Esempio n. 1
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    def close(self):
        super(Manager_Look, self).close()

        if (self.result and not self.result == "exit"):
            x, y = self.result
            rog.look_identify_at(x, y)
            rog.alert(rog.identity(items))
Esempio n. 2
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def drop_pc(pc,item):
    rog.alert("Place {i} where?{d}".format(d=dirStr,i=item.name))
    args=rog.get_direction()
    if not args: return
    dx,dy,dz=args
    
    if not drop(pc, item):
        rog.alert("You can't put that there!")
Esempio n. 3
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def open_pc(pc):
    rog.alert("Open what?{d}".format(d=dirStr))
    args=rog.get_direction()
    if not args: return
    dx,dy,dz=args
    xto=pc.x+dx
    yto=pc.y+dy
    
    if not openClose(pc, xto, yto):
        rog.alert("It won't open.")
Esempio n. 4
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def inventory_pc(pc,pcInv):
    if not pc.inv:
        rog.alert(ALERT_EMPTYCONTAINER)
        return
    x=0
    y=rog.view_port_y()
#   items menu
    item=rog.menu("{}'s Inventory".format(pc.name), x,y, pcInv.items)
    
#   viewing an item
    if not item == -1:
        keysItems={}
        
    #   get available actions for this item...
        if rog.on(item,CANEAT):
            keysItems.update({"E":"Eat"})
        if rog.on(item,CANQUAFF):
            keysItems.update({"q":"quaff"})
        if rog.on(item,CANEQUIP):
            keysItems.update({"e":"equip"})
        if rog.on(item,CANUSE):
            keysItems.update({"u":"use"})
        if rog.on(item,CANOPEN):
            keysItems.update({"o":"open"})
        keysItems.update({"x":"examine"})
        keysItems.update({"d":"drop"})
        keysItems.update({"t":"throw"})
        #
        
        opt=rog.menu(
            "{}".format(item.name), x,y,
            keysItems, autoItemize=False
        )
        #print(opt)
        if opt == -1: return
        opt=opt.lower()
        
        rmg=False
        if   opt == "drop":     rmg=True; drop_pc(pc,item)
        elif opt == "equip":    rmg=True; equip_pc(pc,item)
        elif opt == "eat":      rmg=True; eat_pc(pc, item)
        elif opt == "quaff":    rmg=True; quaff_pc(pc, item)
        elif opt == "use":      rmg=True; use_pc(pc, item)
        elif opt == "examine":  rmg=True; examine_pc(pc, item)
        
        if rmg: rog.drain(pc, 'nrg', NRG_RUMMAGE)
Esempio n. 5
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def say(ent:int, string:str, ttype=-1, success=False, ):
    ''' converse with an entity and msg out that entity's response '''
    # TODO: elapse time while talking as interruptable delayed action
    # temporary: just do a one-time AP cost for each thing said
    rog.spendAP(rog.pc(), NRG_TALK)
    rog.spendAP(ent, NRG_TALK)
    if ttype==-1:
        message = "{}: {}".format(rog.getname(ent), string)
    else:
        talk_string = PERSUASION[ttype][1]
        success_string = "success" if success else "failure"
        disposition = get_effective_disposition(
            ent, rog.get_disposition(ent))
        message = "<{} {}> {}: {} Disposition: {} / {}".format(
            talk_string, success_string, rog.getname(ent), string,
            disposition//10, MAX_DISPOSITION//10
            )
    rog.alert(message) # just in case it doesn't get displayed right away.
    rog.msg(message)
Esempio n. 6
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def towel_pc(pc, item):
    options={}
    options.update({"W" : "wrap around"})
    options.update({"l" : "lie"})
    options.update({"s" : "sail"})
    options.update({"w" : "wield"})
    options.update({"h" : "wear on head"})
    options.update({"x" : "wave"})
    options.update({"d" : "dry"})
    choice=rog.menu("use towel",0,0,options,autoItemize=False)
    if choice == "wear on head":
        pass
    elif choice == "wrap around":
        dirTo=rog.get_direction()
        if not args: return
        dx,dy,dz=args
        xto = pc.x + dx; yto = pc.y + dy;

        if (dx==0 and dy==0 and dz==0):
            pass #wrap around self
        
    elif choice == "wield":
        if rog.on(item, WET):
            pass #equip it
        else:
            rog.alert("You can't wield a towel that isn't wet!")
            
