Esempio n. 1
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    def dig(self, direction):
        room = self.current_room
        direction = direction_abbreviations.get(direction, direction)

        if direction in room.exits:
            print "There is already an exit in that direction"
            return

        cur_pos = room.pos
        vector = direction_vectors[direction]
        new_pos = cur_pos+vector
        print "Digging %s" % (direction,)

        # Find the room in that direction, if any
        new_room = self.world.rooms.get(new_pos, None)

        if new_room is None:
            new_room = Room(underground_terrain, new_pos)
            self.world.rooms[new_pos] = room

        # Link the two rooms together.
        room.exits[direction] = new_room
        new_room.exits[opposite_directions[direction]] = room
        print "You dig into a new room."
        self.current_room = new_room
Esempio n. 2
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	def loadRooms(self):
		import copy

		rooms = self.db.rooms.find()
		for i in range(0, rooms.count()):   # default is zero
			newRoom = Room(self, rooms[i])
			print newRoom
			print rooms[i]
			newRoom.id = rooms[i]['id']
			if 'items' in rooms[i]:
				for item in rooms[i]['items']:#
					newRoom.items.append(copy.deepcopy(self.items[item]))

			if 'npcs' in rooms[i]:
				for mobile in rooms[i]['npcs']:
					m = Mobile(self.mobile_list[mobile]['name'], self, self.mobile_list[mobile])
					m.room = newRoom
					self.mobiles.append(m)

			self.rooms.append(newRoom)

		# have to load all the rooms BEFORE loading the exits
		for i in range(0, rooms.count()):
			exits = rooms[i]['exits']
			for e in exits:
				exit = exits[e]
				target_room = next(room for room in self.rooms if room.id == exit['target'])
				direction = exit['direction']
				self.rooms[i].exits.append(Exit(direction.lower(), target_room))
class MyFactory(ServerFactory):

    protocol = Echo

    def __init__(self, clients_max=10):
        self.clients_max = clients_max
        self.clients = []
        self.room = Room()

    def startSpeaking(self, client):
        # 某个客户端开始说话
        log.msg("Client start speaking: %s"%hex(id(client)))
        self.room.startSpeaking(client)

    def speaking(self, content):
        log.msg("Client speaking: %d"%len(content))
        self.room.speaking(content)        

    def stopSpeaking(self, client):
        # 某个客户端开始说话
        log.msg("Client stop speaking: %s"%hex(id(client)))
        self.room.stopSpeaking(client)

    def addClient(self, client):
        self.clients.append(client)
        self.room.addClient(client)

    def removeClient(self, client):
        self.clients.remove(client)
        self.room.removeClient(client)
Esempio n. 4
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def room_create(sock, data):
    user = User.find_user_by_sock(sock)
    target_name = data['details']['new_user']

    echo = None
    if "echo" in data:
        echo = data['echo']

    target_resource = user.resource
    target_online = User.find_user_by_name(target_name, user.resource)  # sock de outro usuario conectado
    target_offline = None
    if not target_online:
        api_mongo.insert_user(target_name, target_resource)
        target_offline = target_name

    if user == target_online:
        info = {"type": "chat", "payload": {"command": "error", "details": "choose_another_less_you"}}
        send(user, info)
    else:
        second_user = None
        if target_online:
            second_user = target_online.username
        if not second_user:
            second_user = target_offline

        if second_user:
            if not Room.check_exist_room([user.username, second_user], user.resource):  # se sala nao existe

                user_temp = []
                for username in [user.username, second_user]:
                    user_temp.append({"username": username, "seen": None, "received": None})

                room_name = Room.open(user_temp, target_resource)  # cria a sala e recebe nome unico a sala
                new_room = Room.find_room_by_name(room_name)  # sock para o nova sala criada
                new_room.users_name = user_temp  # insert two news name users
                new_room.alias = 'DEFAULT'  # insert alias
                alias = new_room.alias
                api_mongo.insert_room(user_temp, room_name, alias, target_resource, False, None)
                info = {"type": "chat", "payload": {"command": "room_id",
                                                    "alias": new_room.alias,
                                                    "room_id": room_name,
                                                    "users": user_temp,
                                                    "echo": echo,
                                                    "is_group": False}}
                send(user, info)
            else:  # se sala ja existe
                user_temp = []
                for username in [user.username, second_user]:
                    user_temp.append({"username": username, "seen": None, "received": None})

                room_to_append = Room.find_room_by_users([user.username, second_user], user.resource)
                room_restore(room_to_append)
                new_room = Room.find_room_by_name(room_to_append)  # sock para o nova sala criada
                info = {"type": "chat", "payload": {"command": "room_id",
                                                    "alias": new_room.alias,
                                                    "room_id": room_to_append,
                                                    "users": user_temp,
                                                    "is_group": new_room.is_group}}
                send(user, info)
Esempio n. 5
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def test_room_paths():
    center = Room("Center", "Test room in the center.")
    north = Room("North", "Test room in the north.")
    south = Room("South", "Test room in the south.")

    center.add_paths({'north': north, 'south': south})
    assert_equal(center.go('north'), north)
    assert_equal(center.go('south'), south)
Esempio n. 6
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    def test_player_move_out_of_bounds(self):
        room = Room(game=None, square_size=GRID_SIZE)
        room.load_from_file(os.path.join("test-files", "boundaries-test.map"))
        self.assertEqual(room.width, 10)
        self.assertEqual(room.height, 6)

        self.assertFalse(room.player.can_move_to(-1, 0))
        self.assertFalse(room.player.can_move_to(10, 0))
        self.assertFalse(room.player.can_move_to(0, -1))
        self.assertFalse(room.player.can_move_to(0, 6))
Esempio n. 7
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def room_rename(sock, data=None):
    u = User.find_user_by_sock(sock)
    r = Room.find_room_by_name(data['destination'])
    r.alias = data['room_rename']
    api_mongo.rename_room(data['destination'], data['room_rename'])
    list_user = Room.find_users_by_room(data['destination'])
    info = {"type": "chat",
            "payload": {"command": "room_rename",
                        "room_id": data['destination'],
                        "alias": data['room_rename']}}
    send_broadcast(list_user, info, u.resource)
Esempio n. 8
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 def addRoom(self, adjRoom, type, direction=NO_DIR):
     # print "Add Room Called"
     # assign the room new coords relative to the adjacent room 
     gridCoord = [0, 0]
     # if the new room is to the west of adjRoom
     if direction == WEST:
         gridCoord[x] = adjRoom.gridCoord[x] - 1
         gridCoord[y] = adjRoom.gridCoord[y]
     # if the new room is to the north of adjRoom
     elif direction == NORTH:
         gridCoord[x] = adjRoom.gridCoord[x]
         gridCoord[y] = adjRoom.gridCoord[y] - 1
     # if the new room is to the east of adjRoom
     elif direction == EAST:
         gridCoord[x] = adjRoom.gridCoord[x] + 1
         gridCoord[y] = adjRoom.gridCoord[y]
     # if the new room is to the south of adjRoom
     elif direction == SOUTH:
         gridCoord[x] = adjRoom.gridCoord[x]
         gridCoord[y] = adjRoom.gridCoord[y] + 1
     
