Exemplo n.º 1
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def new_steam_cloud(game_state, density):
    cloud = Composite()
    set_cloud_components(game_state, cloud, density)
    cloud.graphic_char.color_fg = colors.WHITE
    cloud.set_child(CloudActor())
    cloud.set_child(DataPoint(DataTypes.CLONE_FUNCTION, new_steam_cloud))
    cloud.set_child(DataPoint(DataTypes.CLOUD_TYPE, CloudTypes.STEAM))
    return cloud
Exemplo n.º 2
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def new_frost_cloud(game_state, density):
    cloud = Composite()
    set_cloud_components(game_state, cloud, density)
    cloud.graphic_char.color_fg = colors.LIGHT_BLUE
    cloud.set_child(CloudActor())
    cloud.set_child(DataPoint(DataTypes.CLONE_FUNCTION, new_frost_cloud))
    cloud.set_child(DataPoint(DataTypes.CLOUD_TYPE, CloudTypes.FROST))
    cloud.set_child(FrostCloudShareTileEffect())
    return cloud
Exemplo n.º 3
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def new_poison_cloud(game_state, density):
    cloud = Composite()
    set_cloud_components(game_state, cloud, density)
    cloud.graphic_char.color_fg = colors.GREEN
    cloud.set_child(CloudActor())
    cloud.set_child(DataPoint(DataTypes.CLONE_FUNCTION, new_poison_cloud))
    cloud.set_child(DataPoint(DataTypes.CLOUD_TYPE, CloudTypes.POISON))
    cloud.set_child(PoisonCloudShareTileEffect())
    return cloud
Exemplo n.º 4
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def new_dust_cloud(game_state, density):
    cloud = Composite()
    set_cloud_components(game_state, cloud, density)
    cloud.graphic_char.color_fg = colors.LIGHT_ORANGE
    cloud.set_child(CloudActor())
    cloud.set_child(DataPoint(DataTypes.CLONE_FUNCTION, new_dust_cloud))
    cloud.set_child(DustLowerHitOfEntityShareTileEffect())
    cloud.set_child(DataPoint(DataTypes.CLOUD_TYPE, CloudTypes.DUST))
    return cloud
Exemplo n.º 5
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def get_dummy_actor():
    dummy_actor = Composite()
    dummy_actor.set_child(DoNothingActor())
    dummy_actor.set_child(Equipment())
    dummy_actor.set_child(DataPoint(DataTypes.ENERGY, -gametime.single_turn))
    dummy_actor.set_child(DataPoint(DataTypes.OFFENCIVE_ATTACK_CHANCE, 0.0))
    dummy_actor.set_child(DataPoint(DataTypes.COUNTER_ATTACK_CHANCE, 0.0))
    dummy_actor.set_child(DataPoint(DataTypes.DEFENCIVE_ATTACK_CHANCE, 0.0))
    dummy_actor.set_child(DataPoint(DataTypes.CRIT_CHANCE, 0.0))

