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81 Commits

Author SHA1 Message Date
Joe S ef5e21a6c5 Update blank_room.yaml 2021-02-26 23:00:00 -05:00
Joe S 752977aa94 take and pick up now work the same 2021-02-26 22:53:22 -05:00
Joe S 5c97859f4c slightly more stuff added to hallway. 2021-02-26 22:48:08 -05:00
Joe S ebd518dd01 Add in some better art handling. 2021-02-26 22:41:26 -05:00
Joe S 22017b2c42 add start to begin art 2021-02-26 22:27:15 -05:00
Joe S bab62f0174 Remove some testing mess 2021-02-26 22:21:44 -05:00
Joe S c022293335 you can pick up items! 2021-02-26 22:19:17 -05:00
Joe S 66279c3bec add custom errors! 2021-02-26 22:13:32 -05:00
Joe S 50d1fc5cae Change up inventory structure 2021-02-26 22:13:26 -05:00
Joe S e844ac23f4 Fix critical error when moving between rooms. 2021-02-26 21:59:58 -05:00
Joe S 493b663b4e Must handle these 2021-02-26 21:54:59 -05:00
Joe S 21bd3c39bb Change where we set art, inventory and location 2021-02-26 21:53:41 -05:00
Joe S a1f215cc93 handle updating location 2021-02-26 21:51:34 -05:00
Joe S 2f8dd761ba player can now change rooms! 2021-02-26 21:46:08 -05:00
Joe S bcb2ee060d add more try/except. Also handle new method of parenting room names 2021-02-26 21:45:58 -05:00
Joe S 3aa6d426fe Make room global 'room' not name of room 2021-02-26 21:45:36 -05:00
Joe S 301d3d75db Add some extra handlers to make engine less likely to crash unexpectedly 2021-02-26 21:34:08 -05:00
Joe S 377bb43e42 Add (most) of a handler for OPEN command
TODO: finish by updating the player locatio
2021-02-26 20:45:49 -05:00
Joe S f400a4c7c3 Clean up handler 2021-02-24 16:16:03 -05:00
Joe S 1eb7f0b07b Dont be quite as verbose 2021-02-24 16:14:30 -05:00
Joe S d1c85a7738 Handle commands that dont match existing handlers 2021-02-24 16:14:20 -05:00
Joe S 1c4f962201 Add some more world 2021-02-24 16:11:14 -05:00
Joe S 2d60766c0f Add missingno easteregg 2021-02-24 01:19:48 -05:00
Joe S 2b176aebdd Make the default missing texture cuter 2021-02-24 01:13:41 -05:00
Joe S 4c6e3a51af Add some 'office art' 2021-02-24 01:13:28 -05:00
Joe S 9fa60fe404 Add dev note and welcome back/starter text 2021-02-24 01:00:38 -05:00
Joe S 0d58881e94 add some todos 2021-02-24 00:57:28 -05:00
Joe S 3928084098 Player can pick up items but cannot yet add them to the inventory. 2021-02-24 00:37:54 -05:00
Joe S 6f10d6420b Fixed looking at things 2021-02-24 00:28:47 -05:00
Joe S 45b3252838 Fixed error in the default player yaml 2021-02-24 00:20:20 -05:00
Joe S 695fcca522 Looking around works!! 2021-02-24 00:20:11 -05:00
Joe S 234d03db60 Add a cute little carrot to the player's log ♥ 2021-02-24 00:17:43 -05:00
Joe S 4d85b25dab commands should be compared to uppercase commands 2021-02-24 00:10:44 -05:00
Joe S 705a00fe9c look around is a better thing to suggest a user do 2021-02-24 00:09:07 -05:00
Joe S 773d48b732 Handler can now log critical room load errors, 2021-02-24 00:08:32 -05:00
Joe S 56f3fb2fee Handler can load the current room! 2021-02-24 00:02:33 -05:00
Joe S 6c162e42b4 handler is aware of player data 2021-02-23 23:59:06 -05:00
Joe S 5184bd9121 Add some more handling for commands 2021-02-23 23:53:27 -05:00
Joe S f0f7c40617 Update the alpha warning again 2021-02-23 23:42:24 -05:00
Joe S aaf4842b0b Update alpha warning 2021-02-23 23:41:17 -05:00
Joe S cc0f6f9f9e Clean up logging in handler.py 2021-02-22 23:48:33 -05:00
