFood = objects.FastFood("", 270, 100, 30, 30, 3)
        monster_list.add(fFood)
        all_sprite_list.add(fFood)

        fFood = objects.FastFood("", 220, 450, 30, 30, 3)
        monster_list.add(fFood)
        all_sprite_list.add(fFood)

        fFood = objects.FastFood("", 450, 470, 30, 30, 4)
        monster_list.add(fFood)
        all_sprite_list.add(fFood)

        ##
        bob.walls = wall_list
        all_sprite_list.add(bob)

        bob.updateValues()
        #pygame.draw.rect(self.screen, (255,0,0) ,((bob.position),(bob.collisionWidth, bob.collisionHeight)),0)

        for wall in obstacles:
            pygame.draw.rect(self.screen, (0, 0, 0), wall.rect, 0)

        time_decrement = pygame.USEREVENT + 1
        T1 = 1000  # second
        pygame.time.set_timer(time_decrement, T1)

        card_generator = pygame.USEREVENT + 2
        T2 = 4000  # 4 second
        pygame.time.set_timer(card_generator, T2)

        monster_move = pygame.USEREVENT + 3
        T3 = 100  # 0,1 second
        pygame.time.set_timer(monster_move, T3)

        food_time = pygame.USEREVENT + 4
        T4 = 8000  # 8 seconds
        pygame.time.set_timer(food_time, T4)

        eyeTracker_time = pygame.USEREVENT + 5
        T5 = 1000  # 1 seconds
        pygame.time.set_timer(eyeTracker_time, T5)

        logRecord_time = pygame.USEREVENT + 6
        T6 = 1000  # 1 seconds
        pygame.time.set_timer(logRecord_time, T6)

        #gravar tempo que comeca uma fixacao
        logRecord_fixation = pygame.USEREVENT + 7
        T7 = 1000  #2seconds
        pygame.time.set_timer(logRecord_fixation, T7)

        cards_hit_list = pygame.sprite.spritecollide(bob, cards_list, False)

        bground = BackGround(self.screen)

        cont_blinks = 0
        gameRunning = True
        staring = False
        position = 0

        blinkCount = 0
        lastBlinkPos = (0, 0)

        x = random.randint(50, 800)
        y = random.randint(50, 400)
        cash = objects.Cash("", x, y, 20, 20, 2)
        cards_list.append(cash)
        pygame.draw.rect(self.screen, (0, 255, 0), cash.rect, 0)
        all_sprite_list.add(cash)

        #comeco do game
        while (gameRunning):

            self.canvas.clear()
            self.screen.fill((255, 255, 255))
            self.screen.blit(self.image, (0, 40))
            clock.tick(60)

            cards_hit_list = pygame.sprite.spritecollide(
                bob, cards_list, False)
            monster_hit_list = pygame.sprite.spritecollide(
                bob, monster_list, False)
            atm_hit_list = pygame.sprite.spritecollide(bob, atm_list, False)
            food_hit_list = pygame.sprite.spritecollide(bob, food_list, False)

            etSawList = pygame.sprite.spritecollide(etObject, food_list, False)

            if (len(etSawList) == 0):
                staring = False

            for atm in atm_hit_list:
                if (bob.direction == "up"):
                    bob.rect.top = atm.rect.bottom
                elif (bob.direction == "right"):
                    bob.rect.right = atm.rect.left
                elif (bob.direction == "left"):
                    bob.rect.left = atm.rect.right

            for monster in monster_hit_list:
                pygame.mixer.music.fadeout(1000)
                pygame.mixer.Sound.play(go_sound)
                pygame.time.delay(3500)

                gameRunning = False

            for card in cards_hit_list:
                bob.c_card += 1
                pygame.mixer.Sound.play(card_sound)
                cards_list.remove(card)
                all_sprite_list.remove(card)
                #self.avalgame.storeCreditCollection(self.startTime)

            for food in food_hit_list:
                if (event.type == pygame.KEYDOWN
                        and event.key == pygame.K_RETURN
                        and bob.cash >= food.value):
                    bob.buyFood(food)
                    food_list.empty()
                    self.player.total_produtos += 1
                    if (bob.score >= 10):
                        gameRunning = False

