示例#1
0
    def __init__(self):
        self.combativeness = CombatComponent(health=2.0, power=0.5)
        self.mouth = DialogueComponent(color=(0x40, 0x40, 0xe0))
        self.appearance = BodyComponent(path='data/proselytizer.png')

        self.combativeness.add_attack_hook(self.on_attack)
        self.combativeness.add_ignore_hook(self.on_ignore)
        self.combativeness.add_death_hook(self.on_death)

        # Greet the player.
        self.mouth.say('Dost thou\nhave a\ndonation?')
示例#2
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    def __init__(self):
        self.combativeness = CombatComponent(health=100, power=1)
        self.mouth = DialogueComponent(color=(0xff, 0, 0))
        self.appearance = BodyComponent(path="data/jyesula.png")
        self.pacified = False

        self.combativeness.add_attack_hook(self.on_attack)
        self.combativeness.add_ignore_hook(self.on_ignore)
        self.combativeness.add_death_hook(self.on_death)

        self.mouth.say('Ah.  Jauld.')
示例#3
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文件: rat.py 项目: unternehmen/dirt
    def __init__(self):
        self.combativeness = CombatComponent(health=1.0, power=0.5)
        self.mouth = DialogueComponent(color=(0x80, 0x80, 0))
        self.appearance = BodyComponent(path="data/rat.png")
        self.pacified = False

        self.combativeness.add_attack_hook(self.on_attack)
        self.combativeness.add_ignore_hook(self.on_ignore)
        self.combativeness.add_death_hook(self.on_death)

        self.mouth.say('*sniff*!\n  *sniff*!')
示例#4
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文件: guard.py 项目: unternehmen/dirt
    def __init__(self):
        self.combativeness = CombatComponent(health=10.0, power=0.5)
        self.mouth = DialogueComponent(color=(0xff, 0x99, 0x99))
        self.appearance = BodyComponent(path="data/guard.png")

        self.combativeness.add_attack_hook(self.on_attack)
        self.combativeness.add_ignore_hook(self.on_ignore)

        # Whether this guard is hostile yet.
        self.hostile = False

        # Greet the player.
        self.mouth.say('Greetings,\ncitizen.\nAnything\nto report?')
示例#5
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文件: guard.py 项目: unternehmen/dirt
class Guard:
    def __init__(self):
        self.combativeness = CombatComponent(health=10.0, power=0.5)
        self.mouth = DialogueComponent(color=(0xff, 0x99, 0x99))
        self.appearance = BodyComponent(path="data/guard.png")

        self.combativeness.add_attack_hook(self.on_attack)
        self.combativeness.add_ignore_hook(self.on_ignore)

        # Whether this guard is hostile yet.
        self.hostile = False

        # Greet the player.
        self.mouth.say('Greetings,\ncitizen.\nAnything\nto report?')

    def reward(self, player):
        pass

    def engage(self, player):
        self.combativeness.take_turn(player)
        player.enter_menu()

    def on_attack(self, player):
        if not self.hostile:
            self.mouth.say('Assault!')
            self.hostile = True
        else:
            self.mouth.say('Not on my watch!')

    def on_ignore(self, player):
        if not self.hostile:
            self.mouth.farewell('Have a nice\nday, citizen.')
            self.combativeness.skip_turn()
            self.combativeness.surrender()
        else:
            self.mouth.say('Trying to run,\nare you?!')

    def follow(self, player):
        if self.hostile:
            self.mouth.say('Get back here!')

    def suffer(self, player, option):
        if self.combativeness.handle_option(option, player):
            # The option was handled by the combat component.
            return
        else:
            if option == 'Advice':
                # The player has asked about the local news.
                self.mouth.farewell("I'd watch\nthe shadows\nif I were\nyou.")
                self.combativeness.skip_turn()
                self.combativeness.surrender()
                player.pass_time()
            elif option == 'Proselytizers':
                # The player has no money to give.
                self.mouth.farewell(
                    "We guards\ndon't meddle\nwith the\nchurch.")
                self.combativeness.skip_turn()
                self.combativeness.surrender()
                player.pass_time()

    def is_dead(self):
        return self.combativeness.is_done() and \
               self.mouth.is_done()

    def get_options(self, player):
        if self.combativeness.is_done():
            return []

        options = ['Advice', 'Proselytizers']

        self.combativeness.add_options(options)

        return options

    def draw(self, window):
        self.appearance.draw(window)
        self.mouth.draw(window)

    def tick(self):
        self.mouth.tick()
示例#6
0
class Proselytizer(object):
    def __init__(self):
        self.combativeness = CombatComponent(health=2.0, power=0.5)
        self.mouth = DialogueComponent(color=(0x40, 0x40, 0xe0))
        self.appearance = BodyComponent(path='data/proselytizer.png')

        self.combativeness.add_attack_hook(self.on_attack)
        self.combativeness.add_ignore_hook(self.on_ignore)
        self.combativeness.add_death_hook(self.on_death)

        # Greet the player.
        self.mouth.say('Dost thou\nhave a\ndonation?')

    def reward(self, player):
        player.gain_money(random.randint(0, 3))

    def engage(self, player):
        self.combativeness.take_turn(player)
        player.enter_menu()

    def follow(self, player):
        self.mouth.say('A donation!')