Joe S 0c1770ef0a add some extra verbose logging to __main__ 2021-02-22 23:48:20 -05:00
Joe S 87fdc6b91e Add log to gitignore 2021-02-22 23:48:07 -05:00
Joe S e58af07b5e Create AdventureGame.log 2021-02-22 23:30:53 -05:00
Joe S e32e9895e5 Prepare logging! 2021-02-22 23:30:49 -05:00
Joe S 9fc4ed130c Add error handling to handler 2021-02-22 23:30:38 -05:00
Joe S 832e26232b Modualerize! 2021-02-22 20:17:54 -05:00
Joe S 5ba6a20f13 Update Handler.py
How was this not fixed?
2021-02-22 20:11:47 -05:00
Joe S 8b3dba02cc Experiment with themes 2021-02-22 19:46:39 -05:00
Joe S b55bcf77b8 Replace some helptext 2021-02-22 16:59:45 -05:00
Joe S b396cee469 Logbox echo works! 2021-02-22 16:48:01 -05:00
Joe S 2dd8b15a9d fix this bit 2021-02-21 20:20:05 -05:00
Joe S fa3e73498d Add in log window! 2021-02-21 17:17:19 -05:00
Joe S 5fb78fece8 Move around/clean up game renderer
Also add space for log window
2021-02-21 17:15:26 -05:00
Joe S fa0c2cac9e handle a redraw! 2021-02-21 17:07:20 -05:00
Joe S eb70e4a438 Organize where the player() is initalized 2021-02-21 17:07:14 -05:00
Joe S 7eb8dfde07 Basic UI should work fine now!
TODO: slight bug with send button not 'clearing' screen?
2021-02-20 18:53:44 -05:00
Joe S 5437129a76 Eyy! fix bug 14, send button and ok button not working together 2021-02-19 17:21:05 -05:00
Joe S b2466257ce Refactor Game navigator location
also cleanup some unused files
2021-02-19 17:13:02 -05:00
Joe S 04669d0f8f Send button functions but needs implementation 2021-02-17 22:46:21 -05:00
Joe S 6743be8a6c Update art rendering and prepare for input handling 2021-02-17 22:07:19 -05:00
Joe S adf7383c9f Update main.py 2021-02-17 16:23:43 -05:00
Joe S 0867fe6d5f Order artbox and inventory list together 2021-02-17 14:35:36 -05:00
Joe S cc620fda20 Fix yaml arangement 2021-02-17 14:35:19 -05:00
Joe S e79fda1bb9 Add a lot of quality of life stuff including exception to handle small screens 2021-02-16 22:53:12 -05:00
Joe S 45801c53b0 TODO
Weird bug where this crashes the game if the first char is not something other than space
2021-02-16 20:25:36 -05:00
Joe S 1999e8b8ec Added in yaml
This works, but has a few minor bugs. it lays the foundation though for more stuff to be added
2021-02-16 20:23:26 -05:00
Joe S db78cca216 If we add the multiline edit above playersavelocation then it crashes, fix? 2021-02-16 20:17:37 -05:00
Joe S 52d4f5bbfe Nearing a sort-of-functional alpha 2021-02-16 18:18:34 -05:00
Joe S a6d2352cfa Somewhat less broken? still littered with bugs. 2021-02-15 22:16:20 -05:00
Joe S e87c70e04f Stll broke 2021-02-15 22:07:32 -05:00
Joe S 1b73dc208b This is still a huge mess 2021-02-15 22:02:49 -05:00
Joe S a03bfaf3dc Fix up curses stuff 2021-02-14 15:47:09 -05:00
Joe S ed4b5abd24 This is awful
but it shows some prototpe stuff
2021-02-06 00:19:16 -05:00
Joe S 298e5abdbe idk 2021-02-05 11:45:49 -05:00
Joe S 37524876e5 Clean up adventure-game 2021-02-03 17:27:22 -05:00
Joe S bdba68ecb0 Test some more curses 2021-01-21 19:00:27 -05:00
Joe S 375fabee71 Create requirements.txt 2021-01-20 00:40:11 -05:00
Joe S 5e30cf1fb7 Create a VERY BASIC main.py from example code in npyscreen (placeholder) 2021-01-20 00:40:08 -05:00
Joe S 04d7388eb4 Update .gitignore 2021-01-20 00:39:47 -05:00
Joe S 3d2adcf17b Create readme.md 2021-01-10 16:02:51 -05:00
71 changed files with 621 additions and 793 deletions

