Exemplo n.º 1
0
    def _fulfill(self, data):
        """
        Wordt aangeroepen als hij (gedeeltelijk) de items inlevert.
        :param data: self.engine.data
        """
        itemcounter = 0
        for key, value in self.condition.items():
            if key.startswith('eqp'):
                pass  # todo, dit is dus nog niet geimplementeerd. staat ook een notitie van bij quest6.

            elif key.startswith('itm'):
                itm_obj = inventoryitems.factory_pouch_item(value['nam'])
                itm_qty = data.pouch.get_quantity(
                    itm_obj)  # de hoeveelheid die je bezit
                if itm_qty:  # als het aantal groter is dan 0
                    if itm_qty >= value[
                            'qty']:  # als het item en aantal kloppen
                        data.pouch.remove(
                            itm_obj,
                            value['qty'])  # haal de gevraagde hoeveelheid weg
                        itemcounter += value[
                            'qty']  # en doe het aantal bij de counter
                    elif itm_qty < value[
                            'qty']:  # maar als minder is dan de gevraagde hoeveelheid
                        data.pouch.remove(
                            itm_obj,
                            itm_qty)  # haal dan alles wat je wel hebt weg
                        itemcounter += itm_qty  # en doe het aantal bij de counter

        # todo, er mag nog alleen maar een reward van 'itm1' zijn. dat moet universeler uiteindelijk
        self.reward['itm1'][
            'qty'] *= itemcounter  # zet alles om naar de beloning
Exemplo n.º 2
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    def on_enter(self):
        """
        Als een hero confirmbox in beeld is geweest.
        Als de inn confirmbox in beeld is geweest.
        Als de quest confirmbox in beeld is geweest.
        """
        if self.hero_box:
            choice = self.hero_box.cur_item
            yes = self.hero_box.TOPINDEX
            scr_capt = self.hero_box.scr_capt
            hero_object = self.hero_box.callback
            if choice == yes:
                if self.engine.data.party.add(hero_object):
                    self.engine.audio.play_sound(SFX.join)
                    self.engine.key_timer = NEWMAPTIMEOUT
                    self.load_map()
                    self.engine.gamestate.push(Transition())
                else:
                    text = HeroDatabase.closing()
                    push_object = MessageBox(text, face_image=hero_object.FAC, scr_capt=scr_capt, last=True)
                    self.engine.gamestate.push(push_object)
            else:
                self.engine.audio.play_sound(SFX.done)

            self.hero_box = None

        elif self.inn_box:
            choice = self.inn_box.cur_item
            yes = self.inn_box.TOPINDEX
            scr_capt = self.inn_box.scr_capt
            inn_enum_val = self.inn_box.callback
            if choice == yes:
                gold = inventoryitems.factory_pouch_item(PouchItemDatabase.gold)
                if self.engine.data.pouch.remove(gold, inn_enum_val['price']):
                    self.engine.gamestate.push(Transition())
                    push_object = MessageBox(InnDatabase.paid_text(), face_image=inn_enum_val['face'],
                                             scr_capt=scr_capt, sound=SFX.coins, last=True)
                    self.engine.gamestate.push(push_object)
                    for hero in self.party:
                        hero.recover_full_hp()
                else:
                    push_object = MessageBox(InnDatabase.fail_text(), face_image=inn_enum_val['face'],
                                             scr_capt=scr_capt, last=True)
                    self.engine.gamestate.push(push_object)
            else:
                push_object = MessageBox(InnDatabase.deny_text(), face_image=inn_enum_val['face'],
                                         scr_capt=scr_capt, last=True)
                self.engine.gamestate.push(push_object)

            self.inn_box = None

        elif self.quest_box:
            person_enum_val = self.quest_box.callback
            the_quest = PeopleDatabase.get_active_quest(person_enum_val['quest'], self.engine.data.logbook)
            the_quest.decided(self.engine.gamestate, self.engine.data, self.engine.audio, person_enum_val['face'],
                              self.quest_box.cur_item, self.quest_box.TOPINDEX, self.quest_box.scr_capt,
                              self.display_loot)

            self.quest_box = None
Exemplo n.º 3
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    def _fill_table_data(self, potion_database, hero_alc_skill):

        for potion in potion_database:
            potion_obj = inventoryitems.factory_pouch_item(potion)
            percentage = str(hero_alc_skill.get_percentage(
                potion_obj.ALC)) + " %"
            self.table_data.append(
                # row[0],            row[1],       row[2],    row[3],   row[4]
                [potion_obj.SPR, potion_obj.NAM, percentage, None, potion_obj])
Exemplo n.º 4
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    def __init__(self, engine, shoptype_list, shopmaterial_list, face):
        super().__init__(engine, "Buy", "Sell")

