Exemplo n.º 1
0
def new_game():
    """
    ===========================================================================
    Resets the state of the game.
    ===========================================================================
    """
    Entity.health_bars.clear()
    Entity.enemy_list.clear()
    Projectile.attackSprites.clear()
    Player.Player.is_dead = False
    Player.Player.playerInstances = 0
    Player.Player.playerInstance = Player.Player()
    Player.Player.currentLane = 0
    global current_player_level
    current_player_level = 1

    Room.rooms_list.clear()

    Room.reset_room()

    first_room = Room()
    second_room = Room()

    Room.current_room = first_room
    Room.next_room = second_room

    Helper.LANES['left'][1] = False
    Helper.LANES['middle'][1] = False
    Helper.LANES['right'][1] = False

    populate_current_room()
Exemplo n.º 2
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 def initMap():
     intMap = [
         [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
         [0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0],
         [0,1,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,0],
         [0,1,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,0],
         [0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
         [0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0],
         [0,1,1,1,1,1,0,1,0,0,0,0,0,0,0,1,0,1,1,1,1,1,0],
         [0,0,0,0,0,1,0,1,1,1,1,0,1,1,1,1,0,1,0,0,0,0,0],
         [0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0],
         [0,0,0,0,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,0,0,0,0],
         [0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0],
         [0,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1],
         [0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
         [0,0,0,0,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,0,0,0,0],
         [0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0],
         [0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
         [0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0],
         [0,1,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,0],
         [0,1,1,1,0,1,1,1,1,1,1,0,1,1,1,1,1,1,0,1,1,1,0],
         [0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0],
         [0,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,0],
         [0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0],
         [0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0],
         [0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
         [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],]
     newDict = {}
     for x in range(len(intMap)):
         for y in range(len(intMap[x])):
             if intMap[x][y] == 0:
                 newDict[(x,y)] = Room(Point(x,y), "SOLID")
             if intMap[x][y] == 1:
                 newDict[(x,y)] = Room(Point(x,y), "EMPTY")
     return newDict
Exemplo n.º 3
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    def __init__(self,
                 name,
                 theme,
                 next,
                 width,
                 height,
                 room_str=None,
                 id=None):
        if id:
            self.id = id
        else:
            self.id = unique_id()

        self.name = name
        self.theme = theme
        self.next = next
        self.width = width
        self.height = height

        self.roomlist = []

        for y in range(0, height):
            room_row = []
            for x in range(0, width):
                if room_str:
                    room_row.append(Room(x, y, room_str.pop(0)))
                else:
                    room_row.append(Room(x, y))
            self.roomlist.append(room_row)
Exemplo n.º 4
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def fill_rooms(data_base,letters,cruise_answer,r_type):

  """

  Regresa una lista con objetos tipo room

  cruise_answer representa el crucero seleccionado

  r_type representa el tipo de habitacion

  letters representa la letra del pasillo

  """
  rooms = []
  for r_letter in range(0,data_base[cruise_answer-1]["rooms"][r_type][0]):
    for r_number in range(1,data_base[cruise_answer-1]["rooms"][r_type][1]+1):
      if r_type == "simple":
        room = Room(letters[r_letter],r_number,data_base[cruise_answer-1]["capacity"][r_type],"Sencilla","Disponible",f"S{letters[r_letter]}{r_number}")
      elif r_type == "premium":
        room = Room(letters[r_letter],r_number,data_base[cruise_answer-1]["capacity"][r_type],"Premium","Disponible",f"P{letters[r_letter]}{r_number}")
      else: 
        room = Room(letters[r_letter],r_number,data_base[cruise_answer-1]["capacity"][r_type],"VIP","Disponible",f"V{letters[r_letter]}{r_number}")

      
      rooms.append(room)
  
