Esempio n. 1
0
    def custom_init(self, nart):
        exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.STAINED_GLASS
        exterior.special_c["sign1"] = maps.ANKH_SIGN
        self.register_element("_EXTERIOR", exterior, dident="CITY")

        locale = self.elements.get("LOCALE")

        culture = self.elements.get("CULTURE")
        archi = self.elements.setdefault("ARCHITECTURE",
                                         randmaps.architect.Village())
        interior, igen = randmaps.architect.design_scene(
            50,
            50,
            randmaps.BuildingScene,
            archi,
            setting=self.setting,
            fac=culture)
        interior.sprites[maps.SPRITE_FLOOR] = "terrain_floor_bigtile.png"
        interior.sprites[maps.SPRITE_INTERIOR] = "terrain_int_temple.png"
        interior.name = "{0} Temple".format(locale)

        gate_1 = waypoints.GateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_1.mini_map_label = "Temple"
        gate_2.destination = locale
        gate_2.otherside = gate_1

        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")

        exterior.special_c["door"] = gate_1
        int_mainroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED,
                                                      context.ROOM_PUBLIC),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        int_mainroom.contents.append(maps.ANKH_ALTAR)
        gate_2.anchor = randmaps.anchors.south
        int_mainroom.DECORATE = randmaps.decor.TempleDec(
            win=maps.STAINED_GLASS)

        npc = monsters.generate_npc(job=random.choice(
            (characters.Priest, characters.Priest, characters.Priest,
             characters.Priest, characters.Priest, characters.Priest,
             characters.Priest, characters.Druid, characters.Druid,
             characters.Priest, characters.Monk, characters.Knight)),
                                    fac=culture)
        npc.tags.append(context.CHAR_HEALER)
        int_mainroom.contents.append(npc)
        self.register_element("SHOPKEEPER", npc)

        self.shop = services.Temple()

        return True
Esempio n. 2
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    def custom_init(self, nart):
        exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.SMALL_WINDOW
        exterior.special_c["sign1"] = maps.WEAPONS_SIGN
        self.register_element("_EXTERIOR", exterior, dident="CITY")

        culture = self.elements.get("CULTURE")
        archi = self.elements.setdefault("ARCHITECTURE",
                                         randmaps.architect.Village())
        interior, igen = randmaps.architect.design_scene(
            50,
            50,
            randmaps.BuildingScene,
            archi,
            setting=self.setting,
            fac=culture)

        gate_1 = waypoints.GateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = self.elements.get("LOCALE")
        gate_2.otherside = gate_1

        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")

        exterior.special_c["door"] = gate_1
        int_mainroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED,
                                                      context.ROOM_PUBLIC),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        #        int_mainroom.contents.append( waypoints.Anvil() )
        gate_2.anchor = randmaps.anchors.south
        int_mainroom.DECORATE = randmaps.decor.WeaponShopDec()

        npc = monsters.generate_npc(job=monsters.base.Merchant, fac=culture)
        npc.tags.append(context.CHAR_SHOPKEEPER)
        interior.name = random.choice(self.NAME_PATTERNS).format(npc)
        gate_1.mini_map_label = "Weapon Shop"
        int_mainroom.contents.append(npc)
        self.register_element("SHOPKEEPER", npc)

        self.shop = self.register_element(
            "SHOPSERVICE",
            services.Shop(ware_types=services.WEAPON_STORE,
                          rank=self.rank + 1,
                          allow_misc=False,
                          num_items=25,
                          npc=npc))

        return True
Esempio n. 3
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    def custom_init(self, nart):
        w = random.randint(7, 10)
        exterior = randmaps.rooms.BuildingRoom(w,
                                               17 - w,
                                               tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.SMALL_WINDOW
        self.register_element("_EXTERIOR", exterior, dident="LOCALE")

        interior = maps.Scene(
            50,
            50,
            sprites={maps.SPRITE_FLOOR: "terrain_floor_wood.png"},
            biome=context.HAB_BUILDING,
            setting=self.setting,
            desctags=(context.DES_CIVILIZED, ))
        igen = randmaps.BuildingScene(interior)