        # is een list van bijv: [EquipmentType.arm, WeaponType.swd]
        self.subtype_list = list(shoptype_list)  # het moet een kopie van de lijst zijn, niet de lijst zelf,
        # vanwege de _init_selectors(), waar iets uit de lijst vervangen wordt. door een kopie te maken kan dat.
        self.material_list = shopmaterial_list
        self.databases = {}

        self.name = GameState.Shop

        self.main_title_pos_x = 1 / 16
        self.main_title_pos_y = 1 / 32
        self.source_title1 = SOURCETITLE1
        self.source_title1_pos_x = 1 / 16
        self.source_title1_pos_y = 11 / 16
        self.sub_title_pos_x = 5
        self.sub_title_pos_y1 = 15 / 100
        self.sub_title_pos_y2 = 17 / 100

        self.face_pos_x = 1 / 16
        self.face_pos_y = 3 / 16
        self.extra_face_size_x = 20
        self.extra_face_size_y = 20
        self.lines_next_to_face = 3
        self.small_line_height = 30

        self.leftbox_width = 3 / 16
        self.leftbox_height = 73 / 100
        self.leftbox_pos_x = 2 / 5
        self.leftbox_pos_y = 6 / 32
        self.rightbox_width = 5 / 16
        self.rightbox_height = 73 / 100
        self.rightbox_pos_x = 15 / 24
        self.rightbox_pos_y = 6 / 32
        self.infobox_width = 1 / 4
        self.infobox_height = 1 / 6
        self.infobox_pos_x = 1 / 16
        self.infobox_pos_y = 6 / 8

        self.selector_pos_x = 2 / 32
        self.selector_pos_y = 20 / 32
        self.selector_width = 36

        self.gold_amount = None
        self.gold_object = inventoryitems.factory_pouch_item(PouchItemDatabase.gold)
        self.sum_merchant = self.engine.data.party.get_sum_value_of_skill("mer")

        self._init_face_and_text(face, ShopDatabase.welcome_text())
        self._init_selectors()
        self.subtype = self.subtype_list[0]  # subtype declaratie verplaatst van bovenin naar onder _init_selectors()
        # omdat in de init_selectors() de subtype_list wordt aangepast naar een juist formaat. dat heeft te maken met
        # pouchitems die verkocht kunnen worden. die staan namelijk nog een tuple ipv rechtstreeks database.
        self._init_boxes()
        self._init_buttons()

        self._reset_vars()
Exemplo n.º 5
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    def __init__(self, engine, skilltype_list, face):
        super().__init__(engine, "Train", "Known")

        self.skilltypes = skilltype_list
        self.subtype_list = list(self.engine.data.party.values())
        self.subtype = self.subtype_list[0]

        self.name = GameState.Shop

        self.main_title_pos_x = 1 / 16
        self.main_title_pos_y = 1 / 32
        self.source_title1 = SOURCETITLE1
        self.source_title1_pos_x = 1 / 16
        self.source_title1_pos_y = 39 / 64
        self.source_title2 = SOURCETITLE2
        self.source_title2_pos_x = 1 / 16
        self.source_title2_pos_y = 42 / 64
        self.sub_title_pos_x = 5
        self.sub_title_pos_y1 = 15 / 100
        self.sub_title_pos_y2 = 17 / 100

        self.face_pos_x = 1 / 16
        self.face_pos_y = 3 / 16
        self.extra_face_size_x = 20
        self.extra_face_size_y = 20
        self.lines_next_to_face = 3
        self.small_line_height = 30

