Пример #1
0
def room_colision_test():
    room_1 = Room.empty(Vector2(15, 5), Vector2(-10, 10))
    room_2 = Room.empty(Vector2(15, 5), Vector2(-11, 14))
    if not room_1.check_collision(room_2):
        logger.warning('Room colision not expected!')
    room_2.position.y = 14
    if not room_1.check_collision(room_2):
        logger.warning('Room collision expected!')
Пример #2
0
def map_bounds_test():
    room_list = [Room.empty(Vector2(15, 5), Vector2(15, -5)),
                 Room.empty(Vector2(15, 5), Vector2(-10, 12)),
                 Room.empty(Vector2(15, 5), Vector2(-11, 1))]

    map_bounds = Map(None, None, room_list).get_map_bounds()
    if list(map_bounds['position']) != [-11, -5]:
        logger.warning('map position wrong')
        print(map_bounds)
    if list(map_bounds['dimensions']) != [41, 22]:
        logger.warning('map dimentions wrong')
Пример #3
0
def play_game(p_level):
    p_room = Room(p_level)
    print("You are about to play in maze craze level - {}".format(p_level))
    maze_disp = p_room.maze_size()
    for i in maze_disp:
        print("\t\t\t" + "\t".join(i))

    print("." * 80)
    print("Press e for entering the maze")
    print("Press i for checking the inventory")
    print("Press x for exiting the game")

    while my_inventory.moves > 0:
        user = input(" >  ")
        if user == "e":
            p_step = p_room.maze_setup()
            p_room.display_maze(p_step)

            while True:
                print("\n")
                print(
                    "                   \033[3;32;40m Your score is {} \033[m".
                    format(my_inventory.score))
                print("." * 80)
                print(
                    "Moves :r - right\tl - left\tu - up\td - down \t x - exit")
                print("." * 80)
                p_input = input("> ")
                if p_input == "r" or p_input == "l" or p_input == "u" or p_input == "d":
                    p_step, p_stage = p_room.move(p_step, p_input)
                    if p_stage:
                        os.system("clear")
                        print("\033[3;30;43m Level up.\033[m")
                        player1.play_level = p_level
                        player1.player_score = my_inventory.score
                        player1.player_log()
                        p_level = p_level + 1
                        play_game(p_level)
                    else:
                        p_room.display_maze(p_step)
                elif p_input == "x":
                    sys.exit(0)
                elif p_input == "i":
                    print(my_inventory)
                else:
                    print("Give correct choice")
        elif user == "i":
            print(my_inventory)
        elif user == "x":
            print("Exiting the game.")
            sys.exit()
        else:
            print("\033[3;32;46m Please enter the right choice.\033[m")

    os.system("clear")
    print("\033[3;32;47m Sorry you dont have moves.\033[m")
    sys.exit()
Пример #4
0
    def bulck_update(self, params, start, finish):
        params['property_id'] = self.hotel_ids[start:finish]
        res1 = requests.get(url=self.base_url + 'properties/availability',
                            headers=self.headers,
                            params=params)
        print res1.text
        all_rooms = json.loads(res1.text)

        for rooms_info in all_rooms:
            property_id = rooms_info['property_id']
            if property_id not in self.avail_rooms:
                self.avail_rooms[property_id] = []
            for data in rooms_info['rooms']:
                available_nums = data['rates'][0]['available_rooms']
                room = Room(id=data['id'],
                            room_name=data['room_name'].encode(
                                'ascii', 'ignore'),
                            available_nums=available_nums)
                self.avail_rooms[property_id].append(room)
        self.hotel_ids = self.avail_rooms.keys()
        print 'new_hotel_ids:----------------------------'
        print self.hotel_ids
        print '--------------------------------------------------------------------------------------------------------------'
        print '--------------------------------------------------------------------------------------------------------------'
        print '--------------------------------------------------------------------------------------------------------------'
Пример #5
0
def door_stats(num_rooms, iqr):
    n = num_rooms

