def setUp(self): # set up Inventory instances to test length and weight restrictions self.inv = inventory.Inventory() self.inv_len = inventory.Inventory(max_len=3) self.inv_wt = inventory.Inventory(max_weight=7) # set up Item objects for use self.generic1 = inventory.Item('item1') self.generic2 = inventory.Item('item2') self.generic3 = inventory.Item('item3') self.generic4 = inventory.Item('item4') self.light = inventory.Item('light', weight=1) self.medium = inventory.Item('medium', weight=4) self.heavy = inventory.Item('heavy', weight=8)
def add_new_item(full_inventory): """ Add new item to inventory """ # TODO: this should clearly not be a constant or a global item_code = input("Enter item code: ") item_description = input("Enter item description: ") item_rental_price = input("Enter item rental price: ") # Get price from the market prices module item_price = market_prices.get_latest_price(item_code) is_furniture = input("Is this item a piece of furniture? (Y/N): ") if is_furniture.lower() == "y": item_material = input("Enter item material: ") item_size = input("Enter item size (S,M,L,XL): ") new_item = furniture.Furniture(item_code, item_description, item_price, item_rental_price, item_material, item_size) else: is_electric_appliance = input("Is this item an electric appliance? (Y/N): ") if is_electric_appliance.lower() == "y": item_brand = input("Enter item brand: ") item_voltage = input("Enter item voltage: ") new_item = electric_appliances.ElectricAppliances(item_code, item_description, item_price, item_rental_price, item_brand, item_voltage) else: new_item = inventory.Inventory(item_code, item_description, item_price, item_rental_price) full_inventory[item_code] = new_item.return_dictionary() print("New inventory item added")
def process_file(): #Create empty dictionary inventory_dict = {} #Open inventory data inventory_data = open(INVENTORY_FILE, "r") #Read data from file for line in inventory_data: #Split item values = line.split(",") #Store information in separate variable item_id = values[0] name = values[1] quantity = int(values[2]) price = float(values[3]) #Create an instance inventory_item = inventory.Inventory(item_id, name, quantity, price) #Add item to dictionary inventory_dict[item_id] = inventory_item #Close file inventory_data.close() #Return dictionary return inventory_dict
def create(self, event=None) -> None: """Check that valid imputs are given, if so then open a new tab with the inventory.""" # check that a name is given if self.name_entry.get() != '': # check that the password is long enough if len(self.pass_entry.get()) > 6: # check that the passwords match if self.pass_entry.get() == self.pass2_entry.get(): self.window.remove_tab(self.frame) inven = inventory.Inventory(name=self.name_entry.get(), password=self.pass_entry.get()) self.window.inven_instances.update({ self.name_entry.get(): invenscreen.InvenScreen(self.window, inven) }) else: messagebox.showinfo('Error', 'Passwords do not match.') self.pass_entry.delete(0, 'end') self.pass2_entry.delete(0, 'end') else: messagebox.showinfo( 'Error', 'Password must be at least 7 characters long.') self.pass_entry.delete(0, 'end') self.pass2_entry.delete(0, 'end') else: messagebox.showinfo('Error', 'Name cannot be left blank.')
