예제 #1
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def menu():
    """
    Asks for the excel filename and continuously asks for the next action,
    allowing the user to search the excel document, run inventory, and change
    the current documentuntil the user inputs "exit".
    """
    filename, wb = documentCheck.documentCheck()
    running = True
    while (running):
        print("\nWhat would you like to do?")
        choice = input(
            "You can choose to: Search; Inventory; Change Document; Exit  \n")
        if (choice.lower() in ("search", "s")):
            searchMenu.searchMenu(filename, wb)
            # have to refresh the wb, because we saved the info in the wb in
            # the inventory method
            wb = openpyxl.load_workbook(filename)
        elif (choice.lower() in ("inventory", "i")):
            inventory.inventory(filename, wb)
            wb = openpyxl.load_workbook(filename)
        elif (choice.lower()
              in ("changedoc", "change document", "document change", "change",
                  "document", "cd", "c", "d")):
            filename, wb = documentCheck.documentCheck()
        elif (choice.lower() in ("exit", "e")):
            running = False
        else:
            print("Invalid choice.")
    print("Have a nice day!")
예제 #2
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파일: main.py 프로젝트: kynite/FakeRPG
def ingame_menu():
    """The menu that appears after the main menu/the first menu"""
    # While loop for continous play
    while True:
        # Tells user that typing q goes to the main menu
        print('type q to go back to the main menu')
        # Asks for user input
        menu = input('type map/inventory/characters: ')
        # Makes all the user input into lower case
        menu = menu.lower()
        # Checks to see if user typed inventory
        if menu == 'inventory':
            # Tells user to type in certain commands to access further menus
            print('type [weapon], [fishing rod], [heal]')
            # Runs the inventory function
            inv.inventory()
        # Checks to see if user typed location
        elif menu == 'map':
            # Runs the location function
            loc.location()
        elif menu == 'characters':
            ch.all_characters()
        # Checks to see if user typed in q
        elif menu == 'q':
            # Goes to main menu
            break
        # Checks to see if anything else was typed in
        else:
            # Tells user that was an invalid selection
            print('invalid select again')
예제 #3
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파일: ai.py 프로젝트: 1egoman/ageofcol
  def __init__(self, t, x, y, m=None, s=None):
    super(unit, self).__init__()

    self.x = x
    self.y = y
    self.owner = t
    if m != None: self.members = args[3]
    if s != None: self.super = args[4]

    # Create the instance of the inventory and wallet for the unit
    self.inventory = inv.inventory()
    self.inventory.craftsize = 3
    
    self.wallet = economy.wallet()

    self.prevcoords = (x,y)

    # Add the members
    self.members = []
    self.members.append([0,0]) # this is the main member (always at 0,0 relative to everyone else)
    self.members.append([random.randrange(0, self.size-5),random.randrange(0, self.size-5),5,5,random.randrange(1, 10)])
    self.members.append([random.randrange(0, self.size-5),random.randrange(0, self.size-5),5,5,random.randrange(1, 10)])
    self.members.append([random.randrange(0, self.size-5),random.randrange(0, self.size-5),5,5,random.randrange(1, 10)])
    self.members.append([random.randrange(0, self.size-5),random.randrange(0, self.size-5),5,5,random.randrange(1, 10)])
    self.members.append([random.randrange(0, self.size-5),random.randrange(0, self.size-5),5,5,random.randrange(1, 10)])
    self.members.append([random.randrange(0, self.size-5),random.randrange(0, self.size-5),5,5,random.randrange(1, 10)])

    self.foresttimer = 0
예제 #4
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  def __init__(self, x, y):
    self.x = x*common.tilewidth
    self.y = y*common.tilewidth
    super(oremine, self).__init__()

    self.inventory = inv.inventory()
    self.inventory.r = 8
    self.inventory.c = 5

    self.itemsmade = 0
예제 #5
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  def __init__(self, x, y):
    super(merchantshop, self).__init__()
    self.x = x*common.tilewidth
    self.y = y*common.tilewidth

    self.inventory = inv.inventory()
    self.inventory.r = 8
    self.inventory.c = 5

    self.woodmade = 0
예제 #6
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async def beh_aggressive_bag_cleaning(worker, limits=None):
    item_limits = limits if limits else level_limit(
        worker.account_info()["level"])

    total = total_iventory_count(worker)
    if total > 300:
        worker.log.info(
            u"Aggressive bag cleaning with {} items in inventory: {}".format(
                str(total), str(inventory(worker))))
        await beh_clean_bag_with_limits(worker, item_limits, aggressive=True)
예제 #7
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  def __init__(self, x, y):
    self.x = x*common.tilewidth
    self.y = y*common.tilewidth
    super(woodyard, self).__init__()