     alreadyExists = False
     for room in self.rooms:
         if room.gridCoord == gridCoord:
             alreadyExists = True
     
     if not alreadyExists:
         # make the room
         newRoom = Room(direction, type, [None, None, None, None], gridCoord)
         newRoom.doors[opposite(direction)] = Door(opposite(direction))
         adjRoom.doors[direction] = Door(direction)
         # update pointers
         if direction != NO_DIR:
             adjRoom.adjRooms[direction] = newRoom
             newRoom.adjRooms[opposite(direction)] = adjRoom
         
         newRoom.roomId = len(Dungeon.floorKeys)
         room = r.randint(0, len(self.rooms) - 1)
         xPos = r.randint(Room.currentRoom.boundingBox[WEST] + Key.keyImg.width/2,
                         Room.currentRoom.boundingBox[EAST] - Key.keyImg.width/2)
         yPos = r.randint(Room.currentRoom.boundingBox[NORTH] + Key.keyImg.width/2,
                         Room.currentRoom.boundingBox[SOUTH] - Key.keyImg.width/2)
         newKey = Key(xPos, yPos, self.rooms[room])
         newRoom.rightKey = newKey
         Dungeon.floorKeys.append(newKey)
         self.rooms.append(newRoom)
         self.linkRooms(newRoom)
     
     return True if not alreadyExists else False
Esempio n. 9
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    def __init__(self):
        cmd.Cmd.__init__(self)

        self.loc = Room.get_room(1)
        self.loc.print_room()
        self.dbfile = tempfile.mktemp()
        shutil.copyfile("game.db", self.dbfile)
Esempio n. 10
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 def __init__(self):
     self.model = Room()
     self.view = PrintView()
     self.model.attach(self.view)
     self.network_listen()
     print('Listening to port {}...'.format(self.port))
     reactor.run()
Esempio n. 11
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 def move(self, direction):
     newroom = self.loc.get_neighbor(direction)
     if newroom is None:
         print("you can't go this way")
     else:
         self.loc = Room.get_room(newroom)
         self.loc.print_room()
Esempio n. 12
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def monitor(sock, data):


    u = User.find_user_by_sock(sock)
    print 'command from:', u.username
    command = data['command']
    room_name = data['destination']

    if command == 'users':
        li = []
        for el in User.users:
            if el.username:
                li.append([el.username, el.network])
        print 'Number users on:', len(li), '---', len(User.users)
        for el in li:
            print el
    if command == 'rooms':
        r = Room.find_room_by_name(room_name)
        try:
            print 'room alias:', r.alias
            print 'room users_name:', adapter(r.users_name)
        except:
            print 'no room'
    if command == 'message':
        u = User.find_user_by_name('*****@*****.**', 'dev-socialbase')

        info = {"type": "chat", "payload": {"command": "test_user",
                                            "details": str(u)}}

        u.connection.write_message(info)
        print 'B.sended to ', u.username, info
Esempio n. 13
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def reconnect_rooms(sock, user):
    li = room_list_by_user(sock=None, data={'sender': user}, call=False)
    for el in li:
        r = Room.find_room_by_name(el['room'])
        for u in adapter(r.users_name):
            if u == user:
                s = User.find_user_by_sock(sock)
                s.connection = sock
Esempio n. 14
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	def __init__(self):
		Room.__init__(self)
		# make the walls (x_pos, y_pos, width, height)
		
		# This is a list of walls. Each is in the form [x, y, width, height]
		walls = [[0, 0, 20, 250, WHT],
				[0, 350, 20, 250, WHT],
				[780, 0, 20, 250, WHT],
				[780, 350, 20, 250, WHT],
				[20, 0, 760, 20, WHT],
				[20, 580, 760, 20, WHT],
				[390, 50, 20, 500, BLU]
				]
		# loop through walls list
		for item in walls:
			wall = Wall(item[0], item[1], item[2], item[3], item[4])
			self.wall_list.add(wall)
Esempio n. 15
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def roomFromShapes(handler):
    """
    here's where we actually do the work.
    """
    rm = Room()
    rm.eggs = []
    rm.food = []
    rm.ball = False
    ff = food.FoodFactory()
    #print rects
    for r in handler.rects:        
        r.toGeom(rm)
    for a in handler.arcs:
        a.toGeom(rm, ff)
    if not rm.ball:
        rm.ball = ball.Ball(rm)
    return rm
Esempio n. 16
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def test_whitelist():
    test_room = Room('test')
    test_user = User('bot', ' ', owner=False)
    test_room.addUser(test_user)
    assert not test_room.isWhitelisted(test_user), 'user should not be in white list'
    print(test_room.addToWhitelist(test_user))
    print([usr.id for usr in test_room.tourwhitelist], test_room.isWhitelisted(test_user))
    assert test_room.isWhitelisted(test_user), 'user should be in white list'
Esempio n. 17
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def room_restore(room_name):
    '''
    Metodo que restaura uma sala em memoria
    :param room_name:
    :return:
    '''
    rooms = json.loads(api_mongo.read_room(room_name))

    if rooms:
        data = rooms["payload"]["details"]
        users_name = data['users_name']
        dt = data['dt']
        room = data['room']
        alias = data['alias']
        resource = data['resource']
        is_group = data['is_group']
        last_message = data['last_message']

