Exemplo n.º 1
0
 def act(self, action=None):
     if self.health <= 0:
         return
     self.update()
     self.classUpdate(self)
     if action == None:
         input.inputFromOptions("turn", self.actions).activate()
     else:
         action.activate()
Exemplo n.º 2
0
    def init(self):
        # THREE STEPS: class, difficulty, mode

        # initialize player's class (e.g. mage)
        output.say("What class do you want to play?")
        class_name = input.inputFromOptions("class", classes.get_classes())
        # base stats
        self.stats = classes.get_stats(class_name)
        # abilities for level 1
        self.abilities = self.abilities + classes.get_abilities(class_name)
        # abilities for higher levels
        self.levelBonus.abilities = classes.get_levelBonus(class_name)
        # extra states (i.e. stealth or mana)
        self.states = classes.get_states(class_name)
        # extra inspect (i.e. "Stealthed" or "Mana 100/100")
        self.classInspect = classes.get_classInspect(class_name)
        # update at the end of each turn (i.e. set stealth to false or regen mana)
        self.classUpdate = classes.get_classUpdate(class_name)
        # update at the end of each turn of combat (i.e. regen mana for mage)
        self.combatUpdate = classes.get_combatUpdate(class_name)

        # get difficulty before outputting class info
        output.proclaim("What difficulty level do you want?")
        difficulty = input.inputFromOptions(
            "difficulty",
            ["easy", "normal", "hard", "expert", "master", "torment"],
            debug=True)
        if difficulty == "debug":
            self.debug()
            output.bellow("GOD MODE ENABLED.")
            output.say("What difficulty level do you want?")
            difficulty = input.inputFromOptions(
                "difficulty",
                ["easy", "normal", "hard", "expert", "master", "torment"])
        modifier = {
            "easy": 1.2,
            "normal": 1.0,
            "hard": 0.9,
            "expert": 0.8,
            "master": 0.7,
            "torment": 0.6
        }[difficulty]
        self.stats.health.difficultyModifier = modifier
        self.stats.strength.difficultyModifier = modifier
        self.stats.armor.difficultyModifier = modifier
        self.health = self.stats.health.getValue()

        # output class information
        output.proclaim(classes.get_classIntro(class_name))
Exemplo n.º 3
0
 def activate(self):
     output.proclaim(self.message)
     output.say("You have " + str(self.player.inventory.gold) + " gold.")
     while True:
         choice = input.inputFromOptions(
             "buy", ["leave", "sell"] + self.wares, self.itemString,
             self.itemValid, "Please buy an item you can afford.")
         if choice == "leave":
             break
         elif choice == "sell":
             self.sell()
         else:
             # Check whether the player can afford multiple of the item; if they can, offer buying more than one.
             canAfford = self.player.inventory.gold // choice.buyCost
             cost = choice.buyCost
             if canAfford < 2:
                 self.player.inventory.addItem(copy.deepcopy(choice))
                 output.say("Purchased " + str(choice) + " for " +
                            str(choice.buyCost) + " gold!")
             else:
                 output.say(
                     "How many do you want to buy? You can afford between 1 and "
                     + str(canAfford) + ".")
                 number = input.getInt("amount", 1, canAfford)
                 numberedCopy = copy.deepcopy(choice)
                 numberedCopy.number = number
                 cost *= number
                 self.player.inventory.addItem(numberedCopy)
                 output.say("Purchased " + str(numberedCopy) + " for " +
                            str(cost) + " gold!")
             self.player.inventory.removeGold(cost)
             output.say("Now you have " + str(self.player.inventory.gold) +
                        " gold.")
Exemplo n.º 4
0
    def activate(self):
        output.proclaim("-- " + self.name + " --")

        if self.autoGive:
            self.given = True

        if not self.given:
            output.proclaim(self.openerText)
            while True:
                choice = input.inputFromOptions("quest", ["decline", "accept"])
                if choice == "accept":
                    self.given = True
                    break
                elif choice == "decline":
                    output.say("Are you sure you want to decline the quest?")
                    if input.yesNo():
                        break
            return