    self.inventory = inv.inventory()
    self.inventory.r = 8
    self.inventory.c = 5

    self.woodmade = 0
    if common.cv.getTileBelow(self.x, self.y) != "forest": self.delete()
예제 #8
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 def __init__(self, dataManager):
     self.dataManager = dataManager
     self.rect = pygame.Rect(
         self.dataManager.spawnpoint[0] * self.dataManager.block_size_x,
         self.dataManager.spawnpoint[1] * self.dataManager.block_size_y, 16,
         16)
     self.health = 100
     self.maxhealth = 100
     self.gold = 0
     self.inv = inventory()
     self.xp = 0
     self.level = 0
예제 #9
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 def __init__(self, hp, gold, name):
     self.gold = gold
     self.hp = hp  # This is the player's non-static HP.
     self.name = name
     self.inv = inventory()
     self.max_hp = 20  # Max HP will only change on level up
     self.attack = 5  # Determines your damage, effected by weapons later
     self.defense = 5  # Reduces damage by 50% of defense (50% is only temporary)
     self.armor = 0  # Reduces damage by 25% of armor (25% is only temporary)
     self.speed = 10  # Speed will determine who moves first. Can be negatively effected by weight
     self.weight = 0  # Weight of armor effects this.
     self.level = 1
     self.xp = 0  # XP,
예제 #10
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 def __init__(self, hp, gold, name):
     self.gold = gold
     self.hp = hp # This is the player's non-static HP.
     self.name = name
     self.inv = inventory()
     self.max_hp = 20 # Max HP will only change on level up
     self.attack = 5 # Determines your damage, effected by weapons later
     self.defense = 5 # Reduces damage by 50% of defense (50% is only temporary)
     self.armor = 0 # Reduces damage by 25% of armor (25% is only temporary)
     self.speed = 10 # Speed will determine who moves first. Can be negatively effected by weight
     self.weight = 0 # Weight of armor effects this.
     self.level = 1
     self.xp = 0 # XP,
예제 #11
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def main():
    while True:
        print("你可以进行如下操作:")
        print("c:收银系统  i:库存系统  s:进货系统  t:今日销量  g:修改商品信息  e:退出")
        op = input("请输入你的选择:")
        if op == 'c':
            csr.cashier()
            # break
        elif op == 'i':
            inventory.inventory()
            # break
        elif op == 's':
            stock.stock()
            # break
        elif op == 't':
            selltoday.selltoday()
            # break
        elif op == 'g':
            change.change()
        elif op == 'e':
            exit()
        else:
            print("操作不正确,请重新输入")
예제 #12
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  def __init__(self, x, y, w=2, h=2, name=None, pop=5, hct=None):

    # print hct
    # hct=None
    # hct=None
    self.x = x*common.tilewidth
    self.y = y*common.tilewidth
    self.w = w*common.tilewidth
    self.h = h*common.tilewidth
    self.housect = 1
    self.population = pop
    super(village, self).__init__()

    self.inventory = inv.inventory()
    self.inventory.r = 8
    self.inventory.c = 8
    self.inventory.hasoven=True

    self.wallet = economy.wallet()
    self.wallet.capacity = 250.00

    self.inhabitants = []
    self.producefarm = 0.0
    self.producebarracks = 0.0
    self.refinetimer = 0.0
    self.orerefinetime = 2.0

    # Generate Village Name
    if not name:
      self.name = civilization.nameone[random.randrange(0, len(civilization.nameone))]+civilization.nametwo[random.randrange(0, len(civilization.nametwo))]
    else:
      self.name = name
    # Create house locations
    if hct:
      self.houseloc = hct
      self.housect = len(hct)
    else:
      for h in xrange(0, self.housect):
        hx = random.randrange(0, self.w-self.housewidth)
        hy = random.randrange(0, self.h-self.housewidth)
        self.houseloc.append([hx, hy, common.cv.buildingtextures[0]])
예제 #13
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def main():

    #calling the inventory functions from the class
    inventory1 = inventory("1", "Jacket", "12", "$59.95")

    print(inventory1)
    print()

    #the spacing on this constructor helps shape it when it is printed
    #storing 4 arguments into the three variables

    Product1 = product(" 1   ", "Jacket ", "         12 ", "    $59.95 ")

    Product2 = product(" 2   ", "Designer Jeans ", " 40 ", "    $34.95 ")

