Пример #1
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def help_area(area):
    try:
        help_text = ReplyHelpers.render_common_template('help_{}'.format(area))
    except:
        help_text = ReplyHelpers.render_common_template(
            'help_not_found') + ' ' + ReplyHelpers.render_common_template(
                'help')
    return __query(help_text)
Пример #2
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 def __build_reply(self, ob):
     result = ''
     for reply in ob.replies:
         if Helpers.is_string(reply):
             result += ' ' + reply
             continue
         args = reply['args']
         key = reply['key']
         item = None
         if 'item' in args.keys():
             item_name = args['item']
             item = self.get_room_item_by_name(item_name)
         template = args['template']
         if 'attacker_name' in args.keys():
             if args['attacker_name'].lower() in ['thief','ranger','fighter','mage']:
                 key = 'player_'+key
             else:
                 key = 'monster_'+key
         if template == ReplyHelpers.TEMPLATE_ACTION:
             result += ' ' + ReplyHelpers.render_action_template(key, **args)
         elif template == ReplyHelpers.TEMPLATE_ROOM:
             if item:
                 result += ' ' + ReplyHelpers.try_render_room_template(self, item, key, **args)
             else:
                 result += ' ' + ReplyHelpers.render_room_template(key, **args)
         elif template == ReplyHelpers.TEMPLATE_COMMON:
             result += ' ' + ReplyHelpers.render_common_template(key, **args)
         elif template == ReplyHelpers.TEMPLATE_DESCRIPTION:
             result += ' ' + ReplyHelpers.render_descr_template(key, **args)
     return result
Пример #3
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    def what_can_user_do(self, player):

        if player.is_in_battle:
            return ReplyHelpers.render_common_template('what')

        result = ''
        room_text, floor_text = self.__get_room_text()

        #1. Search dead body
        monster_count, monster_names = self.get_dead_monsters_list(not_looted=True, divider='or')
        if monster_count >= 1:
            result = ReplyHelpers.render_room_template('search_dead_bodies', floor_text=floor_text, monster_names=monster_names)

        #2. Search room
        elif not self.is_room_searched:
            result = ReplyHelpers.render_room_template('search_room', room=room_text)
        
        else:
            #3. Search items
            for item in self._room_items:
                if item.is_hidden: continue
                if isinstance(item, standard_items.OpenableItem):
                    if item.has_been_opened: continue
                    result = ReplyHelpers.render_room_template('room_options', option='open', item=item.description)
                    break

                elif isinstance(item, SearchableItem):
                    if item.is_empty: continue
                    result = ReplyHelpers.render_room_template('room_options', option='search', item=item.description)
                    break
        if result == '':
            result = ReplyHelpers.render_room_template('room_no_options', room_text=room_text)
        return result
Пример #4
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def __query(text, reprompt='', query_state=None):
    if query_state is None:
        if __is_in_battle():
            __set_query(ReplyHelpers.QUERY_BATTLE)
        else:
            __set_query(ReplyHelpers.QUERY_WHAT)
    __set_query(query_state)

    if reprompt == '':
        if query_state == ReplyHelpers.QUERY_WHAT:
            reprompt = ReplyHelpers.render_common_template('what_reprompt')
        if query_state == ReplyHelpers.QUERY_BATTLE:
            reprompt = ReplyHelpers.render_common_template('battle_reprompt')
        if query_state == ReplyHelpers.QUERY_CLASS:
            reprompt = ReplyHelpers.render_common_template('choose_class')
    result = QuestGameReply(text, reprompt, query_state).get_alexa_reply()
    return result
Пример #5
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def choose_char(name):
    if __get_query() == ReplyHelpers.QUERY_CLASS:
        if name.lower() not in ['thief', 'mage', 'fighter', 'ranger']:
            reply_text = ReplyHelpers.render_common_template(
                'unsure') + ' ' + ReplyHelpers.render_common_template(
                    'choose_class')
            return __query(reply_text, query_state=ReplyHelpers.QUERY_CLASS)

        player = game_manager.create_player(name.lower())
        reply_text = ReplyHelpers.render_common_template('chose_char',
                                                         cls=name.lower())
        reply_text += ' ' + game_manager.start_new_game(
            session.user.userId, player).prompt_text
        return __query(reply_text)

    if not game_manager.is_game_started(session.user.userId):
        return launch()
    reply_text = game_manager.continue_game(session.user.userId)
    return __query(reply_text)
Пример #6
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def select_item(ditem):
    if not __get_query() == ReplyHelpers.QUERY_SELECT:
        return __query(ReplyHelpers.render_common_template('unsure'))