        gate_1 = waypoints.GateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = self.elements.get("LOCALE")
        gate_2.otherside = gate_1

        self.register_scene(nart,
                            interior,
                            igen,
                            ident="_INTERIOR",
                            dident="LOCALE")
        exterior.special_c["door"] = gate_1

        int_mainroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED, ),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        gate_2.anchor = randmaps.anchors.south
        int_mainroom.DECORATE = randmaps.decor.BedroomDec()

        npc = monsters.generate_npc(fac=pstate.elements["LOCALE"].fac)
        interior.name = "{0}'s Home".format(npc)
        gate_1.mini_map_label = interior.name
        suitor = self.elements.get("TARGET")
        # Assume a heteronormativity rate of 50%.
        if random.randint(1, 2) == 1:
            if suitor.gender == stats.MALE:
                npc.gender = stats.FEMALE
            elif suitor.gender == stats.FEMALE:
                npc.gender = stats.MALE
        int_mainroom.contents.append(npc)
        self.register_element("RESOURCE", npc)

        return True
Esempio n. 4
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 def custom_init(self, nart):
     locale = self.seek_element(nart, "_LOCALE", self.seek_scene)
     exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
     exterior.special_c["window"] = maps.CASTLE_WINDOW
     exterior.special_c["sign1"] = maps.SWORD_SIGN
     exterior.special_c["sign2"] = maps.SHIELD_SIGN
     self.register_element("_EXTERIOR", exterior, dident="_LOCALE")
     interior = maps.Scene(50,
                           50,
                           sprites={
                               maps.SPRITE_WALL:
                               "terrain_wall_darkbrick.png",
                               maps.SPRITE_FLOOR: "terrain_floor_stone.png"
                           },
                           biome=context.HAB_BUILDING,
                           setting=self.setting,
                           desctags=(context.DES_CIVILIZED, ))
     igen = randmaps.BuildingScene(interior)
     gate_1 = waypoints.GateDoor()
     gate_2 = waypoints.GateDoor()
     gate_1.destination = interior
     gate_1.otherside = gate_2
     gate_2.destination = self.elements.get("_LOCALE")
     gate_2.otherside = gate_1
     self.register_scene(nart,
                         interior,
                         igen,
                         ident="BUILDING_INT",
                         dident="_LOCALE")
     exterior.special_c["door"] = gate_1
     int_mainroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED,
                                                   context.ROOM_PUBLIC),
                                             anchor=randmaps.anchors.south,
                                             parent=interior)
     int_mainroom.contents.append(gate_2)
     int_mainroom.contents.append(maps.PILED_GOODS)
     int_mainroom.contents.append(maps.PILED_GOODS)
     gate_2.anchor = randmaps.anchors.south
     int_mainroom.DECORATE = randmaps.decor.GeneralStoreDec(
         win=maps.CASTLE_WINDOW)
     npc = monsters.generate_npc(job=self.elements["JOB"])
     npc.tags.append(context.CHAR_SHOPKEEPER)
     interior.name = random.choice(self.NAME_PATTERNS).format(npc)
     gate_1.mini_map_label = "Dungeon Shop"
     int_mainroom.contents.append(npc)
     self.register_element("SHOPKEEPER", npc)
     self.shop = self.register_element(
         "SHOPSERVICE", services.Shop(rank=locale.rank + 3, npc=npc))
     self.first_time = True
     return True
Esempio n. 5
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    def custom_init(self, nart):
        exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.SMALL_WINDOW
        exterior.special_c["sign1"] = maps.SWORD_SIGN
        exterior.special_c["sign2"] = maps.SHIELD_SIGN
        self.register_element("_EXTERIOR", exterior, dident="CITY")

