evennia/contrib/tutorial_world/objects.py

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"""
TutorialWorld - basic objects - Griatch 2011
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This module holds all "dead" object definitions for
the tutorial world. Object-commands and -cmdsets
are also defined here, together with the object.
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Objects:
TutorialObject
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Readable
Climbable
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Obelisk
LightSource
CrumblingWall
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Weapon
WeaponRack
"""
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import time, random
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from ev import utils, create_object
from ev import Object, Exit, Command, CmdSet, Script
#------------------------------------------------------------
#
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# TutorialObject
#
# The TutorialObject is the base class for all items
# in the tutorial. They have an attribute "tutorial_info"
# on them that a global tutorial command can use to extract
# interesting behind-the scenes information about the object.
#
# TutorialObjects may also be "reset". What the reset means
# is up to the object. It can be the resetting of the world
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# itself, or the removal of an inventory item from a
# character's inventory when leaving the tutorial, for example.
#
#------------------------------------------------------------
class TutorialObject(Object):
"""
This is the baseclass for all objects in the tutorial.
"""
def at_object_creation(self):
"Called when the object is first created."
super(TutorialObject, self).at_object_creation()
self.db.tutorial_info = "No tutorial info is available for this object."
#self.db.last_reset = time.time()
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def reset(self):
"Resets the object, whatever that may mean."
self.location = self.home
#------------------------------------------------------------
#
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# Readable - an object one can "read".
#
#------------------------------------------------------------
class CmdRead(Command):
"""
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Usage:
read [obj]
Read some text.
"""
key = "read"
locks = "cmd:all()"
help_category = "TutorialWorld"
def func(self):
"Implement the read command."
if self.args:
obj = self.caller.search(self.args.strip())
else:
obj = self.obj
if not obj:
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return
# we want an attribute read_text to be defined.
readtext = obj.db.readable_text
if readtext:
string = "You read {C%s{n:\n %s" % (obj.key, readtext)
else:
string = "There is nothing to read on %s." % obj.key
self.caller.msg(string)
class CmdSetReadable(CmdSet):
"CmdSet for readables"
def at_cmdset_creation(self):
"called when object is created."
self.add(CmdRead())
class Readable(TutorialObject):
"""
This object defines some attributes and defines a read method on itself.
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"""
def at_object_creation(self):
"Called when object is created"
super(Readable, self).at_object_creation()
self.db.tutorial_info = "This is an object with a 'read' command defined in a command set on itself."
self.db.readable_text = "There is no text written on %s." % self.key
# define a command on the object.
self.cmdset.add_default(CmdSetReadable, permanent=True)
#------------------------------------------------------------
#
# Climbable object
#
# The climbable object works so that once climbed, it sets
# a flag on the climber to show that it was climbed. A simple
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# command 'climb' handles the actual climbing.
#
#------------------------------------------------------------
class CmdClimb(Command):
"""
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Usage:
climb <object>
"""
key = "climb"
locks = "cmd:all()"
help_category = "TutorialWorld"
def func(self):
"Implements function"
if not self.args:
self.caller.msg("What do you want to climb?")
return
obj = self.caller.search(self.args.strip())
if not obj:
return
if obj != self.obj:
self.caller.msg("Try as you might, you cannot climb that.")
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return
ostring = self.obj.db.climb_text
if not ostring:
ostring = "You climb %s. Having looked around, you climb down again." % self.obj.name
self.caller.msg(ostring)
self.caller.db.last_climbed = self.obj
class CmdSetClimbable(CmdSet):
"Climbing cmdset"
def at_cmdset_creation(self):
"populate set"
self.add(CmdClimb())
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class Climbable(TutorialObject):
"A climbable object."
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def at_object_creation(self):
"Called at initial creation only"
self.cmdset.add_default(CmdSetClimbable, permanent=True)
#------------------------------------------------------------
#
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# Obelisk - a unique item
#
# The Obelisk is an object with a modified return_appearance
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# method that causes it to look slightly different every
# time one looks at it. Since what you actually see
# is a part of a game puzzle, the act of looking also
# stores a key attribute on the looking object for later
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# reference.
#
#------------------------------------------------------------
OBELISK_DESCS = ["You can briefly make out the image of {ba woman with a blue bird{n.",
"You for a moment see the visage of {ba woman on a horse{n.",
"For the briefest moment you make out an engraving of {ba regal woman wearing a crown{n.",
"You think you can see the outline of {ba flaming shield{n in the stone.",
"The surface for a moment seems to portray {ba woman fighting a beast{n."]
