示例#1
0
    def test_status_with_history(self):
        """test getting cluster status with history"""
        health_status = self.health_status.copy()
        self.pcmk.cluster_status.return_value = health_status

        actions.status([])
        self.function_get.assert_has_calls([
            mock.call("resources"), mock.call("history")])
        self.function_set.assert_called_once_with(
            {"result": json.dumps(health_status)})
示例#2
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    def test_status_raise_error(self):
        self.pcmk.cluster_status.side_effect = subprocess.CalledProcessError(
            returncode=1, cmd=["crm", "status", "xml", "--inactive"])

        actions.status([])
        self.function_get.assert_has_calls([
            mock.call("resources"), mock.call("history")])
        self.function_set.assert_called_once_with({"result": "failure"})
        self.function_fail.assert_called_once_with(
            "failed to get cluster health")
示例#3
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def main():
    setup()
    print('Welcome to Jenkins CLI')
    while True:
        answer = _read_input()
        if answer.startswith('status'):
            status(answer)
        elif answer.startswith('build'):
            deploy(answer)
        else:
            print('action n0t found')
示例#4
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def main():
    setup()
    try:
        print('Welcome to Jenkins CLI')
        while True:
            answer = _read_input()
            if answer.startswith('status'):
                status(answer)
            elif answer.startswith('build'):
                deploy(answer)
            elif answer.startswith('stop'):
                stop(answer)
            elif answer.startswith('exit'):
                raise ValueError('Seeya :)')
            else:
                print('action n0t found')
    except (KeyboardInterrupt, SystemExit, ValueError):
        print('Bye :)')
示例#5
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def userinput(player, room):

    do = input("What do I want to do?")

    if do == "move":
        actions.move(player, room)

    elif do == "break":
        actions.destroy(player, room)
    
    elif do == "status":
        actions.status(player)
    
    elif do == "quit":
        actions.quit(player)
        
    else:
        print("I don't know how to do that.")
示例#6
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文件: game.py 项目: jeremyprice/game
def prompt(player, room):
    """
    Desc: Main game prompt.
    Called by: main game loop

    Notes:
    returns either a room or None. If returning None, all necessary actions are taken within the called function.
    """
    command = None
    while not command:
        commandFull = raw_input(player.showHP() + ">")
        parts = commandFull.lower().split(' ')
        command = parts[0]
        args = parts[1:]
    if command in ('1','2','3','4','enter'):
        if command in ('1','2','3','4'):
            command = int(command)
            #this seems hacky, but actions are classes and must return themselves. Making the new room a variable of the action instance allows it to return a room.
            return actions.enter(command, room, player).newRoom
        elif command == "enter":
            try:
                args = int(args)
                return actions.enter(args, room, player).newRoom
            except:
                print "That is not a valid door."
    elif command == 'help':
        #need to extend this to look at other commands
        gamehelp = actions.ghelp()
        print gamehelp.helpTxt
        return None
    elif command in ('l', 'look'):
        action = actions.look(room)
        return None
    elif command in ('quit', 'exit'):
        action = actions.quit(player)
        return None
    elif command in ('stat','stats','status'):
        action = actions.status(player)
        return None
    else:
        return None
示例#7
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def prompt(player, room):
    """
    Desc: Main game prompt.
    Called by: main game loop

    Notes:
    returns either a room or None. If returning None, all necessary actions are taken within the called function.
    """
    command = None
    while not command:
        commandFull = raw_input(player.showHP() + ">")
        parts = commandFull.lower().split(' ')
        command = parts[0]
        args = parts[1:]
    if command in ('1', '2', '3', '4', 'enter'):
        if command in ('1', '2', '3', '4'):
            command = int(command)
            #this seems hacky, but actions are classes and must return themselves. Making the new room a variable of the action instance allows it to return a room.
            return actions.enter(command, room, player).newRoom
        elif command == "enter":
            try:
                args = int(args)
                return actions.enter(args, room, player).newRoom
            except:
                print "That is not a valid door."
    elif command == 'help':
        #need to extend this to look at other commands
        gamehelp = actions.ghelp()
        print gamehelp.helpTxt
        return None
    elif command in ('l', 'look'):
        action = actions.look(room)
        return None
    elif command in ('quit', 'exit'):
        action = actions.quit(player)
        return None
    elif command in ('stat', 'stats', 'status'):
        action = actions.status(player)
        return None
    else:
        return None
示例#8
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    def traverse(self):
        self.find_all_rooms()

        while True: 
            curr_exits = self.player.current_room.get_exits()
            rand_direction = curr_exits[random.randint(0, len(curr_exits) - 1)]
            self.last_room = self.player.current_room
            self.player.travel(rand_direction)
            self.player.current_room = self.rooms[self.player.current_room_data['room_id']]

            playerDict = {}
            playerDict = actions.status()

            # If player's encumbrance is over 1 try and sell to the shop, it seems like you can only sell one item at a time with how we have it setup
            if playerDict["encumbrance"] >= 1:
                self.findRoom(1)
            
            # If room id is 1, sell to vendor
            if self.player.current_room_data["room_id"] == 1:
                actions.sell()

            # If player has less than an 8 encumbrance and there are items in the room pick them up
            if playerDict["encumbrance"] < 8 and len(self.player.current_room_data['items']) > 0:
                actions.pickup()
示例#9
0
文件: prompt.py 项目: AlexB138/game
def basePrompt(player, room):
    """
    Desc: Main game prompt.
    Called by: main game loop
    Notes:
    returns either a room or None. If returning None, all necessary actions are taken within the called function.
    """
    command = None
    while not command:
        commandFull = raw_input(player.showHP() + ">")
        parts = commandFull.lower().split(" ")
        command = parts[0]
        args = parts[1:]
    if command in ("1","2","3","4","enter"):
        if command in ("1","2","3","4"):
            command = int(command)
            return actions.enter(command, room, player)
        elif command == "enter":
            try:
                args = int(args)
                return actions.enter(args, room, player)
            except:
                print "That is not a valid door."
    elif command == "help":
        #need to extend this to look at other commands
        if len(args) == 0:
            actions.ghelp()
        else:
            actions.ghelp(args[0])
        return
    elif command in ("l", "look"):
        if len(args) == 0:
            actions.look(room)
        else:
            actions.examine(player, args[0])
        return
    elif command in ("quit", "exit"):
        actions.quit(player)
        return
    elif command in ("stat","stats","status"):
        actions.status(player)
        return
    elif command == "use":
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.use(player, args[0])
        return
    elif command in ("i", "inv", "inven", "inventory"):
        actions.inventory(player)
        return
    elif command in ("e", "eq", "equip"):
        if len(args) == 0:
            actions.worn(player)
        else:
            actions.equipCommand(player, args[0])
        return
    elif command == "worn":
        actions.worn(player)
        return
    elif command in ("un", "une", "uneq", "unequip"):
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.unequipCommand(player, args[0])
        return
    elif command == "get":
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.get(player, room, args[0])
    elif command == "drop":
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.drop(player, room, args[0])
    elif command in ("ex", "exam", "examine"):
        if len(args) == 0:
            print "That command requires a target.\n"
        else:
            actions.examine(player, args[0])
    elif command == "set":
        if len(args) == 0:
            actions.set(player)
        elif len(args) == 1:
            print "Set command requires a hotkey and a skill.\n"
        elif len(args) == 2:
            actions.set(player, args[0], args[1])
        else:
            actions.set(player, args[0], args[1], args[2])
    else:
        return