  return rooms
Exemplo n.º 5
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 def setRooms(self):
     positions_room_out = []
     positions_room_out.append((self.doors[0].x, self.doors[0].y)) #I understand that door 1 is out of the laboratory
     self.roomOut = Room(positions_room_out)
     positions_room1 = []
     for x in range(1,7):
         for y in range(1,3):
             pos = (x, y)
             positions_room1.append(pos)
     room1 = Room(positions_room1)
     positions_room2 = []
     for x in range(1,7):
         for y in range(4,17):
             pos = (x, y)
             positions_room2.append(pos)
     positions_room2.append((self.doors[1].x, self.doors[1].y))
     room2 = Room(positions_room2)
     positions_room3 = []
     for x in range(8,14):
         for y in range(4,10):
             pos = (x, y)
             positions_room3.append(pos)
     positions_room2.append((self.doors[2].x, self.doors[2].y))
     room3 = Room(positions_room3)
     positions_room4 = []
     for x in range(8,14):
         for y in range(11,17):
             pos = (x, y)
             positions_room4.append(pos)
     positions_room2.append((self.doors[3].x, self.doors[3].y))
     room4 = Room(positions_room4)
     self.rooms = [room1, room2, room3, room4, self.roomOut]
Exemplo n.º 6
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    def createRoom(self):
        self.rooms = [
            Room(0),
            Room(1),
            Room(2),
            Room(3),
            Room(4),
            Room(5),
            Room(6),
            Room(7),
            Room(8),
            Room(9)
        ]

        passages = [{1, 4}, {0, 2}, {1, 3}, {2, 7}, {0, 5, 8}, {4, 6}, {5, 7},
                    {3, 6, 9}, {4, 9}, {7, 8}]
        pass_ext = [{1, 4}, {0, 2, 5, 7}, {1, 3, 6}, {2, 7}, {0, 5, 8, 9},
                    {4, 6, 1, 8}, {5, 7, 2, 9}, {3, 6, 9, 1}, {4, 9, 5},
                    {7, 8, 4, 6}]

        for index, room in enumerate(self.rooms):
            for otherRoom in passages[index]:
                room.addRoom(self.rooms[otherRoom])
            for otherRoom in pass_ext[index]:
                room.addExtendedRoom(self.rooms[otherRoom])
Exemplo n.º 7
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 def add_edge(self, start, end, distance, edge_type='d'):
     if start not in self.rooms.keys():
         room = Room(start)
         self.rooms[start] = room
     if end not in self.rooms.keys():
         room = Room(end)
         self.rooms[end] = room
     self.rooms[start].add_neighbor(self.rooms[end], distance)
     if edge_type == 'u':
         self.rooms[end].add_neighbor(self.rooms[start], distance)
Exemplo n.º 8
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    def __gameSetup__(self):  #Sets up all the rooms for the game
        #(6,[(0,3),(2,6),(3,3),(3,4),(3,5),(4,3)])

        rooms = [
            Room(1, Grid.map1, self.roomResolution),
            Room(2, Grid.map2, self.roomResolution),
            Room(3, Grid.map3, self.roomResolution),
            Room(4, Grid.map4, self.roomResolution),
            Room(5, Grid.map5, self.roomResolution)
        ]
        return rooms
Exemplo n.º 9
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    def __init__(self, numSingles, numDoubles, name):
        self.numSingles_ = numSingles
        self.numDoubles_ = numDoubles

        self.listRooms_ = []
        for i in range(numSingles):
            self.listRooms_.append(Room(1, [], name, i))
        for i in range(numDoubles):
            self.listRooms_.append(Room(2, [], name, i + numSingles))

        self.numRooms_ = len(self.listRooms_)
        self.name_ = name
Exemplo n.º 10
0
def InstantiateRooms():
    global roomDictionary
    global currentRoom

    #Assign the dictionary of rooms its rooms' info.
    roomDictionary["room1"] = Room(
        "This is our first test room",
        [Exit("n", "room2"), Exit("e", "room3")])
    roomDictionary["room2"] = Room("You have made it to the second room.",
                                   [Exit("s", "room1")])
    roomDictionary["room3"] = Room("Third room lads lads lads lads",
                                   [Exit("w", "room1")])

    #Assign the starting room to be the current room
    currentRoom = roomDictionary['room1']
Exemplo n.º 11
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    def __init__(self, game, size):
        """__init__ method for Dungeon class

        Args:
            game (<class 'Integrate.Game'>): Integrate.Game class object.
            size (<class 'tuple'>): the size of dungeon in a 2 point tuple.

