Exemplo n.º 1
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 def _dispatch_sacrifice_prompt_event(self, data):
      match = re.search(r"There (?:is a|are \d+) (.*?)(?: named (.*?))? here; sacrifice (?:it|one)\?", data)
      if match is not None:
          event.dispatch("sacrifice_prompt", match.groups())
      match = re.search(r"What do you want to sacrifice\? \[(.+?) or \?\*\]", data)
      if match is not None:
          event.dispatch("sacrifice_prompt_inv", match.group(1)) 
Exemplo n.º 2
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 def _dispatch_eat_prompt_event(self, data):
      match = re.search("There (?:is a|are \d+) (.*?) here; eat (?:it|one)?", data)
      if match is not None:
           event.dispatch("eat_prompt", match.group(1))
      match = re.search(r"What do you want to eat\? (\[(.+?) or \?\*\])?", data)
      if match is not None:
           event.dispatch("eat_prompt_inv", match.group(1))
Exemplo n.º 3
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    def _dispatch_menu_events(self, data):
        menu_type_match = re.search(r"((?:What would you like to identify first\?)|(?:Loot which containers\?)|(?:Choose which spell to cast)|(?:Put in what type of objects\?)|(?:(?:The (.+?) is empty. )?Do what\?))", data) #What would you like to drop? -- but would make the next part not work
        t = {'W':'identify', 'L':'loot', 'C':'spell', 'P':'put_in', 'T':'loot_do_what', 'D':'loot_do_what'}
        if menu_type_match:
           self.menu_type = t[menu_type_match.group(1)[0]]
        elif self.menu_type is None:
           self.menu_type = 'inventory'
#        line = self._get_last_line()
        #actually end is only on single pages, so I don't need to fire this event at all
        #or do I after all if I use this for all pages
        #match = re.search(r"\((?:(\d+) of (\d+)|end))\)", line)
        match = re.search(r"\((?:(?:(\d+) of (\d+))|end)\)", data)
        if match:
           if self.menu_type in ['loot', 'drop', 'inventory','lootlist']:
              for m in re.finditer(r"(.) - (.+?)(?:$|\x1b\[\d+;\d+(?:H|f))", data):
                  event.dispatch(self.menu_type+'_item', m.group(1), m.group(2))
           elif self.menu_type in ['spell']:
             for m in re.finditer(r"(.) - (.*?)\s* (\d\*?)\s*([^\s]+)\s*(\d+)%", data):
                  event.dispatch(self.menu_type+'_entry', *m.groups())
           elif self.menu_type in ['identify', 'put_in']: #only send one since we only care about all for identify and a for put_in... this is hackish but whatever
              event.dispatch(self.menu_type+'_item','a','a')
           if match.group(1) is None or match.group(1) == match.group(2):
              if self.menu_type in ['put_in','identify','drop', 'loot', 'inventory', 'lootlist','spell']: #these menus do not automatically cancel
                 #actually, spell does but it is special cased in the handler
                 event.dispatch('menu_done')
              if self.menu_type =='put_in':
                 self.menu_type = 'lootlist'
              else:
                 self.menu_type_clear = True
              
#              event.dispatch('menu_done') #this gets in the way of other menus.. some automatically cancel and some do not
					  #spells, loot_do_what, put_in_type
           else:
              event.dispatch('menu_more')
Exemplo n.º 4
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    def process(self, data):
        """
        Callback attached to the output proxy.
        """
       # logging.debug("brain process " + data)

        if "--More--" in self.term.display[self.term.cursor()[1]]:
           event.dispatch('more')
        
	#this is kind of terrible and i'm not even sure i like the event idea in the first place
        #a lot of these each run a regexp on the same thing and hopefully they get cached instead of
        #compiled every time
  
        #note some of the orders of these are important
        self._dispatch_teleport_prompt_event(data) #should be first
        #self._dispatch_status_events(data)
        #self._dispatch_intrinsic_events(data)
        self._dispatch_turn_change_event()
        #self._dispatch_trap_door_event(data)
        #self._dispatch_level_change_event()
        #self._dispatch_level_feature_events(data)
        #self._dispatch_branch_change_event()
        #self._dispatch_shop_entered_event(data)
        self._dispatch_hp_change_event()
        self._dispatch_burden_event()
        self._dispatch_hunger_event()
        self._dispatch_move_event()
        self._dispatch_kill_events(data)
        self._dispatch_altar_events(data)
        self._dispatch_sacrifice_prompt_event(data)
        self._dispatch_sacrifice_response_event(data)
        self._dispatch_eat_prompt_event(data)
        self._dispatch_name_prompt_event(data)
        self._dispatch_wield_prompt_event(data)
        self._dispatch_item_pickup_events(data)
        self._dispatch_name_what_prompt_event(data)
        #self._dispatch_select_prompt_event(data) #disabled because I don't use C currently and it still(?) gets confused with teleport in rare cases
        self._dispatch_extended_command_prompt_event()
        self._dispatch_i_see_no_monster_event(data)
        self._dispatch_unknown_direction_event(data)
        self._dispatch_loot_do_what(data)
        #self._dispatch_put_in_event(data) #done by menu_events
        self._dispatch_stoning_event(data)
        self._dispatch_life_saved_event(data)
        #self._dispatch_identify_list_event(data) #covered by menu
        self._dispatch_identify_done_event(data)
        #self._dispatch_put_in_what_type_event(data) #covered by menu
        self._dispatch_menu_events(data)
        self._dispatch_you_hit_it_event(data)
#        self._dispatch_inventory_list_event(data) #covered by menu
        event.dispatch('check_spot', self.char_at(69,18))	
        self._dispatch_waiting_input_event(data)
        