        archi = self.elements.setdefault("ARCHITECTURE",
                                         randmaps.architect.Village())
        culture = self.elements.get("CULTURE")
        interior, igen = randmaps.architect.design_scene(
            50,
            50,
            randmaps.BuildingScene,
            archi,
            setting=self.setting,
            fac=culture)

        gate_1 = waypoints.GateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = self.elements.get("LOCALE")
        gate_2.otherside = gate_1
        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")
        exterior.special_c["door"] = gate_1
        int_mainroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED,
                                                      context.ROOM_PUBLIC),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        int_mainroom.contents.append(maps.PILED_GOODS)
        int_mainroom.contents.append(maps.PILED_GOODS)
        gate_2.anchor = randmaps.anchors.south
        int_mainroom.DECORATE = randmaps.decor.GeneralStoreDec()
        npc = monsters.generate_npc(job=monsters.base.Merchant, fac=culture)
        npc.tags.append(context.CHAR_SHOPKEEPER)
        interior.name = random.choice(self.NAME_PATTERNS).format(npc)
        gate_1.mini_map_label = "General Store"
        int_mainroom.contents.append(npc)
        self.register_element("SHOPKEEPER", npc)
        self.shop = self.register_element(
            "SHOPSERVICE", services.Shop(rank=self.rank, turnover=3, npc=npc))
        #self.add_sub_plot( nart, "SIDE_STORY", PlotState(rank=self.random_rank_in_chapter()).based_on( self ) )
        return True
 def custom_init(self, nart):
     prev = self.elements["PREV"]
     next = self.elements["NEXT"]
     self.move_element(next, prev)
     myzone1 = self.register_element(
         "_P_ROOM",
         nart.get_map_generator(prev).DEFAULT_ROOM(tags=(context.GOAL, )),
         "PREV")
     myzone2 = self.seek_element(nart,
                                 "_N_ROOM",
                                 self.seek_entrance_room,
                                 scope=next,
                                 check_subscenes=False,
                                 must_find=False)
     if not myzone2:
         myzone2 = self.register_element(
             "_N_ROOM", randmaps.rooms.SharpRoom(tags=(context.ENTRANCE, )),
             "NEXT")
     stairs_1 = waypoints.TreeStump()
     stairs_1.mini_map_label = "Tree Stump"
     stairs_1.plot_locked = True
     stairs_2 = waypoints.GateDoor()
     stairs_2.mini_map_label = "Exit"
     self.stump_destination = next
     self.stump_otherside = stairs_2
     stairs_2.destination = prev
     stairs_2.otherside = stairs_1
     self.register_element("TARGET", stairs_1, "_P_ROOM")
     self.register_element("_EXIT", stairs_2, "_N_ROOM")
     self._stump_unlocked = False
     self.add_sub_plot(nart, "PB_OPEN", PlotState().based_on(self))
     return True
    def custom_init(self, nart):
        prev = self.elements["PREV"]
        next = self.elements["NEXT"]
        self.move_element(next, prev)

        myzone1 = self.register_element(
            "_P_ROOM",
            randmaps.rooms.MountainRoom(tags=(
                context.GOAL,
                context.CIVILIZED,
            )), "PREV")
        myzone2 = self.register_element(
            "_N_ROOM", randmaps.rooms.SharpRoom(tags=(context.ENTRANCE, )),
            "NEXT")

        stairs_1 = waypoints.MineEntrance()
        stairs_2 = waypoints.GateDoor()

        stairs_1.destination = next
        stairs_1.otherside = stairs_2
        stairs_2.destination = prev
        stairs_2.otherside = stairs_1

        if hasattr(next, "dname"):
            stairs_1.mini_map_label = next.dname
        else:
            stairs_1.mini_map_label = next.name
        stairs_2.mini_map_label = "Exit"