            #####  FRAME EVENTS
            ## Time Decrementer
            for event in pygame.event.get():
                if (event.type == time_decrement):
                    bob.time -= 1

                if (event.type == eyeTracker_time):
                    #verificar se houve fixacao
                    time = libtime.get_time()
                    getX, getY = eyetracker.sample()
                    self.dataStore.get_quadrant((getX, getY))
                    self.dataStore.start_fixation((getX, getY))

                if (event.type == logRecord_time):
                    etObject.setPosition(eyetracker.sample())
                    for food in etSawList:
                        self.dataStore.start_staring(food.food_type)

                if (event.type == MOUSEBUTTONDOWN):
                    start_time = eyetracker.wait_for_event(3)
                    time_end = eyetracker.wait_for_event(4)
                    #     cont_blinks += 1
                    self.dataStore.start_blinking(str(cont_blinks), start_time,
                                                  time_end)

                    tracker_pos = eyetracker.sample()
                    if (tracker_pos != lastBlinkPos):
                        self.dataStore.start_blinkingTest(
                            lastBlinkPos, blinkCount)
                        lastBlinkPos = tracker_pos
                        blinkCount = 1
                    else:
                        blinkCount += 1

                if (event.type == food_time):
                    food_list.empty()
                    newFood1 = objects.Food(5, "vegetal")
                    food_list.add(newFood1)

                    newFood2 = objects.Food(5, "carbohidrato")
                    food_list.add(newFood2)

                    newFood3 = objects.Food(5, "doce")
                    food_list.add(newFood3)

                    newFood4 = objects.Food(5, "proteina")
                    food_list.add(newFood4)

                ## Credit Card Generator
                if (event.type == card_generator and len(cards_list) < 2):
                    cashGenerator = random.randint(0, 100)
                    if (cashGenerator <= 25):
                        x = random.randint(50, 800)
                        y = random.randint(50, 400)
                        cash = objects.Cash("", x, y, 20, 20, 2)
                        cards_list.append(cash)
                        pygame.draw.rect(self.screen, (0, 255, 0), cash.rect,
                                         0)
                        all_sprite_list.add(cash)

                ## Monster Movement
                if (event.type == monster_move):
                    for monster in monster_list:
                        monsterCollision = pygame.sprite.spritecollide(
                            monster, wall_list, False)
                        if (monster.movingPositive):
                            if (len(monsterCollision) == 0):
                                if monster.obj_type == 4:
                                    monster.rect.left -= 15
                                else:
                                    monster.rect.top -= 15
                            else:
                                if monster.obj_type == 4:
                                    monster.rect.right += 15
                                    monster.movingPositive = False
                                else:
                                    monster.rect.bottom += 15
                                    monster.movingPositive = False
                        else:
                            if (len(monsterCollision) == 0):
                                if monster.obj_type == 4:
                                    monster.rect.right += 15
                                else:
                                    monster.rect.bottom += 15
                            else:
                                if monster.obj_type == 4:
                                    monster.rect.left -= 15
                                    monster.movingPositive = True
                                else:
                                    monster.rect.top -= 15
                                    monster.movingPositive = True

                ## Player Input
                if (event.type == pygame.KEYDOWN):
                    pygame.event.set_blocked(pygame.KEYDOWN)
                    if (event.key == pygame.K_ESCAPE):
                        gameRunning = False
                    elif (event.key == pygame.K_UP):
                        bob.acceleration = 5
                        bob.direction = "up"

                    elif (event.key == pygame.K_DOWN):
                        bob.acceleration = 5
                        bob.direction = "down"

                    elif (event.key == pygame.K_LEFT):
                        bob.acceleration = 5
                        bob.direction = "left"

                    elif (event.key == pygame.K_RIGHT):
                        bob.acceleration = 5
                        bob.direction = "right"

                    elif (event.key == pygame.K_RETURN):
                        if (dist(bob.rect.x, bob.rect.y, atm.rect.x,
                                 atm.rect.y) <= 65 and bob.c_card >= 1):
                            pygame.mixer.Sound.play(cash_sound)
                            bob.c_card -= 1
                            bob.cash += 15
                            self.player.cashTotal += 15

                if (event.type == pygame.KEYUP):
                    bob.acceleration = 0
                    pygame.event.set_allowed(pygame.KEYDOWN)

            bob.updateValues()

            if (bob.direction == "up"):
                bob.moveUp()
            elif (bob.direction == "down"):
                bob.moveDown()
            elif (bob.direction == "left"):
                bob.moveLeft()
            elif (bob.direction == "right"):
                bob.moveRight()

            if bob.time <= 0:
                gameRunning = False

            all_sprite_list.update()
            all_sprite_list.draw(self.screen)
            food_list.draw(self.screen)

            self.screen.blit(bob.timeLabel, (450, 0))

