Esempio n. 1
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    def unlock(self, actor, item=None):

        if not self.locked:
            raise ActionRefused("It is not locked.")

        if item:

            if self.check_key(item):
                key = item
            else:
                raise ActionRefused("You can't use that to unlock it.")

        else:

            key = self.search_key(actor)
            if not key:
                raise ActionRefused(
                    "You don't seem to have the key necessary to unlock it.")

        self.locked = False
        actor.tell("You unlock the %s with %s." %
                   (self.name, Lang.a(key.title)))
        actor.tell_others("{Title} unlocked the %s with %s." %
                          (self.name, Lang.a(key.title)))

        if self.linked_door:
            self.linked_door.door.locked = False
Esempio n. 2
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    def lock(self, actor, item=None):

        if self.locked:
            raise ActionRefused("It is already locked.")

        if item:

            if self.check_key(item):
                key = item
            else:
                raise ActionRefused("That can not be used to lock it.")

        else:

            key = self.search_key(actor)
            if not key:
                raise ActionRefused(
                    "You don't seem to have the key necessary to lock it.")

        self.locked = True
        actor.tell("You lock the %s with %s." % (self.name, Lang.a(key.title)))
        actor.tell_others("{Title} locked the %s with %s." %
                          (self.name, Lang.a(key.title)))

        if self.linked_door:
            self.linked_door.door.locked = True
Esempio n. 3
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    def func(player, parsed, ctx):

        if len(parsed.obj_order) != 2:
            raise ParseError("What would you like to show and to whom?")

        shown = parsed.obj_order[0]
        if shown not in player:
            raise ActionRefused("You do not have <item>%s</item> to show." % Lang.a(shown.title))

        target = parsed.obj_order[1]
        player.tell("You reveal the <item>%s</item> to <creature>%s</creature>." % (shown.title, target.title))
        room_msg = "%s shows something to %s." % (Lang.capital(player.title), target.title)
        target_msg = "%s reveals the %s to you." % (Lang.capital(player.title), Lang.a(shown.title))
        player.location.tell(room_msg, exclude_creature=player, specific_target_msg=target_msg, specific_targets=[target])
Esempio n. 4
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    def give_all(player, items, target_name, target=None):

        if not target:
            target = player.location.search_creature(target_name)
        if not target:
            raise ActionRefused("%s isn't here with you." % target_name)
        if target is player:
            raise ActionRefused("Giving something to yourself doesn't make much sense.")

        # Actually try to give the items...
        items = list(items)
        refused = []
        for item in items:
            try:
                item.move(target, player)
            except ActionRefused as x:
                refused.append((item, str(x)))

        # Let the player know why giving a particular item failed
        for item, message in refused:
            player.tell(message)
            items.remove(item)

        if items:
            items_str = Lang.join(Lang.a(item.title) for item in items)
            player_str = Lang.capital(player.title)
            room_msg = "<player>%s</player> gives <item>%s</item> to <creature>%s</creature>." % (player_str, items_str, target.title)
            target_msg = "<player>%s</player> gives you <item>%s</item>." % (player_str, items_str)
            player.location.tell(room_msg, exclude_creature=player, specific_targets=[target], specific_target_msg=target_msg)
            player.tell("You give <creature>%s</creature> <item>%s</item>." % (target.title, items_str))

        else:
            player.tell("You weren't able to give <creature>%s</creature> anything." % target.title)
Esempio n. 5
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    def func(player, parsed, ctx):

        if not parsed.args:
            raise ParseError(
                "What would you like to drop? You can also 'drop all' or 'drop everything'."
            )

        def drop(items, container):

            items = list(items)
            refused = []
            for item in items:
                try:
                    item.move(player.location, player, verb="drop")
                    if container is not player and container in player:
                        Drop.notify_item_removal(player, item, container)
                except ActionRefused as x:
                    refused.append((item, str(x)))

            for item, message in refused:
                items.remove(item)
                player.tell(message)

            if items:
                strItems = Lang.join(Lang.a(item.title) for item in items)
                player.tell("You discard <item>%s</item>." % strItems)
                player.tell_others("{Title} drops %s." % strItems)
            else:
                player.tell("Nothing was dropped.")

