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game_objects.py
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game_objects.py
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from dialogue.dialogues import *
from dialogue.scene_dialogues import WreckageRooms
from printer import cprint
from datetime import datetime, timedelta
# ------------------------------------------------- Player Object --------------------------------------------------- #
class Player(object):
def __init__(self, name, health, encounters=None, position=None, vision=100):
self.name = name
self.health = health
self.encounters = encounters
self.position = position
self.vision = vision
self.height = "5'9"
self.age = randint(22500, 23000) # in days
self.age_death = randint(23500, 23600)
self.dreams = []
def get_position(self):
return self.position
def get_age_years(self):
return self.age / 365
def get_date_till_death(self):
days_raw = self.age_death - self.age
years = days_raw / 365
days = days_raw % 365
return years, days
def change_position(self, dx, dy):
return self.position.d_pos(dx, dy)
def dream(self, dream_dic):
dream_string = generate_dialogue((dream_dic,))
self.dreams.append(dream_string)
return dream_string
def should_die(self):
if self.age >= self.age_death:
return True
else:
return False
def get_surroundings(self, vision, objects):
"""
:param vision: Integer representing the maximum distance to which the player may "see"
:param objects: Dictionary containing objects and their coordinates. Given by Map.get_objects.
:return: Returns a tuple containing tuples with the name of the object, distance from the object, and the
cardinality relative to the position of the player.
"""
in_range = ()
pos = self.position
for e in objects.keys():
d = pos.distance(e)
if d <= vision:
in_range += ((objects[e], d, pos.cardinality(e)),)
return in_range
def __str__(self):
vals = [self.name, self.health, self.encounters, self.position]
stringrep = ""
for e in vals:
stringrep += str(e) + ", "
return stringrep[:-2]
def __repr__(self):
return str((self.x, self.y))
# ------------------------------------------------- Time Object ----------------------------------------------------- #
class EggTime(object):
def __init__(self):
self.year = randint(2390, 2410)
self.month = randint(1, 12)
self.day = randint(1, 28)
self.date = datetime(self.year, self.month, self.day, 4, 0)
self.time_elapsed = 0
self.birthday = (6, 9) # Day: month
self.christmas = (25, 12)
self.new_year = (31, 12)
self.valentines = (14, 2)
self.birthdays_had = 0
def change_date(self, days):
def change_date_dialogue(days):
if days > 1:
cprint("%s days have passed." % days)
else:
cprint("One day has passed.")
time_elapsed = timedelta(days=days)
change_date_dialogue(days)
self.holidays_passed(days)
self.date += time_elapsed
self.time_elapsed += days
# def change_date(self, days):
# day_init = self.day
# month_init = self.month
# year_init = self.year
#
# if days > 1:
# cprint("%s days have passed." % days)
# else:
# cprint("One day has passed.")
#
# self.day += days
# self.time_elapsed += days
#
# while self.day > 31:
# self.day -= 31
# self.month += 1
#
# while self.month > 12:
# self.month -= 12
# self.year += 1
#
# self.holidays_passed(day_init, self.day, month_init, self.month, year_init, self.year)
#
# return 0
def holidays_passed(self, time_elapsed):
time = self.date
had_christmas = False
had_birthday = False
had_new_year = False
had_valentines = False
while time_elapsed != 0:
time += timedelta(1)
if time.month == self.christmas[1] and time.day == self.christmas[0]:
had_christmas = True
elif time.month == self.birthday[1] and time.day == self.birthday[0]:
had_birthday = True
elif time.month == self.new_year[1] and time.day == self.new_year[0]:
had_new_year = True
elif time.month == self.valentines[1] and time.day == self.valentines[0]:
had_valentines = True
time_elapsed -= 1
if had_birthday:
cprint('Your birthday has passed. ', 0.15)
self.birthdays_had += 1
if had_christmas:
cprint('Christmas has passed. ', 0.15)
if had_new_year:
cprint('A new year has come. ', 0.15)
if had_valentines:
cprint("Valentine's has passed. ", 0.15)
return 0
# @staticmethod
# def check_holiday(day_i, day_f, month_i, month_f, year_i, year_f, holiday):
# """I am so sorry for whoever has to go back and try to understand this code
# Also: it doesn't actually work sometimes so idk"""
# ***PRESERVED COMMENT FOR MEMORIES***
def print_date(self):
cprint('It is currently the year %s, day %s of month %s.'
