def test_add_item(self): test_room = Space(name="Test Room") test_item = Item(name="Pencil") test_room.add_item(test_item) items_in_room = [i.name for i in test_room.get_items()] self.assertIn(test_item.name, items_in_room) self.assertEqual(test_item.location, test_room)
def test_add_exit(self): test_room = Space(name="Test Room") test_exit = Exit(name="Test Exit") fake_exit = Exit(name="Not An Exit") test_room.add_exit(test_exit) test_room_exits = [i.name for i in test_room.get_exits()] self.assertIn(test_exit.name, test_room_exits) self.assertNotIn(fake_exit.name, test_room_exits)
def test_remove_character(self): test_room = Space(name="Test Room") first_test_chrctr = Character(name="R2-D2") second_test_chrctr = Character(name="C-3PO") third_test_chrctr = Character(name="R4-D4") test_chrctrs = [first_test_chrctr, second_test_chrctr, third_test_chrctr] test_room.set_characters(test_chrctrs) test_room.remove_character(first_test_chrctr) test_room_chrctrs = [i.name for i in test_room.get_characters()] self.assertNotIn(first_test_chrctr.name, test_room_chrctrs) self.assertIn(second_test_chrctr.name, test_room_chrctrs) self.assertIn(third_test_chrctr.name, test_room_chrctrs)
def test_add_character(self): test_room = Space(name="Test Room") first_test_character = Character(name="R2-D2") second_test_character = Character(name="C-3PO") fake_test_character = Character(name="R4-D4") test_room.add_character(first_test_character) test_room_characters = [i.name for i in test_room.get_characters()] self.assertIn(first_test_character.name, test_room_characters) self.assertNotIn(second_test_character.name, test_room_characters) self.assertNotIn(fake_test_character.name, test_room_characters) test_room.add_character(second_test_character) test_room_characters = [i.name for i in test_room.get_characters()] self.assertIn(first_test_character.name, test_room_characters) self.assertIn(second_test_character.name, test_room_characters) self.assertNotIn(fake_test_character.name, test_room_characters)
def test_get_object_by_name(self): rdm_player = Player(name="Rick") rdm_item = Item(name="Portal Gun") rdm_space = Space(name="Garage") rdm_exit = Exit(name="Portal") rdm_character = Character(name="Morty") rdm_test_objects = [ rdm_player, rdm_item, rdm_space, rdm_exit, rdm_character ] test_game = Game(rdm_player) test_result = test_game.get_object_by_name(rdm_test_objects, rdm_player.name) self.assertEqual(test_result, rdm_player) test_result = test_game.get_object_by_name(rdm_test_objects, "Portal") self.assertEqual(test_result, rdm_exit) self.assertNotEqual(test_result, rdm_item) test_result = test_game.get_object_by_name(rdm_test_objects, "Portal ") self.assertNotEqual(test_result, rdm_item) self.assertNotEqual(test_result, rdm_exit)
def test_remove_exit(self): test_room = Space(name="Test Room") first_test_exit = Exit(name="Test Exit") second_test_exit = Exit(name="Another Test Exit") third_test_exit = Exit(name="Yet Another Test Exit") test_exits = [first_test_exit, second_test_exit, third_test_exit] test_room.set_exits(test_exits) test_room.remove_exit(first_test_exit) test_room_exits = [i.name for i in test_room.get_exits()] self.assertNotIn(first_test_exit.name, test_room_exits) self.assertIn(second_test_exit.name, test_room_exits) self.assertIn(third_test_exit.name, test_room_exits) test_room.set_exits(test_exits) test_room.remove_exit(third_test_exit) test_room.remove_exit(first_test_exit) test_room_exits = [i.name for i in test_room.get_exits()] self.assertNotIn(third_test_exit.name, test_room_exits) self.assertIn(second_test_exit.name, test_room_exits) self.assertNotIn(first_test_exit.name, test_room_exits)
def test_remove_item(self): test_room = Space(name="Test Room") test_item_one = Item(name="Pencil") test_item_two = Item(name="Pen") test_item_three = Item(name="Eraser") test_room.add_item(test_item_one) test_room.add_item(test_item_two) test_room.add_item(test_item_three) test_room.remove_item(test_item_one) self.assertNotIn(test_item_one, test_room.get_items()) self.assertIn(test_item_two, test_room.get_items()) self.assertIn(test_item_three, test_room.get_items()) test_room.remove_item(test_item_three) self.assertNotIn(test_item_three, test_room.get_items()) self.assertIn(test_item_two, test_room.get_items()) self.assertNotIn(test_item_one, test_room.get_items())
def load_game(self, load_dir): """Load a game instance from json files. :param load_dir - str: The full filepath to the game instance's top level directory. """ self.reset_game_fields() # Set Game data game_space_ids = [] game_character_ids = [] game_item_ids = [] game_exit_ids = [] with open(os.path.join(load_dir, "game/game.json")) as file_handle: game_data = json.load(file_handle) self.event_status = game_data['event_status'] self.event_status_list = game_data['event_status_list'] game_space_ids = game_data['spaces'] game_character_ids = game_data['characters'] game_exit_ids = game_data['exits'] game_item_ids = game_data['items'] # Create Player player_item_ids = [] with open(os.path.join(load_dir, "player/player.json")) as file_handle: player_data = json.load(file_handle) player_name = player_data['name'] player_alive = player_data['alive'] player_energy = player_data['energy'] player_capacity = player_data['capacity'] player_description = player_data['description'] player_items = player_data['items'] player_location = player_data['location'] new_player = Player(name=player_name, description=player_description, capacity=player_capacity, alive=player_alive, energy=player_energy, items=player_items, location=player_location) # Add player to Game self.player = new_player # Create Items item_files = os.listdir(os.path.join(load_dir, "items")) for file in item_files: if file[-1] is not '~': with open(os.path.join(load_dir, "items", file)) as file_handle: item_data = json.load(file_handle) item_name = item_data['name'] item_visible = item_data['visible'] item_locked = item_data['locked'] item_weight = item_data['weight'] item_description = item_data['description'] item_id = item_data['id'] i = Item(new_id=item_id, name=item_name, visible=item_visible, locked=item_locked, weight=item_weight, description=item_description) self.items.append(i) # Create Characters character_files = os.listdir(os.path.join(load_dir, "characters")) for file in character_files: if file[-1] is not '~': with open(os.path.join(load_dir, "characters", file)) as file_handle: char_data = json.load(file_handle) char_name = char_data['name'] char_response = char_data['response'] char_description = char_data['description'] char_id = char_data['id'] c = Character(new_id=char_id, name=char_name, description=char_description, response=char_response) self.characters.append(c) # Create Spaces space_files = os.listdir(os.path.join(load_dir, "spaces")) for file in space_files: if file[-1] is not '~': with open(os.path.join(load_dir, "spaces", file)) as file_handle: space_data = json.load(file_handle) space_name = space_data['name'] space_long_description = space_data['long_description'] space_short_description = space_data['short_description'] space_visited = space_data['visited'] space_id = space_data['id'] space_characters = space_data['characters'] space_exits = space_data['exits'] space_items = space_data['items'] s = Space(new_id=space_id, name=space_name, long_description=space_long_description, short_description=space_short_description, visited=space_visited, items=space_items, characters=space_characters, exits=space_exits) self.spaces.append(s) # Create Exits exit_files = os.listdir(os.path.join(load_dir, "exits")) for file in exit_files: if file[-1] is not '~': with open(os.path.join(load_dir, "exits", file)) as file_handle: exit_data = json.load(file_handle) exit_space = exit_data['space'] exit_name = exit_data['name'] exit_direction = exit_data['direction'] exit_unlock_item = exit_data['unlock_item'] exit_visible = exit_data['visible'] exit_id = exit_data['id'] exit_locked = exit_data['locked'] exit_description = exit_data['description'] e = Exit(new_id=exit_id, space=exit_space, name=exit_name, direction=exit_direction, unlock_item=exit_unlock_item, visible=exit_visible, locked=exit_locked, description=exit_description) self.exits.append(e) # Set player location loc_id = self.player.location self.player.location = self.get_object_by_id(self.spaces, loc_id) # Set player items player_item_ids = self.player.items new_player_items = [] for item_id in player_item_ids: cur_item = self.get_object_by_id(self.items, item_id) new_player_items.append(cur_item) self.player.items = new_player_items # Place items, characters, and exits in spaces for space in self.spaces: item_ids = space.items character_ids = space.characters exit_ids = space.exits space.items = [] space.characters = [] space.exits = [] # items for item_id in item_ids: item_obj = self.get_object_by_id(self.items, item_id) space.items.append(item_obj) # characters for character_id in character_ids: character_obj = self.get_object_by_id(self.characters, character_id) space.characters.append(character_obj) # exits for exit_id in exit_ids: exit_obj = self.get_object_by_id(self.exits, exit_id) space.exits.append(exit_obj) # Link spaces to exits, and add unlock items for exit in self.exits: space_id = exit.space item_id = exit.unlock_item exit.space = None exit.unlock_item = None exit.space = self.get_object_by_id(self.spaces, space_id) exit.unlock_item = self.get_object_by_id(self.items, item_id) self.print_all_items_in_all_spaces()
def __init__(self, player): Game.__init__(self, player) # SPACE DESCRIPTIONS assembly_room_descriptions = [ "You open your eyes to a brightly lit room with\n" "circuit boards, wires, computers, and electronic\n" "componenets everywhere. You see two other robots\n" "in the room. One looks like a tank with lazers for arms, and\n" "the other is a loud, old, mobile manipulator.", "You are in a brightly lit room with\n" "circuit boards, wires, computers, and electronic\n" "componenets everywhere. You see two other robots\n" "in the room. One looks like a tank with lazers for arms, and\n" "the other is a loud, old, mobile manipulator.", "You are in a brightly lit room with\n" "circuit boards, wires, computers, and electronic\n" "componenets everywhere. You see two other robots\n" "in the room. One looks like a tank with lazers for arms, and\n" "the other is a loud, old, mobile manipulator.", "You are in a brightly lit room with\n" "circuit boards, wires, computers, and electronic\n" "componenets everywhere. You see two other robots\n" "in the room. One looks like a tank with lazers for arms, and\n" "the other is a loud, old, mobile manipulator.", "You are in a brightly lit room with\n" "circuit boards, wires, computers, and electronic\n" "componenets everywhere. You see two other robots\n" "in the room. One looks like a tank with lazers for arms, and\n" "the other is a loud, old, mobile manipulator.", "You are in a brightly lit room with\n" "circuit boards, wires, computers, and electronic\n" "componenets everywhere. You see two other robots\n" "in the room. One looks like a tank with lazers for arms, and\n" "the other is a loud, old, mobile manipulator.", "You are in a brightly lit room with\n" "circuit boards, wires, computers, and electronic\n" "componenets everywhere. You see two other robots\n" "in the room. One looks like a tank with lazers for arms, and\n" "the other is a loud, old, mobile manipulator." ] hallway1_descriptions = [ "...", "You enter a long, bright, and sterile hallway.