def __init__(self, name): self.name = name self.weapon = weapons.WoodenStaff self.max_health = 80 self.damage_done = 0 self.current_health = 80 self.alive = True self.class_name = "Mage" self.strength = 5 self.dexterity = 6 self.max_mana = 30 self.current_mana = 30 self.fireball = spells.Fireball self.frozen_arrow = spells.FrozenArrow self.meteor_shower = spells.MeteorShower self.inventory = inventory.Inventory(f"{self.weapon.weapon_type}", 1, 2) self.spell_list = [ colored("\nMeteor Shower", "yellow"), colored("Fireball", "yellow"), colored("Frozen Arrow", "yellow") ] self.mana_costs = [ "(15 mana)", "(10 mana)", "(10 mana)", ] print( f"Your mage's name is {self.name} and he is armed with a {self.weapon.weapon_type}." )
def __init__(self, name, health): self.name = name self.max_health = health self.health = health self.inventory = inventory.Inventory() print("Player {0} created. \nHealth:{1}".format( self.name, self.health))
def seek_inventory(): try: d = defaultdict(int) d.update(json.load(open('data.json', 'r'))) for inventory_position in inventory.Inventory(): while True: mouse.click(SEEK) mouse.click(SEAL) kb.press_and_release('enter') mouse.click(inventory_position) time.sleep(0.1) kb.combo('ctrl', 'c') data = clip.get_clipboard_data() try: d[data.split('\r\n')[2]] += 1 except: print('F**K') if check_bad_prophecy(data): delete_prophecy() else: break finally: d = { k: v for k, v in d.items() if k.lower() not in [l.lower() for l in BAD_PROPHECIES] } json.dump(d, open('data.json', 'w'))
def add_new_item(): """Adds a new item to the inventory based on user-inputted item code, description, and rental price. """ # global __full_inventory__ item_code = input("Enter item code: ") item_description = input("Enter item description: ") item_rental_price = input("Enter item rental price: ") # Get price from the market prices module item_price = market_prices.get_latest_price(item_code) is_furniture = input("Is this item a piece of furniture? (Y/N): ") if is_furniture.lower() == "y": item_material = input("Enter item material: ") item_size = input("Enter item size (S,M,L,XL): ") new_item = furniture.Furniture(item_code, item_description, item_price, item_rental_price, item_material, item_size) else: is_electric_appliance = input("Is this item an electric " "appliance? (Y/N): ") if is_electric_appliance.lower() == "y": item_brand = input("Enter item brand: ") item_voltage = input("Enter item voltage: ") new_item = electric_appliances.ElectricAppliances( item_code, item_description, item_price, item_rental_price, item_brand, item_voltage) else: new_item = inventory.Inventory(item_code, item_description, item_price, item_rental_price) __full_inventory__[item_code] = new_item.return_as_dictionary() print("New inventory item added")
def __init__(self): # FLUFF self.name = "" self.character_class = "" self.character_race = "" self.inventory = inventory.Inventory() # LEVELING UP self.level = 1 self.points = 0 self.current_experience = 0 self.next_lvl_experience = 15 # BASIC STATS self.strength = 1 self.dexterity = 1 self.intelligence = 1 # HP AND MANA self.max_hp = 10 self.current_hp = 10 self.max_mana = 10 self.current_mana = 10 # ATTACK self.weapon = weapons.WeaponsPool.weapons[1] self.attack = self.strength + self.weapon.attack # DEFENCE self.head = armors.ArmorsPool.armors[0] self.torso = armors.ArmorsPool.armors[1] self.arms = armors.ArmorsPool.armors[2] self.legs = armors.ArmorsPool.armors[3] self.shield = armors.ArmorsPool.armors[4] self.armor = self.head.armor + self.torso.armor + self.arms.armor + self.legs.armor + self.shield.armor # ADVANCED STATS self.speed = self.dexterity * 7 self.dodge_chance = int(self.dexterity - self.armor // 2) # UI self.ui = ui.UI()
def add_new_item(): """ Add an item to the inventory """ item_code = input("Enter item code: ") item_description = input("Enter item description: ") item_rental_price = input("Enter item rental price: ") # Get price from the market prices module item_price = pri.get_latest_price(item_code) is_furniture = input("Is this item a piece of furniture? (Y/N): ") if is_furniture.lower() == "y": item_material = input("Enter item material: ") item_size = input("Enter item size (S,M,L,XL): ") new_item = fur.Furniture(item_code, item_description, item_price, item_rental_price, item_material, item_size) else: is_electric_appliance = input( "Is this item an electric appliance? (Y/N): ") if is_electric_appliance.lower() == "y": item_brand = input("Enter item brand: ") item_voltage = input("Enter item voltage: ") new_item = e_app.ElectricAppliances(item_code, item_description, item_price, item_rental_price, item_brand, item_voltage) else: new_item = inv.Inventory(item_code, item_description, item_price, item_rental_price) FULL_INVENTORY[item_code] = new_item.return_as_dictionary() print("New inventory item added")
