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1eb7f0b07b
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1eb7f0b07b | |
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d1c85a7738 | |
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1c4f962201 |
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@ -59,7 +59,7 @@ class Handler(npyscreen.ButtonPress):
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room = parse(self.parent.parentApp.mainPath / 'gamedata/world/blank_room.yaml')
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room = parse(self.parent.parentApp.mainPath / 'gamedata/world/blank_room.yaml')
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# By now we should be situated in our room, and with our player.
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# By now we should be situated in our room, and with our player.
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self.parent.parentApp.log.debug(room)
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#self.parent.parentApp.log.debug(room) # We dont need to log this, its too verbose!
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# TODO: Should upgrade these to use fuzzy words library! and not direct comparisons!
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# TODO: Should upgrade these to use fuzzy words library! and not direct comparisons!
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if command == 'LOOK':
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if command == 'LOOK':
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@ -75,7 +75,7 @@ class Handler(npyscreen.ButtonPress):
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except KeyError:
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except KeyError:
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self.parent.update_log("Not sure what you're trying to look at.")
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self.parent.update_log("Not sure what you're trying to look at.")
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if command == 'PICK':
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elif command == 'PICK':
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if arguments[0] == 'UP':
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if arguments[0] == 'UP':
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if len(arguments) <= 2: # If there are only 2 args ex:up, item then we dont need to merge that last arg
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if len(arguments) <= 2: # If there are only 2 args ex:up, item then we dont need to merge that last arg
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try:
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try:
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@ -91,6 +91,9 @@ class Handler(npyscreen.ButtonPress):
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self.parent.update_log(room[long_arg.lower()]['pick_up'])
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self.parent.update_log(room[long_arg.lower()]['pick_up'])
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except KeyError:
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except KeyError:
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self.parent.update_log("You cant pick that up.")
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self.parent.update_log("You cant pick that up.")
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else:
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self.parent.parentApp.log.info('Player\'s command was not understood: {0}'.format(command))
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self.parent.update_log('I didn\'t understand {0}'.format(command))
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if command == 'WHERE':
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if command == 'WHERE':
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# TODO: this should take the human readable room name, not the code-name
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# TODO: this should take the human readable room name, not the code-name
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@ -0,0 +1,11 @@
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office:
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grid: [0, 1]
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upon_enter: "You are standing just outside your office door."
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look_around: "You look up, and down the hallway, you see the receptionists |desk|. And a |closet| at the other end of the hall."
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closet:
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look_at: "Its a closet door."
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inspect: "Its still a closet door."
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open: "You cant open this door."
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desk:
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look_at: "Its your receptionists desks, she's not sitting behind it."
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inspect: "She's still not there."
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@ -5,11 +5,18 @@ office:
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desk:
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desk:
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look_at: "You move to stand behind your desk. You see a |NAMEPLATE|, a |TAPE RECORDER| and your trusty |LOG VIEWER|"
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look_at: "You move to stand behind your desk. You see a |NAMEPLATE|, a |TAPE RECORDER| and your trusty |LOG VIEWER|"
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inspect: "The desk is large and ornate with one of those silly lamps hovering over it."
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inspect: "The desk is large and ornate with one of those silly lamps hovering over it."
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bookshelf:
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look_at: "The bookshelf is a bookshelf."
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inspect: "Its still a bookshelf."
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log_viewer:
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log_viewer:
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item: yes
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item: yes
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look_at: "The log viewer is a small piece of ornate code, allowing you to examine |entities| more closely."
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look_at: "The log viewer is a small piece of ornate code, allowing you to examine |entities| more closely."
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inspect: "The dials are wiggly and the viewer makes Beep Boop sounds sometimes."
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inspect: "The dials are wiggly and the viewer makes Beep Boop sounds sometimes."
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pick_up: "You pick up the *LOG VIEWER*."
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pick_up: "You pick up the *LOG VIEWER*."
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door:
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leads_to: hallway.yaml
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look_at: "Its a door, it leads to the Hallway. You should try to |OPEN| it."
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inspect: "Its ornate but basic, the other side of the door has your name on a plaque."
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art: |
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art: |
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+ +
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+ +
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