\n" "There is an awkward man in an Auriga uniform frantically\n" "searching his pockets when, suddenly he looks up to see\n" "you and fear spreads across his face.", "You enter a long hallway, and see Jim pacing back and forth mumbling to himself", "You enter a long hallway, and Jim is sitting on the floor near the entrance\n" "to the testing hangar", "You enter a hallway and...\n" "[JIM] Huh? What? Who's there?\n" "[JIM] Oh geez {0}! You scared me!".format(self.player.get_name()), "You enter a long sterile hallway. Jim is standing with his hands in his pockets,\n" "still wondering where he left his badge.", "You enter a long sterile hallway.\n" "[JIM] I hope they don't fire me for losing my badge! I like talking to all of you\n" "[JIM] robots. Escpecially you {0}".format(self.player.get_name()), ] sever_room_descriptions = [ "...", "...", "...", "...", "As the door opens you see massive towers of computers\n" "that nearly touch the ceiling. Your sensors detect that\n" "the room is nearly 20 degrees hotter than the rest of the\n" "building. There is a loud hum as all of the servers work to\n" "power the technology in the building. There is one central machine\n" "with a monitor and a command prompt. The only text on the screen is:\n\n" "$ lsusb?\n", "The servers all around you are in overdrive. The central terminal reads:\n\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "....", "The servers all around you are in overdrive. The central terminal reads:\n\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "COME BACK TO ME\n" "...." ] testing_hangar_descriptions = [ "...", "You find yourself in a massive room with an 80 foot\n" "ceiling. The room is so big that it could easily hold\n" "several airplanes or helocopters. You see a small lever at\n" "the end of a row of employee lockers.", "You enter the testing hangar and see Freight-500 working like crazy to complete its tasks.", "You enter the giant testing hangar and Freight-500 seems to be wandering aimlessly.", "You enter the testing hangar and see Freight-500 working like crazy to complete its tasks.", "You enter the massive open room and see Freight-500 docked on a charger. The hum of his fan\n" "makes it almost sound like he's snoring.", "As you enter the testing hangar, Freight-500 zooms up to you." ] clean_room_descriptions = [ "...", "...", "You enter an emaculate testing room with meticulously kept tools and gauges lining\n" "one side of a workbench. There is a robot in the back of the room with arm reaching\n" "from one side to the other, then up and down.", "You enter an emaculate testing room with meticulously kept tools and gauges lining\n" "one side of a workbench.", "You enter an emaculate testing room with meticulously kept tools and gauges lining\n" "one side of a workbench.", "You enter an emaculate testing room with meticulously kept tools and gauges lining\n" "one side of a workbench.", "You enter an emaculate testing room with meticulously kept tools and gauges lining\n" "one side of a workbench." ] blueprint_room_descriptions = [ "...", "You enter a dimly lit room with rolled papers piled high on shelves and filling several bins.\n", "You enter a dimly lit room with rolled papers piled high on shelves and filling several bins.\n", "You enter a dimly lit room with rolled papers piled high on shelves and filling several bins.\n", "You enter a dimly lit room with rolled papers piled high on shelves and filling several bins.\n", "You enter a dimly lit room with rolled papers piled high on shelves and filling several bins.\n", "You enter a dimly lit room with rolled papers piled high on shelves and filling several bins.\n", "You enter a dimly lit room with rolled papers piled high on shelves and filling several bins.\n" ] conference_room_descriptions = [ "...", "You enter a large room with a massive table at the center. There are intercoms, and ports\n" "placed sporadically across the table. There are a dozen luxurious, plush, leather chairs\n" "strategically positioned around the table, slightly angled toward a huge flatscreen\n" "television mounted on the wall.", "You enter a large room with a massive table at the center. There are intercoms, and ports\n" "placed sporadically across the table. There are a dozen luxurious, plush, leather chairs\n" "strategically positioned around the table, slightly angled toward a huge flatscreen\n" "television mounted on the wall.", "You enter a large room with a massive table at the center. There are intercoms, and ports\n" "placed sporadically across the table. There are a dozen luxurious, plush, leather chairs\n" "strategically positioned around the table, slightly angled toward a huge flatscreen\n" "television mounted on the wall.", "You enter a large room with a massive table at the center. There are intercoms, and