        player = globals.get_player()
        if self.completionCheck(player):
            output.proclaim(self.completeText)
            output.exclaim("You have completed the quest " + self.name + "!")
            self.rewards.activate()
            self.condition = lambda player: False
            player.completedQuests[self.name] = True
        else:
            output.proclaim(self.incompleteText)
Exemplo n.º 5
0
 def activate(self):
     choice = input.inputFromOptions(
         "talk", ["back"] + self.npcs, lambda npc: npc
         if npc == "back" else str(npc.getName()))
     if choice == "back":
         return
     choice.activate()
Exemplo n.º 6
0
 def attack(self, target):
     ability = input.inputFromOptions(
         "attack", self.abilities, lambda ability: str(ability),
         lambda ability: ability.available(self),
         "That ability is not available right now.")
     output.separate()
     self.gear.proc(target)
     ability.activate(self, target)
     self.combatUpdate(self)
Exemplo n.º 7
0
 def activate(self):
     output.proclaim(self.message)
     if len(self.locations) > 1:
         choice = input.inputFromOptions("go", ["stay"] + self.locations)
         if choice != "stay":
             self.player.changeLocation(choice)
     else:
         if input.yesNo():
             self.player.changeLocation(self.locations[0])
Exemplo n.º 8
0
 def activate(
     self,
     optionalArgument1=None,
     optionalArgument2=None
 ):  # optionalArgument1 and optionalArgument2 are so Use can pass as an ability (caster, target)
     while True:
         use = input.inputFromOptions(
             self.name, ["back"] + self.player.inventory.getUsableItems())
         if use == "back":
             break
         use.activate(self.player)
Exemplo n.º 9
0
 def activate(self):
     output.say("Toggle any of the following settings.")
     while True:
         option = input.inputFromOptions(
             "option", ["back"] + list(self.player.settings),
             lambda setting: setting if setting == "back" else str(
                 setting) + " = " + str(self.player.settings[setting]))
         if option == "back":
             break
         self.player.settings[option] = not self.player.settings[option]
         output.proclaim(
             str(option).capitalize() + " toggled to " +
             str(self.player.settings[option]) + ".")
Exemplo n.º 10
0
 def activate(self):
     output.proclaim(self.greeting)
     if len(self.locations) == 0:
         return
     output.say("You have " + str(self.player.inventory.gold) + " gold.")
     location = input.inputFromOptions(
         self.name, self.locations,
         lambda location: self.locationToString(location[0], location[1]),
         lambda location: self.player.inventory.gold >= location[1],
         "Please select an option that you can afford.")
     if location[0].name != self.player.location.name:
         # If the player chooses to travel to a new location, move them and charge them.
         self.player.inventory.removeGold(location[1])
         self.player.changeLocation(location[0])
Exemplo n.º 11
0
    def activate(self):
        output.proclaim(self.name + ":")
        output.say(self.opener)

        quests = self.getQuests()
        if len(quests) == 0:
            return

        output.proclaim("Quests:")
        choice = input.inputFromOptions(
            "quest", ["back"] + quests, lambda quest: quest
            if quest == "back" else str(quest.getName()))
        if choice == "back":
            return

        choice.activate()
Exemplo n.º 12
0
 def addBonus(self):
     stats = self.player.stats.getStats()
     output.say("Which stat do you want to boost for " +
                str(self.duration) + " turns?")
     while True:
         stat = input.inputFromOptions(
             "shrine", stats,
             lambda stat: stat.name + " by " + output.formatNumber(
                 self.amounts[stats.index(stat)] * stat.difficultyModifier)
             + ", currently at " + str(stat) + ".")
         index = stats.index(stat)
         output.say("Are you sure you want to boost " + stat.name + " by " +
                    output.formatNumber(self.amounts[index] *
                                        stat.difficultyModifier) + " for " +
                    str(self.duration) + " turns?")
         if input.yesNo():
             self.player.addEffect(self.buffs[index](
                 "shrine bonus", self.duration,
                 self.amounts[index] * stat.difficultyModifier))
             return
Exemplo n.º 13
0
 def activate(self):
     stats = self.player.stats.getStats()
     output.say("Which stat do you want to boost?")
     while True:
         stat = input.inputFromOptions(
             self.name, stats, lambda stat: stat.name + " by " + str(
                 self.bonuses[stat.name] * stat.difficultyModifier) +
             ", currently at " + str(stat) + ".")
         output.say("Are you sure you want to boost " + str(stat.name) +
                    " by " +
                    str(self.bonuses[stat.name] * stat.difficultyModifier) +
                    "?")
         if input.yesNo():
             stat.add(self.bonuses[stat.name])
             break
     if len(self.abilities) > 0 and self.player.level == self.abilities[0][
             2]:  # check if level is correct
         output.exclaim("You learn a new ability: " +
                        str(self.abilities[0][0]).upper() + "!")
         output.declare(self.abilities[0][1])  # ability description
         self.player.abilities.append(self.abilities[0][0])
         self.abilities.pop(0)
Exemplo n.º 14
0
 def sell(self):
     if len(self.player.inventory.items) == 0:
         output.say("You don't have anything you can sell.")
         return
     while True:
         output.say("What do you want to sell? You have " +
                    str(self.player.inventory.gold) + " gold.")
         choice = input.inputFromOptions(
             "sell", ["back"] + self.player.inventory.items,
             lambda choice: "sell " + str(choice) + " for " + str(
                 choice.sellCost) + " gold" + (" each"
                                               if choice.number > 1 else "")
             if isinstance(choice, item.Item) else str(choice))
         if choice == "back":
             break
         if choice.number == 1:
             self.player.inventory.removeItem(choice)
             self.player.inventory.addGold(choice.sellCost)
         else:
             output.say("How many do you want to sell?")
             number = input.getInt("amount", 1, choice.number)
             self.player.inventory.removeItem(choice, number)
             self.player.inventory.addGold(choice.sellCost * number)
Exemplo n.º 15
0
 def activate(self):
     if len(self.shops) == 1:
         self.shops[0].activate()
     else:
         input.inputFromOptions("visit", self.shops).activate()
Exemplo n.º 16
0
 def activate(self):
     input.inputFromOptions("menu", self.options).activate()