        #fort broken event
        if "--More--" not in self.term.display[self.term.cursor()[1]]:
            self.prev_cursor = self.term.cursor()
            
        if self.menu_type_clear:
           self.menu_type_clear = False
           self.menu_type = None
Exemplo n.º 5
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 def _dispatch_shop_entered_event(self, data):
     match = re.search(shops.entrance, data, re.I | re.M)
     if match is not None:
         shop_type = match.groups()[1]
         for t, _ in shops.types.iteritems():
             match = re.search(t, shop_type, re.I)
             if match is not None:
                 event.dispatch("shop-type", t)
Exemplo n.º 6
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 def _dispatch_hp_change_event(self):
     line = self._get_last_line()
     match = re.search(r"HP:(\d+)", line)
     if match is not None:
        hp = int(match.group(1))
        if hp != self.hp:
           self.hp = hp
           event.dispatch("hp_change", hp)
Exemplo n.º 7
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    def _dispatch_turn_change_event(self):
        """
        Dispatch an even each time a turn advances.
        """

        line = self._get_last_line()
        match = re.search("T:(\\d+)", line)
        if match is not None:
            turn = int(match.groups()[0])
            if turn != self.turn:
                self.turn = turn
                event.dispatch("turn", self.turn)
Exemplo n.º 8
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    def _dispatch_status_events(self, data):
        """
        Check the output stream for any messages that might indicate a status
        change event. If such a message is found, then dispatch a status event
        with the name of the status and it's value (either True or False).
        """

        for name, messages in status.messages.iteritems():
            for message, value in messages.iteritems():
                match = re.search(message, data, re.I | re.M)
                if match is not None:
                    event.dispatch("status", name, value)
Exemplo n.º 9
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 def _dispatch_hunger_event(self):
     #XXX: findall
     line = self._get_last_line()
     match = re.search("(Hungry|Weak|Fainting|FoodPois|Fainted|Ill|Stun|Conf)", line)
     if match is not None:
        hunger = match.group(1)
        if self.hungry != hunger:
           self.hungry = hunger
           event.dispatch("hunger", hunger)
     elif self.hungry:
          self.hungry = False
          event.dispatch("unhungry")
Exemplo n.º 10
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 def _dispatch_branch_change_event(self):
     level = [line.translate(ibm) for line in self.term.display]
     if 6 <= self.dlvl <= 10 and dungeon.looks_like_sokoban(level):
         # If the player arrived at a level that looks like sokoban, she's 
         # definitely in sokoban.
         event.dispatch("branch-change", "sokoban")
     elif self.last_move == "down" and 3 <= self.dlvl <= 6 and \
        dungeon.looks_like_mines(level): 
         # The only entrace to the mines is between levels 3 and 5 and
         # the player has to have been traveling down to get there. Also
         # count it if the dlvl didn't change, because it *might* take
         # a couple turns to identify the mines. Sokoban, by it's nature
         # however is instantly identifiable. 
         event.dispatch("branch-change", "mines")
Exemplo n.º 11
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    def _dispatch_level_feature_events(self, data):
        match = re.search("There is an altar to .* \\((\\w+)\\) here.", data)
        if match is not None:
            event.dispatch("level-feature", "altar (%s)" % match.groups()[0])

        match = re.search("a (large box)|(chest).", data)
        if match is not None:
            event.dispatch("level-feature", "chest")

        for feature, messages in sounds.messages.iteritems():
            for message in messages:
                match = re.search(message, data, re.I | re.M)
                if match is not None:
                    event.dispatch("level-feature", feature)
Exemplo n.º 12
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    def _dispatch_level_change_event(self):
        line = self._get_last_line()
        match = re.search("Dlvl:(\\d+)", line)
        if match is not None:
            dlvl = int(match.groups()[0])
            if dlvl != self.dlvl:
                if dlvl < self.dlvl:
                    self.last_move = "up"
                elif dlvl > self.dlvl:
                    self.last_move = "down"

                self.dlvl = dlvl
                event.dispatch(
                    "level-change", dlvl, 
                    self.prev_cursor, self.term.cursor()
                )
                return 