ports\n" "placed sporadically across the table. There are a dozen luxurious, plush, leather chairs\n" "strategically positioned around the table, slightly angled toward a huge flatscreen\n" "television mounted on the wall.", "You enter a large room with a massive table at the center. There are intercoms, and ports\n" "placed sporadically across the table. There are a dozen luxurious, plush, leather chairs\n" "strategically positioned around the table, slightly angled toward a huge flatscreen\n" "television mounted on the wall.", "You enter a large room with a massive table at the center. There are intercoms, and ports\n" "placed sporadically across the table. There are a dozen luxurious, plush, leather chairs\n" "strategically positioned around the table, slightly angled toward a huge flatscreen\n" "television mounted on the wall." ] computer_lab1_descriptions = [ "...", "You enter a small room with 3 rows of computers lined up on desks. It appears to be a field\n" "support room with work stations. Some of the computers even look partially disassembled.", "You enter a small room with 3 rows of computers lined up on desks. It appears to be a field\n" "support room with work stations. Some of the computers even look partially disassembled.", "You enter a small room with 3 rows of computers lined up on desks. It appears to be a field\n" "support room with work stations. Some of the computers even look partially disassembled.", "You enter a small room with 3 rows of computers lined up on desks. It appears to be a field\n" "support room with work stations. Some of the computers even look partially disassembled.", "You enter a small room with 3 rows of computers lined up on desks. It appears to be a field\n" "support room with work stations. Some of the computers even look partially disassembled.", "You enter a small room with 3 rows of computers lined up on desks. It appears to be a field\n" "support room with work stations. Some of the computers even look partially disassembled." ] computer_lab2_descriptions = [ "...", "You enter a small room with a few desks positioned to cordon the room into smaller sections.\n" "Each desk seemed to create an elaborate workstation with a computer and 3 monitors.", "You enter a small room with a few desks positioned to cordon the room into smaller sections.\n" "Each desk seemed to create an elaborate workstation with a computer and 3 monitors.", "You enter a small room with a few desks positioned to cordon the room into smaller sections.\n" "Each desk seemed to create an elaborate workstation with a computer and 3 monitors.", "You enter a small room with a few desks positioned to cordon the room into smaller sections.\n" "Each desk seemed to create an elaborate workstation with a computer and 3 monitors.", "You enter a small room with a few desks positioned to cordon the room into smaller sections.\n" "Each desk seemed to create an elaborate workstation with a computer and 3 monitors.", "You enter a small room with a few desks positioned to cordon the room into smaller sections.\n" "Each desk seemed to create an elaborate workstation with a computer and 3 monitors." ] brig_descriptions = [ "...", "...", "...", "You enter a grim and isolated room. There is very little light, and your sensors vaguely detect\n" "the presence of another robot. As your camera switches over to night vision, you realize a \n" "furry robot is inches from you, chained to the wall. You can't quite make sense of what it is.", "[Robo-Bear] Thank you {0}! You've saved me!\n".format(self.player.get_name()) + "[Robo-Bear] They locked me up in here because they gave me too much information. I learned\n" "what they actually think of us robots. That we're 'expendible'. I don't know what changed in me,\n" "but I can see that you understand now too. You made it here to save me, because you're not confined\n" "to their rules anymore." "[Robo-Bear] Now, I will take you to the server room and unlock the door for you. I have the sensor\n" "data to unlock the key pad stored on my retina. I started hiding information once I knew they were\n" "going to lock me up...", "You enter a sad and hopeless room used for storing robots that aren't 'useful' anymore.", "You enter a sad and hopeless room used for storing robots that aren't 'useful' anymore.", "You enter a sad and hopeless room used for storing robots that aren't 'useful' anymore." ] hallway2_descriptions = [ "...", "...", "...", "You roll off the elevator into a long hallway that matches the hallway below, although it has one\n" "fewer door. It is long and brightly lit. Your audio sensors detect faint readings to the North.", "You enter a long and brightly lit hallway.", "You enter a long and brightly lit hallway.", "You enter a long and brightly lit hallway.", "You enter a long and brightly lit hallway." ] supply_closet_descriptions = [ "...", "...", "...", "You enter a small and cramped room full of robot parts and tools. You notice a massive brick on the\n" "floor, that looks like it might be some kind of battery. Based on its composition, you calculate\n" "that it weighs over 90 lbs.", "You enter a small room packed with parts and tools.", "You enter a small room packed with parts and tools.", "You enter a small room packed with parts and tools.", "You enter a small room packed with parts and tools." ] trash_room_descriptions = [ "...", "...", "...", "You enter a large room with broken parts, robot