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class Obelisk(TutorialObject):
"""
This object changes its description randomly.
"""
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def at_object_creation(self):
"Called when object is created."
super(Obelisk, self).at_object_creation()
self.db.tutorial_info = "This object changes its desc randomly, and makes sure to remember which one you saw."
# make sure this can never be picked up
self.locks.add("get:false()")
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def return_appearance(self, caller):
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"Overload the default version of this hook."
clueindex = random.randint(0, len(OBELISK_DESCS)-1)
# set this description
string = "The surface of the obelisk seem to waver, shift and writhe under your gaze, with "
string += "different scenes and structures appearing whenever you look at it. "
self.db.desc = string + OBELISK_DESCS[clueindex]
# remember that this was the clue we got.
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caller.db.puzzle_clue = clueindex
# call the parent function as normal (this will use db.desc we just set)
return super(Obelisk, self).return_appearance(caller)
#------------------------------------------------------------
#
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# LightSource
#
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# This object that emits light and can be
# turned on or off. It must be carried to use and has only
# a limited burn-time.
# When burned out, it will remove itself from the carrying
# character's inventory.
#
#------------------------------------------------------------
class StateLightSourceOn(Script):
"""
This script controls how long the light source is burning. When
it runs out of fuel, the lightsource goes out.
"""
def at_script_creation(self):
"Called at creation of script."
self.key = "lightsourceBurn"
self.desc = "Keeps lightsources burning."
self.start_delay = True # only fire after self.interval s.
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self.repeats = 1 # only run once.
self.persistent = True # survive a server reboot.
def at_start(self):
"Called at script start - this can also happen if server is restarted."
self.interval = self.obj.db.burntime
self.db.script_started = time.time()
def at_repeat(self):
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# this is only called when torch has burnt out
self.obj.db.burntime = -1
self.obj.reset()
def at_stop(self):
"""
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Since the user may also turn off the light
prematurely, this hook will store the current
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burntime.
"""
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# calculate remaining burntime, if object is not
# already deleted (because it burned out)
if self.obj:
try:
time_burnt = time.time() - self.db.script_started
except TypeError:
# can happen if script_started is not defined
time_burnt = self.interval
burntime = self.interval - time_burnt
self.obj.db.burntime = burntime
def is_valid(self):
"This script is only valid as long as the lightsource burns."
return self.obj.db.is_active
class CmdLightSourceOn(Command):
"""
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Switches on the lightsource.
"""
key = "on"
aliases = ["switch on", "turn on", "light"]
locks = "cmd:holds()" # only allow if command.obj is carried by caller.
help_category = "TutorialWorld"
def func(self):
"Implements the command"
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if self.obj.db.is_active:
self.caller.msg("%s is already burning." % self.obj.key)
else:
# set lightsource to active
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self.obj.db.is_active = True
# activate the script to track burn-time.
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self.obj.scripts.add(StateLightSourceOn)
self.caller.msg("{gYou light {C%s.{n" % self.obj.key)
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self.caller.location.msg_contents("%s lights %s!" % (self.caller, self.obj.key), exclude=[self.caller])
# we run script validation on the room to make light/dark states tick.
self.caller.location.scripts.validate()
# look around
self.caller.execute_cmd("look")
class CmdLightSourceOff(Command):
"""
Switch off the lightsource.
"""
key = "off"
aliases = ["switch off", "turn off", "dowse"]
locks = "cmd:holds()" # only allow if command.obj is carried by caller.
help_category = "TutorialWorld"
def func(self):
"Implements the command "
if not self.obj.db.is_active:
self.caller.msg("%s is not burning." % self.obj.key)
else:
# set lightsource to inactive
self.obj.db.is_active = False
# validating the scripts will kill it now that is_active=False.
self.obj.scripts.validate()
self.caller.msg("{GYou dowse {C%s.{n" % self.obj.key)
self.caller.location.msg_contents("%s dowses %s." % (self.caller, self.obj.key), exclude=[self.caller])
self.caller.location.scripts.validate()
self.caller.execute_cmd("look")
# we run script validation on the room to make light/dark states tick.
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class CmdSetLightSource(CmdSet):
"CmdSet for the lightsource commands"
key = "lightsource_cmdset"
def at_cmdset_creation(self):
"called at cmdset creation"
self.add(CmdLightSourceOn())
self.add(CmdLightSourceOff())
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class LightSource(TutorialObject):
"""
This implements a light source object.