    def draw(self, window):
        self.appearance.draw(window)
        self.mouth.draw(window)

    def tick(self):
        self.mouth.tick()

    def on_attack(self, player):
        self.mouth.say('The gods\ncurse thee!')

    def on_ignore(self, player):
        pass

    def on_death(self, player):
        self.mouth.farewell('Thou hast\nsinned...')

    def suffer(self, player, option):
        if self.combativeness.handle_option(option, player):
            # The option was handled by the combat component.
            return
        elif option == 'Donate':
            self.mouth.farewell(
                'We thank\nyou. May the\ngods be on\nyour side.')
            player.lose_money(1)
            self.combativeness.skip_turn()
            self.combativeness.surrender()
            player.pass_time()
        elif option == 'Turn out pockets':
            # The player has no money to give.
            self.mouth.farewell('Be blessed,\npoor one.')
            self.combativeness.skip_turn()
            self.combativeness.surrender()
            player.pass_time()

    def is_dead(self):
        return self.combativeness.is_done() and \
               self.mouth.is_done()

    def get_options(self, player):
        if self.combativeness.is_done():
            return []

        if player.money > 0:
            options = ['Donate']
        else:
            options = ['Turn out pockets']

        self.combativeness.add_options(options)

        return options
示例#7
0
class Jyesula:
    def __init__(self):
        self.combativeness = CombatComponent(health=100, power=1)
        self.mouth = DialogueComponent(color=(0xff, 0, 0))
        self.appearance = BodyComponent(path="data/jyesula.png")
        self.pacified = False

        self.combativeness.add_attack_hook(self.on_attack)
        self.combativeness.add_ignore_hook(self.on_ignore)
        self.combativeness.add_death_hook(self.on_death)

        self.mouth.say('Ah.  Jauld.')

    def reward(self, player):
        pass

    def engage(self, player):
        self.combativeness.take_turn(player)
        player.enter_menu()

    def follow(self, player):
        pass

    def draw(self, window):
        self.appearance.draw(window)
        self.mouth.draw(window)

    def tick(self):
        self.mouth.tick()

    def on_attack(self, player):
        messages = ['Hmm...', 'No, child.', 'Be wise.']

        self.mouth.say(messages[random.randint(0, len(messages) - 1)])

    def on_ignore(self, player):
        self.mouth.farewell('Adieu,\ncomrade.')
        self.combativeness.skip_turn()
        self.combativeness.surrender()

    def on_death(self, player):
        self.mouth.farewell('Killed by...\nyou...')

    def suffer(self, player, option):
        if self.combativeness.handle_option(option, player):
            # The option was handled by the combat component.
            return
        elif option == 'Lettre':
            self.mouth.farewell(
                'I have no\ntime to read.\nPlease take\ncare of it.')
            self.combativeness.skip_turn()
            self.combativeness.surrender()
            player.pass_time()
        elif option == 'Pester':
            self.mouth.farewell('I must away,\nJauld.')
            self.combativeness.skip_turn()
            self.combativeness.surrender()
            player.pass_time()

    def is_dead(self):
        return self.combativeness.is_done() and \
               self.mouth.is_done()

    def get_options(self, player):
        if self.combativeness.is_done():
            return []

        options = ['Lettre', 'Pester']

        self.combativeness.add_options(options)

        return options
示例#8
0
文件: rat.py 项目: unternehmen/dirt
class Rat:
    def __init__(self):
        self.combativeness = CombatComponent(health=1.0, power=0.5)
        self.mouth = DialogueComponent(color=(0x80, 0x80, 0))
        self.appearance = BodyComponent(path="data/rat.png")
        self.pacified = False

        self.combativeness.add_attack_hook(self.on_attack)
        self.combativeness.add_ignore_hook(self.on_ignore)
        self.combativeness.add_death_hook(self.on_death)

        self.mouth.say('*sniff*!\n  *sniff*!')

    def reward(self, player):
        pass

    def engage(self, player):
        self.combativeness.take_turn(player)
        player.enter_menu()

    def follow(self, player):
        if self.pacified:
            self.mouth.say('*sniff*...')
        else:
            self.mouth.say('*squarrr*!')

    def draw(self, window):
        self.appearance.draw(window)
        self.mouth.draw(window)

    def tick(self):
        self.mouth.tick()

    def on_attack(self, player):
        self.mouth.say('*squeaky\nsqueak*!')
        self.pacified = False

    def on_ignore(self, player):
        self.mouth.say('*squeeeak*!')

    def on_death(self, player):
        self.mouth.farewell('*squoo*...')

    def suffer(self, player, option):
        if self.combativeness.handle_option(option, player):
            # The option was handled by the combat component.
            return
        elif option == 'Back away slowly':
            if self.pacified:
                self.mouth.farewell('...')
                self.combativeness.skip_turn()
                self.combativeness.surrender()
            else:
                self.mouth.say('*SQUEEEAK!*')
            player.pass_time()
        elif option == 'Bide':
            self.mouth.say('... *squeak*?')
            self.pacified = True
            player.pass_time()

    def is_dead(self):
        return self.combativeness.is_done() and \
               self.mouth.is_done()

    def get_options(self, player):
        if self.combativeness.is_done():
            return []

        options = ['Back away slowly', 'Bide']

        self.combativeness.add_options(options)

        return options