    return dummy_actor
Exemplo n.º 6
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def new_explosion_cloud(game_state, density):
    explosion = Composite()
    set_cloud_components(game_state, explosion, density)
    explosion.graphic_char.color_fg = colors.YELLOW
    explosion.set_child(Description("Explosion", "Don't go near it."))
    explosion.set_child(DisappearCloudActor())
    explosion.set_child(ExplosionDamageShareTileEffect())
    explosion.set_child(
        DataPoint(DataTypes.CLONE_FUNCTION, new_explosion_cloud))
    explosion.set_child(DataPoint(DataTypes.CLOUD_TYPE, CloudTypes.EXPLOSION))
    return explosion
Exemplo n.º 7
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def new_fire_cloud(game_state, density):
    fire = Composite()
    set_cloud_components(game_state, fire, density)
    set_non_flying_cloud_components(fire)
    fire.graphic_char.icon = icon.FIRE
    fire.graphic_char.color_fg = colors.RED
    fire.set_child(Description("Fire", "Don't get burnt."))
    fire.set_child(SpreadToFlammableDisappearActor())
    fire.set_child(FireDamageShareTileEffect())
    fire.set_child(DataPoint(DataTypes.CLONE_FUNCTION, new_fire_cloud))
    fire.set_child(DataPoint(DataTypes.CLOUD_TYPE, CloudTypes.FIRE))
    return fire
Exemplo n.º 8
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def set_cloud_components(game_state, cloud, density):
    cloud.set_child(DataPoint(DataTypes.ENERGY, -gametime.single_turn))
    cloud.set_child(DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.CLOUD))
    cloud.set_child(DataPoint(DataTypes.GAME_STATE, game_state))
    cloud.set_child(CharPrinter())
    cloud.set_child(Position())
    cloud.set_child(DungeonLevel())
    cloud.set_child(Mover())
    cloud.set_child(GraphicChar(None, None, 178))
    cloud.set_child(DataPoint(DataTypes.DENSITY, density))
    cloud.set_child(DataPoint(DataTypes.MOVEMENT_SPEED, gametime.single_turn))
    cloud.set_child(StatusFlags([StatusFlags.FLYING]))
    cloud.set_child(CloudChangeAppearanceShareTileEffect())
Exemplo n.º 9
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def set_corpse_components(corpse, game_state):
    corpse.set_child(DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.DUNGEON_TRASH))
    corpse.set_child(Position())
    corpse.set_child(DungeonLevel())
    corpse.set_child(Description("A rotting corpse.",
                                 "A rotting corpse."))
    corpse.set_child(GraphicChar(None, colors.WHITE,
                                 icon.CORPSE))
    corpse.set_child(CharPrinter())
    corpse.set_child(DataPoint(DataTypes.ENERGY, -gametime.single_turn))
    corpse.set_child(DoNothingActor())
    corpse.set_child(Mover())
    corpse.set_child(DataPoint(DataTypes.GAME_STATE, game_state))
Exemplo n.º 10
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def new_drop_action(component_type, item):
    effect = Composite(component_type)
    effect.set_child(DropItemTriggeredEffect())
    effect.set_child(DataPoint("item", item))
    effect.set_child(
        action.TriggerAction("Drop", 110, [DROP_ACTION_TAG, USER_ACTION_TAG]))
    item.set_child(effect)
Exemplo n.º 11
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 def effect(self, **kwargs):
     target_entity = kwargs["target_entity"]
     source_entity = kwargs["source_entity"]
     if target_entity.has("effect_queue"):
         sight_radius_spoof = DataPoint(DataTypes.SIGHT_RADIUS, 1)
         darkness_effect = AddSpoofChild(source_entity, sight_radius_spoof, time_to_live=1)
         target_entity.effect_queue.add(darkness_effect)
Exemplo n.º 12
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def new_chain_and_ball(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Chain and Spike Ball",
            "A huge metal ball on a chain, hard to use but can deal massive damage."
        ))
    c.set_child(GraphicChar(None, colors.GRAY, icon.BALL_AND_CHAIN))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(2, 9))
    c.set_child(accuracy_item_stat(5))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(KnockBackAttackEffect(0.20))
    c.set_child(DefenciveAttackEffect(0.60))
    c.set_child(IgnoreArmorAttackEffect(0.10))
    return c
Exemplo n.º 13
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def new_trident(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Trident",
            "A long stick with a with three sharp points at one end."
            "It's a useful weapon when you want to keep danger at bay."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.TRIDENT))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 5))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2.5))

    c.set_child(DefenciveAttackEffect(0.75))
    c.set_child(BleedAttackEffect(0.20))

    return c
Exemplo n.º 14
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def new_dagger(game_state):
    """
    A composite component representing a Knife item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Dagger",
            "A trusty dagger, small and precise but will only inflict small wounds."
        ))
    c.set_child(GraphicChar(None, colors.GRAY, icon.DAGGER))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.CUTTING))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(15))

    c.set_child(CritChanceBonusEffect(0.2))
    c.set_child(crit_multiplier_item_stat(3.5))

    c.set_child(ExtraSwingAttackEffect(0.20))
    c.set_child(BleedAttackEffect(0.10))

    return c
Exemplo n.º 15
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def new_morning_star(game_state):
    """
    A composite component representing a Sword item.
    """
    mace = Composite()
    set_item_components(mace, game_state)
    set_melee_weapon_component(mace)
    mace.set_child(
        Description(
            "Morning Star",
            "This old club has an lump of iron with rusty spikes at one end."))
    mace.set_child(GraphicChar(None, colors.GRAY, icon.MORNING_STAR))
    mace.set_child(DataPoint(DataTypes.WEIGHT, 8))

    mace.set_child(accuracy_item_stat(8))
    mace.set_child(damage_item_stat(1, 6))

    mace.set_child(CritChanceBonusEffect(0.1))
    mace.set_child(crit_multiplier_item_stat(2))