2
.gitignore vendored
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*.pyc
.idea
Adventure Game/adventure_game/logs/AdventureGame.log

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# Default ignored files
/shelf/
/workspace.xml

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<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
<component name="TestRunnerService">
<option name="PROJECT_TEST_RUNNER" value="pytest" />
</component>
</module>

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<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.7" project-jdk-type="Python SDK" />
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/2-3.iml" filepath="$PROJECT_DIR$/.idea/2-3.iml" />
</modules>
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$/../.." vcs="Git" />
</component>
</project>

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import datetime
def prompt_user():
name = input('What is your name? ')
try:
age = int(input('How old are you? '))
except ValueError:
return 'Age must be a number.'
return 'Hello {0}! You were born in {1}.'.format(name, get_year() - age)
def get_year():
now = datetime.datetime.now()
return now.year
if __name__ == '__main__':
print(prompt_user())

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def output_format_one(first, middle, last):
_format = "{0}, {1}.".format(last, first[0])
return _format
def output_format_two(first, middle, last):
_format = "{0}, {1}.{2}.".format(last, first[0], middle[0])
return _format
if __name__ == '__main__':
name = input("Input your name: ")
name = name.split(' ')
if len(name) == 2:
name = output_format_one(name[0], None, name[1])
elif len(name) == 3:
name = output_format_two(name[0], name[1], name[2])
print(name)

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if __name__ == '__main__':
_input = input()
character, phrase = [_input.split(' ', 1)[i] for i in range(2)]
frequency = phrase.count(character)
frequency_nocase = phrase.upper().count(character.upper())
if frequency != 0:
print(frequency)
#elif frequency_nocase > 0: # Lol im stupid~
# print("{0} is diferent than {1}.".format(character, character.upper()))
if frequency == 0 & frequency_nocase == 0:
print(frequency)

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if __name__ == '__main__':
favorite_color = input('Enter favorite color:\n')
pets_name = input('Enter pet\'s name:\n')
favorite_number = input('Enter a number:\n')
print('You entered: {0} {1} {2}\n'.format(favorite_color, pets_name, favorite_number))
first_password = '{0}_{1}'.format(favorite_color, pets_name)
second_password = '{0}{1}{0}'.format(favorite_number, favorite_color)
print('First password: {0}'.format(first_password))
print('Second password: {0}\n'.format(second_password))
print('Number of characters in {0}: {1}'.format(first_password, len(first_password)))
print('Number of characters in {0}: {1}'.format(second_password, len(second_password)))

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def collect_grades():
grades = []
print('Enter a score on an exam. If the weight is different than x/100 specify using (grade)/(weight).')
while True:
_input = input('''Enter a score on an exam. ( 93 OR 93/100)\n(Press enter to stop):\n''')
if len(_input) == 0:
break
grades.append(_input)
return grades
if __name__ == '__main__':
print(collect_grades())
exam1_grade = float(input('Enter score on Exam 1 (out of 100):\n'))
exam2_grade = float(input('Enter score on Exam 2 (out of 100):\n'))
exam3_grade = float(input('Enter score on Exam 3 (out of 100):\n'))
overall_grade = (exam1_grade + exam2_grade + exam3_grade) / 3
print('Your overall grade is:', overall_grade)

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tweet = input('Enter abbreviation from tweet:\n')
tweet_dict = {
'LOL': 'LOL = laughing out loud',
'BFN': 'BFN = bye for now',
'FTW': 'FTW = for the win',
'IRL': 'IRL = in real life'
}
try:
print(tweet_dict[tweet.upper()])
except KeyError:
print("Sorry, don't know that one")

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def get_input():
result = []
print('Enter a number when prompted. Press enter to stop')
while True:
_input = input('Input a number: ')
if len(_input) == 0:
break
try:
_input = int(_input)
result.append(_input)
except ValueError:
print("Error, only accepts numbers")
return result
print(min(get_input()))

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from datetime import datetime
import logging
logging.basicConfig(level=logging.ERROR)
input_month = input('Input a month to analyse: ')
input_day = int(input('Input a day of that month: '))
def convert_doy_to_season(doy):
if not isinstance(doy, int):
return 'Invalid'
if 79 <= doy <= 171:
return 'Spring'
if 172 <= doy <= 264:
return 'Summer'
if 265 <= doy <= 354:
return 'Autumn'
if 355 <= doy <= 365 or 1 <= doy <= 78:
return 'Winter'
def convert_month_to_num(month_name):
try:
_date = datetime.strptime(month_name, "%B")
logging.debug(_date.month)
return int(_date.month)
except ValueError:
logging.warning('Was unable to convert from full month name, trying with shortname.')
try:
_date = datetime.strptime(month_name, "%b")
logging.debug(_date.month)
return int(_date.month)
except ValueError:
logging.error('Was unable to convert the month {0}! Tried long name and short name.'.format(month_name))
return None
def day_of_year(month,day):
try:
# Cannot handle leap years!!!
if day > 30 or day <= 0:
raise OverflowError
result = int((275 * month) / 9.0) - 2 * int((month + 9) / 12.0) + day - 30
logging.debug(result)
return result
except TypeError:
return None
except OverflowError:
return None
print(convert_doy_to_season(day_of_year(convert_month_to_num(input_month), input_day)))