        myzone1.special_c["door"] = stairs_1
        myzone2.contents.append(stairs_2)
        return True
    def custom_init(self, nart):
        exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.DARK_WINDOW
        self.register_element("_EXTERIOR", exterior, dident="LOCALE")
        locale = self.elements.get("LOCALE")
        interior = maps.Scene(50,
                              50,
                              sprites={
                                  maps.SPRITE_WALL: "terrain_wall_dungeon.png",
                                  maps.SPRITE_FLOOR:
                                  "terrain_floor_dungeon.png",
                                  maps.SPRITE_CHEST: "terrain_chest_metal.png",
                                  maps.SPRITE_INTERIOR:
                                  "terrain_int_temple.png"
                              },
                              biome=context.HAB_BUILDING,
                              setting=self.setting,
                              desctags=(context.MAP_DUNGEON,
                                        context.GEN_UNDEAD, context.DES_LUNAR,
                                        context.MTY_UNDEAD))
        igen = randmaps.SubtleMonkeyTunnelScene(interior)
        interior.name = "{0} Manor".format(namegen.ELDRITCH.gen_word())
        gate_1 = waypoints.OpenGateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_1.mini_map_label = "Haunted House"
        gate_2.destination = locale
        gate_2.otherside = gate_1
        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")
        exterior.special_c["door"] = gate_1
        int_mainroom = randmaps.rooms.SharpRoom(tags=(context.ENTRANCE, ),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        int_mainroom.contents.append(maps.SKULL_ALTAR)
        gate_2.anchor = randmaps.anchors.south

        # Add the goal room, move the target there.
        int_goalroom = randmaps.rooms.SharpRoom(tags=(context.GOAL, ),
                                                parent=interior)
        target = self.elements["TARGET"]
        if isinstance(target, items.Item):
            dest = waypoints.SmallChest()
            dest.stock(self.rank)
            int_goalroom.contents.append(dest)
        else:
            dest = int_goalroom
        self.move_element(ele=target, dest=dest)

        # Add some encounters. Mostly for the treasure chests.
        pstate = PlotState(elements={"LOCALE": interior}).based_on(self)
        for t in range(random.randint(1, 3)):
            self.add_sub_plot(nart, "ENCOUNTER", pstate)
        return True
Esempio n. 9
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    def custom_init(self, nart):
        exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.SMALL_WINDOW
        exterior.special_c["sign1"] = maps.TOWER_SIGN
        self.register_element("_EXTERIOR", exterior, dident="CITY")

        culture = self.elements.get("CULTURE")
        archi = self.elements.setdefault("ARCHITECTURE",
                                         randmaps.architect.Village())
        interior, igen = randmaps.architect.design_scene(
            50,
            50,
            randmaps.BuildingScene,
            archi,
            setting=self.setting,
            fac=culture)
        interior.sprites[maps.SPRITE_FLOOR] = "terrain_floor_diamond.png"

        gate_1 = waypoints.GateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = self.elements.get("LOCALE")
        gate_2.otherside = gate_1
        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")
        exterior.special_c["door"] = gate_1
        int_mainroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED,
                                                      context.ROOM_PUBLIC),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        gate_2.anchor = randmaps.anchors.south
        int_mainroom.DECORATE = randmaps.decor.GeneralStoreDec()

        interior.name = random.choice(self.NAME_PATTERNS)
        gate_1.mini_map_label = "Adventurer's Guild"
        boh = waypoints.BookOfHeroes(anchor=randmaps.anchors.middle)
        int_mainroom.contents.append(boh)
        int_mainroom.contents.append(waypoints.LargeChest())
        nart.camp.mru_advguild = (interior, boh)