        self.leftbox_width = 9 / 32
        self.leftbox_height = 24 / 32
        self.leftbox_pos_x = 2 / 5
        self.leftbox_pos_y = 6 / 32
        self.rightbox_width = 7 / 32
        self.rightbox_height = 24 / 32
        self.rightbox_pos_x = 23 / 32
        self.rightbox_pos_y = 6 / 32
        self.infobox_width = 8 / 32
        self.infobox_height = 7 / 32
        self.infobox_pos_x = 2 / 32
        self.infobox_pos_y = 23 / 32

        self.selector_pos_x = 2 / 32
        self.selector_pos_y = 18 / 32
        self.selector_width = 36

        self.gold_amount = None
        self.gold_object = inventoryitems.factory_pouch_item(
            PouchItemDatabase.gold)
        self.xp_amount = None

        self._init_face_and_text(face, TrainerDatabase.welcome_text())
        self._init_selectors()
        self._init_boxes()
        self._init_buttons()

        self._reset_vars()
Exemplo n.º 6
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    def __init__(self, engine, schooltype_list, face):
        super().__init__(engine, "Learn", "Known")

        self.schooltypes = schooltype_list
        self.subtype_list = list(self.engine.data.party.values())
        self.subtype = self.subtype_list[0]

        self.name = GameState.Shop

        self.main_title_pos_x = 1 / 16
        self.main_title_pos_y = 1 / 32
        self.source_title1 = SOURCETITLE1
        self.source_title1_pos_x = 1 / 16
        self.source_title1_pos_y = 39 / 64
        self.source_title2 = SOURCETITLE2
        self.source_title2_pos_x = 1 / 16
        self.source_title2_pos_y = 42 / 64
        self.sub_title_pos_x = 5
        self.sub_title_pos_y1 = 15 / 100
        self.sub_title_pos_y2 = 17 / 100

        self.face_pos_x = 1 / 16
        self.face_pos_y = 3 / 16
        self.extra_face_size_x = 20
        self.extra_face_size_y = 20
        self.lines_next_to_face = 3
        self.small_line_height = 30

        self.leftbox_width = 9 / 32
        self.leftbox_height = 24 / 32
        self.leftbox_pos_x = 2 / 5
        self.leftbox_pos_y = 6 / 32
        self.rightbox_width = 7 / 32
        self.rightbox_height = 24 / 32
        self.rightbox_pos_x = 23 / 32
        self.rightbox_pos_y = 6 / 32
        self.infobox_width = 8 / 32
        self.infobox_height = 7 / 32
        self.infobox_pos_x = 2 / 32
        self.infobox_pos_y = 23 / 32

        self.selector_pos_x = 2 / 32
        self.selector_pos_y = 18 / 32
        self.selector_width = 36

        self.gold_amount = None
        self.gold_object = inventoryitems.factory_pouch_item(PouchItemDatabase.gold)
        self.xp_amount = None

        self._init_face_and_text(face, SchoolDatabase.welcome_text())
        self._init_selectors()
        self._init_boxes()
        self._init_buttons()

        self._reset_vars()
Exemplo n.º 7
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    def new_game(data, debug_mode):
        """
        Wat te doen bij het starten van een nieuw spel.
        :param debug_mode:
        :param data: self.engine.data
        """
        # Vul de heroes database met alle hero objecten die in factory zijn gemaakt.
        data.heroes = characters.factory_all_heroes(HeroDatabase)
        data.logbook = inventoryitems.factory_all_quests(QuestDatabase)
        # Treasure chest en Sparklies worden geen losse objecten, maar blijven 1 object met meerdere dicts.
        data.treasure_chests = database.factory(TreasureChestDatabase)
        data.sparklies = database.factory(SparklyDatabase)
        data.chapters = database.factory(ChapterDatabase)
        data.move_events = database.factory(MoveEventDatabase)
        data.text_events = database.factory(TextEventDatabase)

