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26 Commits
AdvetureGa
...
adventure-
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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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2b176aebdd | |
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4c6e3a51af | |
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9fa60fe404 | |
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0d58881e94 |
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@ -29,6 +29,25 @@ 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, art=None):
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"""
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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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"""
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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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inventory_width = 20
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inventory_width = 20
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@ -47,17 +66,25 @@ 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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self.artBox = self.add(npyscreen.BoxBasic,
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self.inventoryBox = self.add(npyscreen.BoxBasic,
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name='Inventory',
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name='Inventory',
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max_width=inventory_width,
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max_width=inventory_width,
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max_height=top_division_height,
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max_height=top_division_height,
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relx=1,
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relx=1,
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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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@ -95,3 +122,17 @@ class GameNavigator(npyscreen.FormBaseNew):
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name="Quit",
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name="Quit",
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relx=1,
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relx=1,
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rely=1)
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rely=1)
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"""
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We've reached end of __init__ basicly by this point
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its up to Handler.py to actually play the game, but we should
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do some basic initalization here
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"""
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# TODO: load art from the last place the player was in
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# TODO: load up inventory
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# TODO: Expand this by loding the text from the game
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# WARN: THIS MAY REQUIRE REWRITING HANDLER.PY TO INTALIZE THE ROOM OBJECT OUTSIDE OF HANDLER.PY
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self.update_log('Welcome back! Try "LOOK AROUND" to get started.')
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self.update_log(
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'>>Note from joe: Welcome! you\'re playing the demo! Please dont mind text issues like |this| and *this*\ni have yet to implement color!')
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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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@ -44,53 +61,87 @@ 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)[
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player.playerData['player']['location']]
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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)
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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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if arguments[0] == 'AROUND':
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try:
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try:
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if arguments[0] == 'AROUND':
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self.parent.update_log(room['look_around'])
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try:
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except KeyError:
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self.parent.update_log(room['look_around'])
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self.parent.update_log('There is nothing to look at?.. This might be a bug.')
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except KeyError:
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if arguments[0] == 'AT':
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self.parent.update_log('There is nothing to look at?.. This might be a bug.')
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try:
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if arguments[0] == 'AT':
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# Argument[1] is the "thing" you want to look at, yaml is lowercase so we lowercase it.
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try:
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self.parent.update_log(room[arguments[1].lower()]['look_at'])
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# Argument[1] is the "thing" you want to look at, yaml is lowercase so we lowercase it.
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except KeyError:
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self.parent.update_log(room[arguments[1].lower()]['look_at'])
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self.parent.update_log("Not sure what you're trying to look at.")
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except KeyError:
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self.parent.update_log("Im not sure what you're trying to look at.")
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except IndexError:
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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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if command == 'PICK':
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elif command in ['PICK', 'TAKE']:
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if arguments[0] == 'UP':
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try:
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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 arguments[0] == 'UP' or command in ['TAKE']:
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try:
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if command in ['TAKE']:
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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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arguments = ['UP'] + arguments # This is a messy way to fix take logic vs pick up logic but it works.
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self.parent.parentApp.log.info('Player tried to pick up {0}'.format(arguments[1]))
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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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self.parent.update_log(room[arguments[1].lower()]['pick_up'])
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try:
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except KeyError:
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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.update_log("You cant pick that up.")
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self.parent.parentApp.log.info('Player tried to pick up {0}'.format(arguments[1]))
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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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self.parent.update_log(room[arguments[1].lower()]['pick_up'])
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try:
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player.add_inventory(room[arguments[1].lower()]['item_name'])
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long_arg = '_'.join(arguments[1:]) # Joins whatever comes after 1 in our args with '_' between
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except KeyError:
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self.parent.parentApp.log.info('Player tried to pick up long object {0}'.format(long_arg))
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self.parent.update_log("You cant pick that up.")
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self.parent.update_log(room[long_arg.lower()]['pick_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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except KeyError:
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try:
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self.parent.update_log("You cant pick that up.")
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long_arg = '_'.join(
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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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player.add_inventory(room[long_arg.lower()]['item_name'])
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except KeyError:
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self.parent.update_log("You cant pick that up.")
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except IndexError:
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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 pick up.")
