def execute(self, item=None): #global connections_list #print("I'm in the {0}.".format(self.player.room.name)) #current_connections = [] #for possible_connection in connections_list: # if self.player.room in possible_connection: # current_connections.append(possible_connection) #if len(current_connections) == 0: # print("I can't go anywhere. I'm stuck in here...") #else: # print("There is access to {0}".format(list_to_string(current_connections, article_definite=True))) if self.player.room.connections: rooms = "the {0}".format(self.player.room.connections[0].name.lower()) length = len(self.player.room.connections) if length != 1: for counter in range(1, length - 1): rooms += ", the {0}".format(self.player.room.connections[counter].name.lower()) rooms += " and {0}".format(self.player.room.connections[length-1].name.lower()) print("There is access to {0}.".format(list_to_string(self.player.room.connections, article=True, article_definite=True))) # testing if self.player.room.inventory: length_inv = len(self.player.room.inventory) if length_inv == 1: print("A {0} is in this room.".format(self.player.room.inventory[0].name)) else: print("{0} are in this room.".format(list_to_string(self.player.room.inventory, True))) else: print("There's nothing here...") return 0
def use_item(self, second_item=None): print("The {0} has broken and dropped {1}.".format( self.name, list_to_string(self.access_to))) self.player.room.remove(self) for hidden_item in self.access_to: self.player.room.inventory.append(hidden_item) return
def execute(self, item=None): for heldItem in self.player.bag_contents: print(heldItem.name.capitalize()) for inventoryItem in self.player.bag_contents: try: if inventoryItem.capacity != 0 and inventoryItem.access_to: print("Inside the {0} I have {1}.".format(inventoryItem, list_to_string(inventoryItem.access_to))) except AttributeError: print("This has no storage.") if not self.player.bag_contents: print("I'm not holding anything.")
def use_item(self, second_item=None): if not self.locked: self.player.room.inventory.extend(self.access_to) if len(self.access_to) >= 1: if len(self.access_to) == 1: print("A {0} was emptied into the room.".format( self.access_to[0].name)) else: print("{0} were emptied into the room.".format( list_to_string(self.access_to, True))) else: print("There wasn't anything in there...") self.access_to = [] else: print("I can't get it open! Maybe it can be unlocked.")
def execute(self, item=None): success = False held_item = None for held_item in self.player.bag_contents: if item.lower() == held_item.name: self.player.bag_contents.remove(held_item) print("The {0} is broken to pieces! Mwhahaha.".format(held_item.name)) success = True print(held_item.name) for i in held_item.access_to: print(i.name) for hidden_item in held_item.access_to: self.player.room.inventory.append(hidden_item) if len(held_item.access_to) == 1: print("A {0} was in the {1}.".format(held_item.access_to[0], held_item.name)) elif len(held_item.access_to) > 1: print("{0} were in the {1}.".format(list_to_string(held_item.access_to, capital=True)), held_item.name) if not success: print("I don't have one of those to destroy. Maybe I can find one...")
def execute(self, item=None): #action_list = self.player.action_list #actions = "{0}".format(action_list[0].name.lower()) #for i in range(1, len(action_list) - 1): # actions += ", {0}".format(action_list[i].name.lower()) #actions += " and {0}.".format(action_list[-1].name.lower()) #include_articles = True #sentence_case = False #output = '' #list_size = len(action_list) # just for fun #for i in range(list_size): # output += (', ' if 0 < i < list_size - 1 else 'and ') + \ # (('A ' if i == 0 and sentence_case else 'a ') if include_articles else '') + action_list[i] print("The possible actions are {0}.".format(list_to_string(self.player.action_list, False, False)))