def get(self): user = self.get_user() if not user: return self.redirect('/') inv = inventory.Inventory(self.conn, self.cur) recommended_recipes = inv.get_recommended_recipes(user['id']) context = {"recommended_recipes": recommended_recipes} self.render_response('recommended_recipes_page.html', **context)
def dump_inventory(): mouse.click(STASH) with kb.hold('ctrl'): for inventory_position in inventory.Inventory(): mouse.click(inventory_position) mouse.click(CLOSE_STASH)
def filter_prophecies(): time.sleep(1) for inventory_position in inventory.Inventory(): mouse.move(inventory_position) kb.combo('ctrl', 'c') data = clip.get_clipboard_data() if check_bad_prophecy(data): delete_prophecy()
def main(): i1 = item.Item('Pillow', {'Amount': '10', 'Color': 'White'}) i2 = item.Item('Blankets', {'Amount': '13', 'Size': 'Large'}) cat = category.Category('Bed Supplies', [i1, i2]) inv = inventory.Inventory('Warehouse', 'password', [cat], [i1]) inv.save()
def box_scene(main): """Создание инвентаря""" Scene = cocos.scene.Scene() background_layer = StaticImage("Resources/box_bg.png", 1920/2, 1080/2, 1) Scene.add(background_layer) Scene.add(inventory.Inventory(main)) return Scene
def getPorts(): global MovieServer, ReviewServer, Baseport import inventory allserver = inventory.Inventory() Baseport = allserver.callBasePort(20000) allserver.findPorts(socket.gethostname(), NumMovie, NumReview, Baseport) MovieServer = allserver.getMoviePorts() ReviewServer = allserver.getReviewPorts() allserver.saveJson('./')
def post(self): user = self.get_user() if not user: return self.redirect('/') ingredient_name = self.request.POST["ingredient_name"] inv = inventory.Inventory(self.conn, self.cur) search_ingredients = inv.search_ingredient(ingredient_name) context = {"search_ingredients": search_ingredients} self.render_response('search_ingredient_page.html', **context)
def load_save(self, save): with open("data/save/{}.json".format(save), 'r', encoding='utf-8') as file: self._save = json.load(file) self.save_name = save if self.get_save_value("last_save", 0) == 0: self.save_data("last_save", int(time.time())) self.pokedex: dict[str, int] = self.get_save_value("pokedex", {}) self.inv = inventory.Inventory(self.get_save_value("inventory", {}))
def dict_to_inven(inven_dict: dict) -> 'Inventory': """returns an inventory object from a dict representing that inventory""" items = [ item.Item(i['name'], [item.Property(n, v) for n, v in i['properties'].items()]) for i in inven_dict['items'] ] return inventory.Inventory(inven_dict['name'], inven_dict['password'], items)
def setUp(self): self.trans = transaction.Transaction() self.inv = inventory.Inventory() self.disc = discount.Discount() self.inv.add("caviar", 46.52, by_weight=True) self.inv.add("nutella", 7.99) self.inv.add("corn", 1.99, by_weight=True) self.trans.add(self.inv, "corn", 3) self.trans.add(self.inv, "caviar", 41) self.trans.add(self.inv, "nutella")
def __init__(self): super().__init__() self.name = None self.location = None self.set_location(self.starting_location) self.inv = inventory.Inventory() self.equip_dict = item.EquipTarget.make_dict(*self.equip_slots) self._parser = lambda line: Character.player_set_name(self, line) #TODO: make this a property self.is_alive = True
def __init__(self, color, initial_position): # All sprite classes should extend pygame.sprite.Sprite. This # gives you several important internal methods that you probably # don't need or want to write yourself. Even if you do rewrite # the internal methods, you should extend Sprite, so things like # isinstance(obj, pygame.sprite.Sprite) return true on it. pygame.sprite.Sprite.__init__(self) self.updateDelay = 10 # Create the image that will be displayed and fill it with the # right color. #self.image = pygame.Surface([15, 15]) #self.image.fill(color) self.images = pygame.image.load('images/player-sprite.png') self.images.convert_alpha() self.image = self.images.subsurface(pygame.Rect(0, 0, 30, 32)) # Make our top-left corner the passed-in location. self.rect = self.image.get_rect() self.rect.topleft = initial_position self.nextUpdateTime = 0 # update() hasn't been called yet. self.walkingTime = 0 self.nextAltWalkingImageTime = 0 self.walkingImageAlt = False # Start in the air self.onGround = False self.jumpspeed = 6 self.gravity = 0.2 self.maxFallingSpeed = 30 self.speed = 3 self.xdirection = 0 # Start standing still self.ydirection = self.maxFallingSpeed # Start falling self.equipment = inventory.Inventory(10) # equipped items self.inventory = inventory.Inventory(50) # inventory self.currentItem = None