    elif choice == "dry":
        #itSeemsCleanEnough=...
        if ( itSeemsCleanEnough and not rog.on(item, WET) ):
            pass #dry self
        else:
            if not itSeemsCleanEnough:
                rog.alert("It doesn't seem clean enough.")
            elif rog.on(item, WET):
                rog.alert("It's too wet.")
Esempio n. 7
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 def splash(self):
     rog.alert(self.message)
Esempio n. 8
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def commands(pc, pcAct):
    world = rog.world()

    for act, arg in pcAct:

        rog.update_base()

        # actions that take multiple turns
        busyTask = rog.occupations(pc)
        if busyTask:
            if not rog.occupation_elapse_turn(pc):
                # interrupted
                ##                rog.Input("")
                pass

        #----------------#
        # convert action #
        #----------------#

        if act == 'target': act = directional_command

        #----------------#
        # perform action #
        #----------------#
        #-----------MOUSE ACTION----------------------------#

        if act == 'lclick':
            mousex, mousey, z = arg
            if rog.wallat(mousex, mousey):
                return
            pos = world.component_for_entity(pc, cmp.Position)

            rog.path_compute(pc.path, pos.x, pos.y, rog.mapx(mousex),
                             rog.mapy(mousey))
            #rog.occupation_set(pc,'path')

        if act == 'rclick':
            pass

#------------OTHER ACTION--------------------------#

        if act == 'move':
            dx, dy, dz = arg
            pos = world.component_for_entity(pc, cmp.Position)
            actor = world.component_for_entity(pc, cmp.Actor)
            xto = pos.x + dx
            yto = pos.y + dy

            # wait
            if (xto == pos.x and yto == pos.y):
                actor.ap = 0
                return

            # out of bounds
            if (not rog.is_in_grid_x(xto) or not rog.is_in_grid_y(yto)):
                return

            # fight if there is a monster present
            mon = rog.monat(xto, yto)
            if (mon and mon is not pc):
                action.fight(pc, mon)
            # or move
            elif not rog.solidat(xto, yto):
                # space is free, so we can move
                if action.move(pc, dx, dy):
                    rog.view_center_player()

        if act == "get":
            action.pickup_pc(pc)
            return
        if act == "open":  #open or close
            action.open_pc(pc)
            return
        if act == "sprint":  #begin sprinting
            action.sprint_pc(pc)
            return
        if act == "throw":  #throw an object
            action.throw_pc(pc)
            return

        #unused actions
        '''if act == "bomb":
            action.bomb_pc(pc)
            return'''

        #
        #
        # special actions #
        #

        if act == 'find player':  #useful to immediately show where the player is
            pos = world.component_for_entity(pc, cmp.Position)
            rog.view_center_player()
            rog.update_game()
            rog.update_final()
            rog.update_base()
            rog.game_update()  #call all the updates
            rog.alert('press any key to continue...')
            rog.Input(rog.getx(pos.x), rog.gety(pos.y), mode='wait')
            rog.update_base()
            rog.alert('')
            return
        if act == "look":
            pos = world.component_for_entity(pc, cmp.Position)
            rog.routine_look(pos.x, pos.y)
            return
        if act == "move view":
            rog.routine_move_view()
            return
        if act == "fixed view":
            rog.fixedViewMode_toggle()
            return
        if act == 'select':
            # TESTING
            print(rog.Input(0, 0, 20))
            return
        if act == 'exit':
            return
Esempio n. 9
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def pickup_pc(pc):
    world = rog.world()
    pos = world.component_for_entity(pc, cmp.Position)
    pcx = pos.x
    pcy = pos.y
    rog.alert("Pick up what?{d}".format(d=dirStr))
    args=rog.get_direction()
    if not args:
        rog.alert()
        return
    dx,dy,dz=args
    xx,yy = pcx + dx, pcy + dy
    
    things=rog.thingsat(xx,yy)
    if pc in things: #can't pick yourself up.
        things.remove(pc)

    choice=None
    if len(things) > 1:
        rog.alert("There are multiple things here. Pick up which item?")
        choices = [] #["all",] #should player be able to pickup multiple things at once? Maybe could be a delayed action?
        for thing in things:
            choices.append(thing)
        choice=rog.menu(
            "pick up", rog.view_port_x()+2, rog.view_port_y()+2, choices
            )
    else:
        if things:
            choice=things[0]

    if (choice and not choice == "all"):

