def render_room_1(): session.dungeon = "01" session.room = "01" screen.clear_screen() screen.print_general_screen() screen.print_room_description( "You wake up in a dark and dry room. You look around and it's looks\n" "like a cell. Right in front of you, close to the cell bars, there is\n" "a guard, drop dead" ) screen.print_room_options([ "Scream for help", "Check the guard's body" ]) option = "" while option != "q": option = raw_input("Choose an option (q to quit): ") if option == "1": screen.clear_screen() screen.print_room_notice("No one listens to you, you are on your own") render_room_1() elif option == "2": screen.clear_screen() screen.print_room_notice( "You find the cell key in his pocket. You leave the cell" ) render_room_2() elif option == "q": screen.print_game_over() else: screen.print_error("Choose a valid option")
def render_room_3(): session.dungeon = "01" session.room = "03" screen.clear_screen() screen.print_general_screen() screen.print_room_description( "You enter a messy and dry room, there are an interesting desk in the\n" "corner, covered with papers and a shiny drawer" ) screen.print_room_options([ "Check the drawer", "Leave the room" ]) option = "" while option != "q": option = raw_input("Choose an option (q to quit): ") if option == "1": screen.clear_screen() if session.player_found_gp_in_room_2: screen.print_room_notice("The drawer is empty") else: session.player_gp = session.player_gp + 2 session.player_found_gp_in_room_2 = True screen.print_room_notice("You found 2GP") render_room_3() elif option == "2": render_room_2() elif option == "q": screen.print_game_over() else: screen.print_error("Choose a valid option")
def render_room_5(): session.dungeon = "01" session.room = "05" screen.clear_screen() screen.print_general_screen() screen.print_room_description( "After a heat battle, you still have energy to run. At the end of the\n" "hall, there is a dark corridor. When you enter it, you notice that\n" "part of the floor looks different" ) screen.print_room_options([ "Check for traps", "Run like there is no tomorrow" ]) option = "" while option != "q": option = raw_input("Choose an option (q to quit): ") if option == "1": screen.clear_screen() screen.print_room_notice( "You find a trap, a clumsy deep hole full of pythons. You jump " "over it" ) screen.print_game_over() elif option == "2": screen.clear_screen() screen.print_room_notice( "You fall in a deep hole and get bitten by the pythons" ) screen.print_game_over() elif option == "q": screen.print_game_over() else: screen.print_error("Choose a valid option")
def render_room_2(): session.dungeon = "01" session.room = "02" screen.clear_screen() screen.print_general_screen() screen.print_room_description( "This look like a corridor full of cells. There is an open door on\n" "the right and a long corridor on the left" ) screen.print_room_options([ "Enter the open door on the right", "Run through the corridor on the left" ]) option = "" while option != "q": option = raw_input("Choose an option (q to quit): ") if option == "1": render_room_3() elif option == "2": render_room_4() elif option == "q": screen.print_game_over() else: screen.print_error("Choose a valid option")
def render_room_3(): session.dungeon = "01" session.room = "03" screen.clear_screen() screen.print_general_screen() screen.print_room_description( "You enter a messy and dry room, there are an interesting desk in the\n" "corner, covered with papers and a shiny drawer") screen.print_room_options(["Check the drawer", "Leave the room"]) option = "" while option != "q": option = raw_input("Choose an option (q to quit): ") if option == "1": screen.clear_screen() if session.player_found_gp_in_room_2: screen.print_room_notice("The drawer is empty") else: session.player_gp = session.player_gp + 2 session.player_found_gp_in_room_2 = True screen.print_room_notice("You found 2GP") render_room_3() elif option == "2": render_room_2() elif option == "q": screen.print_game_over() else: screen.print_error("Choose a valid option")
def render_room_1(): session.dungeon = "01" session.room = "01" screen.clear_screen() screen.print_general_screen() screen.print_room_description( "You wake up in a dark and dry room. You look around and it's looks\n" "like a cell. Right in front of you, close to the cell bars, there is\n" "a guard, drop dead") screen.print_room_options(["Scream for help", "Check the guard's body"]) option = "" while option != "q": option = raw_input("Choose an option (q to quit): ") if option == "1": screen.clear_screen() screen.print_room_notice( "No one listens to you, you are on your own") render_room_1() elif option == "2": screen.clear_screen() screen.print_room_notice( "You find the cell key in his pocket. You leave the cell") render_room_2() elif option == "q": screen.print_game_over() else: screen.print_error("Choose a valid option")
def render_room_5(): session.dungeon = "01" session.room = "05" screen.clear_screen() screen.print_general_screen() screen.print_room_description( "After a heat battle, you still have energy to run. At the end of the\n" "hall, there is a dark corridor. When you enter it, you notice that\n" "part of the floor looks different") screen.print_room_options( ["Check for traps", "Run like there is no tomorrow"]) option = "" while option != "q": option = raw_input("Choose an option (q to quit): ") if option == "1": screen.clear_screen() screen.print_room_notice( "You find a trap, a clumsy deep hole full of pythons. You jump " "over it") screen.print_game_over() elif option == "2": screen.clear_screen() screen.print_room_notice( "You fall in a deep hole and get bitten by the pythons") screen.print_game_over() elif option == "q": screen.print_game_over() else: screen.print_error("Choose a valid option")
def render_room_2(): session.dungeon = "01" session.room = "02" screen.clear_screen() screen.print_general_screen() screen.print_room_description( "This look like a corridor full of cells. There is an open door on\n" "the right and a long corridor on the left") screen.print_room_options([ "Enter the open door on the right", "Run through the corridor on the left" ]) option = "" while option != "q": option = raw_input("Choose an option (q to quit): ") if option == "1": render_room_3() elif option == "2": render_room_4() elif option == "q": screen.print_game_over() else: screen.print_error("Choose a valid option")