        Room.restore(users_name, dt, room, alias, resource, is_group, last_message)
Esempio n. 18
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class Server:
    '''A generic game server.'''
    #TODO: enforce MVC separation.
    #TODO: improve connection handling.
    def __init__(self):
        self.model = Room()
        self.view = PrintView()
        self.model.attach(self.view)
        self.network_listen()
        print('Listening to port {}...'.format(self.port))
        reactor.run()
        
    def network_listen(self):
        self.port = 8800
        self.realm = Realm(self.model)
        checker = checkers.InMemoryUsernamePasswordDatabaseDontUse()
        checker.addUser("alice", 'camilo')
        checker.addUser("bob", 'camilo')
        p = portal.Portal(self.realm, [checker])
        reactor.listenTCP(self.port, pb.PBServerFactory(p))
Esempio n. 19
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def createWorld():
    a = Room("You are in room 1")
    b = Room("You are in room 2")
    c = Room("You are in room 3")
    d = Room("You are in room 4")
    Room.connectRooms(a, "east", b, "west")
    Room.connectRooms(c, "east", d, "west")
    Room.connectRooms(a, "north", c, "south")
    Room.connectRooms(b, "north", d, "south")
    i = Item("Rock", "This is just a rock.")
    i.putInRoom(b)
    player.location = a
    Monster("Bob the monster", 20, b)
Esempio n. 20
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	def loadRooms(self):
		rooms = self.db.rooms.find()
		for i in range(0, rooms.count()):   # default is zero
			exists = [r for r in self.rooms if r.id == rooms[i]['id']]
			if len(exists) > 0:
				newRoom = exists[0]
				newRoom.bg = rooms[i]['bg'] if 'bg' in rooms[i] else newRoom.bg
				newRoom.desc = rooms[i]['description'] if 'description' in rooms[i] else newRoom.desc
			else:
				newRoom = Room(self, rooms[i])
				newRoom.id = rooms[i]['id']

			if newRoom.bg:
				print "Has a background!", newRoom.bg

			newRoom.items = []
			newRoom.exits = []
			if 'items' in rooms[i]:
				for item in rooms[i]['items']:#
					newRoom.items.append(Item(self.items[item]))

			if 'npcs' in rooms[i]:
				# only respawn if there is NO combat going on in the room to avoid insane duplications! FIX ME
				currentMobiles = [mobile for mobile in self.mobiles if mobile.room == newRoom and mobile.combat and not mobile.is_player]
				if not len(currentMobiles) > 0:
					for mobile in rooms[i]['npcs']:
						m = Mobile(self.mobile_list[mobile]['name'], self, self.mobile_list[mobile])
						m.room = newRoom
						self.mobiles.append(m)

			if len(exists) <= 0:
				self.rooms.append(newRoom)

		# have to load all the rooms BEFORE loading the exits
		for i in range(0, rooms.count()):
			exits = rooms[i]['exits']
			for e in exits:
				exit = exits[e]
				target_room = next(room for room in self.rooms if room.id == exit['target'])
				direction = exit['direction']
				self.rooms[i].exits.append(Exit(direction.lower(), target_room))
Esempio n. 21
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    def test_person_entering(self):
        in_mock = DistanceSensorMock(1)
        out_mock = DistanceSensorMock(2)
        adaptor = InOutAdaptor(1,200,1000,in_mock,out_mock)
        in_mock.distance = 300
        out_mock.distance = 300
        room = Room()
        adaptor.add_listener(room)
        number = room.get_people()

        in_mock.distance = 300
        out_mock.distance = 90

        adaptor.start_reading()
        time.sleep(0.5)
        in_mock.distance = 90
        out_mock.distance = 300
        time.sleep(0.5)

        self.assertEqual(room.get_people(), number+1)
        adaptor.stop_reading()
Esempio n. 22
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    def start(self):
        self.game_over = False
        self.time = 0

        self.room = Room(self, 32)
        self.room.load_from_file(create_random_map_to_file())

        self.screen = pygame.display.set_mode(self.room.canvas_size())
        self.create_overlay()
        self.create_game_over_label()

        self.loop()
Esempio n. 23
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def user_remove(sock, data):
    # logging.info(' room_leave data{}:\n %r', data)

    users_to_remove = data['user_remove']
    if type(users_to_remove) is unicode:
        users_to_remove = [data['user_remove']]

    u = User.find_user_by_sock(sock)

    users_remove = data['user_remove']
    if type(users_remove) is unicode:
        users_remove = [data['user_remove']]

    print("USERS REMOVE ", users_remove)

    destination = data['destination']  # id de sala a ser alterada
    room_users = Room.find_users_by_room(destination)  # Lista de usuarios em uma sala

    print("ROOOMS USERS", room_users)

    for el in users_remove:  # envia mensagem dos novos nomes
        send_system_info(sock, destination, 'USER REMOVE', el)  # envia message para grupo da saida do user

    u_list = []  # lista final
    for el in room_users:
        if not (el in users_remove):
            u_list.append(el)

    new_room = Room.find_room_by_name(destination)  # sock para o nova sala alterada
    new_room.users_name = [{"username": _u, "seen": None, "received": None} for _u in u_list]

    current_user = User.find_user_by_sock(sock)

    for uremove in users_to_remove:
        api_mongo.remove_user_room(destination, uremove)
        u = User.find_user_by_name(uremove, u.resource)
        if u:
            info = {"type": "chat", "payload": {"command": "user_remove",
                                                "room_id": destination}}
            send(u, info)
Esempio n. 24
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    def load_rooms(self):
        """Load rooms"""
        #If requested room is not loaded load it
        for roomfile in get_rooms_files_list():
            roompath=os.path.join(mudlib.rootpath, "data/rooms/%s" % roomfile)
            #try load data
            try:data=yaml.load(open(roompath))
            except Exception, e:
                print "EE Cannot load room from %s" % roompath
                print e
                continue
            #create room
            newroom=Room()
            newroom.uuid=data["uuid"]
            newroom.name=data["name"]
            newroom.desc=data["desc"]
            newroom.exits=data["exits"] #restore warps
            newroom.searchitems=data["searchitems"]
            #Load monsters
            for monster in data["monsters"]:
                newmon=globalmonsterloader.get_monster(monster)
                newroom.monsters.append(newmon)
                newroom.possible_monsters.append(monster)

            #for place in places:
            #    # [X,Y,roomUuid]
            #    newroom.places[place[1]][place[0]]=place[2]
            self.rooms[newroom.uuid]=newroom
Esempio n. 25
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    def gen_connected_rooms(self):
        """
        Generate a series of rooms, connected with vertical and horizontal
        tunnels.  Each room is connected to the previous one with one tunnel.
        """
        for i in xrange(cfg.MAX_ROOMS):
            w = SS.map_rand.randrange(cfg.MIN_ROOM_SIZE, cfg.MAX_ROOM_SIZE)
            h = SS.map_rand.randrange(cfg.MIN_ROOM_SIZE, cfg.MAX_ROOM_SIZE)
            x = SS.map_rand.randrange(0, self.w - w - 1)
            y = SS.map_rand.randrange(0, self.h - h - 1)

            new_room = Room(x, y, w, h)

            # See if any of the other rooms intersect with this one
            failed = False
            for room in self.rooms:
                if new_room.intersect(room):
                    failed = True
                    break

            if not failed:
                # First room
                if len(self.rooms) == 0:
                    (new_x, new_y) = new_room.center()
                    self.upstairs = (new_x, new_y)

                self.create_rectangular_room(new_room)
                self.place_objects(new_room)
                self.rooms.append(new_room)