        # Couldn't find the dlvl line... this means we're somewhere outside
        # of the dungeon. Either in the end game, ft. ludios or in your quest.
        match = re.search("Home (\\d+)", line)
        if match is not None:
            dlvl = int(match.groups()[0])
            self.dlvl = dlvl + self.dlvl - 1
            if dlvl == 1:
                event.dispatch("branch-port", "quest")
            else:
                event.dispatch(
                    "level-change", self.dlvl, 
                    self.prev_cursor, self.term.cursor()
                )
            return 

        match = re.search("Fort Ludios", line)
        if match is not None:
            event.dispatch("branch-port", "ludios")
            return
Exemplo n.º 13
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 def _dispatch_move_event(self):
     if self.cursor_is_on_player():
         event.dispatch("move", self.term.cursor())
Exemplo n.º 14
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 def _dispatch_you_hit_it_event(self,data):
     match = re.search(r"You hit it\.", data)
     if match:
        event.dispatch("you_hit_it")
Exemplo n.º 15
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 def _dispatch_waiting_input_event(self, data):
     match = re.search(r"\x1b\[3z", data)
     if match:
        event.dispatch("waiting_input")
Exemplo n.º 16
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 def _dispatch_window_switch_events(self, data):
     match = re.search(r"\1b\[2;(\d+)z", data)
     if match:
        event.dispatch("window_switch", int(match.group(1)))
Exemplo n.º 17
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 def _dispatch_level_teleport_event(self, data):
     for message in dungeon.messages["level-teleport"]:
         match = re.search(message, data)
         if match is not None:
             event.dispatch("level-teleport")
Exemplo n.º 18
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 def _dispatch_identify_done_event(self, data):
     match = re.search(r"You have already identified all of your possessions\.|That was all\.", data)
     if match:
        event.dispatch('identify_done')
Exemplo n.º 19
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 def _dispatch_extended_command_prompt_event(self):
     if self.term.display[0][0] == '#' and self.term.cursor() == (2,0):
        event.dispatch('extended_command_prompt')
Exemplo n.º 20
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 def _dispatch_altar_events(self, data):
      match = re.search("There is an altar to", data)
      if match is not None:
          event.dispatch("on_altar")
Exemplo n.º 21
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 def _dispatch_trap_door_event(self, data):
     for message in dungeon.messages["trap-door"]:
         match = re.search(message, data)
         if match is not None:
             event.dispatch("trap-door")
Exemplo n.º 22
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 def _dispatch_stoning_event(self, data):
     match = re.search(r"(?:(?:You are slowing down)|(?:Your limbs are stiffening))", data)
     if match:
        event.dispatch('stoning')
Exemplo n.º 23
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 def _dispatch_burden_event(self):
     line = self._get_last_line()
     match = re.search("(Burdened|Stressed|Strained|Overtaxed)", line)
     if match is not None:
        burden = match.group(1)
        event.dispatch("burden", burden)
Exemplo n.º 24
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 def _dispatch_life_saved_event(self, data):
     match = re.search(r"You die\.", data)
     if match:
        event.dispatch("died")
Exemplo n.º 25
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 def _dispatch_intrinsic_events(self, data):
     for name, messages in intrinsics.messages.iteritems():
         for message, value in messages.iteritems():
             match = re.search(message, data, re.I | re.M)
             if match is not None:
                 event.dispatch("intrinsic", name, value)
Exemplo n.º 26
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 def _dispatch_teleport_prompt_event(self, data):
     match = re.search("To what position do you want to be teleported\?", data)
     if match: 
        event.dispatch("teleport_prompt")
        self.seen_teleport = True
Exemplo n.º 27
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 def _dispatch_kill_events(self, data):
      match = re.search(r"You kill (?:the )?([^!]+?)!", data)
      if match is not None:
          event.dispatch("kill", match.group(1))
Exemplo n.º 28
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 def _dispatch_loot_do_what(self, data):
     match = re.search(r"((?:The (.*?) is empty.)? Do what\?)", data)
     if match:
        event.dispatch("loot_do_what")
Exemplo n.º 29
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 def _dispatch_select_prompt_event(self, data):
     match = re.search(r"\(For instructions type a \?\)", data)
     if match and not self.seen_teleport:
        event.dispatch("select_name_prompt")
     else:
        self.seen_teleport = False
Exemplo n.º 30
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 def _dispatch_name_what_prompt_event(self,data):
     match = re.search("What do you wish to name\?", data)
     if match:
        event.dispatch("name_what")