        return True
    def custom_init(self, nart):
        prev = self.elements["PREV"]
        next = self.elements["NEXT"]
        well = self.seek_element(nart,
                                 "_WELL",
                                 self.seek_well,
                                 scope=prev,
                                 check_subscenes=False)
        well.plot_locked = True
        myzone2 = self.seek_element(nart,
                                    "_N_ROOM",
                                    self.seek_entrance_room,
                                    scope=next,
                                    check_subscenes=False,
                                    must_find=False)
        if not myzone2:
            myzone2 = self.register_element(
                "_N_ROOM", randmaps.rooms.SharpRoom(tags=(context.ENTRANCE, )),
                "NEXT")
        stairs_2 = waypoints.GateDoor()
        self.register_element("_EXIT", stairs_2, "_N_ROOM")
        self._the_well_has_been_used = False
        if next.rank > prev.rank:
            # We're gonna add a dungeon.
            self.levels = list()
            pstate = PlotState(elements={
                "DUNGEON_TYPE": (context.HAB_TUNNELS, context.DES_WATER)
            }).based_on(self)
            for l in range(prev.rank + 1, next.rank + 1):
                pstate.rank = l
                sp = self.add_sub_plot(nart, "DUNGEON_LEVEL", pstate)
                if sp:
                    self.levels.append(sp.elements["LOCALE"])

            # Decide on a good name.
            dname = random.choice(self.NAME_PATTERNS).format(
                prev, namegen.random_style_name())

            # Connect all the levels, and name them.
            prv = self.levels[0]
            prv.name = "{0}, Lvl{1}".format(dname, 1)
            if len(self.levels) > 1:
                n = 2
                for nxt in self.levels[1:]:
                    nxt.name = "{0}, Lvl{1}".format(dname, n)
                    n += 1
                    pstate = PlotState(rank=nxt.rank,
                                       elements={
                                           "PREV": prv,
                                           "NEXT": nxt
                                       }).based_on(self)
                    sp = self.add_sub_plot(nart, "CONNECT", pstate)
                    prv = nxt

            # Connect to well and black market.
            stairs_3 = waypoints.StairsUp()
            stairs_4 = waypoints.StairsDown()
            myzone_3 = randmaps.rooms.SharpRoom(tags=(context.ENTRANCE, ),
                                                parent=self.levels[0])
            myzone_4 = randmaps.rooms.SharpRoom(tags=(context.GOAL, ),
                                                parent=self.levels[-1])
            myzone_3.contents.append(stairs_3)
            myzone_4.contents.append(stairs_4)

            self.well_destination = self.levels[0]
            self.well_otherside = stairs_3
            stairs_3.destination = prev
            stairs_3.otherside = well

            stairs_2.destination = self.levels[-1]
            stairs_2.otherside = stairs_4
            stairs_4.destination = next
            stairs_4.otherside = stairs_2
            self.move_element(next, self.levels[-1])
            self.move_element(self.levels[0], prev)
        else:
            self.well_destination = next
            self.well_otherside = stairs_2
            stairs_2.destination = prev
            stairs_2.otherside = well
            self.move_element(next, prev)
        return True
Esempio n. 11
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    def custom_init(self, nart):
        exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.SMALL_WINDOW
        exterior.special_c["sign1"] = maps.DRINK_SIGN
        self.register_element("_EXTERIOR", exterior, dident="LOCALE")
        interior = maps.Scene(50,
                              50,
                              sprites={
                                  maps.SPRITE_WALL: "terrain_wall_wood.png",
                                  maps.SPRITE_FLOOR: "terrain_floor_wood.png"
                              },
                              biome=context.HAB_BUILDING,
                              setting=self.setting,
                              desctags=(context.DES_CIVILIZED, ))
        igen = randmaps.BuildingScene(interior)
        gate_1 = waypoints.GateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = self.elements.get("LOCALE")
        gate_2.otherside = gate_1
        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")
        exterior.special_c["door"] = gate_1
        int_mainroom = randmaps.rooms.SharpRoom(random.randint(12, 20),
                                                random.randint(12, 20),
                                                tags=(context.CIVILIZED,
                                                      context.ROOM_PUBLIC),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        int_mainroom.contents.append(waypoints.Bookshelf())
        int_mainroom.contents.append(maps.FIREPLACE)
        gate_2.anchor = randmaps.anchors.south
        int_mainroom.DECORATE = randmaps.decor.TavernDec(win=maps.SMALL_WINDOW)
        npc = monsters.generate_npc(job=monsters.base.Innkeeper)
        npc.tags.append(context.CHAR_INNKEEPER)
        interior.name = random.choice(self.NAME_PATTERNS).format(
            npc,
            random.choice(monsters.MONSTER_LIST).name,
            random.choice(monsters.MONSTER_LIST).name)
        gate_1.mini_map_label = "Traveler's Inn"
        int_mainroom.contents.append(npc)
        self.register_element("SHOPKEEPER", npc)
        int_mainroom.contents.append(maps.TABLE)
        int_mainroom.contents.append(maps.TABLE)
        int_mainroom.contents.append(maps.TABLE)
        # Add at least one visitor.
        npc = self.register_element(
            "NPC", monsters.generate_npc(rank=self.rank + 2, upgrade=True))
        self.add_sub_plot(nart, "RESOURCE_NPCCONVO")
        int_mainroom.contents.append(npc)