        # Connect the rooms
        for j in xrange(1, len(self.rooms)):
            (new_x, new_y) = self.rooms[j].center()
            (prev_x, prev_y) = self.rooms[j - 1].center()
            if SS.map_rand.randrange(0, 2):
                self.create_h_tunnel(prev_x, new_x, prev_y)
                self.create_v_tunnel(prev_y, new_y, new_x)
            else:
                self.create_v_tunnel(prev_y, new_y, prev_x)
                self.create_h_tunnel(prev_x, new_x, new_y)
Esempio n. 26
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def user_change_text(sock, data):
    destination = data['destination']
    tp = data["type"]

    u = User.find_user_by_sock(sock)
    list_user = Room.find_users_by_room(destination)

    info = {"type": "chat",
            "payload": {"command": "user_change_text",
                        "room_id": destination,
                        "user": u.username,
                        "type": tp}}
    send_broadcast(list_user, info, u.resource)
Esempio n. 27
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def mockList():
    firstRoom = Room()
    secondRoom = Room()
    thirdRoom = Room()
    fourthRoom = Room()

    firstRoom.name = "first"
    secondRoom.name = "second"
    thirdRoom.name = "third"
    fourthRoom.name = "fourth"

    roomList.append(firstRoom)
    roomList.append(secondRoom)
    roomList.append(thirdRoom)
    roomList.append(fourthRoom)
Esempio n. 28
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def room_history(sock=None, data=None):
    r = Room.find_room_by_name(data['destination'])

    since = 0
    if 'since' in data:
        since = data['since']

    h = r.history_read(since)
    h2 = json.loads(h)

    if sock:
        info = {"type": "chat", "payload": {"command": "room_history", "details": h2}}
        user_login = User.find_user_by_sock(sock)
        send(user_login, json.dumps(info))
Esempio n. 29
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	def __init__(self):
		Room.__init__(self)
		
		walls = [[0, 0, 20, 250, PUR],
				[0, 350, 20, 250, PUR],
				[780, 0, 20, 250, PUR],
				[780, 350, 20, 250, PUR],
				[20, 0, 760, 20, PUR],
				[20, 580, 760, 20, PUR]
				]
				
		# loop through walls list
		for item in walls:
			wall = Wall(item[0], item[1], item[2], item[3], item[4])
			self.wall_list.add(wall)
			
		for x in xrange(100, 800, 100):
			for y in xrange(50, 451, 300):
				wall = Wall(x, y, 20, 200, RED)
				self.wall_list.add(wall)
				
		for x in xrange(150, 700, 100):
			wall = Wall(x, 200, 20, 200, WHT)
			self.wall_list.add(wall)
Esempio n. 30
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def make_rooms():
    rooms = []
    for x in range(0, 20):
        random.seed(None)
        room = Room(random.randrange(5, 20), random.randrange(5, 20), 0, libtcod.blue, char="#", MAP=MAP)
        room.set_map_coords()
        if room.map_coords:
            if room.no_collision(rooms):
                room.add_to_map()
                rooms.append(room)
    return rooms
Esempio n. 31
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from room import Room
from character import Character, Enemy, Friend
from item import Item

kitchen = Room("Kitchen")
kitchen.set_description("A dank and dirty room buzzing with flies.")

dining_hall = Room("Dining Hall")
dining_hall.set_description(
    "A large room with ornate golden decorations on each wall.")

ballroom = Room("Ballroom")
ballroom.set_description(
    "A vast room with a shiny wooden floor. Huge candlesticks guard the entrance."
)

kitchen.link_room(dining_hall, "south")
dining_hall.link_room(kitchen, "north")
dining_hall.link_room(ballroom, "west")
ballroom.link_room(dining_hall, "east")

dave = Enemy("Dave", "A smelly zombie")
dave.set_conversation("aaaaaghhh")
dave.set_weakness("cheese")
dining_hall.set_character(dave)

tabitha = Enemy("Tabitha",
                "An enormous spider with countless eyes and furry legs.")
tabitha.set_conversation("Sssss....I'm so bored...")
tabitha.set_weakness("book")
ballroom.set_character(tabitha)
Esempio n. 32
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from room import Room
from player import Player
from item import Item


# Declare all the rooms
room = {
    'outside':  Room("Outside Cave Entrance",
                     "North of you, the cave mouth beckons"),

    'foyer':    Room("--- Foyer",
                     """Dim light filters in from the south. Dusty passages run north and east."""),

    'overlook': Room("--- Grand Overlook",
                     """A steep cliff appears before you, falling into the darkness. Ahead to the north, a light flickers in the distance, but there is no way across the chasm."""),

    'narrow':   Room("--- Narrow Passage",
                     """The narrow passage bends here from west to north. The smell of gold permeates the air."""),

    'treasure': Room("--- Treasure Chamber",
                     """You've found the long-lost treasure chamber! Sadly, it has already been completely emptied by earlier adventurers. The only exit is to the south."""),

    'dragon':   Room("--- Dragons Chamber",
                     """Before you sits a White Dragon its golden eyes glinting in the dim light as he stares at you, 'Why do you come here? I have nothing for you.'""")

}

# Put items in rooms
room['outside'].add_item('rock')
room['foyer'].add_item('sword')
room['foyer'].add_item('bow')
Esempio n. 33
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import shutil
import numpy as np
import random
import operator

from modules.aux_functions import *
from room import Room
from modules.global_vars import *
from modules.reservation_management import get_reservation_code
from modules.table_manager import manage_table, write_table_data, get_table_data

np.random.seed(583)
random.seed(352)

my_hotel_path = HOTEL_TABLES_PATH + HOTEL + '/'
file_name = '21_double-superior_breakfast_weekend_ls.json'
file_to_test = my_hotel_path + file_name
hotel_data = {}
ara_values = {}

# Open the file to read it
with open(file_to_test, 'r') as fp:
    hotel_data = json.load(fp)

room_type, season = operator.itemgetter(*[1, 4])(
    file_name.split(".")[0].split("_"))
room = Room(room_type, HOTEL, hotel_data, season, file_name)

new_price = room.optimal_price()
print(new_price)
Esempio n. 34
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# Futurelearn - advenure game

from room import Room
from character import Enemy, Character, Friend

# Kitchen
kitchen = Room("Kitchen")  # instantiate Kitchen object
kitchen.set_description(
    "A dank and dirty room buzzing with flies. There is a large swinging door to the South, complete with porthole. Looking through it, you see a well-lit dining \
room and a table that seems to be filled with foodstuffs.")