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elif command == 'OPEN':
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try:
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self.parent.parentApp.log.info('Player tried to open door: {0}'.format(arguments[0]))
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new_room = room[arguments[0].lower()]['leads_to']
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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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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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self.parent.update_log("You cant open that.")
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except IndexError:
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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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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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@ -99,6 +150,19 @@ class Handler(npyscreen.ButtonPress):
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# Log the command that we parsed
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# Log the command that we parsed
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self.parent.parentApp.log.info('Parsed command "{0}" with arguments "{1}"'.format(command, arguments))
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self.parent.parentApp.log.info('Parsed command "{0}" with arguments "{1}"'.format(command, arguments))
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"""
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Do a little bit of final setup, change the art if we
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need to, change the text at the bottom and update the inventory.
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"""
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try:
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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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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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@ -1,11 +1,34 @@
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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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"""
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"""
|
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This class intended to abstract out the actual yaml data into a player.(item) that is more
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This class intended to abstract out the actual yaml data into a player.(item) that is more
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friendly to handle in code.
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friendly to handle in code.
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"""
|
"""
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|
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def __init__(self, save_location):
|
def __init__(self, save_location):
|
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self.save_location = save_location
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self.save_location = save_location
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self.playerData = parse(save_location)
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self.playerData = parse(save_location)
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def change_room(self, new_room):
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|
"""
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Should move the player to a new room
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|
TODO: Put a check here that checks if the room we're moving to exists!
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|
"""
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self.playerData['player']['location'] = new_room
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|
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room = self.playerData['player']['location']
|
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|
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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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|
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def remove_inventory(self, item):
|
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|
pass
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|
@ -0,0 +1,6 @@
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class ItemAlreadyTaken(Exception):
|
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|
pass
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|
||||||
|
|
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|
class ItemRequired(Exception):
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|
pass
|
|
@ -13,24 +13,44 @@ menu:
|
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\____/_/ |_/_/ /_/_____/
|
\____/_/ |_/_/ /_/_____/
|
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|
|
||||||
not_found: |
|
not_found: |
|
||||||
--------------------------------------------------------------------------------------------------
|
+--------------------------------------------------------------------------------NNN0ddk0000kkX--+
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------------N0OOkkkO0OkxON--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------------KkOkkkxkOxloON--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------------0xOO00000kdokX--|
|
||||||
-----------------------------------------------/ \-----------------------------------------------
|
|---------------------------------------------+/ \+-----------------------------XOxdddxdl:;cdX--|
|
||||||
----------------------------------------------/ !! \----------------------------------------------
|
|--------------------------------------------+/ !! \+----------------------------XOxoldxllc:oON--|
|
||||||
---------------------------------------------/ \---------------------------------------------
|
|-------------------------------------------+/ \+---------------------------0xkddkxdOxod0W--|
|
||||||
--------------------------------------No Art for this location------------------------------------
|
|------------------------------------+No Art for this location+------------------XkddkxodkxkxxX--|
|
||||||
----------------------------------Consider making a pull request?---------------------------------
|
|--------------------------------|Consider making a pull request?|---------NXXXKOOkxxxddodxkkOX--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------NXNNXxclddxkkxkOOO0N--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------XkxxxdddoxkkxkOkxkKW--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------KxxxxdollloodO0kkk0N--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------XkxxxdlclddkOOkk0OON--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------N0dooxdlcdkOkkkkxcoX--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|--------------------------------------------------------------------------WXKKKKOOO0K0kxxxdodX--|
|
||||||
--------------------------------------------------------------------------------------------------
|
|------------------------------------------------------------------------------------------------|
|
||||||
--------------------------------------------------------------------------------------------------
|
|------------------------------------------------------------------------------------------------|
|
||||||
--------------------------------------------------------------------------------------------------
|
+------------------------------------------------------------------------------------------------+
|
||||||
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|
||||||
|
start_to_continue: |
|
||||||
|
+ +
|
||||||
|
| |
|
||||||
|
| TYPE |
|
||||||
|
| START |
|
||||||
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| TO BEGIN! |
|
||||||
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| |
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||||||
|
| |
|
||||||
|
+ +
|
||||||
dimensions:
|
dimensions:
|
||||||
inventory_width: 23
|
inventory_width: 23
|
||||||
inventory_height: 20
|
inventory_height: 20
|
||||||
|
|
|
@ -0,0 +1,20 @@
|
||||||
|
room:
|
||||||
|
name: "The Hallway"
|
||||||
|
grid: [0, 1]
|
||||||
|
upon_enter: "You are standing just outside your office door."