    # TODO: this number is probably wrong, but it's the number that got me
    # closest to the actual time shown on the screen in my most recent
    # run.
    t = n * 120
    best = FrameCount(t)
    p25 = FrameCount(t)
    p50 = FrameCount(t)
    p75 = FrameCount(t)
    p90 = FrameCount(t)
    save = p75 - p25 if iqr else p50 - best
    most_recent = FrameCount(t)
    save_most_recent = max(most_recent - p50, FrameCount(0))
    return TransitionStats(room=Room(None, 'Uncounted door time'),
                           n='',
                           best=best,
                           p25=p25,
                           p50=p50,
                           p75=p75,
                           p90=p90,
                           save=save,
                           most_recent=most_recent,
                           save_most_recent=save_most_recent,
                           items='',
                           beams='')
Пример #6
0
    def __init__(self):
        # Log attribute
        self.start_time = time.strftime(r"%y-%m-%d %H.%M.%S")
        self.log("Inicializando servidor...")

        # Diccionario a contener los sockets de los clients
        self.host = PARAMETROS["host"]
        self.port = PARAMETROS["port"]
        self.server_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        # Other attributes
        self.sockets = dict()
        self.rooms = [
            Room(nombre=f"Sala {i}") for i in range(PARAMETROS["rooms_number"])
        ]
        self.usuarios = {
            usuario.username: usuario
            for usuario in Usuario.get_usuarios()
        }

        self.server_socket.bind((self.host, self.port))
        self.log("Dirección y puerto enlazados..")

        self.server_socket.listen()
        self.log(f"Servidor escuchando en {self.host}:{self.port}...")

        thread = threading.Thread(target=self.login_thread, daemon=True)
        thread.start()
        self.log("Servidor aceptando conexiones...")
Пример #7
0
def main() :
    e = league.Engine("Spook City")
    e.init_pygame()
    timer = pygame.time.set_timer(pygame.USEREVENT + 1, 1000 // league.Settings.gameTimeFactor)
    count = 0

    p = Player(1, 400, 300)
    spawner = EnemySpawner(e,p)
    crate = createInteract(e,p)

    spawner.createEnemy(2,128,128)
    crate.createLanternContainer(2,128,300)
    crate.createBeartrapContainer(2,256,300)

    mapRenderer = MapRenderer("first room", e)
    world_size = mapRenderer.renderBackground()
    p.world_size = world_size
    mapRenderer.renderForeGround()
    d = Door(2, 300, 4, 300, 416, "second room", e)
    e.light_points = p.raycast_points
    e.player = p
    overlay = Overlay(p)
    e.overlay = overlay
    e.objects.append(p)
    e.objects.append(overlay)
    e.objects.append(d)

    # any objects to be created on the fly
    p.items = e.dynamic_instances
    p.interactables.add(d)

    # add all drawables
    e.drawables.add(p)
    e.drawables.add(d)
    mapRenderer.renderForeGround()

    p.resetx = 300
    p.resety = 416

    bgm = BackgroundMusic("lavender town")
    bgm.start_music()
  
    # add all impassable sprites to classes which need them
    for impassable in mapRenderer.getAllImpassables():
        p.blocks.add(impassable)