    mace.set_child(StunAttackEffect(0.2))
    mace.set_child(IgnoreArmorAttackEffect(0.2))
    mace.set_child(BleedAttackEffect(0.1))

    return mace
Exemplo n.º 16
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def new_kris(game_state):
    """
    A composite component representing a Knife item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Kris",
            "A dagger with a wavy blade, its sharp end can cause major damage."
        ))
    c.set_child(GraphicChar(None, colors.GRAY_D, icon.KRIS))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.CUTTING))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(15))

    c.set_child(CritChanceBonusEffect(0.20))
    c.set_child(crit_multiplier_item_stat(3.5))

    c.set_child(ExtraSwingAttackEffect(0.2))
    c.set_child(BleedAttackEffect(0.2))

    return c
Exemplo n.º 17
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def new_throw_item_action(component_type, item):
    effect = Composite(component_type)
    effect.set_child(DropItemTriggeredEffect())
    effect.set_child(DataPoint("item", item))
    effect.set_child(
        action.TriggerAction("Throw", 110,
                             [THROW_ACTION_TAG, USER_ACTION_TAG]))
    item.set_child(effect)
Exemplo n.º 18
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 def __init__(self):
     super(PoolOfBlood, self).__init__()
     self.set_child(DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.DUNGEON_TRASH))
     self.set_child(Position())
     self.set_child(DungeonLevel())
     self.set_child(Description("A pool of blood.", "A pool of blood."))
     self.set_child(GraphicChar(None, colors.RED, random.choice(icon.BLOOD_ICONS)))
     self.set_child(CharPrinter())
     self.set_child(Mover())
Exemplo n.º 19
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def new_flame_orb(game_state):
    orb = Composite()
    set_item_components(orb, game_state)
    set_ranged_weapon_components(orb)
    orb.set_child(RangeWeaponType(RangeWeaponType.MAGIC))
    orb.set_child(
        Description(
            "Flame Orb",
            "An orb with a living flame inside, it allows the wielder to channel fire from it."
        ))
    orb.set_child(GraphicChar(None, colors.RED, icon.ORB))
    orb.set_child(DataPoint(DataTypes.WEAPON_RANGE, 5))
    orb.set_child(DataPoint(DataTypes.WEIGHT, 2))
    orb.set_child(accuracy_item_stat(5))
    orb.set_child(Damage(2, 4))
    orb.set_child(
        MagicMissileEffect(GraphicChar(None, colors.RED, icon.BIG_CENTER_DOT)))
    return orb
Exemplo n.º 20
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def set_use_item_action(component_type, item, triggered_effects):
    item_trigger_effect = Composite(component_type)
    item_trigger_effect.set_child(
        FlashItemEffect())  # todo: does this do anything?
    item_trigger_effect.set_child(AddEnergySpentEffect())
    for triggered_effect in triggered_effects:
        item_trigger_effect.set_child(triggered_effect)
    item_trigger_effect.set_child(DataPoint("item", item))
    item.set_child(item_trigger_effect)
Exemplo n.º 21
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def set_scroll_components(item):
    item.set_child(ItemType(ItemType.SCROLL))
    item.set_child(PlayerAutoPickUp())
    item.set_child(DataPoint(DataTypes.WEIGHT, 1))
    item.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.SCROLL))
    set_thrown_item_hit_floor_action(item, [
        MoveTriggeredEffect(),
        LocalMessageEffect(messenger.ITEM_HITS_THE_GROUND_LIGHT)
    ])
Exemplo n.º 22
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 def __init__(self):
     super(GlassWall, self).__init__()
     self.set_child(DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.TERRAIN))
     self.set_child(Mover())
     self.set_child(Position())
     self.set_child(DungeonLevel())
     self.set_child(GraphicChar(colors.FLOOR_BG, colors.WHITE, icon.GLASS_WALL))
     self.set_child(CharPrinter())
     self.set_child(Flag("is_solid"))
Exemplo n.º 23
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def set_dungeon_feature_components(dungeon_feature):
    dungeon_feature.set_child(
        DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.DUNGEON_FEATURE))
    dungeon_feature.set_child(Position())
    dungeon_feature.set_child(DungeonLevel())
    dungeon_feature.set_child(GraphicChar(None, colors.RED,
                                          icon.FOUNTAIN_FULL))
    dungeon_feature.set_child(CharPrinter())
    dungeon_feature.set_child(Mover())
    dungeon_feature.set_child(IsDungeonFeature())
Exemplo n.º 24
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 def __init__(self):
     super(Water, self).__init__()
     self.set_child(DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.TERRAIN))
     self.set_child(Mover())
     self.set_child(Position())
     self.set_child(DungeonLevel())
     self.set_child(GraphicChar(colors.BLUE_D,
                                colors.BLUE,
                                icon.WATER))
     self.set_child(CharPrinter())
Exemplo n.º 25
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 def trigger(self, **kwargs):
     ttl = gametime.single_turn * rng.random_variance(10, 5)
     source_entity = kwargs[action.SOURCE_ENTITY]
     entities = source_entity.dungeon_level.value.entities
     for entity in entities:
         sight_radius_spoof = DataPoint(DataTypes.SIGHT_RADIUS, 1)
         darkness_effect = entityeffect.AddSpoofChild(source_entity,
                                                      sight_radius_spoof,
                                                      time_to_live=ttl)
         entity.effect_queue.add(darkness_effect)
Exemplo n.º 26
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 def __init__(self):
     super(Floor, self).__init__()
     self.set_child(DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.TERRAIN))
     self.set_child(Mover())
     self.set_child(Position())
     self.set_child(DungeonLevel())
     self.set_child(GraphicChar(colors.FLOOR_BG,
                                colors.FLOOR_FG,
                                icon.CENTER_DOT))
     self.set_child(CharPrinter())
     self.set_child(Flag(Floor.FLOOR_FLAG))
Exemplo n.º 27
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    def set_up_new_entity_with_dungeon(self, dungeon_level):
        entity = Composite()
        entity.set_child(Mover())