|
||||||
|
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."
|
||||||
|
closet:
|
||||||
|
look_at: "Its a closet door."
|
||||||
|
inspect: "Its still a closet door."
|
||||||
|
desk:
|
||||||
|
look_at: "Its your receptionists desk, she's not sitting behind it."
|
||||||
|
inspect: "She's still not there."
|
||||||
|
office_door:
|
||||||
|
leads_to: office.yaml
|
||||||
|
look_at: "Its a door, it leads to your office. You should try to |OPEN| it."
|
||||||
|
inspect: "Its ornate but basic, this side of the door has your name on a |plaque|."
|
||||||
|
plaque:
|
||||||
|
item_name: "Office Door Plaque"
|
||||||
|
look_at: "Its a small brass plate, it has your name on it."
|
||||||
|
inspect: "Its still a small brass plate, and it has your name on it. Beyond that its nothing special."
|
||||||
|
pick_up: "You tear off the *PLAQUE*, and now you're stuck with it i guess."
|
|
@ -1,12 +1,39 @@
|
||||||
office:
|
room:
|
||||||
|
name: "Your Office"
|
||||||
grid: [0, 0]
|
grid: [0, 0]
|
||||||
upon_enter: "You are standing behind your desk, you see a |NAMEPLATE|, a |TAPE RECORDER| and your trusty |LOG VIEWER|"
|
upon_enter: "You are standing behind your desk, you see a |NAMEPLATE|, a |TAPE RECORDER| and your trusty |LOG VIEWER|"
|
||||||
look_around: "You look around the room, you see a |DESK|, a |BOOKSHELF| and the |DOOR|"
|
look_around: "You look around the room, you see a |DESK|, a |BOOKSHELF| and the |DOOR|"
|
||||||
pick_up_logviewer: "You pick the *LOG VIEWER* up."
|
|
||||||
desk:
|
desk:
|
||||||
look_at: "You move to stand behind your desk. You see a |NAMEPLATE|, a |TAPE RECORDER| and your trusty |LOG VIEWER|"
|
look_at: "You move to stand behind your desk. You see a |NAMEPLATE|, a |TAPE RECORDER| and your trusty |LOG VIEWER|"
|
||||||
inspect: "Desk, ornate, stuff"
|
inspect: "The desk is large and ornate with one of those silly lamps hovering over it."
|
||||||
|
bookshelf:
|
||||||
|
look_at: "The bookshelf is a bookshelf."
|
||||||
|
inspect: "Its still a bookshelf."
|
||||||
log_viewer:
|
log_viewer:
|
||||||
look_at: "log viewer looks like garbo"
|
item_name: "Log Viewer"
|
||||||
inspect: "beep boop"
|
look_at: "The log viewer is a small piece of ornate code, allowing you to examine |entities| more closely."
|
||||||
pick_up: "You pick up the *LOG VIEWER*."
|
inspect: "The dials are wiggly and the viewer makes Beep Boop sounds sometimes."
|
||||||
|
pick_up: "You pick up the *LOG VIEWER*."
|
||||||
|
door:
|
||||||
|
leads_to: hallway.yaml
|
||||||
|
look_at: "Its a door, it leads to the Hallway. You should try to |OPEN| it."
|
||||||
|
inspect: "Its ornate but basic, the other side of the door has your name on a plaque."
|
||||||
|
art: |
|
||||||
|
+ +
|
||||||
|
| |
|
||||||
|
| OFFICE STUFF? |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
| |
|
||||||
|
+ +
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
player:
|
player:
|
||||||
name: 'Default'
|
name: 'Default'
|
||||||
location: 'office'
|
location: 'office.yaml'
|
||||||
inventory: ['test', 'test2']
|
inventory: ['Detective Hat']
|
||||||
|
|
Loading…
Reference in New Issue