        # Vul de party aan met de eerste hero
        data.party.add(data.heroes['alagos'], verbose=False)

        eqp_item = inventoryitems.factory_equipment_item(WeaponDatabase.bronzemace)
        data.inventory.add_i(eqp_item, verbose=False)
        pouch_item = inventoryitems.factory_pouch_item(PouchItemDatabase.gold)
        data.pouch.add(pouch_item, 1, verbose=False)

        if debug_mode:
            #### todo, tijdelijk
            data.pouch.add(pouch_item, 900, verbose=False)
            data.heroes['alagos'].gain_experience(999)

            pouch_item = inventoryitems.factory_pouch_item(PouchItemDatabase.herbs)
            data.pouch.add(pouch_item, 999, verbose=False)
            pouch_item = inventoryitems.factory_pouch_item(PouchItemDatabase.spices)
            data.pouch.add(pouch_item, 999, verbose=False)
            pouch_item = inventoryitems.factory_pouch_item(PouchItemDatabase.gemstones)
            data.pouch.add(pouch_item, 999, verbose=False)
            pouch_item = inventoryitems.factory_pouch_item(PouchItemDatabase.cloth)
            data.pouch.add(pouch_item, 999, verbose=False)
            pouch_item = inventoryitems.factory_pouch_item(PouchItemDatabase.leather)
            data.pouch.add(pouch_item, 999, verbose=False)
            pouch_item = inventoryitems.factory_pouch_item(PouchItemDatabase.wood)
            data.pouch.add(pouch_item, 999, verbose=False)
            pouch_item = inventoryitems.factory_pouch_item(PouchItemDatabase.metals)
            data.pouch.add(pouch_item, 999, verbose=False)
            ####################

        data.map_name = 'ersin_forest_center'
        data.map_pos = 'start_game'     # dit is de naam van de startpositie object in de tmx map
        data.map_dir = Direction.South

        data.custom_inventory_counter = 0
Exemplo n.º 8
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    def _fulfill(self, data):
        """
        Wordt aangeroepen als hij weet dat hij kàn voldoen. Je geeft de conditions.
        :param data: self.engine.data
        """

        for key, value in self.condition.items():
            if key.startswith('eqp'):
                eqp_obj = inventoryitems.factory_equipment_item(value['nam'])
                data.inventory.remove_i(eqp_obj, value['qty'])
            elif key.startswith('itm'):
                itm_obj = inventoryitems.factory_pouch_item(value['nam'])
                data.pouch.remove(itm_obj, value['qty'])
Exemplo n.º 9
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    def _fulfill(self, data):
        """
        Wordt aangeroepen als hij weet dat hij kàn voldoen. Je geeft de conditions.
        :param data: self.engine.data
        """

        for key, value in self.condition.items():
            if key.startswith('eqp'):
                eqp_obj = inventoryitems.factory_equipment_item(value['nam'])
                data.inventory.remove_i(eqp_obj, value['qty'])
            elif key.startswith('itm'):
                itm_obj = inventoryitems.factory_pouch_item(value['nam'])
                data.pouch.remove(itm_obj, value['qty'])
Exemplo n.º 10
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    def _is_ready_to_fulfill(self, data):
        """
        Bekijkt of hij voldoet aan de condition van de quest.
        :param data: self.engine.data
        :return: Als alle conditions goed zijn geeft hij True terug.
        """

        all_items = []

        for key, value in self.condition.items():
            if key.startswith('eqp'):
                eqp_obj = inventoryitems.factory_equipment_item(value['nam'])
                all_items.append(data.inventory.contains(eqp_obj, value['qty']))
            elif key.startswith('itm'):
                itm_obj = inventoryitems.factory_pouch_item(value['nam'])
                all_items.append(data.pouch.contains(itm_obj, value['qty']))

        return all(all_items)
Exemplo n.º 11
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    def _is_ready_to_fulfill(self, data):
        """
        Bekijkt of hij voldoet aan de condition van de quest.
        :param data: self.engine.data
        :return: Als alle conditions goed zijn geeft hij True terug.
        """

        all_items = []

        for key, value in self.condition.items():
            if key.startswith('eqp'):
                eqp_obj = inventoryitems.factory_equipment_item(value['nam'])
                all_items.append(data.inventory.contains(
                    eqp_obj, value['qty']))
            elif key.startswith('itm'):
                itm_obj = inventoryitems.factory_pouch_item(value['nam'])
                all_items.append(data.pouch.contains(itm_obj, value['qty']))

        return all(all_items)
Exemplo n.º 12
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    def _fill_table_data(self, equipment_database):

        for equipment_item in equipment_database.values():