        if choice == K_ESCAPE:
            return
        
        #thing is creature! You can't pick up creatures :( or can you...?
        if world.has_component(choice, cmp.Creature):
            rog.alert("You can't pick that up!")
            return
        #thing is on fire, prompt user & burn persistent rogues
        if rog.on(choice,FIRE):
            answer=""
            while True:
                answer=rog.prompt(0,0,rog.window_w(),1,maxw=1,
                    q="That thing is on fire! Are you sure? y/n",
                    mode='wait',border=None)
                answer=answer.lower()
                if answer == "y" or answer == " " or answer == K_ENTER:
                    rog.alert("You burn your hands!")
                    rog.burn(pc, FIRE_BURN)
                    rog.hurt(pc, FIRE_HURT)
                    break
                elif answer == "n" or answer == K_ESCAPE:
                    return
        # put in inventory
        pocketThing(pc, choice)
##    elif choice == "all":
##        for tt in things:
##            pocketThing(pc, tt)
    else:
        rog.alert("There is nothing there to pick up.")
Esempio n. 10
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def sprint_pc(pc):
    #if sprint cooldown elapsed
    if not rog.on(pc, TIRED):
        sprint(pc)
    else:
        rog.alert("You're too tired to sprint.")
Esempio n. 11
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def pickup_pc(pc):
    rog.alert("Pick up what?{d}".format(d=dirStr))
    args=rog.get_direction()
    if not args:
        rog.alert()
        return
    dx,dy,dz=args
    xx,yy=pc.x + dx, pc.y + dy
    
    things=rog.thingsat(xx,yy)
    if pc in things:
        things.remove(pc)

    choice=None
    if len(things) > 1:
        rog.alert("There are multiple things here. Pick up which item?")
        choices = [] #["all",] #should player be able to pickup multiple things at once? Maybe could be a delayed action?
        for thing in things:
            choices.append(thing)
        choice=rog.menu(
            "pick up", rog.view_port_x()+2, rog.view_port_y()+2, choices
            )
    else:
        if things:
            choice=things[0]

    if (choice and not choice == "all"):

        if choice == K_ESCAPE:
            return
        
        #thing is creature! You can't pick up creatures :(
        if choice.isCreature:
            rog.alert("You can't pick that up!")
            return
        #thing is on fire! What are you doing trying to pick it up??
        if rog.on(choice,FIRE):
            answer=""
            while True:
                answer=rog.prompt(0,0,rog.window_w(),1,maxw=1,
                    q="That thing is on fire! Are you sure? y/n",
                    mode='wait',border=None)
                answer=answer.lower()
                if answer == "y" or answer == " " or answer == K_ENTER:
                    rog.alert("You burn your hands!")
                    rog.burn(pc, FIRE_BURN)
                    rog.hurt(pc, FIRE_HURT)
                    break
                elif answer == "n" or answer == K_ESCAPE:
                    return
        # put in inventory
        pocketThing(pc, choice)
    #elif choice == "all":
    #    
    else:
        rog.alert("There is nothing there to pick up.")
    def close(self):
        super(Manager_Look, self).close()

        if (self.result and not self.result == "exit"):
            x,y = self.result
            rog.alert( rog.identify_symbol_at(x,y) )
Esempio n. 13
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def commands(pc, pcAct):
    world = rog.world()

    directional_command = 'move'
    
    for act,arg in pcAct:

##        print(act)
##        print(arg)
        
        rog.update_base()
        
        #----------------#
        # convert action #
        #----------------#
        
        if act =='context-dir':
            act=directional_command
##        if act =='context':
##            pass
        # moving using the menu move keys
        if (act =='menu-nav' and rog.game_state()=="normal"):
            act=directional_command
        
        
        #----------------#
        # perform action #
        #----------------#
#-----------MOUSE ACTION----------------------------#
        
        if act == 'lclick':
            mousex,mousey,z=arg
            if rog.wallat(mousex,mousey):
                return
            pos = world.component_for_entity(pc, cmp.Position)
            print("Left click unimplemented")
##            rog.path_compute(pc.path, pos.x,pos.y, rog.mapx(mousex), rog.mapy(mousey))
            #rog.occupation_set(pc,'path')

        if act == 'rclick':
            pass
        
#------------OTHER ACTION--------------------------#
        
        if act == 'help':
            rog.help()

        # "move-prompt" : True
        # prompt for a direction
        #   and then perform the move action in that direction
        if act == 'move-prompt':
            pass

        # "attack-prompt" : True
        # prompt for a direction
        #   and then perform the attack action in that direction
        if act == 'attack-prompt':
            pass
        
        # "move" : (x_change, y_change, z_change,)
        if act == 'move':
            _Update()
            dx,dy,dz=arg
            pos = world.component_for_entity(pc, cmp.Position)
            actor = world.component_for_entity(pc, cmp.Actor)
            xto=pos.x + dx
            yto=pos.y + dy