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try:
user_cents = int(input('Cents: '))
except ValueError:
print('Cannot cannot parse input.')
exit()
change = []
coins = [
['Dollars', 'Dollar'],
['Quarters', 'Quarter'],
['Dimes', 'Dime'],
['Nickels', 'Nickel'],
['Pennies', 'Penny']]
while user_cents >= 100:
user_cents -= 100
change.append(coins[0])
while user_cents >= 25:
user_cents -= 25
change.append(coins[1])
while user_cents >= 10:
user_cents -= 10
change.append(coins[2])
while user_cents >= 5:
user_cents -= 5
change.append(coins[3])
for _i in range(user_cents):
change.append(coins[4])
if len(change) != 0:
for coin in coins:
num_coins = change.count(coin)
if num_coins != 0:
if num_coins > 1:
print('{0} {1}'.format(num_coins, coin[0]))
else:
print('{0} {1}'.format(num_coins, coin[1]))
else:
print('No change ')

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user_score = 0
simon_pattern = input()
user_pattern = input()
#user_score = sum(a==b for a, b in zip(simon_pattern, user_pattern))
for char in enumerate(list(simon_pattern)):
if user_pattern[char[0]] == char[1]:
user_score += 1
else:
break
print('User score:', user_score)

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user_text = input()
autograder_exceptions = ['!']
def count_letters(string):
result = 0;
for letter in list(string):
if letter.isalpha() or letter in autograder_exceptions:
result += 1
return(result)
print(count_letters(user_text))

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password = input()
replacements = {
'i' : '!',
'a' : '@',
'm' : 'M',
'B' : '8',
'o' : '.'
}
for replace, replacement in replacements.items():
password = password.replace(replace, replacement)
password += 'q*s'
print(password)

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triangle_char = input('Enter a character:\n')
triangle_height = int(input('Enter triangle height:\n'))
print('')
for row in range(1, triangle_height + 1):
for col in range(row):
print(triangle_char, end=' ')
print('')

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# Construct a mad lib
class mad_lib:
# Initalize a constructor for python mad lib
def __init__(self, lib):
# lib is a value passed in during the construction of this class
self.text = lib
self.input = input().split()
# Replace %text% with user input
if '%first_name%' in self.text:
self.text = self.text.replace('%first_name%', self.first_name())
if '%location%' in self.text:
self.text = self.text.replace('%location%', self.location())
if '%whole_number%' in self.text:
self.text = self.text.replace('%whole_number%', self.whole_number())
if '%plural_noun%' in self.text:
self.text = self.text.replace('%plural_noun%', self.plural_noun())
def first_name(self):
#return input("A first name: ")
return self.input.pop()
def location(self):
#return input("A location: ")
return self.input.pop()
def whole_number(self):
#return input("A whole number: ")
return self.input.pop()
def plural_noun(self):
#return input("A plural noun: ")
return self.input.pop()
if __name__ == '__main__':
# Construct a mad lib
md = mad_lib('%first_name% went to %location% to buy %whole_number% different types of %plural_noun%')
print(md.text)

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from mad_lib import mad_lib
while True:
md = mad_lib('Eating %whole_number% %plural_noun% a day keeps the doctor away.')
if 'quit' in md.text:
break
else:
print(md.text)

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user_num = int(input())
while user_num >= 1:
user_num = user_num / 2 # We operate on the value first, before printing it
print(user_num)

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num_insects = int(input()) # Must be >= 1
result = []
while num_insects <= 100:
result.append(num_insects)
num_insects = num_insects * 2
print(*result, end = ' ')

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contact_emails = {
'Sue Reyn' : 's.reyn@email.com',
'Mike Filt': 'mike.filt@bmail.com',
'Nate Arty': 'narty042@nmail.com'
}
new_contact = input()
new_email = input()
contact_emails[new_contact] = new_email
for contact in contact_emails:
print('{0} is {1}'.format(contact_emails.get(contact), contact))