        arg = parsed.args[0]
        # drop all items?
        if arg == "all" or arg == "everything":
            drop(player.inventory, player)
        else:
            # drop a single item from inventory
            if parsed.obj_order:
                item = parsed.obj_order[0]
                if item in player:
                    drop([item], player)
                else:
                    raise ActionRefused("You can't seem to drop that!")
            # drop a container from inventory
            else:
                item, container = player.locate_item(arg,
                                                     include_location=False)
                if item:
                    if container is not player:
                        Actions.print_object_location(player, item, container)
                    drop([item], container)
                else:
                    raise ActionRefused("You don't have <item>%s</item>." %
                                        Lang.a(arg))
Esempio n. 6
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    def func(player, parsed, ctx):

        if len(parsed.args) not in (1, 2) or parsed.unrecognized:
            raise ParseError("What are you trying to %s?" %
                             Lang.capital(parsed.verb))

        if parsed.obj_order:
            if isinstance(parsed.obj_order[0], Creature):
                raise ActionRefused(
                    "You can't do that to other living creatures.")

        obj_name = parsed.args[0]

        # Is the player using something to try to manipulate the object?
        with_item_name = None
        with_item = None
        if len(parsed.args) == 2:
            with_item_name = parsed.args[1]

        what = player.search_item(obj_name,
                                  include_inventory=True,
                                  include_location=True,
                                  include_containers=False)
        # Are we dealing with an exit?
        if not what:
            if obj_name in player.location.exits:
                what = player.location.exits[obj_name]

        # Are we dealing with an item?
        if what:
            # If so, are they using an item to accomplish the manipulation?
            if with_item_name:
                with_item = player.search_item(with_item_name,
                                               include_inventory=True,
                                               include_location=False,
                                               include_containers=False)
                if not with_item:
                    raise ActionRefused(
                        "You don't seem to have <item>%s</item>." %
                        Lang.a(with_item_name))

            getattr(what, parsed.verb)(player, with_item)

        else:
            raise ActionRefused("You don't see that here.")
Esempio n. 7
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    def take_all(player, items, container, where_str=None):

        # No items were specified
        if not items:
            return 0

        # Is player taking something from a container?
        if where_str:
            player_msg = "You take <item>{items}</item> from the <item>%s</item>" % where_str
            room_msg = "<player>{{Title}}</player> takes <item>{items}</item> from the <item>%s</item>" % where_str

        # If not, they must be taking it from the room
        else:
            player_msg = "You take <item>{items}</item>"
            room_msg = "<player>{{Title}}</player> takes <item>{items}</item>"

        items = list(items)
        refused = []
        # Try to move items one by one. If there are special rules against taking them the item should
        # raise an ActionRefused exception.
        for item in items:
            try:
                item.move(player, player, verb="take")
            except ActionRefused as x:
                refused.append((item, str(x)))

        # Tell player if any items refused to budge
        for item, message in refused:
            player.tell(message)
            items.remove(item)

        # Tell player about any items that were moved into their inventory
        # and tell nearby players and NPCs abou it too!
        if items:
            items_str = Lang.join(Lang.a(item.title) for item in items)
            player.tell(player_msg.format(items=items_str))
            player.tell_others(room_msg.format(items=items_str))
            return len(items)
        else:
            return 0
Esempio n. 8
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        def drop(items, container):

            items = list(items)
            refused = []
            for item in items:
                try:
                    item.move(player.location, player, verb="drop")
                    if container is not player and container in player:
                        Drop.notify_item_removal(player, item, container)
                except ActionRefused as x:
                    refused.append((item, str(x)))

            for item, message in refused:
                items.remove(item)
                player.tell(message)

            if items:
                strItems = Lang.join(Lang.a(item.title) for item in items)
                player.tell("You discard <item>%s</item>." % strItems)
                player.tell_others("{Title} drops %s." % strItems)
            else:
                player.tell("Nothing was dropped.")
Esempio n. 9
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    def func(player, parsed, ctx):

        if len(parsed.args) < 2:
            raise ParseError(
                "You need to tell me what to put and where you'd like to put it."
            )

        # If player specified all they want to put their entire inventory into the container
        if parsed.args[0] == "all":

            # Does the player have anything in their inventory
            if player.inventory_size == 0:
                raise ActionRefused("You don't seem to be carrying anything.")