            # wait
            if (xto==pos.x and yto==pos.y):
                actor.ap = 0
                return

            # out of bounds
            if ( not rog.is_in_grid_x(xto) or not rog.is_in_grid_y(yto) ):
                return

            # warning for slow move speed
            if rog.allow_warning_msp():
                msp=rog.getms(pc, 'msp')
                if msp <= 10:
                    inp=rog.prompt(
                        0,0,rog.window_w(), 6, mode='wait',
                        q='''Warning: your movement speed is critically slow
(MSP: {}). Are you sure you want to move? y/n'''.format(msp)
                        )
                    if inp!='y':
                        return
                    else:
                        rog.expire_warning_msp() #TODO: when is best time to reset this warning?
            # end if
            
            # choose context-sensitive action #
            
            # fight if there is a monster present
            mon = rog.monat(xto,yto)
            if mon: # and mon != pc):
                action.fight(pc,mon)
            # or move
            elif not rog.solidat(xto,yto):
                # space is free, so we can move
                if action.move(pc, dx,dy):
                    rog.view_center_player()
            else:
                rog.alert("That space is occupied.")
        # end conditional
        
        # "attack" : (x, y, z,)
        if act == 'attack':
            _Update()
            xto,yto,zto=arg
            pos = world.component_for_entity(pc, cmp.Position)
            actor = world.component_for_entity(pc, cmp.Actor)

            # out of bounds
            if ( not rog.is_in_grid_x(xto) or not rog.is_in_grid_y(yto) ):
                return
            
            # fight if there is a monster present
            mon = rog.monat(xto,yto)
            # ... but don't attack yourself!
            if mon == pc:
                rog.alert("You can't fight yourself!")
                return
            
            if mon:
                action.fight(pc,mon)
            else:
                ent = rog.thingat(xto,yto)
                if ent:
                    action.fight(pc,ent)
                else:
                    rog.msg("You strike out at thin air, losing your balance.")
                    actor.ap = 0
                    rog.set_status(
                        pc, cmp.StatusOffBalance,
                        t=2, q=-MISS_BAL_PENALTY
                        )
        # end conditional

        # chat with closest speaking entity;
        #   if multiple good options, prompt for which one.
        if act == "chat-context":
            action.chat_context(pc)
            _Update()
            return
        if act == "change-pos": # change body position
            action.change_bodypos_pc(pc)
            _Update()
            return
        if act == "change-msp": # change speed of movement (walking, running, jogging, etc.)
            action.change_speed_pc(pc)
            _Update()
            return
        if act == "msp-up": # change from walk to powerwalk, to trot, jog, etc.
            action.speed_up_pc(pc)
            _Update()
            return
        if act == "msp-down": # change from sprint to run, to jog, to trot, etc.
            action.slow_down_pc(pc)
            _Update()
            return
        if act == "target-prompt": #target entity + fire / throw / attack
            action.target_pc_generic(pc)
            _Update()
            return
        if act == "get-prompt":
            action.pickup_pc(pc)
            _Update()
            return
        if act == "openclose-prompt": #open or close
            action.open_pc(pc)
            _Update()
            return
        if act == "open-prompt": #open or close
            action.open_pc(pc)
            _Update()
            return
        if act == "close-prompt": #open or close
            action.open_pc(pc)
            _Update()
            return
        if act == "jog": #begin jogging
            action.jog_pc(pc)
            _Update()
            return
        if act == "run": #begin running
            action.run_pc(pc)
            _Update()
            return
        if act == "sprint": #begin sprinting
            action.sprint_pc(pc)
            _Update()
            return

        #unused actions
        '''if act == "bomb":
            action.bomb_pc(pc)
            return'''
        
        #
        #
        # special actions #
        #
        
        if act == 'find player': #useful to immediately show where the player is
            pos = world.component_for_entity(pc, cmp.Position)
            rog.view_center_player()
            rog.update_game()
            rog.update_final()
            rog.game_update() #call all the updates
            rog.alert('press any key to continue...')
            rog.Input(rog.getx(pos.x), rog.gety(pos.y), mode='wait')
            rog.update_base()
            rog.alert('')
            return
        if act == "look":
            pos = world.component_for_entity(pc, cmp.Position)
            rog.routine_look(pos.x,pos.y)
            return
        if act == "move view":
            rog.routine_move_view()
            return
        if act == "fixed view":
            rog.fixedViewMode_toggle()
            return  
        if act == 'select':
            # TESTING
            print(rog.Input(0,0,20))
            return
        if act == 'exit':
            return