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When burned out, lightsource will be moved to its home - which by default is the
location it was first created at.
"""
def at_object_creation(self):
"Called when object is first created."
super(LightSource, self).at_object_creation()
self.db.tutorial_info = "This object can be turned on off and has a timed script controlling it."
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self.db.is_active = False
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self.db.burntime = 60*3 # 3 minutes
self.db.desc = "A splinter of wood with remnants of resin on it, enough for burning."
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# add commands
self.cmdset.add_default(CmdSetLightSource, permanent=True)
def reset(self):
"""
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Can be called by tutorial world runner, or by the script when the lightsource
has burned out.
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"""
if self.db.burntime <= 0:
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# light burned out. Since the lightsources's "location" should be
# a character, notify them this way.
try:
loc = self.location.location
except AttributeError:
loc = self.location
loc.msg_contents("{c%s{n {Rburns out.{n" % self.key)
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self.db.is_active = False
try:
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# validate in holders current room, if possible
self.location.location.scripts.validate()
except AttributeError:
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# maybe it was dropped, try validating at current location.
try:
self.location.scripts.validate()
except AttributeError,e:
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pass
self.delete()
#------------------------------------------------------------
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#
# Crumbling wall - unique exit
#
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# This implements a simple puzzle exit that needs to be
# accessed with commands before one can get to traverse it.
#
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# The puzzle is currently simply to move roots (that have
# presumably covered the wall) aside until a button for a
# secret door is revealed. The original position of the
# roots blocks the button, so they have to be moved to a certain
# position - when they have, the "press button" command
# is made available and the Exit is made traversable.
#
#------------------------------------------------------------
# There are four roots - two horizontal and two vertically
# running roots. Each can have three positions: top/middle/bottom
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# and left/middle/right respectively. There can be any number of
# roots hanging through the middle position, but only one each
# along the sides. The goal is to make the center position clear.
# (yes, it's really as simple as it sounds, just move the roots
# to each side to "win". This is just a tutorial, remember?)
class CmdShiftRoot(Command):
"""
Shifts roots around.
shift blue root left/right
shift red root left/right
shift yellow root up/down
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shift green root up/down
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"""
key = "shift"
aliases = ["move"]
# the locattr() lock looks for the attribute is_dark on the current room.
locks = "cmd:not locattr(is_dark)"
help_category = "TutorialWorld"
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def parse(self):
"custom parser; split input by spaces"
self.arglist = self.args.strip().split()
def func(self):
"""
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Implement the command.
blue/red - vertical roots
yellow/green - horizontal roots
"""
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if not self.arglist:
self.caller.msg("What do you want to move, and in what direction?")
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return
if "root" in self.arglist:
self.arglist.remove("root")
# we accept arguments on the form <color> <direction>
if not len(self.arglist) > 1:
self.caller.msg("You must define which colour of root you want to move, and in which direction.")
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return
color = self.arglist[0].lower()
direction = self.arglist[1].lower()
# get current root positions dict
root_pos = self.obj.db.root_pos
if not color in root_pos:
self.caller.msg("No such root to move.")
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return
# first, vertical roots (red/blue) - can be moved left/right
if color == "red":
if direction == "left":
root_pos[color] = max(-1, root_pos[color] - 1)
self.caller.msg("You shift the reddish root to the left.")
if root_pos[color] != 0 and root_pos[color] == root_pos["blue"]:
root_pos["blue"] += 1
self.caller.msg("The root with blue flowers gets in the way and is pushed to the right.")
elif direction == "right":
root_pos[color] = min(1, root_pos[color] + 1)
self.caller.msg("You shove the reddish root to the right.")
if root_pos[color] != 0 and root_pos[color] == root_pos["blue"]:
root_pos["blue"] -= 1
self.caller.msg("The root with blue flowers gets in the way and is pushed to the left.")
else:
self.caller.msg("You cannot move the root in that direction.")
elif color == "blue":
if direction == "left":
root_pos[color] = max(-1, root_pos[color] - 1)
self.caller.msg("You shift the root with small blue flowers to the left.")
if root_pos[color] != 0 and root_pos[color] == root_pos["red"]:
root_pos["red"] += 1
self.caller.msg("The reddish root is to big to fit as well, so that one falls away to the left.")
elif direction == "right":
root_pos[color] = min(1, root_pos[color] + 1)
self.caller.msg("You shove the root adorned with small blue flowers to the right.")
if root_pos[color] != 0 and root_pos[color] == root_pos["red"]:
root_pos["red"] -= 1
self.caller.msg("The thick reddish root gets in the way and is pushed back to the left.")
else:
self.caller.msg("You cannot move the root in that direction.")
