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9 Commits
493b663b4e
...
adventure-
| Author | SHA1 | Date | |
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752977aa94 | ||
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5c97859f4c | ||
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ebd518dd01 | ||
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22017b2c42 | ||
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bab62f0174 | ||
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c022293335 | ||
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66279c3bec | ||
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50d1fc5cae | ||
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e844ac23f4 |
@@ -29,12 +29,24 @@ class GameNavigator(npyscreen.FormBaseNew):
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self.logBox.value = res # Set the logbox to that value
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self.logBox.value = res # Set the logbox to that value
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def update_location(self, location):
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def update_location(self, location, art=None):
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"""
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"""
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This may not be needed in the future, dynamic
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This may not be needed in the future, dynamic
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handling of location is something the navigator should do and should inherit from player.
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handling of location is something the navigator should do and should inherit from player.
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"""
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"""
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self.artBox.footer = location
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self.artBox.footer = location
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if art != None:
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self.artContent.value = art
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else:
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self.artContent.value = self.parentApp.gamelib['menu']['graphics']['not_found']
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def update_inventory(self, items):
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res = ''
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for element in items:
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res = res + str(element) + '\n'
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res = res.upper() # Inventory is always uppercase
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self.inventoryContent.value = res # Set the logbox to that value
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def create(self):
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def create(self):
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top_division_height = 20
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top_division_height = 20
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@@ -54,7 +66,7 @@ class GameNavigator(npyscreen.FormBaseNew):
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relx=inventory_width + 2,
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relx=inventory_width + 2,
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max_width=art_width - 2,
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max_width=art_width - 2,
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max_height=top_division_height - 2,
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max_height=top_division_height - 2,
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value=self.parentApp.gamelib['menu']['graphics']['not_found'],
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value=self.parentApp.gamelib['menu']['graphics']['start_to_continue'],
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editable=False)
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editable=False)
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self.artBox.footer = 'Unknown Location'
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self.artBox.footer = 'Unknown Location'
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@@ -66,6 +78,14 @@ class GameNavigator(npyscreen.FormBaseNew):
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rely=2,
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rely=2,
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editable=False)
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editable=False)
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self.inventoryContent = self.add(npyscreen.MultiLineEdit,
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max_width=inventory_width,
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max_height=top_division_height,
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relx=2,
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rely=3,
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value='------------------',
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editable=False)
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self.logBoxOutline = self.add(npyscreen.BoxBasic,
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self.logBoxOutline = self.add(npyscreen.BoxBasic,
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max_width=inventory_width + art_width,
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max_width=inventory_width + art_width,
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max_height=9,
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max_height=9,
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@@ -11,6 +11,23 @@ class Handler(npyscreen.ButtonPress):
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3: re-render the screen
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3: re-render the screen
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"""
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"""
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def localize_room(self, roomlocation):
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"""
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This method can re-localize the room.
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"""
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try:
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room = parse(self.parent.parentApp.mainPath / 'gamedata/world' / roomlocation)['room']
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# If the file could not be found
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except FileNotFoundError:
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# Log a critical error!
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self.parent.parentApp.log.critical(
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'Handler could not load the current room! Is the player file corrupt or was there a typo? Path was {0}'.format(
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self.parent.parentApp.mainPath / 'gamedata/world' / roomlocation))
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# Put the player in a blank room i forgot to finish
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room = parse(self.parent.parentApp.mainPath / 'gamedata/world/blank_room.yaml')
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return room
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def whenPressed(self):
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def whenPressed(self):
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self.parent.parentApp.log.debug('Send button pressed!')
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self.parent.parentApp.log.debug('Send button pressed!')
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# This is the raw command from the user
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# This is the raw command from the user
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@@ -44,18 +61,8 @@ class Handler(npyscreen.ButtonPress):
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# Localize the player
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# Localize the player
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player = self.parent.parentApp.player
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player = self.parent.parentApp.player
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roomlocation = player.playerData['player']['location'] + '.yaml'
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try:
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room = parse(self.parent.parentApp.mainPath / 'gamedata/world' / roomlocation)['room']
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# If the file could not be found
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room = self.localize_room(player.playerData['player']['location']) # Localize the room
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except FileNotFoundError:
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# Log a critical error!