    #perform the last action with the supplied item
    action = None
    spell_text = None
    target_text = None
    #TODO: Make get with default
    if 'action' in session.attributes.keys():
        action = int(session.attributes['action'])
    if 'spell_text' in session.attributes.keys():
        spell_text = session.attributes['spell_text']
    if 'target_text' in session.attributes.keys():
        target_text = session.attributes['target_text']

    if action is None:
        return __query(ReplyHelpers.render_common_template('unsure'))
    elif action == Actions.CAST:
        return __do_spell(spell_text, ditem)
    elif action == Actions.THROW:
        return __do_throw(ditem, target_text)
    else:
        return __do_action(action, ditem)
Пример #7
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def launch():
    if test_constants.UNITTEST_TEST_INTENTS:
        return ReplyHelpers.reply('launchIntent')

    user_id = session.user.userId
    if game_manager.is_game_started(user_id):
        return __continue_game()

    welcome_text = ReplyHelpers.render_common_template('welcome')
    #help_text = ReplyHelpers.render_common_template('help')

    #Look for saved games
    gm = LoadManager(user_id)
    if not gm.does_user_game_exist('test'):
        games_text = ReplyHelpers.render_common_template(
            'no_games') + ' ' + ReplyHelpers.render_common_template(
                'choose_class')
        return __query(welcome_text + ' ' + games_text,
                       query_state=ReplyHelpers.QUERY_CLASS)
    else:
        games_text = ReplyHelpers.render_common_template('load_game')
        #If only one game load it
        game_manager.load_game(user_id, 'test')
        return __continue_game()
Пример #8
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def yes():
    query = __get_query()
    if query == ReplyHelpers.QUERY_NEW_GAME:
        __set_query(ReplyHelpers.QUERY_WHAT)
        user_id = session.user.userId

        gm = LoadManager(user_id)
        if gm.does_user_game_exist('test'):
            game_manager.delete_game(user_id, 'test')
        return launch()

    elif query == ReplyHelpers.QUERY_EXIT_GAME:
        bye_text = ReplyHelpers.render_common_template('bye')
        return statement(bye_text)
    else:
        return __do_action(Actions.YES)
Пример #9
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def describe(ditem):
    if __get_query() == ReplyHelpers.QUERY_CLASS:
        itm = ditem.lower()
        reply_text = ''
        if itm == 'mage':
            reply_text = ReplyHelpers.render_descr_template('descr_mage')
        elif itm == 'thief':
            reply_text = ReplyHelpers.render_descr_template('descr_thief')
        elif itm == 'fighter':
            reply_text = ReplyHelpers.render_descr_template('descr_fighter')
        elif itm == 'ranger':
            reply_text = ReplyHelpers.render_descr_template('descr_ranger')

        reply_text += ' ' + ReplyHelpers.render_common_template('choose_class')
        return __query(reply_text, query_state=ReplyHelpers.QUERY_CLASS)

    return __do_action(Actions.DESCRIBE, ditem)
Пример #10
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    def do_action(self, player, action, item_text, spell_text=None, target_text=None, amount=0):
        
        if player.is_in_battle and action not in Actions.ALLOWED_BATTLE_ACTIONS:
            reply_text = ReplyHelpers.render_action_template('battle_invalid_action', monster=self.get_next_monster().description)
            return QuestGameNormalReply(self, reply_text)

        item = None
        if not action in Actions.NO_ITEM_ACTIONS or item_text is not None:
            #Try and find a matching item
               
            if not item_text is None:

                if player.is_in_battle and action in Actions.ATTACK_ACTIONS:
                    #Look for matching monster
                    for m in self.get_monsters():
                        if m.is_match(item_text):
                            item = m
                            break
                    if item is None:
                        reply_text = ReplyHelpers.render_action_template('no_monster_to_battle')
                        return QuestGameNormalReply(self, reply_text)

                elif action == Actions.DESCRIBE:
                    #Could be in room or on player
                    item = self.get_room_item_by_text(item_text)
                    if item is None:
                        item = player.get_item_by_name(item_text)
                    if item is None:
                        #Look for matching monster
                        for m in self.get_monsters():
                            if m.is_match(item_text):
                                item = m
                                break
                    if item is None:
                        room_text = self.__get_room_text()[0]
                        reply_text = ReplyHelpers.render_room_template('no_such_room_item', room=room_text, action=Actions.get_action_text(action))
                        return QuestGameNormalReply(self, reply_text)

                elif action in Actions.PLAYER_ITEM_ACTIONS:
                    #Try items held by  player
                    item = player.get_item_by_name(item_text)
                    if item is None:
                        reply_text = ReplyHelpers.render_action_template('not_carrying_unknown', action=Actions.get_action_text(action))
                        return QuestGameNormalReply(self, reply_text)