            # Player Interface Draw
            cash_x = 0
            cash_y = 20

            self.screen.blit(bob.cashLabel, (cash_x, cash_y))

            cCard_x = 0
            cCard_y = 0

            self.screen.blit(bob.c_cardLabel, (cCard_x, cCard_y))

            self.screen.blit(bob.scoreLabel,
                             (1000 - bob.scoreLabel.get_rect().width - 50, 0))

            ##BARS

            self.screen.blit(bob.carboLabel, (55, 610))
            self.screen.blit(bob.vegLabel, (30, 640))
            self.screen.blit(bob.protLabel, (565, 610))
            self.screen.blit(bob.doceLabel, (500, 640))

            self.progressBars(bob)

            ##Display
            #pygame.display.flip()
            self.disp.fill(self.canvas)
            self.disp.show()

        pygame.event.set_allowed(pygame.KEYDOWN)
        pygame.mixer.music.fadeout(1000)
        pygame.mixer.music.load("media/sounds/crimson.wav")
        pygame.mixer.music.play()

        pyramidCompletion = 0.0
        if (self.player.doce == 10):
            pyramidCompletion += 2.5
        if (self.player.proteina == 20):
            pyramidCompletion += 2.5
        if (self.player.vegetal == 30):
            pyramidCompletion += 2.5
        if (self.player.carbohidrato == 40):
            pyramidCompletion += 2.5

        self.avalgame.storePyramidCompletion(self.startTime,
                                             valor_AEEJ=pyramidCompletion)

        foodTotal = 0
        if (0 < self.player.total_produtos <= 5):
            foodTotal = 1
        elif (5 < self.player.total_produtos <= 10):
            foodTotal = 2
        elif (self.player.total_produtos > 10):
            foodTotal = 3
        self.avalgame.storeFoodQuantity(self.startTime, valor_AEEJ=foodTotal)

        if self.player.cashTotal == 0:
            averageScore = 0
        else:
            averageScore = float(
                float(self.player.total_produtos) /
                float(self.player.cashTotal)) * 100

        self.avalgame.storeAverageScore(self.startTime,
                                        valor_AEEJ=averageScore)

        self.dataStore.start_blinkingTest(lastBlinkPos, blinkCount)
        self.dataStore.log_gen.recordBlinkLog(self.dataStore.blink_log,
                                              'blink-', 4,
                                              self.avalgame._playerCode)
        self.dataStore.log_gen.recordLog(self.dataStore.blink_log2, 'blink2-',
                                         4, self.avalgame._playerCode)
        self.dataStore.log_gen.recordLog(self.dataStore.staring_log,
                                         'products-', 3,
                                         self.avalgame._playerCode)
        self.dataStore.log_gen.recordLog(self.dataStore.quadrant_log,
                                         'quadrants', 2,
                                         self.avalgame._playerCode)
        self.dataStore.log_gen.recordLog(self.dataStore.position_log,
                                         'fixation-', 1,
                                         self.avalgame._playerCode)
        self.avalgame.recordBestScore(self.player.time, self.player.score)

        ge = GameEnd(self.canvas, self.disp)

        ge.defScore(bob.score)
        ge.defResult(bob.score)
        #ge.storeData(etObject.log)
        #ge.storeData2(etObject.log2)
        #ge.storeDataBlink(etObject.log_blink)
        #ge.storeDataFixation(etObject.log_fixation)