        """
        self.game = game
        self.size = pygame.math.Vector2(size)
        w = int(self.size.x)
        h = int(self.size.y)
        self.room_matrix = [[None for i in range(w)]
                            for j in range(h)]  # Initializing empty rooms 2D
        self.room_list = []  # Initializing empty rooms 1D
        self.current_room_index = [h // 2,
                                   w // 2]  # Starting room set to middle one

        # beginnning room contains doors in all directions
        room_start = Room(self.game, 'NSWE', 'start')
        room_start.pos = [
            self.current_room_index[0], self.current_room_index[1]
        ]
        self.room_matrix[self.current_room_index[0]][
            self.current_room_index[1]] = room_start
        self.room_list.append(room_start)
        self.room_current = self.room_matrix[self.current_room_index[0]][
            self.current_room_index[1]]

        # variables for animation
        self.last_update = 0
        self.current_frame = 0

        self.tileset = random.choice(self.game.imageLoader.tileset_file)
Exemplo n.º 12
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def set_room(info_rooms):
    """Con la información del diccionario, sacada de la API instancia la habitación y los direrentes objetos

  Args:
      [Player]: información del juegador

  Returns:
      [Objeto clase Room]: biblioteca
      [Objeto clase Object]: mueble_libros, mueble_sentarse, mueble_gabetas
  """
    info_rooms = info_API()
    biblioteca = Room(info_rooms[1]["name"])
    mueble_libros = Object(info_rooms[1]["objects"][0]["name"].title())
    mueble_libros.set_position(info_rooms[1]["objects"][0]["position"])
    mueble_libros.set_game(info_rooms[1]["objects"][0]["game"])
    mueble_sentarse = Object(info_rooms[1]["objects"][1]["name"].title())
    mueble_sentarse.set_position(info_rooms[1]["objects"][1]["position"])
    mueble_sentarse.set_game(info_rooms[1]["objects"][1]["game"])
    mueble_gabetas = Object(info_rooms[1]["objects"][2]["name"].title())
    mueble_gabetas.set_position(info_rooms[1]["objects"][2]["position"])
    mueble_gabetas.set_game(info_rooms[1]["objects"][2]["game"])
    biblioteca.add_object(mueble_libros)
    biblioteca.add_object(mueble_sentarse)
    biblioteca.add_object(mueble_gabetas)
    biblioteca.set_design(designs_room.biblioteca_design())

    return biblioteca, mueble_libros, mueble_sentarse, mueble_gabetas
Exemplo n.º 13
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 def test_init(self):
     """
     This test checks if the room is empty initially
     """
     room = Room()
     self.assertEqual("* * *\n* * *\n* * *\n", room.__str__(),
                      "Room should be empty but is not")
Exemplo n.º 14
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 def __init__(self, key, room=None):
     if room is None:
         self.rooms = []
     else:
         self.rooms = [Room(room)]
     self.key = key
     self.children = []
def set_room(info_rooms):
    """Con la información del diccionario, sacada de la API instancia la habitación y los direrentes objetos

  Args:
      [Player]: información del juegador

  Returns:
      [Objeto clase Room]: plaza_rectorado
      [Objeto clase Object]: saman, banco_1, banco_2
  """
    plaza_rectorado = Room(info_rooms[2]["name"])
    saman = Object(info_rooms[2]["objects"][0]["name"].title())
    saman.set_position(info_rooms[2]["objects"][0]["position"])
    saman.set_game(info_rooms[2]["objects"][0]["game"])
    banco_1 = Object(info_rooms[2]["objects"][1]["name"].title())
    banco_1.set_position(info_rooms[2]["objects"][1]["position"])
    banco_1.set_game(info_rooms[2]["objects"][1]["game"])
    banco_2 = Object(info_rooms[2]["objects"][2]["name"].title())
    banco_2.set_position(info_rooms[2]["objects"][2]["position"])
    banco_2.set_game(info_rooms[2]["objects"][2]["game"])

    plaza_rectorado.add_object(saman)
    plaza_rectorado.add_object(banco_1)
    plaza_rectorado.add_object(banco_2)
    plaza_rectorado.set_design(designs_room.saman_design())

    return plaza_rectorado, saman, banco_1, banco_2
    def _check_room_continuity(self, rid, plan):
        """ Check whether the xys in given room are still continuous. If yes,
        keep it, else, split it into new rooms and set it to None.