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num_rows = int(input())
num_cols = int(input())
for _i in range(num_rows):
print('*', end=' ')
for _i in range(num_cols - 1):
print('*', end=' ')
print()

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num_rows = int(input())
num_cols = int(input())
# Note 1: You will need to declare more variables
# Note 2: Place end=' ' at the end of your print statement to separate seats by spaces
for row_num in range(1, num_rows + 1):
for col_char in map(chr, range(ord('A'), ord('A') + num_cols)):
print('{0}{1}'.format(row_num, col_char), end=' ')
print()

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def swap(list):
m_list = list[0], list[-1] = list[-1], list[0]
return m_list
values_list = input().split(',') # Program receives comma-separated values like 5,4,12,19
swap(values_list)
print(values_list)

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gas_const = 8.3144621
def compute_gas_volume(pressure, temperature, moles):
return (moles * gas_const * temperature) / pressure
gas_pressure = float(input())
gas_moles = float(input())
gas_temperature = float(input())
gas_volume = 0.0
gas_volume = compute_gas_volume(gas_pressure, gas_temperature, gas_moles)
print('Gas volume:', gas_volume, 'm^3')

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def swap_values(user_val1, user_val2):
return user_val2, user_val1
if __name__ == '__main__':
val1, val2 = swap_values(input(), input())
print('{0} {1}'.format(val1, val2))

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coins = [
['Dollars', 'Dollar'],
['Quarters', 'Quarter'],
['Dimes', 'Dime'],
['Nickels', 'Nickel'],
['Pennies', 'Penny']]
def coin_enumeration(change):
if len(change) != 0:
for coin in coins:
num_coins = change.count(coin)
if num_coins != 0:
if num_coins > 1:
print('{0} {1}'.format(num_coins, coin[0].lower()))
else:
print('{0} {1}'.format(num_coins, coin[1].lower()))
else:
print('no change')
def fit_coin(to_make, coin_val):
num_coin = to_make // coin_val
remainder = to_make - (num_coin * coin_val)
return num_coin, remainder
def exact_change(input_val):
nd, input_val = fit_coin(input_val, 100)
nq, input_val = fit_coin(input_val, 25)
ndime, input_val = fit_coin(input_val, 10)
nn, input_val = fit_coin(input_val, 5)
np, input_val = fit_coin(input_val, 1)
return nd, nq, ndime, nn, np
if __name__ == '__main__':
change = []
input_val = int(input())
num_dollars, num_quarters, num_dimes, num_nickels, num_pennies = exact_change(input_val)
change.extend([coins[0] for i in range(num_dollars)])
change.extend([coins[1] for i in range(num_quarters)])
change.extend([coins[2] for i in range(num_dimes)])
change.extend([coins[3] for i in range(num_nickels)])
change.extend([coins[4] for i in range(num_pennies)])
coin_enumeration(change)

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def find_max(num_1, num_2):
max_val = 0.0
if (num_1 > num_2): # if num1 is greater than num2,
max_val = num_1 # then num1 is the maxVal.
else: # Otherwise,
max_val = num_2 # num2 is the maxVal
return max_val
max_sum = 0.0
num_a = float(input())
num_b = float(input())
num_y = float(input())
num_z = float(input())
max_sum = sum([max([num_a, num_b]), max([num_y, num_z])])
print('max_sum is:', max_sum)

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def pyramid_volume(base_length, base_width, pyramid_height):
return(((base_length * base_width) * pyramid_height) * (1/3))
length = float(input())
width = float(input())
height = float(input())
print('Volume for 4.5, 2.1, 3.0 is:', pyramid_volume(length, width, height))

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def mph_and_minutes_to_miles(mph, dt):
return (dt / 60) * mph
miles_per_hour = float(input())
minutes_traveled = float(input())
print('Miles: {:f}'.format(mph_and_minutes_to_miles(miles_per_hour, minutes_traveled)))

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def get_user_num():
# This is bad practice, you should use python ABC or raise NotImplementedError instead.
print('FIXME: Finish get_user_num()')
return -1
#raise NotImplementedError
def compute_avg(user_num1, user_num2):
# This is bad practice, you should use python ABC or raise NotImplementedError instead.
print('FIXME: Finish compute_avg()')
return -1
#raise NotImplementedError
user_num1 = 0
user_num2 = 0
avg_result = 0
user_num1 = get_user_num()
user_num2 = get_user_num()
avg_result = compute_avg(user_num1, user_num2)
print('Avg:', avg_result)