        ge.run()
#!/usr/bin/python
import random
import objects
all_the_things = {
"mesa1": objects.Food(key="mesa1",name="Mesa Bar",description="A chewy energy bar.",longdesc="A well-balanced, chewy energy bar, marketed heavily towards adventurers. Its use of whole rolled oats gives it a chunky texture. " + random.choice(("Also contains large amounts of peanut butter.", "Chocolate chunks are visible between the oats.", "Contains a mixture of whole nuts and seeds.", "This one has dried blueberries in it.", "It's a dark chocoloate brown, possibly trying a little too hard to be a brownie.")),calories=300,caffeine=0,healthy=True),
"mesa2": objects.Food(key="mesa2",name="Black Mesa Bar",description="A chewy energy bar with caffeine in it.",longdesc="A well-balanced, chewy energy bar, marketed heavily towards adventurers. It's just like a normal Mesa Bar, but this flavor is caffeinated. " + random.choice(("You think you can see bits of espresso bean in it.", "It's chocolate, and white mint icing is drizzled over the top.")),calories=300,caffeine=100,healthy=True),
"tea1": objects.Food(key="tea1",name="cup of green tea",description="A hot covered cup of green tea.",longdesc="This hot cup of green tea steams slightly when the lid is opened. It smells a little bitter.",calories=0,caffeine=100,healthy=True),
"tea2": objects.Food(key="tea2",name="cup of black tea",description="A hot covered cup of black tea.",longdesc="This hot cup of black tea steams slightly when the lid is opened. A cursory taste confirms it has a bit of sugar in it.",calories=0,caffeine=100,healthy=True),
"tea3": objects.Food(key="tea3",name="bottle of iced tea",description="A cold bottle of iced tea.",longdesc="The label on this bottle of tea proclaims its environmental friendliness and lack of any artifical ingredients. The ingredients list reveals that it contains a rather ridiculous amount of sugar.",calories=20,caffeine=100,healthy=False),
"coffee1": objects.Food(key="coffee1",name="cup of black coffee",description="A hot covered cup of black coffee.",longdesc="This hot cup of black coffee steams slightly when the lid is opened. Its aroma permeates the air.",calories=0,caffeine=150,healthy=False),
"coffee2": objects.Food(key="coffee2",name="Latteccino",description="A hot covered cup of coffee with milk and syrup.",longdesc="A hot cup of coffee, mixed with milk and sweeteners and covered with a layer of whipped cream. It smells faintly of " + random.choice(("vanilla.", "hazelnuts.", "caramel.", "pumpkin pie spices.", "chocolate.")),calories=200,caffeine=150,healthy=False),
"coffee2": objects.Food(key="coffee2",name="Iced Latteccino",description="A cold covered cup of coffee with milk and syrup.",longdesc="A cold cup of coffee, mixed with milk and sweeteners and covered with a layer of whipped cream. It smells faintly of " + random.choice(("vanilla.", "hazelnuts.", "caramel.", "pumpkin pie spices.", "chocolate.")),indef_article="an ",calories=200,caffeine=150,healthy=False),
"pizza1": objects.Food(key="pizza1",name="slice of cold pizza",description="A slice of cold pizza.",longdesc="A slice of pizza from last night, or perhaps earlier, topped with " + random.choice(("pepperoni.", "a variety of vegetables.", "chicken and barbeque sauce.", "ham and pineapple.", "curried chicken and vegetables.")),calories=260,caffeine=0,healthy=False),
"candy1": objects.Food(key="candy1",name="chocolate covered espresso beans",description="A handful of chocolate-covered coffee beans.",longdesc="A strong scent of coffee emanates from these chocolate-covered candies. Some of them are in stuck-together pairs.",indef_article="some ",calories=200,caffeine=250,healthy=False),
"sandwich1": objects.Food(key="sandwich1",name="sub sandwich",description="A footlong sandwich on a roll.",longdesc="This sandwich is conveniently wrapped in waxed paper, and the inside is layered with a few kinds of thinly-sliced meat and vegetables.",calories=700,caffeine=0,healthy=True),
"mix1": objects.Food(key="mix1",name="bottle of soylent",description="A bottle of thick protein slush.",longdesc="It's not green, but it is sort of baffling. This thick white liquid is about as bland as plain tofu, but it's pretty filling.",calories=666,caffeine=0,healthy=True),
"water1": objects.Food(key="water1",name="bottle of water",description="A bottle of plain water.",longdesc="The label has a picture of some Hawaiian waterfall on it, but it was probably bottled from a tap in New York. You could drink this, but it's not caffeinated or anything. It's just cold water.",calories=0,caffeine=0,healthy=True),
"water2": objects.Food(key="water2",name="cup of hot water",description="A cup of plain hot water.",longdesc="It's a covered cup of plain hot water, nearly boiling. You could drink it, carefully, but it wouldn't taste like much of anything.",calories=0,caffeine=0,healthy=True)
}
Esempio n. 9
0
            random.uniform(0, 1),
            random.uniform(0, 1),
            random.uniform(0, 1),
            random.uniform(0, 1)
        ]
        print(f"gene: {gene} generated")
        creatures.append(
            obj.BrainCreature(x=x,
                              y=y,
                              dna=DNA(gene),
                              brain_dna=brain.dna,
                              name='BrainCreature_' +
                              str(obj.creature_id_generator.get_next_id())))

    food = [
        obj.Food(random.uniform(0, 1000), random.uniform(0, 700))
        for i in range(100)
    ]

    world = obj.World(1024,
                      768,
                      creatures=creatures,
                      edibles=food,
                      creature_spawn_interval=1000,
                      food_spawn_interval=1000,
                      random_spawning=False,
                      max_creatures=100)


def dump_the_world_pickle(world_to_dump):
    logger.debug("dumping the world")