        Args:
            rid (int): the rid of room to check
            plan (Plan): the plan contains this given room
        """
        groups = self._group_xys_by_adjacency(plan.rooms[rid].xys)
        if len(groups) == 1:
            if not self.silent:
                print("Room %d is still a whole piece" % rid)
        else:
            if not self.silent:
                print("Room %d is divided into %d pieces" % (rid, len(groups)))
            # create new rooms and set old room to None
            for group in groups:
                # add new room to self.rooms
                room_new = Room(
                    function=plan.rooms[rid].function, 
                    rid=plan.room_count,
                    xys=group
                )
                plan.rooms.append(room_new)
                if not self.silent:
                    print("Room %d is split out" % room_new.rid)
                # update the rid of xys
                for xy in group:
                    plan.grids[xy].rid = plan.room_count

                plan.room_count += 1

            plan.rooms[rid] = None
            if not self.silent:
                print("Room %d is reset to None" % rid)
Exemplo n.º 17
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    def createRoom(self, user, msg):
        # Test if the input is long enough
        if len(msg.split()) >= 2:
            # Parse the room name
            roomName = self.parseRoomName(msg)

            # Checks if the room is already in the existing rooms
            if not roomName in self.rooms:
                # If the user is already in a room
                if user.name in self.roomUserMap:
                    # Get old room and remove user from old room
                    oldRoom = self.roomUserMap[user.name]
                    self.rooms[oldRoom].removeUser(user)
                # Create a new room and assign the user to the room
                newRoom = Room(roomName)
                self.rooms[roomName] = newRoom
                self.addToRoom(user, roomName)
            # If user tries to create a room that already exists
            else:
                # Send error message to client and print all the rooms
                user.socket.sendall(
                    b"The " + roomName.encode() +
                    b" already exists. Join the following rooms or create a new room.\n"
                )
                self.listRooms(user)
        else:
            user.socket.sendall(self.commands)
Exemplo n.º 18
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    def _parse_init_state(self, init_state):
        """ Parse the given initial state into rooms and grids.

        Args:
            init_state (dict): initial state encoded as a dictionary.

        """
        self.room_count = 0
        self.grids = {}
        self.rooms = []
        self.xys = []

        # for each room state namely each function:grid_coords pair in init_state
        for function, grid_coords in init_state.items():
            # instantialize this room and add it to self.rooms
            room = Room(rid=self.room_count,
                        function=function,
                        xys=grid_coords)
            self.rooms.append(room)

            # instantialize the grids from this group of grid coordinates
            for xy in grid_coords:
                self.grids[xy] = Grid(xy=xy, rid=self.room_count)

            self.room_count += 1
            self.xys += grid_coords
Exemplo n.º 19
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    def __load_dungeon(self):
        currentX = 0
        currentY = 0

        if os.path.exists(MAP_PATH + self.id):
            dgnFile = open(MAP_PATH + self.id, 'r')
            d_dict = do_load(dgnFile)
            dgnFile.close()
        else:
            d_dict = load_dungeon_by_id(self.id)

        self.sizeX = d_dict['x']
        self.sizeY = d_dict['y']
        self.theme = d_dict['theme']
        self.name = d_dict['name']
        self.next = d_dict['next']

        for line in d_dict['roomstr']:
            the_room = Room(currentX, currentY, line)
            self.rooms[(currentX, currentY)] = the_room

            if the_room.is_entrance():
                self.start = (currentX, currentY)

            currentX += 1
            if currentX == self.sizeX:
                currentY += 1
                currentX = 0

            if currentY > self.sizeY:
                break
Exemplo n.º 20
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def set_room(info_rooms):
    """Con la información del diccionario, sacada de la API instancia la habitación y los direrentes objetos