            # speciaal alleen voor pouchitems
            if equipment_item.value['typ'] == EquipmentType.itm:

                pouch_item_obj = inventoryitems.factory_pouch_item(
                    equipment_item)
                pouch_item_spr = pygame.image.load(
                    pouch_item_obj.SPR).convert_alpha()
                pouch_item_nam = pouch_item_obj.NAM
                pouch_item_val = str(
                    round(pouch_item_obj.VAL -
                          ((pouch_item_obj.VAL / 100) * self.sale)))
                self.table_data.append(
                    # row[0],            row[1],         row[2],    row[3],    row[4]
                    [
                        pouch_item_spr, pouch_item_nam, pouch_item_val, None,
                        pouch_item_obj
                    ])

            else:
                if equipment_item.value['shp']:
                    equipment_item_obj = inventoryitems.factory_equipment_item(
                        equipment_item)
                    equipment_item_spr = pygame.image.load(
                        equipment_item_obj.SPR).subsurface(
                            equipment_item_obj.COL, equipment_item_obj.ROW,
                            self.subsurw, self.subsurh).convert_alpha()
                    equipment_item_nam = equipment_item_obj.NAM
                    equipment_item_val = str(
                        round(equipment_item_obj.VAL -
                              ((equipment_item_obj.VAL / 100) * self.sale)))
                    self.table_data.append(
                        # row[0],                   row[1],         row[2],         row[3],     row[4]
                        [
                            equipment_item_spr, equipment_item_nam,
                            equipment_item_val, None, equipment_item_obj
                        ])
Exemplo n.º 13
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    def _handle_leftbox_click(self, event):
        heal_click, selected_hero = self.leftbox.mouse_click(event)
        if heal_click:
            if self.cur_hero.sta.cur < self.cur_hero.hlr.STA_COST:
                text = ["{} does not have enough stamina".format(self.cur_hero.NAM),
                        "to heal {}.".format(selected_hero.NAM)]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)
                return True
            elif selected_hero.cur_hp >= selected_hero.max_hp:
                text = ["{} already at max health.".format(selected_hero.NAM)]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)
                return True

            if self.subtype == HealingType.herbs:
                herbs = inventoryitems.factory_pouch_item(PouchItemDatabase.herbs)
                hrb_qty = self.engine.data.pouch.get_quantity(herbs)
                if self.cur_hero.hlr.HRB_COST > hrb_qty:
                    text = ["You do not have the right components",
                            "to perform that action."]
                    push_object = MessageBox(text, sound=SFX.menu_cancel)
                    self.engine.gamestate.push(push_object)
                    return True
                self.engine.data.pouch.remove(herbs, self.cur_hero.hlr.HRB_COST)

            self.cur_hero.sta.cur -= self.cur_hero.hlr.STA_COST
            healpoints = self.cur_hero.hlr.get_healpoints(self.subtype)
            old_hp = selected_hero.cur_hp
            selected_hero.recover_part_hp(healpoints)
            new_hp = selected_hero.cur_hp
            healpoints = new_hp - old_hp

            text = ["{} heals {} by {}.".format(self.cur_hero.NAM, selected_hero.NAM, healpoints)]
            push_object = MessageBox(text)
            self.engine.gamestate.push(push_object)

            self._init_boxes()
            return True
        return False
Exemplo n.º 14
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    def _fulfill(self, data):
        """
        Wordt aangeroepen als hij (gedeeltelijk) de items inlevert.
        :param data: self.engine.data
        """
        itemcounter = 0
        for key, value in self.condition.items():
            if key.startswith('eqp'):
                pass  # todo, dit is dus nog niet geimplementeerd. staat ook een notitie van bij quest6.