                else:
                    #Item is in the room
                    item = self.get_room_item_by_text(item_text)
                    if item is None and not action in Actions.NO_ITEM_ACTIONS:
                        room_text = self.__get_room_text()[0]
                        reply_text = ReplyHelpers.render_room_template('no_such_room_item', room=room_text, action=Actions.get_action_text(action))
                        return QuestGameNormalReply(self, reply_text)

            if item is None:
                if player.is_in_battle and action in Actions.ATTACK_ACTIONS:
                    item = self.get_next_monster()
                    if item is None:
                        reply_text = ReplyHelpers.render_action_template('no_monster_to_battle')
                        return QuestGameNormalReply(self, reply_text)

                elif self.__is_openable_action(action, spell_text):
                    #Openable item
                    openable_items = []
                    for itm in self._room_items:
                        if not isinstance(itm, RoomOpenableItem):
                            continue
                        if (self.__is_lock_action(action, spell_text) and not itm.is_locked) or \
                            (self.__is_unlock_action(action, spell_text) and itm.is_locked) or \
                            (self.__is_open_action(action, spell_text) and not itm.is_open) or \
                            (self.__is_close_action(action, spell_text) and itm.is_open):
                            openable_items.append(itm)
                    if len(openable_items) == 1:
                        item = openable_items[0]
                    else:
                        reply_text = ReplyHelpers.render_room_template('select_openable_item', action=Actions.get_action_text(action), item_list=ReplyHelpers.build_list(openable_items, 'description'))
                        return QuestGameReply(reply_text, query_state=ReplyHelpers.QUERY_SELECT)

                    if item is None:
                        #Matching failed
                        reply_text = ReplyHelpers.render_room_template('no_item_provided', action=Actions.get_action_text(action))
                        return QuestGameNormalReply(self, reply_text)

                    #No item found
                    reply_text = ReplyHelpers.render_action_template('not_carrying', action=Actions.get_action_text(action), item_prefix=item.text_prefix, item_text=item.description)
                    return QuestGameNormalReply(self, reply_text)

        action = self.get_action_override(action, item)

        #Either no item required, item is carried by player, or item in room
        result_text = ''
        if action == Actions.PULL: result_text = self.pull(item)
        elif action == Actions.PUSH: result_text = self.push(item)
        elif action == Actions.SEARCH: result_text = self.search(item, item_text)
        elif action == Actions.CAST: result_text = self.cast(player, spell_text, item)
        elif action == Actions.THROW: result_text = self.throw(player, item, target_text)
        elif action == Actions.CLOSE: result_text = self.close(item)
        elif action == Actions.OPEN: result_text = self.open(item)
        elif action == Actions.LOCK: result_text = self.lock(player, item)
        elif action == Actions.UNLOCK: result_text = self.unlock(player, item)
        elif action == Actions.DESCRIBE: result_text = self.describe(item)
        elif action == Actions.NO: result_text = self.reply_no()
        elif action == Actions.YES: result_text = self.reply_yes()
        elif action == Actions.PICK_LOCK: result_text = self.pick_lock(item)
        elif action == Actions.SHOOT: result_text = self.shoot(player, item)
        elif action == Actions.STRIKE: result_text = self.strike(player, item)
        elif action == Actions.WHAT: result_text = self.what_can_user_do(player)
        elif action == Actions.PICKUP: result_text = self.pickup(item)
        elif action == Actions.DROP: result_text = self.drop(item)
        elif action == Actions.DRINK: result_text = self.drink(player, item)
        elif action == Actions.WHERE: result_text = self.where()
        elif action == Actions.EAT: result_text = self.eat(player, item)
        elif action == Actions.MONEY: result_text = self.count_money(player)
        elif action == Actions.BUY: result_text = self.buy(item_text, amount)
        elif action == Actions.SELL: result_text = self.sell(item_text, amount)
        elif action == Actions.WHAT_BUY: result_text = self.whats_for_sale()
        else:
            result_text = ReplyHelpers.render_common_template('no_action')
        
        return QuestGameNormalReply(self, result_text + ' ' + self.__check_for_monster(player))
Пример #11
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def help():
    help_text = ReplyHelpers.render_common_template('help')
    return __query(help_text)
Пример #12
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def stop():
    return __query(ReplyHelpers.render_common_template('exit'),
                   query_state=ReplyHelpers.QUERY_EXIT_GAME)
Пример #13
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def start():
    return __query(ReplyHelpers.render_common_template('are_you_sure'),
                   query_state=ReplyHelpers.QUERY_NEW_GAME)