    # create room object in engine
    e.room = Room(p, e, overlay)
    p.room = e.room

    e.key_events[pygame.K_a] = p.move_left
    e.key_events[pygame.K_d] = p.move_right
    e.key_events[pygame.K_w] = p.move_up
    e.key_events[pygame.K_s] = p.move_down
    e.key_events[pygame.K_e] = p.interact
    e.key_events[pygame.K_SPACE] = p.use_active_item
    e.key_events[pygame.K_ESCAPE] = e.stop
    e.events[pygame.QUIT] = e.stop
    e.run()
Пример #8
0
 def make_rooms(self):
     room_size = c.SCREEN_SIZE
     wall_size = c.TILE_SIZE
     self.rooms = {}
     for room_number in self.floor.rooms_on_floor:
         exits = self.floor.floor_dict[room_number]
         self.rooms[room_number] = Room(room_number, (0, 0), exits,
                                        room_size, wall_size, self,
                                        self.player)
Пример #9
0
 def build_parts(self, **kw):
     #        menus = OrthoView("menus",[], _vport=(0,0,1024,768))
     #        with menus.compile_style():
     #            glDisable(GL_LIGHTING)
     sv = SceneView("scene", [],
                    _vport=(0.0, 128, 1.0, 1.0),
                    _ClearColor=(0.3, 0.3, 0.3, 1.0),
                    _perspective_angle=30.0)
     hroom = Room("Room", self.room + ".txt")
     outdoors = "outdoors" in hroom.flags
     ppos = hroom.gates.get(self.start, (0, 0, 0))
     sv.append(hroom)
     self.camera = sv.camera
     self.player = Player((ppos[0], ppos[1], 0), ppos[2], 1.2, self.camera)
     with sv.compile_style():
         glEnable(GL_LIGHTING)
     lighting.two_side(True)
     lighting.local_viewer(True)
     lighting.light_position(self.light,
                             (hroom.width / 2, hroom.height / 2, 2, 1))
     lighting.light_colour(self.light, (1, 1, 0.9, 1))
     lighting.light_switch(self.light, True)
     lighting.light_attenuation(self.light, (0, ) if (outdoors) else
                                (0.01, ))
     self.append(sv)
     ov = OrthoView("itembar", [],
                    _vport=(0.0, 0.0, 1.0, 128),
                    _ClearColor=(0.1, 0, 0, 1.0),
                    _left=0,
                    _right=1024,
                    _top=128,
                    _bottom=0)
     speechport = OrthoView("speech", [],
                            _ClearColor=None,
                            _left=0,
                            _right=1024,
                            _top=768,
                            _bottom=0)
     with ov.compile_style():
         glDisable(GL_LIGHTING)
     with speechport.compile_style():
         glDisable(GL_LIGHTING)
     self.append(ov)
     self.append(speechport)
     tpanel = LabelPanel("text",
                         hroom.name,
                         _text_width=1000,
                         _pos=(512, 48, 0))
     ov.append(tpanel)
Пример #10
0
	def format(self):
		"""Format the reservation."""
		DFMT = "%m-%d-%Y "
		TFMT = "%I:%M%p"
		
		st = self.starttime.strftime(DFMT+TFMT)
		en = self.endtime.strftime(DFMT+TFMT)
		
		# If on the same day, print the date once
		if self.starttime.date() == self.endtime.date():
			en = self.endtime.strftime(TFMT)
		
		rv = '%s to %s: ' % (st, en)
		if hasattr(self, 'displayname'): # room info loaded
			from rooms import Room
			rv += Room(**self.__dict__).display
		else:
			rv += '%s %s' % (self.building, self.roomnum)
		return rv
Пример #11
0
    def rooms(self):
        """
        Returns a list of room device objects.

        Args:
            None

        Returns:
            `list` of rooms.Room objects.

        """
        roomsList = []
        queryStr = "{0}/User?expand=appliance%2Cdevice&user_id={1}".format(
            REST_URL, self.__userObj.userId)
        log(queryStr)
        response = requests.get(queryStr, headers=self.__headers, verify=False)
        for device in response.json()["devices"]:
            roomObj = Room(device, self.__headers)
            roomsList.append(roomObj)
        return roomsList
Пример #12
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    def display(self):
        if self.currentRoom == None:
            self.currentRoom = Room()

        self.drawWall(self.currentRoom.w, self.chars["hwall"], 1)
        self.drawWall(self.currentRoom.w, self.chars["hwall"], 0)

        for y in range(self.currentRoom.h - 3):
            self.win.move(self.midpointy - int(self.currentRoom.h / 2) + y + 2,
                          self.midpointx - int(self.currentRoom.w / 2))
            for x in range(self.currentRoom.w):
                if x == 0:
                    self.win.addstr(self.chars["vwall"])
                elif x == self.currentRoom.w - 1:
                    self.win.addstr(self.chars["vwall"])
                else:
                    self.win.addstr(self.chars["floor"])
        # Draw Player
        self.win.move(self.posy, self.posx)
        self.win.addstr(self.chars["player"])
        self.win.move(self.posy, self.posx)