    Product3 = product(" 3   ", "Shirt ", "          20 ", "    $24.95 ")

    print(" ID: " + " Desription: " + "Quantity: " + "Price: ")
    print(Product1)
    print()
    print(Product2)
    print()
    print(Product3)
예제 #14
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def main():
    status = ''
    while status != "dead":
        try:
            print('What do you want to do?')
            select = selection(["Battle", "Shop", "Inventory"], 0)
            if select[1] == 'Battle':
                print('You go to battle!')
                status = battle(hero)
            elif select[1] == 'Shop':
                print('You go to the shop!')
                wgi = shop(hero.gold, hero.inventory, hero)
                hero.gold = wgi[0]
                hero.inventory = wgi[1]
            elif select[1] == 'Inventory':
                wgi = inventory(hero.equipped_weapon, hero.gold, hero.inventory, hero)
                hero.equipped_weapon = wgi[0]
                hero.gold = wgi[1]
                hero.inventory = wgi[2]
            else:
                print("Invalid input %r" % select[1])
        except:
            print("Invalid input")
예제 #15
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def click():

    clicked = pygame.mouse.get_pressed()

    pos = pygame.mouse.get_pos()

    a = []

    a = chkavail()

    if clicked[0] is 1:

        if 284 < pos[0] < 388 and 184 < pos[1] < 241:

            if a[0] is 1:
                pressed_atomic()

        elif 397 < pos[0] < 511 and 251 < pos[1] < 313:
            if a[1] is 1:
                pressed_coal()

        elif 500 < pos[0] < 649 and 184 < pos[1] < 249:
            if a[2] is 1:
                pressed_natural1()

        elif 272 < pos[0] < 392 and 320 < pos[1] < 383:
            if a[3] is 1:
                pressed_natural2()

        elif 580 < pos[0] < 700 and 280 < pos[1] < 340:
            if a[4] is 1:
                pressed_solar1()

        elif 436 < pos[0] < 573 and 367 < pos[1] < 426:
            if a[5] is 1:
                pressed_solar2()

        elif 781 < pos[0] < 907 and 266 < pos[1] < 343:
            if a[6] is 1:
                pressed_wind1()

        elif 480 < pos[0] < 620 and 480 < pos[1] < 550:
            if a[7] is 1:
                pressed_wind2()

        elif 644 < pos[0] < 760 and 375 < pos[1] < 440:
            if a[8] is 1:
                pressed_hydro1()

        elif 74 < pos[0] < 190 and 137 < pos[1] < 200:
            if a[9] is 1:
                pressed_hydro2()

        elif 410 < pos[0] < 526 and 88 < pos[1] < 156:
            if a[10] is 1:
                pressed_geothermal1()

        elif 144 < pos[0] < 260 and 249 < pos[1] < 313:
            if a[11] is 1:
                pressed_geothermal2()

        elif 24 < pos[0] < 76 and 17 < pos[1] < 50:

            resume()

        elif 900 < pos[0] < 940 and 10 < pos[1] < 50:

            inventory()
예제 #16
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 def getStandContents(self):
     self.inventory=inventory.inventory()
     self.pitcher=pitcher.pitcher()
     self.recipie=recipie.recipie()
예제 #17
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 def __init__(self, name, hp):
     self.name = name
     self.hp = hp
     self.inv = inventory()
예제 #18
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 def test_get_item(self):
     inv = inventory()
     potion = consumable('Potion', 1, 10, 10)
     inv.items.append(potion)
     result = inv.get_item('potion')
     self.assertEquals(result, potion)
예제 #19
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 def test_remove_item_not_last_item(self):
     inv = inventory()
     potion = consumable('Potion', 2, 10, 10)
     inv.items.append(potion)
     inv.remove_item(potion)
     self.assertEquals(1, inv.items[0].count)
예제 #20
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 def test_remove_item_last_item(self):
     inv = inventory()
     potion = consumable('Potion', 1, 10, 10)
     inv.items.append(potion)
     inv.remove_item(potion)
     self.assertEquals(0, len(inv.items))
예제 #21
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 def test_add_item_duplicate_item(self):
     inv = inventory()
     potion = consumable('Potion', 1, 10, 10)
     inv.add_item(potion)
     inv.add_item(potion)
     self.assertEquals(2, inv.items[0].count)
예제 #22
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 def getStandContents(self):
     self.inventory = inventory.inventory()
     self.pitcher = pitcher.pitcher()
     self.recipie = recipie.recipie()
예제 #23
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 def log_inventory(self):
     log.info("Inventory:{}".format(str(inventory(self.worker))))
예제 #24
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파일: main.py 프로젝트: masonhgn/mason-game
        if obj.name == 'monster':
            obj.followPlayer(ogre)

    playerInv.draw(w)
    p.display.update()