if apdg.t_go < 5 or r_go < 10 or height() < final_height: break time.sleep(guidance_interval) # Final touch down with gravity turn trajectory while True: v_0 = utils.vector(velocity()) r_0 = utils.vector(position()) acc_dir, acc = Apollo.gravity_turn(vertical_speed(), speed(), mean_altitude(), final_velocity, target_height, g_0, r_0, v_0) ap.target_direction = acc_dir thrust = utils.thrust2throttle(mass() * acc, max_thrust(), min_throttle) vessel.control.throttle = thrust screen.print_error(current_thrust() - thrust, ap_err(), None) if situation() == space_center.VesselSituation.landed \ or situation() == space_center.VesselSituation.splashed\ or flight.vertical_speed > -0.5: break ap.disengage() vessel.control.throttle = 0. upg.status = Status.Finished # Update the final landing error r_0 = utils.vector(position()) target_height = body.surface_height(lat, lon) r_target = utils.vector( body.position_at_altitude(lat, lon, target_height, body_frame)) l_err = np.linalg.norm(r_0 - r_target) screen.print_error(0, 0, l_err)
def render_battle_1(): session.monster_name = "Ugly Orc" turn = "player" player_defense = 0 monster_defense = 0 time_to_battle = session.monster_hp > 0 and session.player_hp > 0 while time_to_battle: screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() if turn == "player": dice = utils.rolls_dice() option = "" while option != "q": screen.print_battle_options(["Attack", "Defend"]) option = raw_input("Choose an option (q to quit): ") if option == "1": if monster_defense > 0: damage = (dice + session.player_ap) - ( session.monster_dp + monster_defense) else: damage = (dice + session.player_ap) - session.monster_dp if damage < 0: damage = 0 screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() screen.print_battle_info( "Player attacks, rolls %s, dealing %s of damage" % (dice, damage)) raw_input("Press any key to continue...") session.monster_hp = session.monster_hp - damage player_defense = 0 turn = "monster" break elif option == "2": player_defense = dice + session.player_dp screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() screen.print_battle_info( "Player defends, rolls %s, getting %s of defense" % (dice, player_defense)) raw_input("Press any key to continue...") turn = "monster" break else: screen.print_error("Choose a valid option") elif turn == "monster": dice = utils.rolls_dice() option = utils.choose_one(["1", "2"]) if option == "1": if player_defense > 0: damage = (dice + session.monster_ap) - (session.player_dp + player_defense) else: damage = (dice + session.monster_ap) - session.player_dp if damage < 0: damage = 0 screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() screen.print_battle_info( "Monster attacks, rolls %s, dealing %s of damage" % (dice, damage)) raw_input("Press any key to continue...") session.player_hp = session.player_hp - damage monster_defense = 0 turn = "player" elif option == "2": monster_defense = dice + session.monster_dp screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() screen.print_battle_info( "Monster defends, rolls %s, getting %s of defense" % (dice, monster_defense)) raw_input("Press any key to continue...") turn = "player" else: screen.print_error("Unknown monster action") else: screen.print_error("Unknown turn") if session.monster_hp <= 0: screen.print_room_notice("You won!") screen.print_room_notice("You found %sGP" % session.monster_gp) session.player_gp = session.player_gp + session.monster_gp rooms.render_room_5() elif session.player_hp <= 0: screen.print_room_notice("You died!") screen.print_game_over() else: continue
def render_battle_1(): session.monster_name = "Ugly Orc" turn = "player" player_defense = 0 monster_defense = 0 time_to_battle = session.monster_hp > 0 and session.player_hp > 0 while time_to_battle: screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() if turn == "player": dice = utils.rolls_dice() option = "" while option != "q": screen.print_battle_options([ "Attack", "Defend" ]) option = raw_input("Choose an option (q to quit): ") if option == "1": if monster_defense > 0: damage = (dice + session.player_ap) - (session.monster_dp + monster_defense) else: damage = (dice + session.player_ap) - session.monster_dp if damage < 0: damage = 0 screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() screen.print_battle_info( "Player attacks, rolls %s, dealing %s of damage" % (dice, damage) ) raw_input("Press any key to continue...") session.monster_hp = session.monster_hp - damage player_defense = 0 turn = "monster" break elif option == "2": player_defense = dice + session.player_dp screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() screen.print_battle_info( "Player defends, rolls %s, getting %s of defense" % (dice, player_defense) ) raw_input("Press any key to continue...") turn = "monster" break else: screen.print_error("Choose a valid option") elif turn == "monster": dice = utils.rolls_dice() option = utils.choose_one(["1", "2"]) if option == "1": if player_defense > 0: damage = (dice + session.monster_ap) - (session.player_dp + player_defense) else: damage = (dice + session.monster_ap) - session.player_dp if damage < 0: damage = 0 screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() screen.print_battle_info( "Monster attacks, rolls %s, dealing %s of damage" % (dice, damage) ) raw_input("Press any key to continue...") session.player_hp = session.player_hp - damage monster_defense = 0 turn = "player" elif option == "2": monster_defense = dice + session.monster_dp screen.clear_screen() screen.print_general_screen() screen.print_battle_screen() screen.print_battle_info( "Monster defends, rolls %s, getting %s of defense" % (dice, monster_defense) ) raw_input("Press any key to continue...") turn = "player" else: screen.print_error("Unknown monster action") else: screen.print_error("Unknown turn") if session.monster_hp <= 0: screen.print_room_notice("You won!") screen.print_room_notice("You found %sGP" % session.monster_gp) session.player_gp = session.player_gp + session.monster_gp rooms.render_room_5() elif session.player_hp <= 0: screen.print_room_notice("You died!") screen.print_game_over() else: continue