        self.win.refresh()
Пример #13
0
def ceres_cutscene_stats(id, attempts, iqr):
    n = len(attempts.attempts)
    best = FrameCount(2951)
    p25 = FrameCount(2951)
    p50 = FrameCount(2951)
    p75 = FrameCount(2951)
    p90 = FrameCount(2951)
    save = p75 - p25 if iqr else p50 - best
    most_recent = FrameCount(2951)
    save_most_recent = max(most_recent - p50, FrameCount(0))
    items = id.items
    beams = id.beams
    return TransitionStats(room=Room(None, 'Ceres Cutscene'),
                           n=n,
                           best=best,
                           p25=p25,
                           p50=p50,
                           p75=p75,
                           p90=p90,
                           save=save,
                           most_recent=most_recent,
                           save_most_recent=save_most_recent,
                           items=items,
                           beams=beams)
Пример #14
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 def setUp(self):
     self.room = Room("statehouse")
     self.person = Person()
     self.amity = Amity()
     self.amity.reallocate_person(1, "statehouse")
Пример #15
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from rooms import Room
#from item import Item
from character import Enemy

#knife = Item("knife")
#knife.set_idescription("used to cut")
kitchen = Room("Kitchen")
kitchen.set_description("A place to cook and a place to experiment")

dininghall = Room("dininghall")
dininghall.set_description("very symmetrical place to eat")
#cleats = Item("cleats")
#cleats.set_idescription("used to dance")
ballroom = Room("ballroom")
ballroom.set_description("A free breathable space for one to fly")

#forks = Item("forks")
#forks.set_idescription("used to eat")
'''
knife.location(forks,"south")
forks.location(knife,"north")
forks.location(cleats,"west")       
cleats.location(forks,"east")
'''
kitchen.link_room(dininghall, "south")
dininghall.link_room(kitchen, "north")
dininghall.link_room(ballroom, "west")
ballroom.link_room(dininghall, "east")

#dininghall.get_details()
#kitchen.get_details()
Пример #16
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def read_room(infileobj):
	new_room = Room()
	new_room.name = read_qstring(infileobj)
	new_room.desc = read_qstring(infileobj)
	new_room.dynamicDesc = read_qstring(infileobj)
	new_room.id = str(read_uint32(infileobj))
	new_room.note = read_qstring(infileobj)
	new_room.terrain = terrain_type[read_uint8(infileobj)]
	new_room.light = light_type[read_uint8(infileobj)]
	new_room.align = align_type[read_uint8(infileobj)]
	new_room.portable = portable_type[read_uint8(infileobj)]
	new_room.ridable = ridable_type[read_uint8(infileobj)]
	new_room.mobFlags = mobflags.bits_to_flag_set(read_uint16(infileobj))
	new_room.loadFlags = loadflags.bits_to_flag_set(read_uint16(infileobj))
	new_room.updated = bool(read_uint8(infileobj))
	new_room.x = read_int32(infileobj)
	new_room.y = read_int32(infileobj)
	new_room.z = read_int32(infileobj)
	new_room.exits = read_exits(infileobj) #[x for x in read_exits(infileobj)]
	return new_room
Пример #17
0
def add_sections_to_rooms(buildings,
                          filename,
                          intersession=False,
                          only_active=True,
                          debug=False,
                          include_all_rooms=False):
    with open(filename, 'rt', encoding='utf8') as csvfile:
        reader = csv.reader(csvfile)
        next(reader, None)  # skip the header

        date_format = "%m/%d/%y"

        n_prev = 5
        prev_rows = [None] * n_prev
        i_prev = 0

        alphabetic_zero_regex = re.compile(r"^[A-Z]0")
        for row in reader:
            if len(row) > 22:
                subject = row[1]
                number = row[2]
                title = row[5]
                primary_instructor = row[6]
                instructor_id = row[7]
                status = row[8]
                campus = row[9]
                start_date_str = row[16]
                end_date_str = row[17]
                building_code = row[18]
                room_number = row[19]
                meeting_days = row[20].split('/')
                start_time = row[21]
                end_time = row[22]