# Dining_hall
dining_hall = Room("Dining Hall")  # instantiate Dining Hall object
dining_hall.set_description(
    "A well-lit room dominated by a large dining table brimming with delectable deserts. The Kitchen is North and the Ballroom is West."
)

# Ballroom
ballroom = Room("Ballroom")  # instantiate Ballroom object
ballroom.set_description(
    "This room is an old dance hall seeming to echo wih past parties from days long gone. There is a door that leads to a seemingly empty Dining Hall"
)

# link rooms
kitchen.link_room(dining_hall, "south")
dining_hall.link_room(kitchen, "north")
dining_hall.link_room(ballroom, "west")
ballroom.link_room(dining_hall, "east")

# set Enemy
dave = Enemy("Dave", "A smelly zombie")  # initialize enemy
Esempio n. 35
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    def room_init(self):
        """ Setup all the rooms, returns a list containing all rooms [corridor, outside, *offices] """
        """ The corridor layout is:
                 Outside
          --------------------
         R2 | R0 | R1 | R2 | R0
          --------------------
                Corridor
          --------------------
         R5 | R3 | R4 | R5 | R3
          --------------------
                 Outside
        """
        # Setup the 'normal' rooms
        corridor = Room('CC',
                        273,
                        heat_capacity=46e3,
                        temperature_sensor=Asys.TemperatureSensor(
                            'CC_temp_sensor', 0))
        outside = Room('OO',
                       None,
                       heat_capacity=46e3,
                       temperature_sensor=Asys.TemperatureSensor(
                           'OO_temp_sensor', 0),
                       static=True)

        # Setup the offices
        offices = []
        office_names = ['NW', 'NN', 'NE', 'SW', 'SS', 'SE']
        office_positions = [(1, -1), (1, 0), (1, 1), (-1, -1), (-1, 0),
                            (-1, 1)]
        # I want another function to do this
        # office_temperatures = [303, 300, 294.0, 297, 291, 288]
        # I want another function to do this
        # office_requested_temperatures = [303, 300, 294.0, 297, 291, 288]#[293, 297, 295, 294, 298, 291]
        #print(office_requested_temperatures)

        # Create the new offices, currently with no temperature
        for name, position in zip(office_names, office_positions):
            temp = Asys.TemperatureSensor(f'{name}_temp_sensor', 0)
            heater = Asys.Heater(f'{name}_Heater', 1500)
            cooler = Asys.Cooler(f'{name}_Cooler', 1500)
            controller = Asys.Controller(f'{name}_Controller', 150, 1,
                                         heater.name, cooler.name, temp.name)
            offices.append(
                Office(name,
                       temperature=None,
                       heat_capacity=46e3,
                       position=position,
                       temperature_sensor=temp,
                       heater=heater,
                       cooler=cooler,
                       controller=controller))
        num_offices = len(offices)

        # Neighbor the North and South sides
        for i, office in enumerate(offices):
            if not i % 2 == 0:
                pass
            if i >= num_offices // 2:
                offset = num_offices // 2
            else:
                offset = 0
            neighbor_indices = offset + (
                (i - 1) % (num_offices // 2)), offset + (((i + 1) %
                                                          (num_offices // 2)))
            office.add_neighbors([
                offices[neighbor_index] for neighbor_index in neighbor_indices
            ])
        # Neighbor the north and south sides to the corridor and outside
        for office in offices:
            office.add_neighbors([corridor, outside])

        #return [outside, corridor] + offices
        self.rooms = [outside, corridor] + offices
Esempio n. 36
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import textwrap
from room import Room
from player import Player
from item import Item, LightSource, LockedItem

wrapper = textwrap.TextWrapper(initial_indent="    ", subsequent_indent="    ")

# Declare all the rooms

room = {
    'shack':
    Room(
        wrapper.fill("Shack"),
        wrapper.fill(
            "The thin wooden walls are rotting and the floor is nothing but dirt. It smells pretty bad in here. Light filters in from the door to the south."
        ), True),
    'garden':
    Room(
        wrapper.fill("Overgrown Garden"),
        wrapper.fill(
            "It used to be a garden, but weeds have sprung up between the neatly planted rows. The air carries a light floral fragrance. You hear the rustling of chickens to the west. An iron gate guards the path east. To the south is a large forest. The small shack is just north."
        ), True),
    'coop':
    Room(
        wrapper.fill("Chicken Coop"),
        wrapper.fill(
            "Cozy stalls hold about twenty dozing chickens. They look well-fed and content. East is the door to the garden."
        ), True),
    'ruins':
    Room(
        wrapper.fill("Ancient Ruins"),
Esempio n. 37
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from room import Room

start = Room("The Void","You should never see this room...")
livingRoom = Room("Living Room","Filled with dust.")
diningRoom = Room("Dining Room","Filled with dust.")
hall = Room ("Hall","There is an old clock here.")
den = Room ("Den","Filled with old sofas.")
kitchen = Room("Kitchen","A kitchen.")


house = [start, livingRoom, diningRoom, hall, den, kitchen]

for room in house:
    print("Moving to a new room...")
    print (room)
    
    
Esempio n. 38
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from room import Room
from item import Item
from character import Enemy, Character, Friend
from rpginfo import RPGInfo

spooky_castle = RPGInfo("The Spooky Castle")
spooky_castle.welcome()
RPGInfo.info()

kitchen = Room("Kitchen")
kitchen.description = "A dank and dirty room buzzing with flies."
dining_hall = Room("Dining Hall")
dining_hall.description = "A large room with ornate golden decorations on each wall."
ballroom = Room("Ballroom")
ballroom.description = "A vast room with a shiny wooden floor. Huge candlesticks guard the entrance."
print("There are " + str(Room.number_of_rooms) + " rooms to explore.")

kitchen.link_room(dining_hall, "south")
dining_hall.link_room(kitchen, "north")
dining_hall.link_room(ballroom, "west")
ballroom.link_room(dining_hall, "east")

dave = Enemy("Dave", "A smelly zombie")
dave.conversation = "Brrlgrh... rgrhl... brains..."
dave.weakness = "cheese"
catrina = Character("Catrina", "A friendly skeleton.")
catrina.conversation = "I got your back, my friend"
dining_hall.character = dave
kitchen.character = catrina

cheese = Item("cheese")
Esempio n. 39
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 def add_room(self, room_name, items):
     self.rooms_list.append(Room(room_name, items))
Esempio n. 40
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    def generateRooms(self, numRooms):
        """
        Generate a random graph of rooms
        """
        self.rooms = {}

        if numRooms < 1:
            print("Must create at least 1 room")
            return None