            elif key.startswith('itm'):
                itm_obj = inventoryitems.factory_pouch_item(value['nam'])
                itm_qty = data.pouch.get_quantity(itm_obj)          # de hoeveelheid die je bezit
                if itm_qty:                                         # als het aantal groter is dan 0
                    if itm_qty >= value['qty']:                     # als het item en aantal kloppen
                        data.pouch.remove(itm_obj, value['qty'])    # haal de gevraagde hoeveelheid weg
                        itemcounter += value['qty']                 # en doe het aantal bij de counter
                    elif itm_qty < value['qty']:                    # maar als minder is dan de gevraagde hoeveelheid
                        data.pouch.remove(itm_obj, itm_qty)         # haal dan alles wat je wel hebt weg
                        itemcounter += itm_qty                      # en doe het aantal bij de counter

        # todo, er mag nog alleen maar een reward van 'itm1' zijn. dat moet universeler uiteindelijk
        self.reward['itm1']['qty'] *= itemcounter                   # zet alles om naar de beloning
Exemplo n.º 15
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    def display_loot(self, content_data, text, image):
        """
        Soort van static method. geeft alleen de gevraagde dingen terug.
        :return: geeft de tekst en de plaatjes terug voor een messagebox
        """
        for key, value in content_data.items():
            if key.startswith('eqp'):
                equipment_item = inventoryitems.factory_equipment_item(value['nam'])
                equipment_item_spr = pygame.image.load(equipment_item.SPR).subsurface(
                    equipment_item.COL, equipment_item.ROW, ICONSIZE, ICONSIZE).convert_alpha()
                self.engine.data.inventory.add_i(equipment_item, quantity=value['qty'])
                text.append("{} {}".format(value['qty'], equipment_item.NAM))
                image.append(equipment_item_spr)
            elif key.startswith('itm'):
                pouch_item = inventoryitems.factory_pouch_item(value['nam'])
                pouch_item_spr = pygame.image.load(pouch_item.SPR).convert_alpha()
                # bij een quest kàn de beloning 0 zijn, dat gaat fout met een error als je het toch toevoegd.
                # vandaar deze voorwaarde. Je krijgt dan wel 0 te zien als de 'toegevoegde' beloning.
                if value['qty'] > 0:
                    self.engine.data.pouch.add(pouch_item, quantity=value['qty'])
                text.append("{} {}".format(value['qty'], pouch_item.NAM))
                image.append(pouch_item_spr)

        return text, image
Exemplo n.º 16
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    def _handle_leftbox_click(self, event):
        create_click, selected_equipment = self.leftbox.mouse_click(event)
        if create_click:
            cloth = inventoryitems.factory_pouch_item(PouchItemDatabase.cloth)
            leather = inventoryitems.factory_pouch_item(
                PouchItemDatabase.leather)
            wood = inventoryitems.factory_pouch_item(PouchItemDatabase.wood)
            metals = inventoryitems.factory_pouch_item(
                PouchItemDatabase.metals)
            clt_qty = self.engine.data.pouch.get_quantity(cloth)
            ltr_qty = self.engine.data.pouch.get_quantity(leather)
            wod_qty = self.engine.data.pouch.get_quantity(wood)
            mtl_qty = self.engine.data.pouch.get_quantity(metals)

            if selected_equipment.CLT > clt_qty or \
               selected_equipment.LTR > ltr_qty or \
               selected_equipment.WOD > wod_qty or \
               selected_equipment.MTL > mtl_qty:
                text = [
                    "You do not have the right components",
                    "to create that {}.".format(selected_equipment.NAM)
                ]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)
                return True
            elif self.cur_hero.sta.cur < self.cur_hero.mec.STA_COST:
                text = [
                    "{} does not have enough stamina".format(
                        self.cur_hero.NAM),
                    "to create that {}.".format(selected_equipment.NAM)
                ]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)
                return True
            elif 'pouch is full' is False:  # todo, moet 'pouch is vol' hier? of in pouch?
                self.engine.audio.play_sound(SFX.menu_cancel)
                return True

            self.engine.data.pouch.remove(cloth,
                                          selected_equipment.CLT,
                                          force=True)  # want kan ook 0 zijn.
            self.engine.data.pouch.remove(leather,
                                          selected_equipment.LTR,
                                          force=True)
            self.engine.data.pouch.remove(wood,
                                          selected_equipment.WOD,
                                          force=True)
            self.engine.data.pouch.remove(metals,
                                          selected_equipment.MTL,
                                          force=True)

            self.cur_hero.sta.cur -= self.cur_hero.mec.STA_COST

            # hoog het custom nummer op en zet die achter de .RAW zodat er meerdere customs in de inventory kunnen
            self.engine.data.custom_inventory_counter += 1
            selected_equipment.RAW += str(
                self.engine.data.custom_inventory_counter)