            if len(parsed.args) != 2:
                raise ParseError(
                    "You need to tell me what to put and where you'd like to put it."
                )

            what = list(player.inventory)
            where = parsed.obj_order[
                -1]  # The last item represents the "where"

        elif parsed.unrecognized:
            raise ActionRefused("I don't see %s here." %
                                Lang.join(parsed.unrecognized))

        else:
            what = parsed.obj_order[:-1]
            where = parsed.obj_order[-1]

        if isinstance(where, Creature):
            raise ActionRefused(
                "You can't do that but you might be able to give it to them..."
            )

        inventory_items = []
        refused = []

        word_before = parsed.obj_info[where].previous_word or "in"
        if word_before != "in" and word_before != "into":
            raise ActionRefused(
                "You can only put an item 'in' or 'into' a container of some sort."
            )

        for item in what:
            if item is where:
                player.tell("You can't put something inside of itself.")
                continue

            try:
                # Are they using an item they are already carrying?
                if item in player:
                    item.move(where, player)
                    inventory_items.append(item)

                # If the item is in the room then we'll take it first and then put it into the container
                # TODO: We need to handle in a linguistic stylish way the situation where one part of this two-step operation fails
                elif item in player.location:
                    item.move(player, player)
                    item.move(where, player)
                    player.tell("You take %s and put it in the %s." %
                                (item.title, where.name))
                    player.tell_others(
                        "{Title} takes %s and puts it in the %s." %
                        (item.title, where.name))

            except ActionRefused as x:
                refused.append((item, str(x)))

        # The item refused to move at some point so inform the player
        for item, message in refused:
            player.tell(message)

        if inventory_items:
            items_msg = Lang.join(
                Lang.a(item.title) for item in inventory_items)
            player.tell_others("{Title} puts %s in the %s." %
                               (items_msg, where.name))
            player.tell(
                "You put <item>{items}</item> in the <item>{where}</item>.".
                format(items=items_msg, where=where.name))
Esempio n. 10
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    def func(player, parsed, ctx):

        # If we're examining a creature let's get some info for it
        creature = None
        if parsed.obj_info and isinstance(parsed.obj_order[0], Creature):
            creature = parsed.obj_order[0]
            name = creature.name

        # If we're not examining a creature we'll get item info
        if not creature:

            # Handle the case where nothing to examine was specified
            if not parsed.args:
                raise ParseError("Who or what would you like to examine?")

            Actions.parse_is_are(parsed.args)
            name = parsed.args[0]
            creature = player.location.search_creature(name)

        # If we're trying to examine a creature we'll figure out
        # which creature we're dealing with
        if creature:

            # Player is trying to examine themselves. Sheesh.
            if creature is player:
                player.tell("You are <creature>%s</creature>." %
                            Lang.capital(creature.title))
                return

            if creature.name.lower() != name.lower() and name.lower(
            ) in creature.aliases:
                player.tell("(By %s you probably meant %s.)" %
                            (name, creature.name))

            # If the creature has a description show the player otherwise we'll just share their title
            if creature.description:
                player.tell(creature.description)
            else:
                player.tell("This is <creature>%s</creature>." %
                            creature.title)

            # If there is extended info about the creature we'll provide that as well
            if name in creature.extra_desc:
                player.tell(creature.extra_desc[name])

            if name in player.location.extra_desc:
                player.tell(player.location.extra_desc[name])

            return

        # Is the player trying to examine an item?
        item, container = player.locate_item(name)
        if item:

            if item.name.lower() != name.lower() and name.lower(
            ) in item.aliases:
                player.tell("Maybe you meant %s?" % item.name)

            # If there is an extended description we'll share that.
            if name in item.extra_desc:
                player.tell(item.extra_desc[name])
            # Otherwise we'll just share what basic info we have
            else:
                if item in player:
                    player.tell("You're carrying <item>%s</item>." %
                                Lang.a(item.title))
                elif container and container in player:
                    Actions.print_object_location(player, item, container)
                else:
                    player.tell("You see <item>%s</item>." %
                                Lang.a(item.title))
                if item.description:
                    player.tell(item.description)

            try:
                inventory = item.inventory
            except ActionRefused:
                pass
            else:
                if inventory:
                    msg = "It contains "
                    for item in inventory:
                        msg += "<item>%s</item>, " % item.title
                    msg = msg[:-2]
                    player.tell(msg)
                else:
                    player.tell("It's empty.")