        # The coordinates of our room. We start from (0,0)
        xy = [0, 0]

        # Keep track of which grid spots are occupied
        self.occupied = set()

        # Create a set that will hold the IDs of rooms with valid connections available
        validRooms = set()

        # Create n rooms
        for i in range(0, numRooms):
            # Create a room
            new_room = Room(f"Room {i}", "You are standing in an empty room.")
            self.rooms[i] = new_room
            if i == 0:
                # Our first room is always valid
                validRooms.add(i)
                self.occupied.add(str(xy))
            else:
                # If it's not the first room....
                # ...connect to the previous room in a random direction
                random_dir = None

                # In case we run into a room with no valid connections, keep looping
                # until we find a room with valid connections.
                # Note that there will ALWAYS be a valid room available
                while random_dir is None:
                    # Get a room that we think is valid
                    connectingRoom = validRooms.pop()
                    # Get the coordinates of that room
                    xy = self.rooms[connectingRoom].xy
                    # See if we can get a random direction from that room
                    random_dir = self.getRandomDirection(
                        self.rooms[connectingRoom], xy)
                    # If our room is valid (i.e. not None) then we put it back in our
                    # set of valid rooms.
                    if random_dir is not None:
                        validRooms.add(connectingRoom)
                    # If it's NOT valid, then we don't put it back into validRooms
                    # and we try again with a different room.

                # We have a valid direction, so update the room and make the connection
                xy = self._updateCoordinates(xy, random_dir)
                self.rooms[connectingRoom].connectRooms(random_dir, new_room)
                self.occupied.add(str(xy))
                new_room.xy = xy
                validRooms.add(i)

        # Set the starting room to the first room. Change this if you want a new starting room.
        self.startingRoom = self.rooms[0]

        if len(self.occupied) == numRooms:
            print("World successfully created!")
        else:
            print("Something is wrong....")

        return self.rooms
Esempio n. 41
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from room import Room
from item import *
from weapon_definitions import *
from art import *

cloakroom = Room("cloakroom",
                "The door slams closed behind you, shutting out the sound \
of the storm. Water drips off you onto the welcome mat.",
                "The storm continues to rage on outside; the sound of \
the rain and lightning is almost calming.",
                "You step into the dusty cloakroom.",
                 item=Potion(name="Tonic",description="Supposedly good for your health.",weight=1,size=3),
                 room_art = cloakroom_art)

outside = Room("Outside",
               "You're hopelessly lost and the storm continues around you. \
That mansion looks rather cosy in comparison.",
               "There's nothing out here...",
               "You step out into the pouring rain")

central_hallway = Room("Central Hallway",
                       "The hallway is lined with portraits of faces you don't \
recognise.",
                       "You feel like something's watching you...",
                       "You step into the hallway",
                       item=pocket_knife, room_art = central_hallway_art)

courtyard = Room("Courtyard",
                 "The rain pelts down on you out here, and the soil in the \
borders has begun to flood onto the paving. The bloodstains do not smudge.",
                 "It's a beautiful sight, ruined by the bloodstains...",
Esempio n. 42
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def open_room():
    room = Room()
    cod = str(hash(datetime.datetime.now()))[-5:]
    ROOMS[cod] = room
    return cod
Esempio n. 43
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    async def handler(self, socket, path):
        self.clients.append(socket)
        print('Client connected')
        # 返回房间列表
        await socket.send(
            get_mesg({
                'mesg':
                'room_list',
                'room_list': [{
                    'id': i.roomId,
                    'type': i.type
                } for i in self.rooms]
            }))

        # 接收前端消息并转换成json对象
        data = await socket.recv()
        data = json.loads(data)
        print(data)

        # 判断是添加房间还是加入房间
        if data['mesg'] == 'add_room':
            room = Room(data['type'], data['args'], data['time'],
                        len(self.rooms) + 1)
            self.rooms.append(room)
            order = data['order']
            for i, c in enumerate(self.clients):
                if c != socket:
                    try:
                        await c.send(
                            get_mesg({
                                'mesg':
                                'room_list',
                                'room_list': [{
                                    'id': i.roomId,
                                    'type': i.type
                                } for i in self.rooms]
                            }))
                    except websockets.exceptions.ConnectionClosedOK:
                        self.clients.remove(c)

        elif data['mesg'] == 'join':
            room = self.rooms[int(data['room_id']) - 1]
            order = room.getOrder()
        playerId = room.addPlayer(socket, order)

        # 返回房间和玩家信息
        await socket.send(
            get_mesg({
                'mesg': data['mesg'],
                'playerId': playerId,
                'type': room.type,
                'order': order
            }))

        # 等待进一步操作(开始 / 移动 / 悔棋)
        while True:
            data = await socket.recv()
            data = json.loads(data)
            print(data)

            if (data['mesg'] == 'start'):
                await room.start(playerId)
            elif (data['mesg'] == 'move'):
                location = data['location']
                if data.get('kw') != None:
                    await room.move(playerId, location, data['kw'])
                else:
                    await room.move(playerId, location)
            elif (data['mesg'] == 'rollback'):
                await room.rollback()
Esempio n. 44
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def runVisualizer(roomDimensions, microphoneSensitivity, signalPos,
                  sigStrength, micGrid, gridOffset, gridHeight, camPos):
    # Room parameters
    width = roomDimensions[0]
    length = roomDimensions[1]
    ceiling = roomDimensions[2]

    # Define room
    room = Room(width, length, ceiling)

    # Create a microphone array
    microphonePositions = helpers.generateMicArray(micGrid[0], micGrid[1],
                                                   gridOffset, gridHeight)
    if not helpers.allInRoom(microphonePositions, room):
        print(
            "Some microphones fell outside the boundaries of the room, please re-enter data."
        )
        return

    # Microphone parameters
    numMicrophones = len(microphonePositions)
    microphoneArray = []
    micSensitivity = microphoneSensitivity

    # Set up microphone objects
    for x in range(0, numMicrophones):
        microphoneArray.append(
            Microphone(microphonePositions[x], micSensitivity))

    # Configure DSP object
    dsp = DSP(99, microphoneArray)

    # Set up camera controller
    cameraPosition = camPos
    if not helpers.allInRoom([cameraPosition], room):
        print(
            "The camera fell outside the boundaries of the room, please re-enter data."
        )
        return
    cameraOrientation = [0, 0]  # pointing along x-axis in degrees
    cameraController = CameraController(cameraPosition, cameraOrientation, dsp,
                                        room)
    cameraController.setMicSensitivity(micSensitivity)
    cameraController.setMicPositions(microphonePositions)