                if ~intersession and campus == "Intersession":
                    if debug: print("Intersession class excluded", row)
                    continue

                if only_active and status != "Active":
                    if debug: print("Not Active class excluded", row)
                    continue

                if len(start_date_str) < 1:
                    if debug: print("ERROR: Start date invalid XXXX ", row)

                end_date = datetime.strptime(end_date_str, date_format)
                start_date = datetime.strptime(start_date_str, date_format)

                enrollment_cap = int('0' + row[11])  # default to zero
                actual_enrollment = int('0' + row[12])  # default to zero

                # Replace ...'s with values from previous row if CRN is the same
                cur_crn = row[4]
                if "..." in {
                        title, primary_instructor, instructor_id, status,
                        campus
                }:
                    for prev_row in prev_rows:
                        if prev_row is None:
                            continue
                        prev_crn = prev_row[4]
                        if prev_crn == cur_crn:
                            title = prev_row[5]
                            primary_instructor = prev_row[6]
                            instructor_id = prev_row[7]
                            status = prev_row[8]
                            campus = prev_row[9]
                prev_rows[i_prev] = row
                i_prev = (i_prev + 1) % n_prev

                building = get_building_by_code(buildings, building_code)
                if building is not None:
                    if building_code == "SEC":
                        # For sarkeys numbering, remove padded zero
                        # M0204 -> M204
                        if alphabetic_zero_regex.match(
                                room_number) is not None:
                            room_number = room_number[0] + room_number[2:]
                    room = building.get_room(room_number)
                    if room is None and include_all_rooms:
                        room = Room(building, room_number, 1)
                        building.add_room(room)
                    if room is not None:
                        section = Section(subject, number, title,
                                          instructor_id, building, room,
                                          start_time, end_time, meeting_days,
                                          campus, enrollment_cap,
                                          actual_enrollment, start_date,
                                          end_date)
                        room.addSection(section, debug=debug)
                    else:
                        if debug:
                            print(
                                "Building {} Room {} not found in centrally scheduled rooms"
                                .format(building_code, room_number))
                else:
                    if debug:
                        print(
                            "Building {} not found in centrally scheduled rooms"
                            .format(building_code))

    return buildings
Пример #18
0
#### ========================================= THE ADVENTURE GAME =========================================
# ========= Imports =========
from rooms import Room

# ========= Make Rooms =========
outside = Room("Outside Cave Entrance", "North of you, the cave mount beckons")

foyer = Room(
    "Foyer",
    """Dim light filters in from the south. Dusty passages run north and east."""
)

overlook = Room(
    "Grand Overlook",
    """A steep cliff appears before you, falling into the darkness. Ahead to the north, a light flickers in the distance, but there is no way across the chasm."""
)

narrow = Room(
    "Narrow Passage",
    """The narrow passage bends here from west to north. The smell of gold permeates the air."""
)

treasure = Room(
    "Treasure Chamber",
    """You've found the long-lost treasure chamber! Sadly, it has already been completely emptied by earlier adventurers. The only exit is to the south."""
)

# ========= Link Rooms =========
outside.n_to = foyer
foyer.s_to = outside
foyer.n_to = overlook
Пример #19
0
 def __init__(self, fileName):
     # iterate through the rooms in the database, creating an object for each room.
     self.rooms = {}
     for element in self.getElements(fileName, "room"):
         obj = Room()
         obj.id = element.get("id")
         obj.x = element.get("x")
         obj.y = element.get("y")
         obj.z = element.get("z")
         obj.region = element.get("region")
         obj.terrain = element.get("terrain", "UNDEFINED")
         obj.name = element.findtext("roomname")
         obj.desc = element.findtext("desc")
         obj.note = element.findtext("note")
         obj.exits = []
         for x in element.findall("./exits/exit"):
             newExit = Exit()
             newExit.dir = self.directionNames[x.get("dir")]
             newExit.to = x.get("to")
             newExit.door = x.get("door")
             obj.exits.append(newExit)
         obj.exits.sort(
             key=lambda k: self.directionNames.values().index(k.dir))
         obj.setCost(obj.terrain)
         # Add a reference to the room object to our self.rooms dict, using the room ID as the key.
         self.rooms[obj.id] = obj
Пример #20
0
    def generate_rooms(self, num_rooms):
        # generate a random graph of rooms
        self.rooms = {}

        if num_rooms < 1:
            print("Must create at least 1 room")
            return None
        