####### main ############
m = mapp(-3600, -3700)
entities.append(
    entity(-200, 600, -200, 600, 5, 10, 'monster', entity_type='mob'))
entities.append(entity(100, 100, 100, 100, 5, 10, 'monster',
                       entity_type='mob'))
entities.append(entity(-500, 300, -500, 300, 0, 0, 'tree',
                       entity_type='solid'))
playerInv = inventory(900, SCREEN_H - 300, False, False)

items.append(item(1, 'coins', 100, 100))
items.append(item(2, 'globes', 100, 100))

ogre = player(400, 300, 64, 64)
####### main ############

run = True

while run:
    c.tick(27)
    for event in p.event.get():
        if event.type == p.QUIT:
            run = False
예제 #25
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 def __init__(self, name, desc, hp, damage):
     self.name = name
     self.desc = desc
     self.hp = hp
     self.damage = damage
     self.inv = inventory()
예제 #26
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 def set_trainer_from_dict(self,trainer_dict=None):
     if trainer_dict is None:
         return False
     # mandatory information
     self.name = trainer_dict.get('name')
     self.trainer_class = trainer_dict.get('trainer class')
     self.trainer_id = trainer_dict.get('trainer id')
     self.money = trainer_dict.get('money')
     # safe to assume information
     if trainer_dict.get('gender') is not None: 
         self.gender = trainer_dict.get('gender')
     else: # RANDOM GENDER
         roll = randint(0,1)
         if roll == 0:
             self.gender = constants.male
         else:
             self.gender = constants.female
     if trainer_dict.get('is player') is not None:
         self.is_player = True
     else: # ELSE ASSUME IS NPC
         self.is_player = False
     if trainer_dict.get('party') is not None:
         self.party = trainer_dict.get('party')
     else:   # SET AS EMPTY
         self.party = []
     if trainer_dict.get('inventory') is not  None:
         self.inventory = trainer_dict.get('inventory')
     else:   # SET AS NEW
         self.inventory = inventory()
         self.inventory.set_owner(self)
     if trainer_dict.get('pokedex') is not None: 
         self.pokedex = trainer_dict.get('pokedex')
         self.pokedex.set_license(self)
     else: # SET AS NEW
         self.pokedex = pokedex()
         self.pokedex.set_license(self)
     if trainer_dict.get('storage') is not  None:
         self.storage = trainer_dict.get('storage')
     else:   # SET AS NEW
         self.storage = inventory()     
     # Non key information
     if trainer_dict.get('region') is not None: 
         self.region_of_origin = trainer_dict.get('region')
     else: 
         self.region_of_origin = ""
     if trainer_dict.get('hometown') is not None: 
         self.hometown = trainer_dict.get('hometown')
     else: 
         self.hometown = None
     if trainer_dict.get('age') is not None: 
         self.age = trainer_dict.get('age')
     else: 
         self.age = randint(10,30)
     if trainer_dict.get('height') is not None: self.height = trainer_dict.get('height')
     else: self.height = ""
     if trainer_dict.get('weight') is not None: self.weight = trainer_dict.get('weight')
     else: self.weight = ""
     if trainer_dict.get('badges') is not None: self.badges = trainer_dict.get('badges')
     else: self.badges = {1:None}
     if trainer_dict.get('wins') is not None: self.wins = trainer_dict.get('wins')
     else: self.wins = 0
     if trainer_dict.get('losses') is not None: self.losses = trainer_dict.get('losses')
     else: self.losses = 0
     if trainer_dict.get('draws') is not None: self.draws = trainer_dict.get('draws')
     else: self.draws = 0
예제 #27
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 def test_get_item_no_item(self):
     inv = inventory()
     result = inv.get_item('potion')
     self.assertEquals(result, None)
예제 #28
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 def test_add_item_new_item(self):
     inv = inventory()
     potion = consumable('Potion', 1, 10, 10)
     inv.add_item(potion)
     self.assertEquals(potion, inv.items[0])
예제 #29
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def beh_aggressive_bag_cleaning(worker):
    level = worker.account_info()["level"]
    item_limits = PHASE_0_ITEM_LIMITS if level < 12 else L12_ITEM_LIMITS if (12 < level < 21) else L20_ITEM_LIMITS

    total = total_iventory_count(worker)
    if total > 300:
        log.info("Aggressive bag cleaning with {} items in inventory: {}".format(str(total), str(inventory(worker))))
        beh_clean_bag_with_limits(worker, item_limits, aggressive=True)