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@ -1,12 +0,0 @@
def print_popcorn_time(bag_ounces):
if bag_ounces < 3:
print('Too small') # This should be returned instead.
elif bag_ounces > 10:
print('Too large') # This should be returned instead.
else:
print('{0} seconds'.format(6 * bag_ounces)) # This should be returned instead.
user_ounces = int(input())
print_popcorn_time(user_ounces)

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@ -1,13 +0,0 @@
def shampoo_instructions(num_cycles):
if num_cycles < 1:
print('Too few.')
elif num_cycles > 4:
print('Too many.')
else:
for i in range(num_cycles):
print('{0} : Lather and rinse.'.format(i + 1))
print('Done.')
user_cycles = int(input())
shampoo_instructions(user_cycles)

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@ -1,2 +0,0 @@
user_input = input().split()
print(int(sum(map(int, user_input)) / len(user_input)), max(map(int, user_input)))

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@ -1,3 +0,0 @@
user_input = input().split()
print(*sorted([i for i in list(map(int, user_input)) if i >= 0]), '', end='')

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@ -1,4 +0,0 @@
user_input = input().split()
for element in user_input:
print(element, user_input.count(element))

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@ -1,9 +0,0 @@
replacement_list = dict((k.strip(), v.strip()) for k,v in
(item.split() for item in input().split(' ')))
lab_text = input()
for element in replacement_list:
lab_text = lab_text.replace(element, replacement_list[element])
print(lab_text)

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@ -1,9 +0,0 @@
user_input = input()
test_grades = list(map(int, user_input.split())) # test_grades is an integer list of test scores
sum_extra = -999 # Initialize 0 before your loop
sum_extra = sum([i for i in test_grades if i > 100]) - (len([i for i in test_grades if i > 100]) * 100)
print('Sum extra:', sum_extra)

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@ -1,10 +0,0 @@
user_input = input()
hourly_temperature = user_input.split()
result = []
for temp in hourly_temperature:
result.append(temp)
result.append('->')
result.pop()
print(*result, '')

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@ -1,20 +0,0 @@
user_input= input()
lines = user_input.split(',')
# This line uses a construct called a list comprehension, introduced elsewhere,
# to convert the input string into a two-dimensional list.
# Ex: 1 2, 2 4 is converted to [ [1, 2], [2, 4] ]
mult_table = [[int(num) for num in line.split()] for line in lines]
def print_array(array):
result = []
for row in array:
result = []
for column in row:
result.append(column)
result.append('|')
result.pop()
print(*result)
print_array(mult_table)

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@ -1 +0,0 @@
hello,cat,man,hey,dog,boy,Hello,man,cat,woman,dog,Cat,hey,boy
1 hello cat man hey dog boy Hello man cat woman dog Cat hey boy

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@ -1,18 +0,0 @@
import csv
with open(input(), newline='') as f:
reader = csv.reader(f)
data = list(reader)[0]
result = {}
for entry in data:
try:
result[entry]
result[entry] = result[entry] + 1
except KeyError:
result[entry] = 1
for key in result:
print('{0} {1}'.format(key, result[key]))

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@ -1,12 +0,0 @@
20
Gunsmoke
30
The Simpsons
10
Will & Grace
14
Dallas
20
Law & Order
12
Murder, She Wrote

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@ -1,61 +0,0 @@
class MutliKeyDict(dict):
"""
New Multi Key dict for this application, inherits 'dict'
"""
def __setitem__(self, key, value): # Overwrites the default __setitem__
try:
self[key]
except KeyError: # If there is a key error (like we append the same season num twice)
super(MutliKeyDict, self).__setitem__(key, []) # Make that value a list insted,
self[key].append(value) # Append that new list and save
def pharse_shows(file_location):
result = MutliKeyDict()
try:
with open(file_location) as f:
for line in f:
season = line.strip("\n")
title = next(f).strip("\n")
result[season] = title
except StopIteration:
print('Error pharsing last value, odd number of lines in file?')
return(result)
def save_output_keys(showdict):
result = '' # Set the result to a blank string
showdict = dict(sorted(showdict.items())) # Sort the dict by key
for entry in showdict: # For every dict entry in our show dict
result += '{0}: '.format(int(entry)) # Append a new line to represent that entry season count
if isinstance(showdict[entry], list): # If the entry is a list of shows
for show in showdict[entry]: # for very entry in that list of shows
result += '{0}; '.format(show) # append that show, and a ";"
result = result[:-2] + '\n' # Chop the last ";", ugly but it works. Also add carriage return
else: # If the entry is not a list
result += '{0}'.format(showdict[entry])
with open('output_keys.txt', 'w') as f:
f.write(result)
def save_output_titles(showdict):
result = [] # Set the result to a blank list
for entry in showdict: # For every dict entry in our show dict
if isinstance(showdict[entry], list): # If the entry is a list of shows
for show in showdict[entry]: # for every entry in that list of shows
result.append(show) # Append that show to our result list
else: # If the entry is not a list
result.append(showdict[entry]) # Append the result directly
result.sort() # Sort the list
resultstring = '' # Setup a new blank result string
for item in result: # Convert list to stirng, with \n
resultstring += str(item) + '\n'
with open('output_titles.txt', 'w') as f:
f.write(resultstring)
if __name__ == '__main__':
showdict = pharse_shows(input())
save_output_keys(showdict)
save_output_titles(showdict)