        # the coordinates of our room. We start from (0,0)
        xy = [0,0]

        # keep track of which grid spots are occupied
        self.occupied = set()

        #create a set that will hold the IDS of the rooms vaild connections available
        valid_rooms = set()

        # Create n rooms
        for i in range(0, num_rooms):
            # Create n rooms.
            new_room = Room(f"Room {i}", "You are standing in an empty room.")
            self.rooms[i] = new_room
            # if it's not the first room
            if i > 0:
                # our first room is always vaild
                valid_rooms.add(i)
                self.occupied.add(str(xy))
            else:
                #if it's not the first room, then connect to the previous room in a random direction
                random_dir = None
                # in case we run into a room with no valid connections, keep looping
                # until we find a room with a valid connection open
                # note that there will always be a valid room available
                while random_dir is None:
                    # get a room that we think is vaild
                    connecting_room = valid_rooms.pop()
                    # get the coordinates of that room
                    xy = self.rooms[connecting_room].xy
                    #see if we can get a random direction fromt that room
                    random_dir = self.get_randomDirection(self.rooms[connecting_room], xy)
                    # if the room is valid, or not None, then we put it back in our set of vaild rooms
                    if random_dir is not None:
                        valid_rooms.add(connecting_room)
                    # if it's not vaild, then we don't put it in vaild_rooms
                    # move on to the next room
                xy = self.update_coordinates(xy, random_dir)
                self.rooms[connecting_room].connecting_rooms(random_dir, new_room)

################### WIP



                # connect to the previous room in a random direction
                random_dir = self.get_randomDirection(self.rooms[i-1])
                if random_dir is not None:
                    self.rooms[i-1].connect_rooms(random_dir, new_room)
        # # Hard-code a single room connection.
        # # You should replace this with procedural connection code.
        # if numRooms > 1:
        #     self.rooms[0].connectRooms("n", self.rooms[1])

        # Set the starting room to the first room. Change this if you want a new starting room.
        self.starting_room = self.rooms[0]

        return self.rooms
Пример #21
0
        ('go to', '- go to "Room name" - you\'ll go through the exit that connects the current room with the "Room name" and will execute the \'location\' command. Each time you move, you lose health.'),
        ('items', '- items - prints out a list of items in the backpack'),
        ('pick up', '- pick up "item name" - you will pick up the item and execute the \'items\' command'),
        ('drop', '- drop "item name" - you will drop or unequip the item and execute the \'items\' command'),
        ('unlock', '- unlock "exit name" - unlocks the exit if you have the respective key'),
        ('eat', '- eat "item name" - you will eat the food, restore health and execute the \'items\' command'),
        ('equip', '- equip "item name" - you will equip the item and will be able to cause more damage to monsters'),
        ('monsters', '- monsters - prints out a list of alive monsters in the room'),
        ('attack', '- attack "monster name" - you will attack the monster'),
        ('quit', '- quit - exits the game'),
    ]
)