    # Define Signal parameters
    signalPosition = signalPos
    if not helpers.allInRoom([signalPosition], room):
        print(
            "The signal fell outside the boundaries of the room, please re-enter data."
        )
        return
    signalStrength = sigStrength

    # Send signal to all microphones
    for microphone in microphoneArray:
        microphone.sendSignal(signalPosition, signalStrength)
    print(
        "-> Audio signal at position x: {0}, y: {1}, z: {2} with strength {3} broadcast to all microphones"
        .format(signalPosition[0], signalPosition[1], signalPosition[2],
                signalStrength))

    # Predict signal location using sphere trilateration
    predictedSignalLocation = cameraController.getSignalPosition(
        signalStrength)
    print("->>> Predicted Signal Location: {0}, Actual Signal Location: {1}".
          format(predictedSignalLocation, signalPosition))

    cameraController.rePositionCamera(predictedSignalLocation)

    visualize(cameraController, signalStrength, predictedSignalLocation)
Esempio n. 45
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from room import Room, LockedRoom
from player import Player
from item import *

# Declare all the rooms

room = {
    'outside':
    Room("Outside Cave Entrance", "North of you, the cave mouth beckons"),
    'foyer':
    Room(
        "Foyer", """Dim light filters in from the south. \
Dusty passages run north and east and an opening to a small cavern to the west."""
    ),
    'cavern':
    Room("Dusty Cavern", """Junk is strewn about this dusty room."""),
    'overlook':
    Room(
        "Grand Overlook", """A steep cliff appears before you, \
falling into the darkness. Ahead to the north, a light flickers in the distance, \
but there is no way across the chasm."""),
    'narrow':
    Room(
        "Narrow Passage", """The narrow passage bends here from west\
to north. The smell of gold permeates the air."""),
    'treasure':
    LockedRoom(
        "Treasure Chamber", """You've found the long-lost treasure \
chamber! There are some flickering torches lining the room. You can see the overlook \
from here. Sadly, it has already been completely emptied by earlier adventurers. The \
only exit is to the south.""", "OrnateKey"),
Esempio n. 46
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from room import Room
from player import Player
from item import Item

# Declare all the rooms

room = {
    'outside':  Room("Outside Cave Entrance",
                     "North of you, the cave mount beckons",
                     [Item('Honey', "Just in case you come across a bear.")]),

    'foyer':    Room("Foyer", """Dim light filters in from the south. Dusty
passages run north and east.""",
                     [Item('Trumpet', "Both a weapon AND a musical instrument.")]),

    'overlook': Room("Grand Overlook", """A steep cliff appears before you, falling
into the darkness. Ahead to the north, a light flickers in
the distance, but there is no way across the chasm.""",
                     [Item('Potion', "Suspicious contents in an unmarked bottle. What could go wrong?")]),

    'narrow':   Room("Narrow Passage", """The narrow passage bends here from west
to north. The smell of gold permeates the air.""",
                     [Item('Lantern', "This will help you ward off the rats")]),

    'treasure': Room("Treasure Chamber", """You've found the long-lost treasure
chamber! Sadly, it has already been completely emptied by
earlier adventurers. The only exit is to the south.""",
                     [Item('Crown', "What's a ruler without a crown?")]),
}

# Link rooms together
Esempio n. 47
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from room import Room
from player import Player
from items import Item

# Declare all the rooms

room = {
    'outside':
    Room("Outside Cave Entrance", "North of you, the cave mount beckons"),
    'foyer':
    Room(
        "Foyer", """Dim light filters in from the south. Dusty
passages run north and east.""",
        [(Item('map', 'Map to another treasure in another location.'))]),
    'overlook':
    Room(
        "Grand Overlook", """A steep cliff appears before you, falling
into the darkness. Ahead to the north, a light flickers in
the distance, but there is no way across the chasm.""",
        [(Item('sword', "an old rusty blade it's been here awhile."))]),
    'narrow':
    Room(
        "Narrow Passage", """The narrow passage bends here from west
to north. The smell of gold permeates the air.""", [(Item(
            'key',
            "Old rusty key, it has an inscription on it but it's worn and faded."
        ))]),
    'treasure':
    Room(
        "Treasure Chamber", """You've found the long-lost treasure
chamber! Sadly, it has already been completely emptied by
Esempio n. 48
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def test_get_people():
    room = Room()

    room.remove_person(datetime.now(), 0)
    assert (room.get_people() == 0)

    room.add_person(datetime.now(), 0)
    assert (room.get_people() == 1)

    room.remove_person(datetime.now(), 0)
    assert (room.get_people() == 0)

    room.add_person(datetime.now(), 0)
    assert (room.get_people() == 1)

    room.add_person(datetime.now(), 0)
    assert (room.get_people() == 2)

    room.remove_person(datetime.now(), 0)
    assert (room.get_people() == 1)
Esempio n. 49
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def center_text(text):
    return text.center(view_width)


def show_room(player):
    print(center_text(player.current_room.get_name()))
    for line in textwrap.wrap(player.current_room.get_desc(), 40):
        print(center_text(line))
    line_break()


# Declare all the rooms

room = {
    'outside':
    Room("Outside Cave Entrance", "North of you, the cave mount beckons"),
    'foyer':
    Room(
        "Foyer", """Dim light filters in from the south. Dusty
passages run north and east."""),
    'overlook':
    Room(
        "Grand Overlook", """A steep cliff appears before you, falling
into the darkness. Ahead to the north, a light flickers in
the distance, but there is no way across the chasm."""),
    'narrow':
    Room(
        "Narrow Passage", """The narrow passage bends here from west
to north. The smell of gold permeates the air."""),
    'treasure':
    Room(
Esempio n. 50
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def test_get_noise():
    room = Room()

    room.set_noise(datetime.now(), 0, 20)
    assert (room.get_noise(datetime.now()) == 20)

    room.set_noise(datetime.now(), 1, 30)
    assert (room.get_noise(datetime.now()) == 25)

    room.set_noise(datetime.now() + timedelta(hours=1), 0, 30)
    assert (room.get_noise(datetime.now() + timedelta(hours=1)) == 30)

    assert (room.get_temperature(datetime.now() + timedelta(days=9)) is None)
Esempio n. 51
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############################
###   Compute Solution   ###
############################

# Step 1: read input file (pixel-like image) and transform it to a simple polygon (with clearly marked in/out)
print('Extracting polygon')
polygon, gray_img, xy_to_pixel, meters_per_pixel = extract_polygon(INPUT_FILE, INPUT_YAML,
                                                                   ortho_tolerance=ORTHOGONAL_TOL)

is_valid_location = construct_isValidLocation_function(gray_img, xy_to_pixel, ROBOT_RADIUS, meters_per_pixel)