# now the horizontal roots (yellow/green). They can be moved up/down
elif color == "yellow":
if direction == "up":
root_pos[color] = max(-1, root_pos[color] - 1)
self.caller.msg("You shift the root with small yellow flowers upwards.")
if root_pos[color] != 0 and root_pos[color] == root_pos["green"]:
root_pos["green"] += 1
self.caller.msg("The green weedy root falls down.")
elif direction == "down":
root_pos[color] = min(1, root_pos[color] +1)
self.caller.msg("You shove the root adorned with small yellow flowers downwards.")
if root_pos[color] != 0 and root_pos[color] == root_pos["green"]:
root_pos["green"] -= 1
self.caller.msg("The weedy green root is shifted upwards to make room.")
else:
self.caller.msg("You cannot move the root in that direction.")
elif color == "green":
if direction == "up":
root_pos[color] = max(-1, root_pos[color] - 1)
self.caller.msg("You shift the weedy green root upwards.")
if root_pos[color] != 0 and root_pos[color] == root_pos["yellow"]:
root_pos["yellow"] += 1
self.caller.msg("The root with yellow flowers falls down.")
elif direction == "down":
root_pos[color] = min(1, root_pos[color] + 1)
self.caller.msg("You shove the weedy green root downwards.")
if root_pos[color] != 0 and root_pos[color] == root_pos["yellow"]:
root_pos["yellow"] -= 1
self.caller.msg("The root with yellow flowers gets in the way and is pushed upwards.")
else:
self.caller.msg("You cannot move the root in that direction.")
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# store new position
self.obj.db.root_pos = root_pos
# check victory condition
if root_pos.values().count(0) == 0: # no roots in middle position
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self.caller.db.crumbling_wall_found_button = True
self.caller.msg("Holding aside the root you think you notice something behind it ...")
class CmdPressButton(Command):
"""
Presses a button.
"""
key = "press"
aliases = ["press button", "button", "push", "push button"]
locks = "cmd:attr(crumbling_wall_found_button) and not locattr(is_dark)" # only accessible if the button was found and there is light.
help_category = "TutorialWorld"
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def func(self):
"Implements the command"
if self.caller.db.crumbling_wall_found_exit:
# we already pushed the button
self.caller.msg("The button folded away when the secret passage opened. You cannot push it again.")
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return
# pushing the button
string = "You move your fingers over the suspicious depression, then gives it a "
string += "decisive push. First nothing happens, then there is a rumble and a hidden "
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string += "{wpassage{n opens, dust and pebbles rumbling as part of the wall moves aside."
# we are done - this will make the exit traversable!
self.caller.db.crumbling_wall_found_exit = True
# this will make it into a proper exit
eloc = self.caller.search(self.obj.db.destination, global_search=True)
if not eloc:
self.caller.msg("The exit leads nowhere, there's just more stone behind it ...")
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return
self.obj.destination = eloc
self.caller.msg(string)
class CmdSetCrumblingWall(CmdSet):
"Group the commands for crumblingWall"
key = "crumblingwall_cmdset"
def at_cmdset_creation(self):
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"called when object is first created."
self.add(CmdShiftRoot())
self.add(CmdPressButton())
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class CrumblingWall(TutorialObject, Exit):
"""
The CrumblingWall can be examined in various
ways, but only if a lit light source is in the room. The traversal
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itself is blocked by a traverse: lock on the exit that only
allows passage if a certain attribute is set on the trying
player.
Important attribute
destination - this property must be set to make this a valid exit
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whenever the button is pushed (this hides it as an exit
until it actually is)
"""
def at_object_creation(self):
"called when the object is first created."
super(CrumblingWall, self).at_object_creation()
self.aliases = ["secret passage", "passage", "crack", "opening", "secret door"]
# this is assigned first when pushing button, so assign this at creation time!
self.db.destination = 2
# locks on the object directly transfer to the exit "command"
self.locks.add("cmd:not locattr(is_dark)")
self.db.tutorial_info = "This is an Exit with a conditional traverse-lock. Try to shift the roots around."