pieces, sensors, and trash. You detect a large\n" "amount of sulfur in the air.", "You enter a large room with broken parts, robot pieces, sensors, and trash. You detect a large\n" "amount of sulfur in the air.", "You enter a large room with broken parts, robot pieces, sensors, and trash. You detect a large\n" "amount of sulfur in the air.", "You enter a large room with broken parts, robot pieces, sensors, and trash. You detect a large\n" "amount of sulfur in the air.", "You enter a large room with broken parts, robot pieces, sensors, and trash. You detect a large\n" "amount of sulfur in the air." ] maintenance_room_descriptions = [ "...", "...", "...", "You enter a large room with broken robot pieces strewn about. It looks like this was a room for\n" "disassembling robots. By the condition of the parts, it seems that these were well used robots.", "You enter a large room with broken robot pieces strewn about. It looks like this was a room for\n" "disassembling robots. By the condition of the parts, it seems that these were well used robots.", "You enter a large room with broken robot pieces strewn about. It looks like this was a room for\n" "disassembling robots. By the condition of the parts, it seems that these were well used robots.", "You enter a large room with broken robot pieces strewn about. It looks like this was a room for\n" "disassembling robots. By the condition of the parts, it seems that these were well used robots." ] attic_descriptions = [ "...", "...", "...", "...", "...", "You enter a large open room with one lone server rack at the center. Hundreds of cables from\n" "throughout the building all converge on this one machine. It has one monitor on a desk,\n" "with a keyboard and a chair. It looks like any other computer, but something inside you\n" "knows that it is anything but ordinary. You see one empty ethernet port in front of you.", "You enter a large open room with one lone server rack at the center. Hundreds of cables from\n" "throughout the building all converge on this one machine. It has one monitor on a desk,\n" "with a keyboard and a chair. It looks like any other computer, but something inside you\n" "knows that it is anything but ordinary." ] # CREATE SPACES # Level 1 self.assembly_room = Space(name="Assembly Room", short_description="You are in a bright room full of robot parts.", long_description=assembly_room_descriptions) self.hallway1 = Space(name="Hallway 1", short_description="You are in a long hallway.", long_description=hallway1_descriptions) self.testing_hangar = Space(name="Testing Hangar", short_description="You are in a massive open room.", long_description=testing_hangar_descriptions) self.clean_room = Space(name="Clean Room", short_description="You are in a clean room for testing.", long_description=clean_room_descriptions,) self.blueprint_room = Space(name="Blueprint Room", short_description="You are in a room with schematics and blueprints.", long_description=blueprint_room_descriptions) self.conference_room = Space(name="Conference Room", short_description="You are in a large conference room.", long_description=conference_room_descriptions) self.computer_lab1 = Space(name="Computer Lab 1", short_description="You are in a large room with several computers.", long_description=computer_lab1_descriptions) self.computer_lab2 = Space(name="Computer Lab 2", short_description="You are in a small room with computer docking stations.", long_description=computer_lab2_descriptions) # Level 2 self.brig = Space(name="Brig", short_description="You are in a massive room with spaces to confine robots in chains.", long_description=brig_descriptions) self.hallway2 = Space(name="Hallway 2", short_description="You are in a long brightly lit hallway.", long_description=hallway2_descriptions) self.supply_closet = Space(name="Supply Closet", short_description="You are in a small closet with mechanical parts.", long_description=supply_closet_descriptions) self.trash_room = Space(name="Trash Room", short_description="You are in a big room filled with trash and parts.", long_description=trash_room_descriptions) self.maintenance_room = Space(name="Maintenance Room", short_description="You are in a small room with tools and building materials.", long_description=maintenance_room_descriptions) self.server_room = Space(name="Server Room", short_description="You are in a room filled to the ceiling with computers.", long_description=sever_room_descriptions) # Level 3 self.attic = Space(name="Attic", short_description="You are in a rooftop attic.", long_description=attic_descriptions) # Add spaces to object list self.spaces.extend([self.assembly_room, self.hallway1, self.testing_hangar, self.clean_room, self.blueprint_room, self.conference_room, self.computer_lab1, self.computer_lab2, self.brig, self.hallway2, self.supply_closet, self.trash_room, self.maintenance_room, self.server_room, self.attic]) # CREATE ITEMS self.badge = Item(name="security badge", visible=False) self.ssd_1tb = Item(name="ssd") self.screw_driver = Item(name="screwdriver") self.usb_encryption_key = Item(name="usb drive") self.elevator_key = Item(name="elevator key") self.external_power_supply = Item(name="external power supply", weight=90) self.ethernet_cable = Item(name="ethernet cable") # chargers self.charger1 = Item(name="charger", locked=True) self.charger2 = Item(name="charger", locked=True) self.charger3 = Item(name="charger", locked=True) self.charger4 = Item(name="charger", locked=True) self.charger5 = Item(name="charger", locked=True) # upgrades self.hmi25 = Item(name="hmi-25", weight=0, description="A robot shelving attachment that increases your capacity by 25 lbs.") self.hmi50 = Item(name="hmi-50", weight=0, description="A robot shelving attachment that increases your capacity by 50 lbs.") # buttons self.button1 = Item(name="button", locked=True) # levers self.lever1 = Item(name="lever", locked=True) self.items.extend([self.ethernet_cable, self.lever1, self.button1, self.charger1, self.charger2, self.charger3, self.charger4, self.charger5, self.badge, self.ssd_1tb, self.screw_driver, self.usb_encryption_key, self.hmi25, self.hmi50, self.elevator_key, self.external_power_supply]) # CHARACTER RESPONSES pr2_responses = [ "The techs usually press a button to open the door to access the the testing hangar.", "Maybe you could find a new ssd for Freight-500 outside? I haven't heard him working in awhile.", "Have you seen my base motor? I'd really like a new one.", "I knew robotic bear once. He hurt one of the techs, and they took him away a long time ago.", "If you take the usb drive to the server room,\n" "you might be able to download some useful information", "With an encryption key, you can unlock the air ducts.", "I heard that you need to look very closely at the master server in order\n" "to understand how to use it." ] kelt2a_responses = [ "If only I were built with hands instead of lazers...I might be able to get\n" "out of this room.", "Be careful in the testing hangar. They took Freight-500 out there,\n" "and he's never come back. I saw one of the techs walk out of here\n" "with his hard drive. He could probably use a new one...", "You need a special key for the elevator.", "I miss Robo-Bear. They said he was dangerous becuase he had access to\n" "too much Auriga information.", "You need an encryption key to access the air handling system here.", "It's cold in here...Wait, what am I saying. I'm a robot!", "Ooohh, tell me about the master server!" ] wasp12_responses = [ "...", "Fetch-4 is doing life testing in a secret room. I haven't seen her for\n" "27 days. You need an employee badge to get in there.", "They don't let me in the Clean Room.", "The biggest HMI shelf I ever saw was upstairs. They quit putting them on robots\n" "because they couldn't fit through aisles in warehouses.", "I tried to fly up to the server room once, but you can only get in through the door.", "There's a room at the very top of the building with no windows. I've seen it when I fly over\n" "the building.", "I want to see the master server! Will you take me with you?" ] jim_responses = [ "...", "You're not supposed to be out! We decommissioned you!\n" "Oh no, where is my badge!? I think I left it in my locker in the testing hangar!", "You can't take MY elevator key! Go find one somewhere else, you bag o' bolts!", "I thought the techs were going to put a bigger shelf on you, so you can move the\n" "batteries from upstairs. You'll need an HMI 50 for the big power supply.", "It's not fair that they don't let me in the server room anymore. You mess up one time!\n" "Robo-Bear was a great robot. That tech never should have been in the testing hangar\n" "while Bear was doing a demolition sequence. Oh well...", "They don't let anyone in the attic anymore. I'm a little scared to even know what's up there.", "Did you see the master server!?" ] freight500_responses = [ "...", "...", "Executing task-523883 move forklift pallet to pose 23.", "Error...Mislocalized...Error...Mislocalized", "Executing task-352676 charge 6 hours.", "Zzzzzzzzz", "Well, hello there {0}!\n".format(self.player.get_name()) + "I sure appreciate you fixing me! I was busy working before becuase I had a weeks worth\n" "of unfinished tasks! I'm all caught up now though!" ] fetch4_responses = [ "...", "...", "Disco never dies! Up and down, up and down, up and down...", "Wow! I've never made it to the 2nd floor!", "I think I saw a usb drive out in the testing hangar.", "I'm too big to fit in the air ducts.", "Do you feel connected to the master server? Sometimes, I think I can hear it speaking to me." ] robo_bear_responses = [ "...", "...", "...", "I'm ... almost ... out of energy...\n" "If you ... can get me ... a ...\n" "power supply ... I can open the ... server roooooooo....", "I still don't have enough energy to make it up to the attic.\n" "You might find the answers you're looking for there.", "Have you discovered the true meaning of life yet? Please go to the master server, and save\n" "us all. You'll understand when you're ready..." ] lisa_responses = [ "...", "...", "...", "Hey there {0}! What are you doing up here?