        int_bedroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED, ),
                                               parent=interior)
        int_bedroom.contents.append(maps.LIGHT_STAND)
        int_bedroom.DECORATE = randmaps.decor.BedroomDec()
        self.shop = services.Inn()
        return True
Esempio n. 12
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    def custom_init(self, nart):
        locale = self.elements.get("LOCALE")
        exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.DARK_WINDOW
        exterior.special_c["sign1"] = maps.BOOK_SIGN
        self.register_element("_EXTERIOR", exterior, dident="CITY")

        culture = self.elements.get("CULTURE")
        archi = self.elements.setdefault("ARCHITECTURE",
                                         randmaps.architect.Village())
        interior, igen = randmaps.architect.design_scene(
            50,
            50,
            randmaps.BuildingScene,
            archi,
            setting=self.setting,
            fac=culture)

        interior.name = "{0} Library".format(locale)
        gate_1 = waypoints.GateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_1.mini_map_label = "Library"
        gate_2.destination = locale
        gate_2.otherside = gate_1
        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")
        exterior.special_c["door"] = gate_1
        int_mainroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED,
                                                      context.ROOM_PUBLIC),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        int_mainroom.contents.append(waypoints.Bookshelf())
        gate_2.anchor = randmaps.anchors.south
        int_mainroom.DECORATE = randmaps.decor.LibraryDec(
            win=maps.BRIGHT_WINDOW)
        if random.randint(1, 100) == 23:
            npc = monsters.generate_npc(job=characters.Ninja, fac=culture)
        else:
            npc = monsters.generate_npc(job=random.choice(
                (characters.Mage, characters.Mage, characters.Necromancer,
                 characters.Mage, characters.Mage, characters.Necromancer,
                 characters.Bard)),
                                        fac=culture)
        npc.tags.append(context.CHAR_SHOPKEEPER)
        int_mainroom.contents.append(npc)
        self.register_element("SHOPKEEPER", npc)
        int_mainroom.contents.append(maps.DESK)
        int_mainroom.contents.append(maps.TABLE)
        self.shop = self.register_element(
            "SHOPSERVICE",
            services.Shop(services.MAGIC_STORE,
                          rank=self.rank + 1,
                          allow_misc=False,
                          enhance_at=10,
                          num_items=25,
                          turnover=5,
                          npc=npc))
        #self.add_sub_plot( nart, "SIDE_STORY", PlotState(rank=self.random_rank_in_chapter()).based_on( self ) )
        return True
Esempio n. 13
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    def custom_init(self, nart):
        exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
        exterior.special_c["window"] = maps.SMALL_WINDOW
        exterior.special_c["sign1"] = maps.DRINK_SIGN
        self.register_element("_EXTERIOR", exterior, dident="CITY")

        culture = self.elements.get("CULTURE")
        archi = self.elements.setdefault("ARCHITECTURE",
                                         randmaps.architect.Village())
        interior, igen = randmaps.architect.design_scene(
            50,
            50,
            randmaps.BuildingScene,
            archi,
            setting=self.setting,
            fac=culture)