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self.parent.parentApp.log.critical(
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'Handler could not load the current room! Is the player file corrupt or was there a typo? Path was {0}'.format(
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self.parent.parentApp.mainPath / 'gamedata/world' / roomlocation))
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# Put the player in a blank room i forgot to finish
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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) # We dont need to log this, its too verbose!
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# self.parent.parentApp.log.debug(room) # We dont need to log this, its too verbose!
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@@ -78,22 +85,27 @@ class Handler(npyscreen.ButtonPress):
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self.parent.parentApp.log.error('Could not handle {0}, {1}'.format(command, arguments))
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self.parent.parentApp.log.error('Could not handle {0}, {1}'.format(command, arguments))
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self.parent.update_log("You must specify something to look at.")
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self.parent.update_log("You must specify something to look at.")
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elif command == 'PICK':
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elif command in ['PICK', 'TAKE']:
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try:
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try:
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if arguments[0] == 'UP':
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if arguments[0] == 'UP' or command in ['TAKE']:
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if len(
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if command in ['TAKE']:
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arguments) <= 2: # If there are only 2 args ex:up, item then we dont need to merge that last arg
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arguments = ['UP'] + arguments # This is a messy way to fix take logic vs pick up logic but it works.
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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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# Argument[1] is the "thing" you want to pick up, yaml is lowercase so we lowercase it.
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# Argument[1] is the "thing" you want to pick up, yaml is lowercase so we lowercase it.
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self.parent.parentApp.log.info('Player tried to pick up {0}'.format(arguments[1]))
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self.parent.parentApp.log.info('Player tried to pick up {0}'.format(arguments[1]))
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self.parent.update_log(room[arguments[1].lower()]['pick_up'])
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self.parent.update_log(room[arguments[1].lower()]['pick_up'])
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player.add_inventory(room[arguments[1].lower()]['item_name'])
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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: # if its a longer list of args, the player prolly wants to pick up an item with multiple words, like hand_axe, or log_viewer
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else: # if its a longer list of args, the player prolly wants to pick up an item with multiple words, like hand_axe, or log_viewer
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try:
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try:
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long_arg = '_'.join(arguments[1:]) # Joins whatever comes after 1 in our args with '_' between
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long_arg = '_'.join(
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self.parent.parentApp.log.info('Player tried to pick up long object {0}'.format(long_arg))
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arguments[1:]) # Joins whatever comes after 1 in our args with '_' between
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self.parent.parentApp.log.info(
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'Player tried to pick up long object {0}'.format(long_arg))
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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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player.add_inventory(room[long_arg.lower()]['item_name'])
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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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except IndexError:
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except IndexError:
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@@ -107,10 +119,25 @@ class Handler(npyscreen.ButtonPress):
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self.parent.parentApp.log.debug('New room is: {0}'.format(new_room))
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self.parent.parentApp.log.debug('New room is: {0}'.format(new_room))
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upon_enter = player.change_room(new_room) # Change the player to that new room.
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upon_enter = player.change_room(new_room) # Change the player to that new room.
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self.parent.update_log(upon_enter) # Print the new room upon enter text.
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self.parent.update_log(upon_enter) # Print the new room upon enter text.
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room = self.localize_room(player.playerData['player']['location']) # Re-Localize!
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except KeyError:
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except KeyError:
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self.parent.update_log("You cant open that.")
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self.parent.update_log("You cant open that.")
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except IndexError:
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except IndexError:
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self.parent.update_log("you must specify something to open")
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self.parent.update_log("You must specify something to open")
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elif command == 'INSPECT':
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try:
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self.parent.parentApp.log.info('Player inspecting: {0}'.format(arguments[0]))
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self.parent.update_log(
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room[arguments[0].lower()]['inspect']) # Prints the inspect text, if it exists
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except KeyError:
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self.parent.update_log("Nothing more to inspect here.")