            # loop door alle attributen van selected_equipment heen
            # list(), zodat uit de iterate verwijderd kan worden
            for attr, value in list(vars(selected_equipment).items()):
                # als er een waarde van een attribute op 'X' vanuit de database staat,
                # dat betekent dat hij nog gevuld moet worden.
                if value == 'X':
                    # wat is de waarde van de gelijknamige attribute met 'MIN_' ervoor
                    min_value = getattr(selected_equipment, 'MIN_' + attr)
                    max_value = getattr(selected_equipment, 'MAX_' + attr)
                    # vraag bij de Mechanic Skill de berekende waarden op. en zet attribute op die waarde.
                    setattr(
                        selected_equipment, attr,
                        self.cur_hero.mec.get_eqp_itm_attr_value(
                            min_value, max_value))
                    # en verwijder de overblijfselen
                    delattr(selected_equipment, 'MIN_' + attr)
                    delattr(selected_equipment, 'MAX_' + attr)

            text = ["{} successfully created.".format(selected_equipment.NAM)]
            self.engine.data.inventory.add_i(selected_equipment)
            push_object = MessageBox(text)
            self.engine.gamestate.push(push_object)

            self._init_boxes()
            return True
        return False
Exemplo n.º 17
0
    def _handle_leftbox_click(self, event):
        create_click, selected_equipment = self.leftbox.mouse_click(event)
        if create_click:
            cloth = inventoryitems.factory_pouch_item(PouchItemDatabase.cloth)
            leather = inventoryitems.factory_pouch_item(PouchItemDatabase.leather)
            wood = inventoryitems.factory_pouch_item(PouchItemDatabase.wood)
            metals = inventoryitems.factory_pouch_item(PouchItemDatabase.metals)
            clt_qty = self.engine.data.pouch.get_quantity(cloth)
            ltr_qty = self.engine.data.pouch.get_quantity(leather)
            wod_qty = self.engine.data.pouch.get_quantity(wood)
            mtl_qty = self.engine.data.pouch.get_quantity(metals)

            if selected_equipment.CLT > clt_qty or \
               selected_equipment.LTR > ltr_qty or \
               selected_equipment.WOD > wod_qty or \
               selected_equipment.MTL > mtl_qty:
                text = ["You do not have the right components",
                        "to create that {}.".format(selected_equipment.NAM)]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)
                return True
            elif self.cur_hero.sta.cur < self.cur_hero.mec.STA_COST:
                text = ["{} does not have enough stamina".format(self.cur_hero.NAM),
                        "to create that {}.".format(selected_equipment.NAM)]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)
                return True
            elif 'pouch is full' is False:  # todo, moet 'pouch is vol' hier? of in pouch?
                self.engine.audio.play_sound(SFX.menu_cancel)
                return True

            self.engine.data.pouch.remove(cloth, selected_equipment.CLT, force=True)  # want kan ook 0 zijn.
            self.engine.data.pouch.remove(leather, selected_equipment.LTR, force=True)
            self.engine.data.pouch.remove(wood, selected_equipment.WOD, force=True)
            self.engine.data.pouch.remove(metals, selected_equipment.MTL, force=True)

            self.cur_hero.sta.cur -= self.cur_hero.mec.STA_COST

            # hoog het custom nummer op en zet die achter de .RAW zodat er meerdere customs in de inventory kunnen
            self.engine.data.custom_inventory_counter += 1
            selected_equipment.RAW += str(self.engine.data.custom_inventory_counter)