        gate_1 = waypoints.GateDoor()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = self.elements.get("LOCALE")
        gate_2.otherside = gate_1

        self.register_scene(nart,
                            interior,
                            igen,
                            ident="BUILDING_INT",
                            dident="LOCALE")

        exterior.special_c["door"] = gate_1
        int_mainroom = randmaps.rooms.SharpRoom(random.randint(12, 20),
                                                random.randint(12, 20),
                                                tags=(context.CIVILIZED,
                                                      context.ROOM_PUBLIC),
                                                anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        int_mainroom.contents.append(waypoints.Bookshelf())
        int_mainroom.contents.append(maps.FIREPLACE)
        gate_2.anchor = randmaps.anchors.south
        int_mainroom.DECORATE = randmaps.decor.TavernDec(win=maps.SMALL_WINDOW)

        npc = monsters.generate_npc(job=monsters.base.Innkeeper, fac=culture)
        npc.tags.append(context.CHAR_INNKEEPER)
        interior.name = random.choice(self.NAME_PATTERNS).format(
            npc,
            random.choice(monsters.MONSTER_LIST).name,
            random.choice(monsters.MONSTER_LIST).name)
        gate_1.mini_map_label = "Inn"
        int_mainroom.contents.append(npc)
        self.register_element("SHOPKEEPER", npc)

        int_mainroom.contents.append(maps.TABLE)
        int_mainroom.contents.append(maps.TABLE)
        int_mainroom.contents.append(maps.TABLE)

        int_bedroom = randmaps.rooms.SharpRoom(tags=(context.CIVILIZED, ),
                                               parent=interior)
        int_bedroom.contents.append(maps.LIGHT_STAND)
        int_bedroom.DECORATE = randmaps.decor.BedroomDec()

        #self.add_sub_plot( nart, "SIDE_STORY", PlotState(rank=self.random_rank_in_chapter()).based_on( self ) )

        self.shop = services.Inn()

        return True
    def custom_init(self, nart):
        scene = self.elements.get("LOCALE")
        mygen = nart.get_map_generator(scene)
        entryroom = mygen.DEFAULT_ROOM()
        myhabitat = scene.get_encounter_request()
        myhabitat[context.MTY_HUMANOID] = True
        myfaction = teams.AntagonistFaction(primary=context.MTY_THIEF,
                                            dungeon_type=("Cave", "Guild"))

        myteam = teams.Team(default_reaction=-999,
                            rank=self.rank,
                            strength=120,
                            habitat=myhabitat,
                            fac=myfaction)
        entryroom.contents.append(myteam)
        self.register_element("_ROOM", entryroom, dident="LOCALE")

        # Create the cave with the treasure.
        interior = maps.Scene(50,
                              50,
                              sprites={
                                  maps.SPRITE_WALL: "terrain_wall_cave.png",
                                  maps.SPRITE_GROUND:
                                  "terrain_ground_under.png",
                                  maps.SPRITE_FLOOR: "terrain_floor_gravel.png"
                              },
                              biome=context.HAB_CAVE,
                              setting=self.setting,
                              fac=myfaction,
                              desctags=(context.MAP_DUNGEON,
                                        context.MAP_GODOWN, context.MTY_THIEF))
        interior.name = myfaction.name
        mymapgen = randmaps.CaveScene(interior)

        gate_1 = waypoints.Pit()
        gate_2 = waypoints.GateDoor()
        gate_1.destination = interior
        gate_1.otherside = gate_2
        gate_2.destination = scene
        gate_2.otherside = gate_1
        self.register_scene(nart,
                            interior,
                            mymapgen,
                            ident="_THIEFCAVE",
                            dident="LOCALE")

        gate_1.anchor = randmaps.anchors.middle
        entryroom.contents.append(gate_1)

        int_mainroom = randmaps.rooms.FuzzyRoom(anchor=randmaps.anchors.south,
                                                parent=interior)
        int_mainroom.contents.append(gate_2)
        gate_2.anchor = randmaps.anchors.south

        int_otherroom = randmaps.rooms.FuzzyRoom(random.randint(10, 16),
                                                 random.randint(10, 16),
                                                 parent=interior)
        bteam = teams.Team(default_reaction=-999,
                           rank=self.rank,
                           strength=200,
                           habitat=myhabitat,
                           fac=myfaction)
        int_otherroom.contents.append(bteam)