def post(self): user = self.get_user() if not user: return self.redirect('/') item_name = self.request.POST["item_name"] inv = inventory.Inventory(self.conn, self.cur) item = inv.get_item(item_name) item_id = item.id inv.remove_user_item(user['id'], item_id) return self.redirect('/myitems')
def main(self): self.num_of_strings = 12 self.inv = inventory.Inventory() customer_specs = {"model":"abc"} instr_spec = InstrumentSpec.InstrumentSpec(customer_specs) self.initialize_inventory() instruments_found = self.inv.search(instr_spec) print("Instrument Not found") if not instruments_found else [print(i.srl_num) for i in instruments_found]
def __init__(self): super(HomeWindow, self).__init__() uic.loadUi('./UserInterfaces/homeWindow.ui', self) self.vendor_list = vendors.VendorList(self) self.customer_list = customers.CustomerList(self) self.balance_sheet = financialStatements.BalanceSheet(self) self.income_statement = financialStatements.IncomeStatement(self) self.employee_list = employees.EmployeeList(self) self.inventory = inventory.Inventory(self) self.initializeScreens() self.show()
def __init__(self): self.surface = pygame.Surface((1, 1)) self.players = pygame.sprite.Group() self.entities = pygame.sprite.Group() self.npcs = pygame.sprite.Group() self.players.field = self self.entities.field = self self.npcs.field = self self.inventory = inventory.Inventory() self.target = None self.pan = (0, 0) self.send_message = lambda x: None
def main(self): num_of_strings = 12 self.inv = inventory.Inventory() customer_guitar = guitarSpec.GuitarSpec(Builder.FENDER, "Sratocastor", Type.ELECTRIC, Wood.ALDER, Wood.ALDER, num_of_strings) self.initialize_inventory() gtrs_found = self.inv.search(customer_guitar) print("Not found") if not gtrs_found else self.inv.display_guitar( gtrs_found)
def get(self): user = self.get_user() if not user: return self.redirect('/') inv = inventory.Inventory(self.conn, self.cur) thumbnail_items = inv.get_user_thumbnail_items(user['id']) thumbnail_recipes = inv.get_user_thumbnail_recipes(user['id']) context = { "thumbnail_items": thumbnail_items, "thumbnail_recipes": thumbnail_recipes } self.render_response('profile_page.html', **context)
def __init__(self): self.settings = settings.Settings() self.game_data = gf.GameData(inv.Inventory(), stack.Stack()) self.game_data.set_loc_list(self.init_locations()) self.game_data.set_item_list(self.init_items()) self.game_data.set_npc_list(self.init_npcs()) self.game_data.set_current_loc( self.game_data.get_loc_from_name("Entrance Room")) stick = self.game_data.get_item_from_name('stick') stick.set_pickup_allowed() keys = self.game_data.get_item_from_name('keys') keys.set_pickup_allowed() room_map = self.game_data.get_item_from_name('map') room_map.set_usable() room_map.set_pickup_allowed() room_map.set_interaction(interactions.map_interaction) room_map.set_unique_verb("read") chest = self.game_data.get_item_from_name('chest') chest.add_contents(room_map) chest.set_usable_with(keys) chest.set_unique_verb("open") rubble = self.game_data.get_item_from_name('rubble') rubble.set_usable_with(stick) rubble.set_block_dir('n') mirror = self.game_data.get_item_from_name('mirror') mirror.set_pickup_allowed() sphere = self.game_data.get_item_from_name('sphere') pond = self.game_data.get_item_from_name('pond') pond.set_usable_with(mirror) pond.set_interaction(interactions.pond_interaction) pond.add_contents(sphere) self.game_data.create_map() self.game_data.distribute_items() self.game_data.distribute_npcs() chest.location = self.game_data.get_loc_from_name("Entrance Room") keys.location = self.game_data.get_loc_from_name("Entrance Room") rubble.location = self.game_data.get_loc_from_name("Debris Room") pond.location = self.game_data.get_loc_from_name("Water Chamber") with open("internals/logo.txt") as f_obj: self.logo = f_obj.read()
def get(self): user = self.get_user() if not user: return self.redirect('/') suggest_item_name = self.request.GET[ "suggest"] if "suggest" in self.request.GET else "" inv = inventory.Inventory(self.conn, self.cur) my_items = inv.get_user_items(user['id']) context = { "my_items": my_items, "suggest_item_name": suggest_item_name } self.render_response('my_items_page.html', **context)