def make_location(vnum): """ Get a Tale location object for the given circle room vnum. This performs an on-demand conversion of the circle room data to Tale. """ try: return converted_rooms[vnum] # get cached version if available except KeyError: c_room = rooms[vnum] loc = Location(c_room.name, c_room.desc) loc.vnum = vnum # keep the circle vnum for ed in c_room.extradesc: loc.add_extradesc(ed["keywords"], ed["text"]) converted_rooms[vnum] = loc for circle_exit in c_room.exits.values(): if circle_exit.roomlink >= 0: xt = make_exit(circle_exit) while True: try: xt.bind(loc) break except LocationIntegrityError as x: if x.direction in xt.aliases: # circlemud exit keywords can be duplicated over various exits # if we have a conflict, just remove the alias from the exit and try again xt.aliases = xt.aliases - {x.direction} continue else: if loc.exits[x.direction] is xt: # this can occur, the exit is already bound break else: # in this case a true integrity error occurred raise else: # add the description of the inaccessible exit to the room's own description. loc.description += " " + circle_exit.desc return loc
south_street = Location("Rose Street", "The southern part of Rose Street.") crossing = Location("Crossing", "Town Crossing.") crossing.add_exits([ Exit("west", "magnolia_st.street2", "Westwards lies Magnolia Street."), Exit("east", "magnolia_st.street3", "Magnolia Street extends to the east, eventually leading towards the factory."), ]) Exit.connect(crossing, "north", "A part of Rose Street lies to the north.", None, north_street, ["south", "crossing"], "The street goes south towards the crossing.", None) Exit.connect(crossing, "south", "Rose Street continues to the south.", None, south_street, ["north", "crossing"], "The crossing is back towards the north.", None) playground = Location("Playground", "Children's playground. You see a rusty merry-go-round, and a little swing. " "To the west, a house is visible.") playground.add_extradesc({"west", "house"}, "You can see your house from here!") playground.add_exits([ Door("fence", _limbo, "On the north end of the playground is a sturdy looking padlocked fence.", locked=True, opened=False, key_code="999999999"), # this door is never meant to be opened ]) Exit.connect(playground, ["east", "street"], "Rose Street is back east.", None, north_street, ["west", "playground"], "The children's playground is to the west.", None) class CarPark(Location): def init(self): self.verbs = {"drive": "Drive a car", "open": "Open something", "enter": "Enter something", "sit": "Sit somewhere",
drone = Drone("drone", "n", race="bot", title="mindless drone", description="A stupid metallic drone. It just hovers here with no apparent reason. It has a little label attached to it.") drone.add_extradesc({"label"}, "The label reads: \"Wall-E was my cousin\".") drone.aggressive = True hall.init_inventory([table, key, drone]) attic = Location("Tower attic", """ The dark and dusty attic of the wizard tower. There are piles of old scrolls and assorted stuff here of which you assume it once held great magical power. All of it is now covered with a thick layer of dust. """) attic.add_extradesc({"dust", "stuff", "scrolls"}, "The scrolls look ancient. One looks like a spell!") attic.add_extradesc({"spell"}, "The scroll looks like it contains a spell, but on closer inspection, it has become too faded to be understood anymore.") kitchen = Location("Tower kitchen", """ A cozy little kitchen for hungry wizards. Magically conjured food often tastes like cardboard, so even wizards need to prepare their meals the old-fashioned way. The kitchen looks small but tidy. """) hall.add_exits([ Exit(["up", "ladder"], attic, "A small ladder leads up through a hole in the ceiling."), Exit(["door", "east"], "town.lane", "A heavy wooden door to the east blocks the noises from the street outside."), Exit("north", kitchen, "A door to the north leads to the kitchen.") ])
""" The house, where the player starts the game. Also defines the Neighbor's house, where other things can be found. """ from tale.base import Location, Exit from tale.items.basic import Money # ----------------- START House & Kitchen ------------------------- livingroom = Location( "Living room", "The living room in your little home. Your big TV hangs on a wall.") livingroom.add_extradesc({ "plasma", "tv" }, "You recently bought a bigger TV, but haven't yet found the time to actually watch anything." ) # living room front door is defined in the street zone module kitchen = Location( "Kitchen", "A small but well supplied kitchen. Rather than ordering take-away, " "you prefer cooking your own meals -- unlike most of the other people you know in town. " "A window lets you look outside.") kitchen.add_extradesc({ "window", "outside" }, "Through the kitchen window you can see your small garden and behind that, the children's playground." ) kitchen.init_inventory([Money("cash", 8.0, title="small amount of cash") ]) # not enough, player needs to find more
Also defines the Neighbor's house, where other things can be found. """ from __future__ import absolute_import, print_function, division, unicode_literals from tale.base import Location, Exit, Door def init(driver): # called when zone is first loaded pass # ----------------- START House & Kitchen ------------------------- livingroom = Location("Living room", "The living room in your little home. Your big TV hangs on a wall.") livingroom.add_extradesc({"plasma", "tv"}, "You recently bought a bigger TV, but haven't yet found the time to actually watch anything.") kitchen = Location("Kitchen", "A small but well supplied kitchen. Rather than ordering take-away, " "you prefer cooking your own meals -- unlike most of the other people you know in town. A window lets you look outside.") kitchen.add_extradesc({"window", "outside"}, "Through the kitchen window you can see your small garden and behind that, the children's playground.") # Exits front_door = Door(["door", "outside", "street"], "magnolia_st.street1", "Your front door leads outside, to the street.", "There's a heavy front door here that leads to the streets outside.", opened=False) house_door = front_door.reverse_door(["house", "north", "inside"], livingroom, "You can go back inside your house.", "It's your house, on the north side of the street.", reverse_open_msg="Someone outside opens the door.", reverse_close_msg="Someone outside closes the door.", this_open_msg="Someone in the house opens the door.", this_close_msg="Someone in the house closes the door.") livingroom.add_exits([
north_street = Location("Rose Street", "The northern part of Rose Street.") south_street = Location("Rose Street", "The southern part of Rose Street.") crossing = Location("Crossing", "Town Crossing.") crossing.add_exits([ Exit("west", "magnolia_st.street2", "Westwards lies Magnolia Street."), Exit("east", "magnolia_st.street3", "Magnolia Street extends to the east, eventually leading towards the factory."), Exit("north", north_street, "A part of Rose Street lies to the north."), Exit("south", south_street, "Rose Street continues to the south.") ]) playground = Location("Playground", "Children's playground. You see a rusty merry-go-round, and a little swing. " "To the west, a house is visible.") playground.add_extradesc({"west", "house"}, "You can see your house from here!") playground.add_exits([ Door("fence", _limbo, "On the north end of the playground is a sturdy looking padlocked fence.", locked=True, opened=False), # this door is never meant to be opened Exit(["east", "street"], north_street, "Rose Street is back east."), zones.magnolia_st.street_gate ]) carpark = Location("Car Parking", "There are a few cars still parked over here. Their owners are nowhere to be seen. " "One yellow car grabs your attention.") carpark.add_extradesc({"cars"}, "They look abandoned, but their doors are all locked.") carpark.add_extradesc({"car", "yellow"}, "It is a small two seater!") carpark.add_exits([ Exit(["gate", "street"], north_street, "Rose street is back through the gate.") ]) parking_gate = Door(["gate", "parking"], carpark, "Through the iron gate you can see the car parking. A few cars are still parked there, it seems.", locked=True, opened=False)