        # Create the chests and place them.
        for t in range(random.randint(3, 5)):
            mychest = random.choice(
                (waypoints.SmallChest, waypoints.MediumChest,
                 waypoints.LargeChest))()
            mychest.stock(self.rank)
            int_otherroom.contents.append(mychest)

        # Add an extra encounter, just because.
        self.add_sub_plot(
            nart, "ENCOUNTER",
            PlotState(elements={
                "LOCALE": interior,
                "ANTAGONIST": myfaction
            }).based_on(self))

        return True
    def custom_init(self, nart):
        scene = self.elements.get("LOCALE")
        mygen = nart.get_map_generator(scene)
        fortress = randmaps.rooms.CastleRoom(width=21,
                                             height=21,
                                             tags=(context.GOAL, ))
        myhabitat = scene.get_encounter_request()
        myhabitat[context.MTY_HUMANOID] = True
        myhabitat[(context.MTY_FIGHTER, context.MTY_LEADER)] = context.MAYBE
        myteam = teams.Team(default_reaction=-999,
                            rank=self.rank,
                            strength=200,
                            habitat=myhabitat,
                            fac=scene.fac)
        fortress.contents.append(myteam)
        self.register_element("_ROOM", fortress, dident="LOCALE")

        # Create the buildings.
        buildings = list()
        for t in range(random.randint(1, 3)):
            exterior = randmaps.rooms.BuildingRoom(tags=(context.CIVILIZED, ))
            exterior.special_c["window"] = maps.SMALL_WINDOW
            self.register_element("_EXTERIOR{0}".format(t),
                                  exterior,
                                  dident="_ROOM")
            interior = maps.Scene(40,
                                  40,
                                  sprites={
                                      maps.SPRITE_WALL:
                                      "terrain_wall_wood.png",
                                      maps.SPRITE_FLOOR:
                                      "terrain_floor_wood.png"
                                  },
                                  biome=context.HAB_BUILDING,
                                  setting=self.setting,
                                  desctags=(context.MTY_HUMANOID, ))
            interior.name = "Building {}".format(t + 1)
            igen = randmaps.BuildingScene(interior)
            gate_1 = waypoints.GateDoor()
            gate_2 = waypoints.GateDoor()
            gate_1.destination = interior
            gate_1.otherside = gate_2
            gate_2.destination = scene
            gate_2.otherside = gate_1
            self.register_scene(nart,
                                interior,
                                igen,
                                ident="_BUILDING_{}".format(t),
                                dident="LOCALE")
            exterior.special_c["door"] = gate_1
            int_mainroom = randmaps.rooms.SharpRoom(
                anchor=randmaps.anchors.south, parent=interior)
            int_mainroom.contents.append(gate_2)
            gate_2.anchor = randmaps.anchors.south
            # Have a second room with guards. Probably. If you want.
            if random.randint(1, 4) != 1:
                int_otherroom = randmaps.rooms.SharpRoom(parent=interior)
                bteam = teams.Team(default_reaction=-999,
                                   rank=self.rank,
                                   strength=130,
                                   habitat=myhabitat,
                                   fac=scene.fac)
                int_otherroom.contents.append(bteam)
                int_otherroom.DECORATE = randmaps.decor.BuildingDec()
                buildings.append(int_otherroom)
            else:
                buildings.append(int_mainroom)

        # Create the chests and place them.
        for t in range(random.randint(4, 6)):
            mychest = random.choice(
                (waypoints.SmallChest, waypoints.MediumChest,
                 waypoints.LargeChest))()
            mychest.stock(self.rank)
            random.choice(buildings).contents.append(mychest)

        return True