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# the lock is important for this exit; we only allow passage if we "found exit".
self.locks.add("traverse:attr(crumbling_wall_found_exit)")
# set cmdset
self.cmdset.add(CmdSetCrumblingWall, permanent=True)
# starting root positions. H1/H2 are the horizontally hanging roots, V1/V2 the
# vertically hanging ones. Each can have three positions: (-1, 0, 1) where
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# 0 means the middle position. yellow/green are horizontal roots and red/blue vertical.
# all may have value 0, but never any other identical value.
self.db.root_pos = {"yellow":0, "green":0, "red":0, "blue":0}
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def _translate_position(self, root, ipos):
"Translates the position into words"
rootnames = {"red": "The {rreddish{n vertical-hanging root ",
"blue": "The thick vertical root with {bblue{n flowers ",
"yellow": "The thin horizontal-hanging root with {yyellow{n flowers ",
"green": "The weedy {ggreen{n horizontal root "}
vpos = {-1: "hangs far to the {wleft{n on the wall.",
0: "hangs straight down the {wmiddle{n of the wall.",
1: "hangs far to the {wright{n of the wall."}
hpos = {-1: "covers the {wupper{n part of the wall.",
0: "passes right over the {wmiddle{n of the wall.",
1: "nearly touches the floor, near the {wbottom{n of the wall."}
if root in ("yellow", "green"):
string = rootnames[root] + hpos[ipos]
else:
string = rootnames[root] + vpos[ipos]
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return string
def return_appearance(self, caller):
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"This is called when someone looks at the wall. We need to echo the current root positions."
if caller.db.crumbling_wall_found_button:
string = "Having moved all the roots aside, you find that the center of the wall, "
string += "previously hidden by the vegetation, hid a curious square depression. It was maybe once "
string += "concealed and made to look a part of the wall, but with the crumbling of stone around it,"
string += "it's now easily identifiable as some sort of button."
else:
string = "The wall is old and covered with roots that here and there have permeated the stone. "
string += "The roots (or whatever they are - some of them are covered in small non-descript flowers) "
string += "crisscross the wall, making it hard to clearly see its stony surface.\n"
for key, pos in self.db.root_pos.items():
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string += "\n" + self._translate_position(key, pos)
self.db.desc = string
# call the parent to continue execution (will use desc we just set)
return super(CrumblingWall, self).return_appearance(caller)
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def at_after_traverse(self, traverser, source_location):
"This is called after we traversed this exit. Cleans up and resets the puzzle."
del traverser.db.crumbling_wall_found_button
del traverser.db.crumbling_wall_found_exit
self.reset()
def at_failed_traverse(self, traverser):
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"This is called if the player fails to pass the Exit."
traverser.msg("No matter how you try, you cannot force yourself through %s." % self.key)
def reset(self):
"Called by tutorial world runner, or whenever someone successfully traversed the Exit."
self.location.msg_contents("The secret door closes abruptly, roots falling back into place.")
for obj in self.location.contents:
# clear eventual puzzle-solved attribues on everyone that didn't get out in time. They
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# have to try again.
del obj.db.crumbling_wall_found_exit
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# Reset the roots with some random starting positions for the roots:
start_pos = [{"yellow":1, "green":0, "red":0, "blue":0},
{"yellow":0, "green":0, "red":0, "blue":0},
{"yellow":0, "green":1, "red":-1, "blue":0},
{"yellow":1, "green":0, "red":0, "blue":0},
{"yellow":0, "green":0, "red":0, "blue":1}]
self.db.root_pos = start_pos[random.randint(0, 4)]
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self.destination = None
#------------------------------------------------------------
#
# Weapon - object type
#
# A weapon is necessary in order to fight in the tutorial
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# world. A weapon (which here is assumed to be a bladed
# melee weapon for close combat) has three commands,
# stab, slash and defend. Weapons also have a property "magic"
# to determine if they are usable against certain enemies.
#
# Since Characters don't have special skills in the tutorial,
# we let the weapon itself determine how easy/hard it is
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# to hit with it, and how much damage it can do.