            # loop door alle attributen van selected_equipment heen
            # list(), zodat uit de iterate verwijderd kan worden
            for attr, value in list(vars(selected_equipment).items()):
                # als er een waarde van een attribute op 'X' vanuit de database staat,
                # dat betekent dat hij nog gevuld moet worden.
                if value == 'X':
                    # wat is de waarde van de gelijknamige attribute met 'MIN_' ervoor
                    min_value = getattr(selected_equipment, 'MIN_'+attr)
                    max_value = getattr(selected_equipment, 'MAX_'+attr)
                    # vraag bij de Mechanic Skill de berekende waarden op. en zet attribute op die waarde.
                    setattr(selected_equipment, attr, self.cur_hero.mec.get_eqp_itm_attr_value(min_value, max_value))
                    # en verwijder de overblijfselen
                    delattr(selected_equipment, 'MIN_'+attr)
                    delattr(selected_equipment, 'MAX_'+attr)

            text = ["{} successfully created.".format(selected_equipment.NAM)]
            self.engine.data.inventory.add_i(selected_equipment)
            push_object = MessageBox(text)
            self.engine.gamestate.push(push_object)

            self._init_boxes()
            return True
        return False
Exemplo n.º 18
0
 def condition11(self, data):
     import inventoryitems
     from .pouchitem import PouchItemDatabase
     negen_kleuren = inventoryitems.factory_pouch_item(
         PouchItemDatabase.kleuren_drankje)
     return data.pouch.contains(negen_kleuren, 1)
Exemplo n.º 19
0
 def condition5(self, data):
     import inventoryitems
     from .pouchitem import PouchItemDatabase
     recept1 = inventoryitems.factory_pouch_item(PouchItemDatabase.recept1)
     return data.pouch.contains(recept1, 1)
Exemplo n.º 20
0
    def _handle_leftbox_click(self, event):
        create_click, selected_potion = self.leftbox.mouse_click(event)
        if create_click:
            herbs = inventoryitems.factory_pouch_item(PouchItemDatabase.herbs)
            spices = inventoryitems.factory_pouch_item(
                PouchItemDatabase.spices)
            gemstones = inventoryitems.factory_pouch_item(
                PouchItemDatabase.gemstones)
            hrb_qty = self.engine.data.pouch.get_quantity(herbs)
            spc_qty = self.engine.data.pouch.get_quantity(spices)
            gms_qty = self.engine.data.pouch.get_quantity(gemstones)

            if selected_potion.HRB > hrb_qty or \
               selected_potion.SPC > spc_qty or \
               selected_potion.GMS > gms_qty:
                text = [
                    "You do not have the right components",
                    "to create that {}.".format(selected_potion.NAM)
                ]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)
                return True
            elif self.cur_hero.sta.cur < self.cur_hero.alc.STA_COST:
                text = [
                    "{} does not have enough stamina".format(
                        self.cur_hero.NAM),
                    "to create that {}.".format(selected_potion.NAM)
                ]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)
                return True
            elif 'pouch is full' is False:  # todo, moet 'pouch is vol' hier? of in pouch?
                self.engine.audio.play_sound(SFX.menu_cancel)
                return True

            self.engine.data.pouch.remove(herbs,
                                          selected_potion.HRB,
                                          force=True)  # want kan ook 0 zijn.
            self.engine.data.pouch.remove(spices,
                                          selected_potion.SPC,
                                          force=True)
            self.engine.data.pouch.remove(gemstones,
                                          selected_potion.GMS,
                                          force=True)

            self.cur_hero.sta.cur -= self.cur_hero.alc.STA_COST

            rnd_percentage = random.randint(1, 100)
            potion_chance = self.cur_hero.alc.get_percentage(
                selected_potion.ALC)
            if potion_chance >= rnd_percentage:
                text = ["{} successfully created.".format(selected_potion.NAM)]
                self.engine.data.pouch.add(selected_potion)
                push_object = MessageBox(text)
                self.engine.gamestate.push(push_object)
            else:
                text = ["Failed to create a {}.".format(selected_potion.NAM)]
                push_object = MessageBox(text, sound=SFX.menu_cancel)
                self.engine.gamestate.push(push_object)

            self._init_boxes()
            return True
        return False