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except IndexError:
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self.parent.update_log("You must specify something to inspect.")
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elif command == 'START':
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self.parent.update_log('Welcome to the game! Try to |LOOK AROUND|.')
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else:
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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.parentApp.log.info('Player\'s command was not understood: {0}'.format(command))
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@@ -128,10 +155,14 @@ class Handler(npyscreen.ButtonPress):
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need to, change the text at the bottom and update the inventory.
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need to, change the text at the bottom and update the inventory.
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"""
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"""
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try:
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try:
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self.parent.update_location(room['name'])
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self.parent.update_location(
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room['name'],
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room['art'])
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except KeyError:
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except KeyError:
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self.parent.update_location('Unknown Location')
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self.parent.update_location('Unknown Location')
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self.parent.update_inventory(player.playerData['player']['inventory'])
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# Make sure to re-draw the art box when we're all done (in case we updated it in logic above)
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# Make sure to re-draw the art box when we're all done (in case we updated it in logic above)
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self.parent.artContent.display()
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self.parent.artContent.display()
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@@ -1,4 +1,5 @@
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from yaml_parser import parse_datafile as parse
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from yaml_parser import parse_datafile as parse
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from errors import ItemAlreadyTaken
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class Player:
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class Player:
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@@ -22,3 +23,12 @@ class Player:
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room = self.playerData['player']['location']
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room = self.playerData['player']['location']
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return parse('adventure_game/gamedata/world/' + room)['room']['upon_enter']
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return parse('adventure_game/gamedata/world/' + room)['room']['upon_enter']
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def add_inventory(self, item):
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if item in self.playerData['player']['inventory']:
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raise ItemAlreadyTaken
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else:
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self.playerData['player']['inventory'].append(item)
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def remove_inventory(self, item):
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pass
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6
Adventure Game/adventure_game/errors.py
Normal file
6
Adventure Game/adventure_game/errors.py
Normal file
@@ -0,0 +1,6 @@
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class ItemAlreadyTaken(Exception):
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pass
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class ItemRequired(Exception):
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pass
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@@ -32,6 +32,25 @@ menu:
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|------------------------------------------------------------------------------------------------|
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|------------------------------------------------------------------------------------------------|
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+------------------------------------------------------------------------------------------------+
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+------------------------------------------------------------------------------------------------+
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start_to_continue: |
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+ +
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| TYPE |
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| START |
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| TO BEGIN! |
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+ +
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dimensions:
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dimensions:
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inventory_width: 23
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inventory_width: 23
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inventory_height: 20
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inventory_height: 20
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@@ -1,11 +1,20 @@
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room:
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room:
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name: "The Hallway"
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grid: [0, 1]
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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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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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look_around: "You look up, and down the hallway, you see the receptionists |desk|. A |closet| at the other end of the hall and the |Office Door| Behind you."
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closet:
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closet:
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look_at: "Its a closet door."
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look_at: "Its a closet door."
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inspect: "Its still 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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desk:
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look_at: "Its your receptionists desks, she's not sitting behind it."
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look_at: "Its your receptionists desk, she's not sitting behind it."
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inspect: "She's still not there."
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inspect: "She's still not there."
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office_door:
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leads_to: office.yaml
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look_at: "Its a door, it leads to your office. You should try to |OPEN| it."
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inspect: "Its ornate but basic, this side of the door has your name on a |plaque|."
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plaque:
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item_name: "Office Door Plaque"
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look_at: "Its a small brass plate, it has your name on it."
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inspect: "Its still a small brass plate, and it has your name on it. Beyond that its nothing special."
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pick_up: "You tear off the *PLAQUE*, and now you're stuck with it i guess."
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@@ -10,7 +10,7 @@ room:
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look_at: "The bookshelf is a 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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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_name: "Log Viewer"
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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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@@ -1,4 +1,4 @@
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player:
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player:
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name: 'Default'
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name: 'Default'
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location: 'office'
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location: 'office.yaml'
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inventory: ['test', 'test2']
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inventory: ['Detective Hat']
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Reference in New Issue
Block a user