#
#------------------------------------------------------------
class CmdAttack(Command):
"""
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Attack the enemy. Commands:
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stab <enemy>
slash <enemy>
parry
stab - (thrust) makes a lot of damage but is harder to hit with.
slash - is easier to land, but does not make as much damage.
parry - forgoes your attack but will make you harder to hit on next enemy attack.
"""
# this is an example of implementing many commands as a single command class,
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# using the given command alias to separate between them.
key = "attack"
aliases = ["hit","kill", "fight", "thrust", "pierce", "stab", "slash", "chop", "parry", "defend"]
locks = "cmd:all()"
help_category = "TutorialWorld"
def func(self):
"Implements the stab"
cmdstring = self.cmdstring
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if cmdstring in ("attack", "fight"):
string = "How do you want to fight? Choose one of 'stab', 'slash' or 'defend'."
self.caller.msg(string)
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return
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# parry mode
if cmdstring in ("parry", "defend"):
string = "You raise your weapon in a defensive pose, ready to block the next enemy attack."
self.caller.msg(string)
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self.caller.db.combat_parry_mode = True
self.caller.location.msg_contents("%s takes a defensive stance" % self.caller, exclude=[self.caller])
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return
if not self.args:
self.caller.msg("Who do you attack?")
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return
target = self.caller.search(self.args.strip())
if not target:
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return
string = ""
tstring = ""
ostring = ""
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if cmdstring in ("thrust", "pierce", "stab"):
hit = float(self.obj.db.hit) * 0.7 # modified due to stab
damage = self.obj.db.damage * 2 # modified due to stab
string = "You stab with %s. " % self.obj.key
tstring = "%s stabs at you with %s. " % (self.caller.key, self.obj.key)
ostring = "%s stabs at %s with %s. " % (self.caller.key, target.key, self.obj.key)
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self.caller.db.combat_parry_mode = False
elif cmdstring in ("slash", "chop"):
hit = float(self.obj.db.hit) # un modified due to slash
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damage = self.obj.db.damage # un modified due to slash
string = "You slash with %s. " % self.obj.key
tstring = "%s slash at you with %s. " % (self.caller.key, self.obj.key)
ostring = "%s slash at %s with %s. " % (self.caller.key, target.key, self.obj.key)
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self.caller.db.combat_parry_mode = False
else:
self.caller.msg("You fumble with your weapon, unsure of whether to stab, slash or parry ...")
self.caller.location.msg_contents("%s fumbles with their weapon." % self.obj.key)
self.caller.db.combat_parry_mode = False
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return
if target.db.combat_parry_mode:
# target is defensive; even harder to hit!
target.msg("{GYou defend, trying to avoid the attack.{n")
hit *= 0.5
if random.random() <= hit:
self.caller.msg(string + "{gIt's a hit!{n")
target.msg(tstring + "{rIt's a hit!{n")
self.caller.location.msg_contents(ostring + "It's a hit!", exclude=[target,self.caller])
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# call enemy hook
if hasattr(target, "at_hit"):
# should return True if target is defeated, False otherwise.
return target.at_hit(self.obj, self.caller, damage)
elif target.db.health:
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target.db.health -= damage
else:
# sorry, impossible to fight this enemy ...
self.caller.msg("The enemy seems unaffacted.")
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return False
else:
self.caller.msg(string + "{rYou miss.{n")
target.msg(tstring + "{gThey miss you.{n")
self.caller.location.msg_contents(ostring + "They miss.", exclude=[target, self.caller])
class CmdSetWeapon(CmdSet):
"Holds the attack command."
def at_cmdset_creation(self):
"called at first object creation."
self.add(CmdAttack())
class Weapon(TutorialObject):
"""
This defines a bladed weapon.
Important attributes (set at creation):
hit - chance to hit (0-1)
parry - chance to parry (0-1)
damage - base damage given (modified by hit success and type of attack) (0-10)
"""
def at_object_creation(self):
"Called at first creation of the object"
super(Weapon, self).at_object_creation()
self.db.hit = 0.4 # hit chance
self.db.parry = 0.8 # parry chance
self.db.damage = 8.0
self.db.magic = False
self.cmdset.add_default(CmdSetWeapon, permanent=True)
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def reset(self):
"When reset, the weapon is simply deleted, unless it has a place to return to."
if self.location.has_player and self.home == self.location:
self.location.msg_contents("%s suddenly and magically fades into nothingness, as if it was never there ..." % self.key)
self.delete()
else:
self.location = self.home
#------------------------------------------------------------
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#
# Weapon rack - spawns weapons
#
#------------------------------------------------------------
class CmdGetWeapon(Command):
"""
Usage:
get weapon
This will try to obtain a weapon from the container.