        # Player is examining an exit?
        elif name in player.location.exits:
            player.tell(
                "<exit>" + player.location.exits[name].description +
                "</exit> represents a way you can travel to a different place."
            )

        # If nothing else we'll do a search for any extended descriptive info associated with
        # locations and items
        else:
            text = player.search_extradesc(name)
            if text:
                player.tell(text)
            else:
                raise ActionRefused("%s doesn't appear to be here." % name)
Esempio n. 11
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 def sys_destroy(self, actor, ctx):
     raise ActionRefused(
         Lang.a(self.__class__.__name__) + " can not be destroyed")
Esempio n. 12
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 def sys_clone(self, actor):
     raise ActionRefused(
         Lang.a(self.__class__.__name__) + " can not be cloned")
Esempio n. 13
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    def look(self, exclude_creature=None, short=False):

        paragraphs = ["<location>[" + self.name + "]</location>"]

        # Construct the short version of a location description.
        if short:

            if self.exits and context.config.show_exits_in_look:
                paragraphs.append("<exit>Exits</exit>: " + ", ".join(sorted(set(self.exits.keys()))))

            if self.items:
                item_names = sorted(item.name for item in self.items)
                paragraphs.append("<item>You see</item>: " + Lang.join(item_names))

            if self.creatures:
                creature_names = sorted(creature.name for creature in self.creatures if creature != exclude_creature)
                if creature_names:
                    paragraphs.append("<creature>Present</creature>: " + Lang.join(creature_names))

            return paragraphs

        #
        # Construct the long version of a location description.
        #

        if self.description:
            paragraphs.append(self.description)

        if self.exits and context.config.show_exits_in_look:

            # Keep track of exits we've already described
            exits_seen = set()
            exit_paragraph = []

            for exit_name in sorted(self.exits):

                exit = self.exits[exit_name]

                if exit not in exits_seen:
                    exits_seen.add(exit)
                    exit_paragraph.append(exit.short_description)

            paragraphs.append(" ".join(exit_paragraph))

        items_and_creatures = []

        # We'll preferentially use item short descriptions if provided and resort to the item's title if necessary
        items_with_short_descr = [item for item in self.items if item.short_description]
        items_without_short_descr = [item for item in self.items if not item.short_description]
        uniq_descriptions = set()

        # If there's a short description for an item use it preferentially
        if items_with_short_descr:
            for item in items_with_short_descr:
                uniq_descriptions.add(item.short_description)

        # Add unique item description to our running list of things to describe
        items_and_creatures.extend(uniq_descriptions)

        # If there's no short description for an item we'll just use the item's title
        if items_without_short_descr:
            titles = sorted([Lang.a(item.title) for item in items_without_short_descr])
            items_and_creatures.append("You see " + Lang.join(titles) + ".")

        # We'll preferentially use creature short descriptions if provided and resort to the title if necessary
        creatures_with_short_descr = [creature for creature in self.creatures
                                      if creature != exclude_creature and creature.short_description]
        creatures_without_short_descr = [creature for creature in self.creatures
                                         if creature != exclude_creature and not creature.short_description]

        # If there's a short descriptions for a creature use it preferentially
        if creatures_without_short_descr:
            titles = sorted(creature.title for creature in creatures_without_short_descr)
            if titles:
                titles_str = Lang.join(titles)
                if len(titles) > 1:
                    titles_str += " are here."
                else:
                    titles_str += " is here."
                items_and_creatures.append(Lang.capital(titles_str))
        uniq_descriptions = set()

        # If there's no short description for a creature we'll just use the item's title
        if creatures_with_short_descr:
            for creature in creatures_with_short_descr:
                uniq_descriptions.add(creature.short_description)

        # Add unique creature descriptions to our running list of things to describe
        items_and_creatures.extend(uniq_descriptions)
        if items_and_creatures:
            paragraphs.append(" ".join(items_and_creatures))

        return paragraphs