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@ -1,27 +0,0 @@
class Team:
def __init__(self):
self.team_name = 'none'
self.team_wins = 0
self.team_losses = 0
self.win_percentage = 0
def get_win_percentage(self):
return self.team_wins / (self.team_wins + self.team_losses)
if __name__ == "__main__":
team = Team()
team_name = input()
team_wins = int(input())
team_losses = int(input())
team.team_name = team_name
team.team_wins = team_wins
team.team_losses = team_losses
if team.get_win_percentage() >= 0.5:
print('Congratulations, Team', team.team_name,'has a winning average!')
else:
print('Team', team.team_name, 'has a losing average.')

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@ -1,24 +0,0 @@
class PhonePlan:
# FIXME add constructor
def __init__(self, _num_mins=0, _num_messages=0):
self.num_mins = _num_mins
self.num_messages = _num_messages
def print_plan(self):
print('Mins:', self.num_mins, end=' ')
print('Messages:', self.num_messages)
my_plan = PhonePlan(int(input()), int(input()))
dads_plan = PhonePlan()
moms_plan = PhonePlan(int(input()))
print('My plan...', end=' ')
my_plan.print_plan()
print('Dad\'s plan...', end=' ')
dads_plan.print_plan()
print('Mom\'s plan...', end= ' ')
moms_plan.print_plan()

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@ -1,15 +0,0 @@
class CarRecord:
def __init__(self):
self.year_made = 0
self.car_vin = ''
# FIXME add __str__()
def __str__(self):
return'Year: {0}, VIN: {1}'.format(self.year_made, self.car_vin)
my_car = CarRecord()
my_car.year_made = int(input())
my_car.car_vin = input()
print(my_car)

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@ -1,28 +0,0 @@
class Car:
def __init__(self):
self.model_year = 0
self.purchase_price = 0
self.current_value = 0
def calc_current_value(self, current_year):
depreciation_rate = 0.15
# Car depreciation formula
car_age = current_year - self.model_year
self.current_value = round(self.purchase_price * (1 - depreciation_rate) ** car_age)
def print_info(self):
return """Car's information:
Model year: {0}
Purchase price: {1}
Current value: {2}""".format(self.model_year, self.purchase_price, self.current_value)
if __name__ == "__main__":
year = int(input())
price = int(input())
current_year = int(input())
my_car = Car()
my_car.model_year = year
my_car.purchase_price = price
my_car.calc_current_value(current_year)
print(my_car.print_info())

2
Adventure Game/.gitignore vendored Normal file
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@ -0,0 +1,2 @@
venv
inspectionProfiles

7
Adventure Game/Makefile Normal file
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@ -0,0 +1,7 @@
init:
pip install -r requirements.txt
test:
py.test tests
.PHONY: init test