% (self.date.year, self.date.day, self.date.month), 0.02)
return 0
def print_time_elapsed(self):
elapsed = days_to_date(self.time_elapsed)
years = elapsed[0]
months = elapsed[1]
days = elapsed[2]
cprint('It has been %s year(s), %s month(s), and %s day(s) since you began your search. '
% (years, months, days))
return 0
def __repr__(self):
return 'Year %s, day %s of month %s.' % (self.year, self.day, self.month)
# e = EggTime()
# e.print_date()
# for x in xrange(20):
# e.change_date(30)
# e.print_date()
# ------------------------------------------------- Space Objects --------------------------------------------------- #
class SpaceObject(object):
def __init__(self, name=None, scene=None):
self.name = self.generate_name()
self.header = self.generate_header()
self.desc_vague = self.generate_desc_vague()
self.desc_detailed = self.generate_desc_detailed()
self.footer = self.generate_footer()
self.scene = scene
def inspect_vague(self):
cprint(string=("OBJ-ID: " + self.name), t=0.12)
cprint(string='. . . . . ', t=0.30)
sleep(0.2)
return self.header + '\n' + self.desc_vague
def inspect_detailed(self):
cprint(string=("ID: " + self.name), t=0.12)
cprint(string='. . . . . ', t=0.30)
sleep(0.2)
return self.header + '\n' + self.desc_detailed + '\n' + self.footer
def generate_name(self):
raise NotImplementedError
def generate_header(self):
raise NotImplementedError
def generate_desc_vague(self):
raise NotImplementedError
def generate_desc_detailed(self):
raise NotImplementedError
def generate_footer(self):
raise NotImplementedError
def get_name(self):
return self.name
def get_desc_vague(self):
return self.desc_vague
def get_desc_detailed(self):
return self.desc_detailed
def __repr__(self):
return self.name
def __eq__(self, other):
return type(self) == type(other)
class Artifact(SpaceObject):
def __init__(self, name="Artifact"):
super(Artifact, self).__init__(name=name, scene=ArtifactScene())
def generate_name(self):
return generate_name(4, 2)
def generate_header(self):
return generate_dialogue((desc_artifact_header,))
def generate_desc_vague(self):
return generate_dialogue((desc_artifact_vague,))
def generate_desc_detailed(self):
return generate_dialogue((desc_artifact_detailed,))
def generate_footer(self):
return generate_dialogue((desc_artifact_footer,))
class Wreckage(SpaceObject): # TODO: Make specific wreckage types have correlated Scene() and descriptions.
def __init__(self, name="Wreckage"):
super(Wreckage, self).__init__(name=name, scene=WreckageScene())
def generate_name(self):
return generate_name(4, 4)
def generate_header(self):
return generate_dialogue((desc_wreckage_header,))
def generate_desc_vague(self):
return generate_dialogue((desc_wreckage_vague,))
def generate_desc_detailed(self):
return generate_dialogue((desc_wreckage_detailed,))
def generate_footer(self):
return generate_dialogue((desc_wreckage_footer,))
class Planet(SpaceObject):
def __init__(self, name="Planet"):
super(Planet, self).__init__(name=name, scene=PlanetScene())
def generate_name(self):
return generate_name_astral_body(name_list)
def generate_header(self):
return generate_dialogue((desc_planet_header,))
def generate_desc_vague(self):
return generate_dialogue((desc_planet_vague,))
def generate_desc_detailed(self):
return generate_dialogue((desc_planet_detailed,))
def generate_footer(self):
return generate_dialogue((desc_planet_footer,))
class Star(SpaceObject):
def __init__(self, name="Star"):
super(Star, self).__init__(name=name, scene=StarScene())
def generate_header(self):
return generate_dialogue((desc_star_header,))
def generate_name(self):
return generate_name_astral_body(name_list)
def generate_desc_vague(self):
return generate_dialogue((desc_star_vague,))
def generate_desc_detailed(self):
return generate_dialogue((desc_star_detailed,))
def generate_footer(self):
return generate_dialogue((desc_star_footer,))
# ------------------------------------------------- Scene Objects --------------------------------------------------- #
class Scene(object):
def __init__(self, name=None, player=None, temperature=None, rooms=None, atmosphere=None):
self.name = name
self.player = player
self.rooms = rooms
self.temperature = temperature
self.atmosphere = atmosphere
def __repr__(self):
return self.player.name
class WreckageScene(Scene):
def __init__(self):
super(WreckageScene, self).__init__(
name='WreckageScene',
temperature=randint(15, 42),
rooms=WreckageRooms(),
atmosphere=ch(adj_atmosphere_bad)
)
class PlanetScene(Scene):
def __init__(self):
super(PlanetScene, self).__init__(
name='PlanetScene',
temperature=ch([randint(15, 42), randint(500, 800)]),
atmosphere=ch(ch([adj_atmosphere_bad, adj_atmosphere_good]))
)
class ArtifactScene(Scene):
def __init__(self):
super(ArtifactScene, self).__init__(
name='ArtifactScene',
temperature=ch([randint(2, 6), randint(2400, 3000)]),
atmosphere=ch(adj_atmosphere_bad)
)
class StarScene(Scene):
def __init__(self):
super(StarScene, self).__init__(
name='StarScene',
temperature=randint(3000, 30000),
atmosphere=ch(adj_atmosphere_hot)
)