ROOMS = {
    'dark_room': Room(name='Dark room',
                      exits=[Exit(name='Wooden door', goes_to=None, is_locked=False)],
                      monsters=None,
                      items=[Food(name='Half-rotten apple', weight=1, health_points=1)]),
    'long_hall': Room(name='Long hall',
                      exits=[
                          Exit(name='Wooden door', goes_to=None, is_locked=False),
                          Exit(name='Prison cell door', goes_to=None, is_locked=True),
                          Exit(name='Rusty iron gate', goes_to=None, is_locked=True)
                      ],
                      monsters=[
                          Monster(name='Venomous spider', health=5, damage=1)
                      ],
                      items=[Key(name='Prison key', weight=1, unlocks_door=None)]),
    'prison_cell': Room(name='Prison cell',
                        exits=[Exit(name='Prison cell door', goes_to=None, is_locked=False)],
                        monsters=[
                            Monster(name='Frenzied boar', health=6, damage=2),
Пример #22
0
def setup_room(gamesettings):
    room = Room(gamesettings)
    room.wall_sprite = arcade.Sprite(
        "graphics/trees/Flowered_Tree.png", gamesettings.SPRITE_SCALING * 2
    )
    """ Set up the game and initialize the variables. """

    room.draw_top_wall([])
    room.draw_bottom_wall([])
    room.draw_left_wall([2, 3])
    room.draw_right_wall([1, 2])

    wall = arcade.Sprite(
        ":resources:images/tiles/boxCrate_double.png", gamesettings.SPRITE_SCALING
    )
    wall.left = 7 * gamesettings.SPRITE_SIZE
    wall.bottom = 5 * gamesettings.SPRITE_SIZE
    room.wall_list.append(wall)

    # Load the background image for this level.
    room.background = arcade.load_texture("graphics/rooms/home.png")
    return room
Пример #23
0
from rooms import Room
import maze

my_rooms = []
my_rooms.append(Room("This room is the entrance."))
my_rooms.append(Room("This room has a table. Maybe a dining room?"))
my_rooms.append(Room("This room is exit. Good Job!"))

my_rooms[0].setNorth(my_rooms[1])
my_rooms[1].setSouth(my_rooms[0])
my_rooms[1].setEast(my_rooms[2])
my_rooms[2].setWest(my_rooms[1])

my_maze = maze.MyMaze(my_rooms[0], my_rooms[2])

print(my_rooms[0])
user_input = input("Enter direction to move north west east south./n")


def TestVar(user_input):
    if user_input.lower() == "west":
        test_var = my_maze.moveWest()
    elif user_input.lower() == "north":
        test_var = my_maze.moveNorth()

    elif user_input.lower() == "south":
        test_var = my_maze.moveSouth()

    elif user_input.lower() == "east":
        test_var = my_maze.moveEast()
Пример #24
0
# Create bookings collection
# mydb.create_collection("bookings")

roomsCollection = mydb.get_collection("rooms")
userCollection = mydb.get_collection("users")
bookingCollection = mydb.get_collection("bookings")

fromDate = "2020, 10, 15"
toDate = "2020, 10, 25"

# USER
user1 = User("Habiba", "Thailand", "BB45ER", "FEMALE")

# ROOM
room1 = Room("Male Dorm", "MALE", 4)
room2 = Room("Female Dorm", "FEMALE", 4)
room3 = Room("Double Room", "DOUBLE", 1)
room4 = Room("Single Room", "SINGLE", 2)

# BOOKING
booking1 = Booking(fromDate, toDate, room1, user1)

# roomDb1 = {"name": room1.name, "roomType": room1.roomType,
#            "quantity": room1.quantity}
# roomDb2 = {"name": room2.name, "roomType": room2.roomType,
#            "quantity": room2.quantity}
# roomDb3 = {"name": room3.name, "roomType": room3.roomType,
#            "quantity": room3.quantity}
# roomDb4 = {"name": room4.name, "roomType": room4.roomType,
#            "quantity": room4.quantity}
Пример #25
0
def make_room(lvl):
    r = Room(lvl)
    return r
Пример #26
0
from rooms import Room

kitchen = Room("Kitchen", "This is the kitchen.")
livingRoom = Room("Living Room", "There's a dusty sofa here.")
bedroom = Room("Bedroom", "There is a creepy doll here.")
bathroom = Room("Bathroom", "There is blood in the tub")
closet = Room("Closet", "There is a body in the closet")

rooms = []
rooms.append(kitchen)
rooms.append(livingRoom)
rooms.append(bedroom)
rooms.append(bathroom)
rooms.append(closet)

for room in rooms:
    print(room)