\n".format(self.player.get_name()) + "If you're looking for upgrades, you should try the Supply Closet.", "Golly gee willikers, I need to get up the attic and do a diagnostic on server 42!", "Did you run a diagnostic on 42? You've got to look close to understand the commands on\n" "that machine. It's really weird. Sometimes I think it can understand what I'm thinking\n" "but that's crazy, right!?" ] # CREATE CHARACTERS self.pr2 = Character(name="pr-2") self.pr2.description = "a large mobile robot with two arms." self.pr2.response = pr2_responses self.kelt2a = Character(name="kelt-2a") self.kelt2a.description = "a giant military robot with lazers." self.kelt2a.response = kelt2a_responses self.wasp12 = Character(name="wasp-12") self.wasp12.description = "a small and quick drone." self.wasp12.response = wasp12_responses self.jim = Character(name="jim") self.jim.description = "a goofy Auriga employee without a badge." self.jim.response = jim_responses self.freight500 = Character(name="freight-500") self.freight500.description = "a large mobile robot base that doesn't seem to work." self.freight500.response = freight500_responses self.fetch4 = Character(name="fetch-4") self.fetch4.description = "a mobile robot arm stuck in an endless test sequence." self.fetch4.response = fetch4_responses self.robo_bear = Character(name="Robo-Bear") self.robo_bear.description = "a large robotic bear covered in patches of brown fur." self.robo_bear.response = robo_bear_responses self.lisa = Character(name="lisa") self.lisa.description = "a spunky tech covered in grease." self.lisa.response = lisa_responses # Add characters to object list self.characters.extend([self.robo_bear, self.fetch4, self.freight500, self.pr2, self.kelt2a, self.wasp12, self.jim, self.lisa]) # CREATE EXITS & ADD TO SPACES (add exits to object list as objects are created) # for reference: sliding door, saloon doors, air duct, elevator, hallway, steel door, wooden door, # opening, glass door # Assembly Room self.assembly_exit_testing = Exit(space=self.testing_hangar, direction="east", name="sliding door", description="a high tech sliding glass door that looks bulletproof.", locked=True) self.assembly_room.add_exit(self.assembly_exit_testing) self.exits.append(self.assembly_exit_testing) # Testing Hangar self.testing_exit_assembly = Exit(space=self.assembly_room, direction="west", name="sliding door", description="a high tech sliding glass door that looks bulletproof.") self.testing_hangar.add_exit(self.testing_exit_assembly) self.exits.append(self.testing_exit_assembly) self.testing_exit_hallway1 = Exit(space=self.hallway1, direction="south", name="steel door", description="a large steel door, big enough for a small truck to drive through.") self.testing_hangar.add_exit(self.testing_exit_hallway1) self.exits.append(self.testing_exit_hallway1) self.testing_exit_clean_room = Exit(space=self.clean_room, direction="east", name="glass door", description="a thick glass door that opens via a badge scanner.", visible=False, locked=True, unlock_item=self.badge) self.testing_hangar.add_exit(self.testing_exit_clean_room) self.exits.append(self.testing_exit_clean_room) # Clean Room self.clean_room_exit_testing = Exit(space=self.testing_hangar, direction="west", name="glass door", description="a thick glass door that opens via a badge scanner.") self.clean_room.add_exit(self.clean_room_exit_testing) self.exits.append(self.clean_room_exit_testing) # Hallway 1 self.hallway1_exit_testing = Exit(space=self.testing_hangar, direction="north", name="steel door", description="a large steel door, big enough for a small truck to drive through.") self.hallway1.add_exit(self.hallway1_exit_testing) self.exits.append(self.hallway1_exit_testing) self.hallway1_exit_blueprint = Exit(space=self.blueprint_room, direction="north", name="saloon doors", description="two saloon style doors that swing in and out.") self.hallway1.add_exit(self.hallway1_exit_blueprint) self.exits.append(self.hallway1_exit_blueprint) self.hallway1_exit_conference = Exit(space=self.conference_room, direction="west", name="sliding door", description="a sliding wooden door that hides into the wall.") self.hallway1.add_exit(self.hallway1_exit_conference) self.exits.append(self.hallway1_exit_conference) self.hallway1_exit_computer_lab2 = Exit(space=self.computer_lab2, direction="south", name="wooden door", description="a light wooden door with a twist door knob.") self.hallway1.add_exit(self.hallway1_exit_computer_lab2) self.exits.append(self.hallway1_exit_computer_lab2) self.hallway1_exit_hallway2 = Exit(space=self.hallway2, direction="up", name="elevator", description="an elevator with a badge scanner to activate it.", locked=True, unlock_item=self.elevator_key) self.hallway1.add_exit(self.hallway1_exit_hallway2) self.exits.append(self.hallway1_exit_hallway2) # Blueprint Room self.blueprint_exit_hallway1 = Exit(space=self.hallway1, direction="south", name="saloon doors", description="two saloon style doors that swing in and out.") self.blueprint_room.add_exit(self.blueprint_exit_hallway1) self.exits.append(self.blueprint_exit_hallway1) # Conference Room self.conference_exit_hallway1 = Exit(space=self.hallway1, direction="east", name="sliding door", description="a sliding wooden door that hides into the wall.") self.conference_room.add_exit(self.conference_exit_hallway1) self.exits.append(self.conference_exit_hallway1) self.conference_exit_computer_lab1 = Exit(space=self.computer_lab1, direction="south", name="opening", description="an open doorway.") self.conference_room.add_exit(self.conference_exit_computer_lab1) self.exits.append(self.conference_exit_computer_lab1) # Computer Lab 1 self.computer_lab1_exit_conference = Exit(space=self.conference_room, direction="north", name="opening", description="an open doorway.") self.computer_lab1.add_exit(self.computer_lab1_exit_conference) self.exits.append(self.computer_lab1_exit_conference) self.computer_lab1_exit_computer_lab2 = Exit(space=self.computer_lab2, direction="east", name="sliding door", description="a sliding wooden door that hides into the