"""
key = "get"
aliases = "get weapon"
locks = "cmd:all()"
help_cateogory = "TutorialWorld"
def func(self):
"Implement the command"
rack_id = self.obj.db.rack_id
if self.caller.get_attribute(rack_id):
# we don't allow a player to take more than one weapon from rack.
self.caller.msg("%s has no more to offer you." % self.obj.name)
else:
dmg, name, aliases, desc, magic = self.obj.randomize_type()
new_weapon = create_object(Weapon, key=name, aliases=aliases,location=self.caller, home=self.caller)
new_weapon.db.rack_id = rack_id
new_weapon.db.damage = dmg
new_weapon.db.desc = desc
new_weapon.db.magic = magic
ostring = self.obj.db.get_text
if not ostring:
ostring = "You pick up %s."
if '%s' in ostring:
self.caller.msg(ostring % name)
else:
self.caller.msg(ostring)
# tag the caller so they cannot keep taking objects from the rack.
self.caller.set_attribute(rack_id, True)
class CmdSetWeaponRack(CmdSet):
"group the rack cmd"
key = "weaponrack_cmdset"
mergemode = "Replace"
def at_cmdset_creation(self):
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self.add(CmdGetWeapon())
class WeaponRack(TutorialObject):
"""
This will spawn a new weapon for the player unless the player already has one from this rack.
attribute to set at creation:
min_dmg - the minimum damage of objects from this rack
max_dmg - the maximum damage of objects from this rack
magic - if weapons should be magical (have the magic flag set)
get_text - the echo text to return when getting the weapon. Give '%s' to include the name of the weapon.
"""
def at_object_creation(self):
"called at creation"
self.cmdset.add_default(CmdSetWeaponRack, permanent=True)
self.db.rack_id = "weaponrack_1"
self.db.min_dmg = 1.0
self.db.max_dmg = 4.0
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self.db.magic = False
def randomize_type(self):
"""
this returns a random weapon
"""
min_dmg = float(self.db.min_dmg)
max_dmg = float(self.db.max_dmg)
magic = bool(self.db.magic)
dmg = min_dmg + random.random()*(max_dmg - min_dmg)
aliases = [self.db.rack_id, "weapon"]
if dmg < 1.5:
name = "Knife"
desc = "A rusty kitchen knife. Better than nothing."
elif dmg < 2.0:
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name = "Rusty dagger"
desc = "A double-edged dagger with nicked edge. It has a wooden handle."
elif dmg < 3.0:
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name = "Sword"
desc = "A rusty shortsword. It has leather wrapped around the handle."
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elif dmg < 4.0:
name = "Club"
desc = "A heavy wooden club with some rusty spikes in it."
elif dmg < 5.0:
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name = "Ornate Longsword"
aliases.extend(["longsword","ornate"])
desc = "A fine longsword."
elif dmg < 6.0:
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name = "Runeaxe"
aliases.extend(["rune","axe"])
desc = "A single-bladed axe, heavy but yet easy to use."
elif dmg < 7.0:
name = "Broadsword named Thruning"
aliases.extend(["thruning","broadsword"])
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desc = "This heavy bladed weapon is marked with the name 'Thruning'. It is very powerful in skilled hands."
elif dmg < 8.0:
name = "Silver Warhammer"
aliases.append("warhammer")
desc = "A heavy war hammer with silver ornaments. This huge weapon causes massive damage."
elif dmg < 9.0:
name = "Slayer Waraxe"
aliases.extend(["waraxe","slayer"])
desc = "A huge double-bladed axe marked with the runes for 'Slayer'. It has more runic inscriptions on its head, which you cannot decipher."
elif dmg < 10.0:
name = "The Ghostblade"
aliases.append("ghostblade")
desc = "This massive sword is large as you are tall. Its metal shine with a bluish glow."
else:
name = "The Hawkblade"
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aliases.append("hawkblade")
desc = "White surges of magical power runs up and down this runic blade. The hawks depicted on its hilt almost seems to have a life of their own."
if dmg < 9 and magic:
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desc += "\nThe metal seems to glow faintly, as if imbued with more power than what is immediately apparent."
return dmg, name, aliases, desc, magic