# Step 2: a Room object contains not only the boundary, but creates a discretized list of places
#         for the robot to guard (and list of places where the robot can actually move to)
print('Creating room')
room = Room(polygon, gray_img, xy_to_pixel, robot_buffer_meters=ROBOT_RADIUS, is_valid_guard=is_valid_location,
            room_eps=ROOM_EPSILON, guard_eps=ROBOT_EPSILON)

if naive_solution:
    solve_naive(room, ROBOT_HEIGHT, DISINFECTION_THRESHOLD)
else:
    # Step 3: we generate the LP problem and solve it.
    print('Solving lp')
    time, waiting_times, intensities = solve_full_lp(room, ROBOT_HEIGHT, ROBOT_RADIUS, ROBOT_WATTAGE,
                                                     use_strong_visibility, use_strong_distances, scaling_method,
                                                     DISINFECTION_THRESHOLD)

    # Step 4: Output a solution
    print('Total solution time:', time)
    print(room.guard_grid.shape)
    print(intensities.shape)
Esempio n. 52
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def test_room_paths():
    center = Room("Center", "Test room in the center.")
    north = Room("North", "Test room in the north.")
    south = Room("South", "Test room in the south.")

    center.add_paths(['north': north, 'south': south])
Esempio n. 53
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from room import Room

kitchen = Room("Kitchen")
kitchen.set_desc("Where you cook")

dining = Room("Dining Room")
dining.set_desc("Where you eat")

kitchen.link_room(dining, "south", True)

kitchen.get_details()
dining.get_details()
Esempio n. 54
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def test_map():
    start = Room("Start", "You can go west and down a hole.")
    west = Room("Trees", "There are trees here, you can go east.")
    down = Room("Dungeon", "It's dark down here, you can go up.")

    start.add_paths(['west': west, 'down': down])
Esempio n. 55
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from room import Room
from player import Player
from item import Item
from colors import colors

# Declare all the rooms

room = {
    'outside':  Room("Outside Cave Entrance",
                     "North of you, the cave mount beckons",
                     [Item('Shield', 'Not really a weapon'), Item('Armor', 'also not a weapon')]),

    'foyer':    Room("Foyer", """Dim light filters in from the south. Dusty
passages run north and east.""", [Item('Sword', 'A sharp metal thing')]),

    'overlook': Room("Grand Overlook", """A steep cliff appears before you, falling
into the darkness. Ahead to the north, a light flickers in
the distance, but there is no way across the chasm.""", [Item('Knife', 'A shorter metal thing')]),

    'narrow':   Room("Narrow Passage", """The narrow passage bends here from west
to north. The smell of gold permeates the air.""", [Item('Knife', 'A shorter metal thing')]),

    'treasure': Room("Treasure Chamber", """You've found the long-lost treasure
chamber! Sadly, it has already been completely emptied by
earlier adventurers. The only exit is to the south.""", [Item('Axe', 'Not that cool of a weapon')]),
}


# Link rooms together

room['outside'].n_to = room['foyer']
Esempio n. 56
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def test_room():
    gold = Room("GoldRoom",
    """This room has gold in it you can grab. There's a
    door to the north.""")
    assert_equal(gold.name, "GoldRoom")
    assert_equal(gold.paths, [])
Esempio n. 57
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from room import Room
from item import Item
from exit import Exit
from game import Game
from character import Character
from menu import Menu, Option

saloon = Room(
    "saloon", "Saloon du bateau",
    "Vous êtes dans un saloon qui n'a pas vu la lumière du jour depuis des lustres ! Oui, comme celui tout éclaté qui devait éclairer cette pièce autrefois. La dernière fête qui s'est déroulée ici a dû faire salle comble : les bouteilles jonchent pêle-même de grandes tables. Une immense tapisserie habille le mur du fond."
)
myGame = Game(saloon, 300)

cuisine = Room(
    "cuisine", "Cuisine du bateau",
    "Cette cuisine a connu de meilleurs jours... Mais on y trouve quelques restes !"
)
bureau = Room(
    "bureau", "Bureau du commandant",
    "Ce bureau semble être la pièce qui a conservé le mieux sa grandeur d'antan. Des objets de valeur s'étalent sur le bureau, quelques feuilles dépassent encore d'un tiroir du bureau, et une peluche décousue vous regarde d'un oeil morne."
)
balais = Room(
    "balais", "Placard à balais",
    "Dans cette pièce, vous avez à peine la place de vous retourner. Des outils ménagers y ont été jetés et oubliés."
)

#ajouter quelques sorties entre ces pièces
saloon.addDoubleExit(cuisine, "Cuisine du saloon", "Saloon")
saloon.addDoubleExit(bureau, "Bureau du commandant Jackson", "Saloon")
bureau.addDoubleExit(balais, "Placard étroit", "Bureau du commandant Jackson")
Esempio n. 58
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from room import Room

one = Room(
    'se',
    coord=[0, 0],
    puzzles=2,
    items=1,
    desc=  #  Puzzle-protected item; Room 1
    """                         
You are in room A1.\n""")

two = Room(
    'ns',
    coord=[0, 1],
    monsters=2,
    desc=  #  Tiny monsters; Room 1
    """
You are in room A2.\n""")

three = Room(
    'ne',
    coord=[0, 2],
    special=1,
    desc=  #  Room 1
    """
You are in room A3.\n""")

four = Room(
    's',
    coord=[0, 3],
    items=1,
Esempio n. 59
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from room import Room

kitchen = Room("Kitchen")
kitchen.set_description("A dank and dirty room buzzing with flies.")

dining_hall = Room("Dining Hall")
dining_hall.set_description("A large room with ornate golden decorations on every wall.")

ballroom = Room("Ballroom")
ballroom.set_description("A vast room with a shiny wooden floor. Huge candlesticks guard the entrance.")

closet = Room("Closet")
closet.set_description("A small closet filled with cleaning supplies.")

hallway = Room("Hallway")
hallway.set_description ("A long hallway lined with paintings."

kitchen.link_room(dining_hall, "south")
dining_hall.link_room(kitchen, "north")
dining_hall.link_room(ballroom, "west")
ballroom.link_room(dining_hall, "east")
hallway.link_room(ballroom, "south")
ballroom.link_room(hallway, "north")
hallway.link_room(closet, "west")
closet.link_room(hallway, "east")

current_room = kitchen

while True:
    print ("\n")
    current_room.get_details()
Esempio n. 60
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def create_rooms(roomName, id):
    room = Room(roomName, id)
    return room