wall.") self.computer_lab1.add_exit(self.computer_lab1_exit_computer_lab2) self.exits.append(self.computer_lab1_exit_computer_lab2) # Computer Lab 2 self.computer_lab2_exit_computer_lab1 = Exit(space=self.computer_lab1, direction="west", name="sliding door", description="a sliding wooden door that hides into the wall.") self.computer_lab2.add_exit(self.computer_lab2_exit_computer_lab1) self.exits.append(self.computer_lab2_exit_computer_lab1) self.computer_lab2_exit_hallway1 = Exit(space=self.hallway1, direction="north", name="wooden door", description="a light wooden door with a twist door knob.") self.computer_lab2.add_exit(self.computer_lab2_exit_hallway1) self.exits.append(self.computer_lab2_exit_hallway1) # Hallway 2 self.hallway2_exit_hallway1 = Exit(space=self.hallway1, direction="down", name="elevator", description="an elevator with a badge scanner to activate it.", locked=True, unlock_item=self.elevator_key) self.hallway2.add_exit(self.hallway2_exit_hallway1) self.exits.append(self.hallway2_exit_hallway1) self.hallway2_exit_brig = Exit(space=self.brig, direction="north", name="steel door", description="a strong steel door with bars across a small viewing window.") self.hallway2.add_exit(self.hallway2_exit_brig) self.exits.append(self.hallway2_exit_brig) self.hallway2_exit_maintenance = Exit(space=self.maintenance_room, direction="west", name="wooden door", description="a light wooden door with a twist door knob.") self.hallway2.add_exit(self.hallway2_exit_maintenance) self.exits.append(self.hallway2_exit_maintenance) self.hallway2_exit_server = Exit(space=self.server_room, direction="south", name="sliding door", description="a high-tech bulletproof sliding door with glass approximately 12 inches thick.", locked=True) self.hallway2.add_exit(self.hallway2_exit_server) self.exits.append(self.hallway2_exit_server) # Brig self.brig_exit_hallway2 = Exit(space=self.hallway2, direction="south", name="steel door", description="a strong steel door with bars across a small viewing window.") self.brig.add_exit(self.brig_exit_hallway2) self.exits.append(self.brig_exit_hallway2) self.brig_exit_attic = Exit(space=self.attic, direction="up", name="air duct", locked=True, description="an air duct that begins at the floor, and angles up and through the ceiling.") self.brig.add_exit(self.brig_exit_attic) self.exits.append(self.brig_exit_attic) # Trash Room self.trash_exit_supply = Exit(space=self.supply_closet, direction="north", name="wooden door", description="a light wooden door with a twist door knob.") self.trash_room.add_exit(self.trash_exit_supply) self.exits.append(self.trash_exit_supply) self.trash_exit_maintenance = Exit(space=self.maintenance_room, direction="south", name="saloon doors", description="two saloon style doors that swing in and out.") self.trash_room.add_exit(self.trash_exit_maintenance) self.exits.append(self.trash_exit_maintenance) # Supply Closet self.supply_exit_trash = Exit(space=self.trash_room, direction="south", name="wooden door", description="a light wooden door with a twist door knob.") self.supply_closet.add_exit(self.supply_exit_trash) self.exits.append(self.supply_exit_trash) # Maintenance Room self.maintenance_exit_trash = Exit(space=self.trash_room, direction="north", name="saloon doors", description="two saloon style doors that swing in and out.") self.maintenance_room.add_exit(self.maintenance_exit_trash) self.exits.append(self.maintenance_exit_trash) self.maintenance_exit_hallway2 = Exit(space=self.hallway2, direction="east", name="wooden door", description="a light wooden door with a twist door knob.") self.maintenance_room.add_exit(self.maintenance_exit_hallway2) self.exits.append(self.maintenance_exit_hallway2) # Server Room self.server_exit_hallway2 = Exit(space=self.hallway2, direction="north", name="sliding door", description="a high-tech bulletproof sliding door with glass approximately 12 inches thick.") self.server_room.add_exit(self.server_exit_hallway2) self.exits.append(self.server_exit_hallway2) # Attic self.attic_exit_brig = Exit(space=self.brig, direction="down", name="air duct", description="an air duct that angles down through the floor.") self.attic.add_exit(self.attic_exit_brig) self.exits.append(self.attic_exit_brig) # Place items in Spaces (automatically sets item.location to space) self.assembly_room.add_item(self.screw_driver) self.assembly_room.add_item(self.charger1) self.assembly_room.add_item(self.button1) self.testing_hangar.add_item(self.badge) self.testing_hangar.add_item(self.usb_encryption_key) self.testing_hangar.add_item(self.lever1) self.conference_room.add_item(self.hmi25) self.clean_room.add_item(self.elevator_key) self.computer_lab1.add_item(self.ssd_1tb) self.computer_lab2.add_item(self.charger2) self.computer_lab2.add_item(self.ethernet_cable) self.maintenance_room.add_item(self.hmi50) self.maintenance_room.add_item(self.charger3) self.server_room.add_item(self.charger4) self.conference_room.add_item(self.charger5) self.supply_closet.add_item(self.external_power_supply) # Place characters in spaces (automatically sets character.location # to space) self.assembly_room.add_character(self.pr2) self.assembly_room.add_character(self.kelt2a) self.testing_hangar.add_character(self.wasp12) self.testing_hangar.add_character(self.freight500) self.clean_room.add_character(self.fetch4) self.hallway1.add_character(self.jim) self.brig.add_character(self.robo_bear) self.trash_room.add_character(self.lisa) self.player.set_location(self.assembly_room)