  Args:
      [Player]: información del juegador

  Returns:
      [Objeto clase Room]: cuarto_servidores
      [Objeto clase Object]: puerta, rack, papelera
  """
    cuarto_servidores = Room(info_rooms[2]["name"])
    puerta = Object(info_rooms[4]["objects"][0]["name"].title())
    puerta.set_position(info_rooms[4]["objects"][0]["position"])
    puerta.set_game(info_rooms[4]["objects"][0]["game"])
    rack = Object(info_rooms[4]["objects"][1]["name"].title())
    rack.set_position(info_rooms[4]["objects"][1]["position"])
    rack.set_game(info_rooms[4]["objects"][1]["game"])
    papelera = Object(info_rooms[4]["objects"][2]["name"].title())
    papelera.set_position(info_rooms[4]["objects"][2]["position"])
    papelera.set_game(info_rooms[4]["objects"][2]["game"])

    cuarto_servidores.add_object(puerta)
    cuarto_servidores.add_object(rack)
    cuarto_servidores.add_object(papelera)
    cuarto_servidores.set_design(designs_room.server_design())

    return cuarto_servidores, puerta, rack, papelera
Exemplo n.º 21
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    def createRoom(self, noOfLight, noOfMotion, noOfSound, noOfLamps,
                   noOfCurtains, roomName):  # creates a room object
        lightSensors, motionSensors, soundSensors = self.createSensors(
            noOfLight, noOfMotion, noOfSound)  # creates
        # local arrays to store sensors, and calls the create sensors method
        lamps, curtainss = self.createDevices(
            noOfLamps,
            noOfCurtains)  # does same thing as above except for devices

        for lS in lightSensors:  # gives the light sensors a value and a location
            lS.setValue(randint(500, 1000))
            lS.setLocation(roomName)

        for mS in motionSensors:  # same as above except for motion
            mS.setValue(randint(0, 100))
            mS.setLocation(roomName)

        for sS in soundSensors:  # ^^
            sS.setValue(randint(30, 100))
            sS.setLocation(roomName)

        self.rooms.append(
            Room(roomName, lamps, curtainss, lightSensors, soundSensors,
                 motionSensors))  # Creates a
        # room and appends it to the room array

        counter = 1

        for room in self.rooms:
            self.populateWorksheet(room, counter)

        return self.rooms  # Returns rooms
Exemplo n.º 22
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 def __arrangerooms(self):
     rooms = self.__doc.getElementsByTagName("rooms")
     room = rooms[0].getElementsByTagName("room")
     output = []
     for x in room:
         idaux = int(x.getAttribute("id"), 10)
         capaux = int(x.getAttribute("capacity"), 10)
         travelaux = {}
         unavailables = []
         travel = x.getElementsByTagName("travel")
         unava = x.getElementsByTagName("unavailable")
         times = []
         if (travel != []):
             for traveltime in travel:
                 travelaux[traveltime.getAttribute("room")] = int(
                     traveltime.getAttribute("value"), 10)
         if (unava != []):
             for unavailable in unava:
                 daysaux = unavailable.getAttribute("days")
                 startaux = int(unavailable.getAttribute("start"), 10)
                 lenaux = int(unavailable.getAttribute("length"), 10)
                 weekaux = unavailable.getAttribute("weeks")
                 unavailables.append(
                     Unavailable(daysaux, startaux, lenaux, weekaux))
         output.append(Room(idaux, capaux, travelaux, unavailables))
     return output
Exemplo n.º 23
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def set_room(info_rooms):
    """Con la información del diccionario, sacada de la API instancia la habitación y los direrentes objetos

  Args:
      [Player]: información del juegador

  Returns:
      [Objeto clase Room]: laboratorio_sl001
      [Objeto clase Object]: pizarra, compu_1, compu_2
  """
    info_rooms = info_API()
    laboratorio_sl001 = Room(info_rooms[0]["name"])
    pizarra = Object(info_rooms[0]["objects"][0]["name"].title())
    pizarra.set_position(info_rooms[0]["objects"][0]["position"])
    pizarra.set_game(info_rooms[0]["objects"][0]["game"])
    compu_1 = Object(info_rooms[0]["objects"][1]["name"].title())
    compu_1.set_position(info_rooms[0]["objects"][1]["position"])
    compu_1.set_game(info_rooms[0]["objects"][1]["game"])
    compu_2 = Object(info_rooms[0]["objects"][2]["name"].title())
    compu_2.set_position(info_rooms[0]["objects"][2]["position"])
    compu_2.set_game(info_rooms[0]["objects"][2]["game"])