        entity.set_child(Position())
        entity.set_child(DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.ENTITY))
        dungeon_level_component = DungeonLevel()
        dungeon_level_component.value = dungeon_level
        entity.set_child(dungeon_level_component)

        return entity
Exemplo n.º 28
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def set_item_components(item, game_state):
    item.set_child(DataPoint(DataTypes.ENERGY, -gametime.single_turn))
    item.set_child(Position())
    item.set_child(DoNothingActor())
    item.set_child(DungeonLevel())
    item.set_child(Mover())
    item.set_child(DataPoint(DataTypes.GAME_PIECE_TYPE, GamePieceTypes.ITEM))
    item.set_child(DataPoint(DataTypes.GAME_STATE, game_state))
    item.set_child(CharPrinter())
    new_drop_action(DROP_ACTION_TAG, item)
    item.set_child(PlayerThrowItemAction())
    set_thrown_item_hit_floor_action(item, [
        MoveTriggeredEffect(),
        LocalMessageEffect(messenger.ITEM_HITS_THE_GROUND_HEAVY)
    ])
    set_thrown_item_hit_chasm_action(item, [
        MoveTriggeredEffect(),
        LocalMessageEffect(messenger.ITEM_FALLS_DOWN_CHASM)
    ])
    return item
Exemplo n.º 29
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 def _copy_add_children_helper(self, old_piece):
     new_piece = compositecore.Composite()
     if old_piece.has("game_piece_type"):
         new_piece.set_child(
             DataPoint(DataTypes.GAME_PIECE_TYPE,
                       old_piece.game_piece_type.value))
     if old_piece.has("graphic_char"):
         new_piece.set_child(old_piece.graphic_char.copy())
     if old_piece.has("description"):
         new_piece.set_child(old_piece.description.copy())
     new_piece.set_child(CharPrinter())
     return new_piece
Exemplo n.º 30
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def new_bolas(game_state):
    sling = Composite()
    set_item_components(sling, game_state)
    set_ranged_weapon_components(sling)
    sling.set_child(RangeWeaponType(RangeWeaponType.SLING))
    sling.set_child(
        Description(
            "Bolas",
            "Two weights strung together by a string, when thrown they may trip the victim."
        ))
    sling.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.HEART + 18))
    sling.set_child(DataPoint(DataTypes.WEAPON_RANGE, 4))
    sling.set_child(DataPoint(DataTypes.WEIGHT, 3))
    sling.set_child(accuracy_item_stat(3))
    sling.set_child(damage_item_stat(1, 2))

    sling.set_child(CritChanceBonusEffect(0.2))
    sling.set_child(crit_multiplier_item_stat(2.0))

    sling.set_child(TripAttackEffect(0.4))
    return sling