    laboratorio_sl001.add_object(pizarra)
    laboratorio_sl001.add_object(compu_1)
    laboratorio_sl001.add_object(compu_2)
    laboratorio_sl001.set_design(designs_room.laboratorio_design())
    laboratorio_sl001.set_design(designs_room.laboratorio_design())

    return laboratorio_sl001, pizarra, compu_1, compu_2
Exemplo n.º 24
0
 def finish(self, last_command):
     for item in self.player.room.inventory:
         try:
             if not item.locked and item.name == "trapdoor":
                 self.player.room.inventory.remove(item)
                 backpack = CarrierItem("backpack",
                                        2,
                                        self.player,
                                        capacity=6)
                 basement = Room("basement",
                                 inventory=[backpack],
                                 connections=[self.player.room])
                 self.player.room.connections.append(basement)
                 trapdoor = StairsItem("trapdoor",
                                       100,
                                       self.player,
                                       access_to=[basement])
                 self.player.room.inventory.append(trapdoor)
         except AttributeError:
             pass
     if self.player.room.name == "basement":
         print("I made it!")
         self.complete = True
         self.player.objective = None
         self.player.completed_objectives.append("OpenBasement")
Exemplo n.º 25
0
 def find_north_pole_storage(self, room_file):
     for line in room_file:
         room_name = line[:-1]
         room = Room(room_name)
         if room.is_valid():
             decrypted_name = room.get_decrypted_name()
             if 'north' in decrypted_name:
                 print('Potential match: room {:d}, "{:s}"'.format(room.sector_id, decrypted_name))
Exemplo n.º 26
0
 def get_real_rooms_sector_id_sum(self, room_file):
     valid_sector_id_sum = 0
     for line in room_file:
         room_name = line[:-1]
         room = Room(room_name)
         if room.is_valid():
             valid_sector_id_sum += room.sector_id
     return valid_sector_id_sum
Exemplo n.º 27
0
 def add_room(self, source_room, direction):
     newx, newy = source_room.translate(direction)
     new_room = Room(newx, newy, self.rh)
     source_room.exits[direction] = new_room
     source_room.bombs[direction] = False
     new_room.exits[mirror(direction)] = source_room
     self.rooms.append(new_room)
     return new_room
    def resetAllRooms(self):
        self.rooms = set()
        self.occupiedRooms = set()
        self.emptyRooms = set()
        self.roomCoordinates = set()

        self.spawnRoom = Room("Spawn Area")
        self.addRoomConnection(self.spawnRoom, None, None)
 def fill_objects(self, rooms, meeting_times, docents):
     for i in range(0, len(rooms)):
         self._rooms.append(Room(rooms[i][0], rooms[i][1]))
     for i in range(0, len(meeting_times)):
         self._meeting_times.append(
             MeetingTime(meeting_times[i][0], meeting_times[i][1]))
     for i in range(0, len(docents)):
         self._docents.append(Docent(docents[i][0], docents[i][1]))
Exemplo n.º 30
0
    def Init(self):
        print(
            "You've decided to go on an adventure. \n "
            "Luckily, first dungeon was nearby, which wasn't looking as dangerous as others were talking about. \n "
            "So, there you are, at the entrance to a pyramid-like dungeon! \n")

        self.room["1-entrance"] = Room(
            "1-entrance",
            "There is a sign reading - DO NOT ENTER - What's your next move? \n",
            "1-hall", "", "", "")
        self.room["1-hall"] = Room(
            "1-hall",
            "You've entered the dungeon. but suddenly, as soon as you've entered it, the doors behind you closed. \n What is you next move? \n",
            "1-northHallway", "", "", "")
        self.room["1-northHallway"] = Room(
            "1-northHallway",
            "In front of you is a narrow corridor going only forwards \n ",
            "1-branching", "", "", "")
        self.room["1-branching"] = Room(
            "1-branching",
            "You've encountered different ways to go. What is your next move? \n ",
            "1-branchingN", "1-branchingE", "1-northHallway", "1-branchingW")
        self.room["1-branchingN"] = Room("1-branchingN", "", "", "", "", "")
        self.room["1-branchingE"] = Room("1-branchingE", "", "", "", "", "")
        self.room["1-branchingW"] = Room("1-branchingW", "", "", "", "", "")

        self.currentRoom = "1-entrance"