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@ -0,0 +1,138 @@
import npyscreen
import sys
from Handler import Handler
class QuitButton(npyscreen.ButtonPress):
def whenPressed(self):
sys.exit(0)
class GameNavigator(npyscreen.FormBaseNew):
"""
This class handles all the drawing and 'graphics' of our game.
only basic logic like initial loading should happen here. re-drawing
and game logic should be done in Handler.py
TODO: Find a fix for initial room startup
TODO: Find a way to reset the cursor after a user hits sendButton
"""
def update_log(self, newline):
self.logList.append('> ' + newline) # Append the newline
self.logList = self.logList[-7:] # Truncate to only the last 5 lines
res = '' # Convert the list to a string
for element in self.logList:
res = res + str(element) + '\n'
res = res.upper() # Log is always uppercase
self.logBox.value = res # Set the logbox to that value
def update_location(self, location, art=None):
"""
This may not be needed in the future, dynamic
handling of location is something the navigator should do and should inherit from player.
"""
self.artBox.footer = location
if art != None:
self.artContent.value = art
else:
self.artContent.value = self.parentApp.gamelib['menu']['graphics']['not_found']
def update_inventory(self, items):
res = ''
for element in items:
res = res + str(element) + '\n'
res = res.upper() # Inventory is always uppercase
self.inventoryContent.value = res # Set the logbox to that value
def create(self):
top_division_height = 20
inventory_width = 20
art_width = 100
self.logList = []
self.artBox = self.add(npyscreen.BoxBasic,
name='ArtBox',
max_width=art_width,
max_height=top_division_height,
rely=2,
relx=inventory_width + 1,
editable=False)
self.artContent = self.add(npyscreen.MultiLineEdit,
rely=3,
relx=inventory_width + 2,
max_width=art_width - 2,
max_height=top_division_height - 2,
value=self.parentApp.gamelib['menu']['graphics']['start_to_continue'],
editable=False)
self.artBox.footer = 'Unknown Location'
self.inventoryBox = self.add(npyscreen.BoxBasic,
name='Inventory',
max_width=inventory_width,
max_height=top_division_height,
relx=1,
rely=2,
editable=False)
self.inventoryContent = self.add(npyscreen.MultiLineEdit,
max_width=inventory_width,
max_height=top_division_height,
relx=2,
rely=3,
value='------------------',
editable=False)
self.logBoxOutline = self.add(npyscreen.BoxBasic,
max_width=inventory_width + art_width,
max_height=9,
relx=1,
rely=top_division_height + 2,
editable=False)
self.logBox = self.add(npyscreen.MultiLineEdit,
max_width=inventory_width + art_width - 7,
max_height=7,
relx=2,
rely=top_division_height + 3,
editable=False)
self.dialogueBoxOutline = self.add(npyscreen.BoxBasic,
max_width=inventory_width + art_width,
max_height=3,
relx=1,
rely=top_division_height + 2 + 9,
editable=False)
self.dialogueBox = self.add(npyscreen.Textfield,
name='Type Here',
max_width=inventory_width + art_width - 14,
max_height=1,
relx=2,
rely=top_division_height + 3 + 9)
self.sendButton = self.add(Handler,
name="Send",
relx=inventory_width + art_width - 7,
rely=top_division_height + 3 + 9)
self.quitButton = self.add(QuitButton,
name="Quit",
relx=1,
rely=1)
"""
We've reached end of __init__ basicly by this point
its up to Handler.py to actually play the game, but we should
do some basic initalization here
"""
# TODO: load art from the last place the player was in
# TODO: load up inventory
# TODO: Expand this by loding the text from the game
# WARN: THIS MAY REQUIRE REWRITING HANDLER.PY TO INTALIZE THE ROOM OBJECT OUTSIDE OF HANDLER.PY
self.update_log('Welcome back! Try "LOOK AROUND" to get started.')
self.update_log(
'>>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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import npyscreen
from yaml_parser import parse_datafile as parse
class Handler(npyscreen.ButtonPress):
"""
Very important, called when the player hits send, there are several things we need to do here:
1: handle the player's input, and run logic, this is done in handler.py
2: prepare new items to display on the screen
3: re-render the screen
"""
def localize_room(self, roomlocation):
"""
This method can re-localize the room.
"""
try:
room = parse(self.parent.parentApp.mainPath / 'gamedata/world' / roomlocation)['room']
# If the file could not be found
except FileNotFoundError:
# Log a critical error!
self.parent.parentApp.log.critical(
'Handler could not load the current room! Is the player file corrupt or was there a typo? Path was {0}'.format(
self.parent.parentApp.mainPath / 'gamedata/world' / roomlocation))
# Put the player in a blank room i forgot to finish
room = parse(self.parent.parentApp.mainPath / 'gamedata/world/blank_room.yaml')
return room
def whenPressed(self):
self.parent.parentApp.log.debug('Send button pressed!')
# This is the raw command from the user
raw_command = self.parent.dialogueBox.value.upper()
# Clear the dialogue box, TODO: This may become unneeded if issue #8 is fixed
self.parent.dialogueBox.value = ''
# This is the raw command from the user
parsed_command = raw_command.split()
try:
command = parsed_command.pop(0)
except IndexError:
self.parent.parentApp.log.warn(
'Command "{0}" could not be split, was it malformed or incomplete?'.format(raw_command))
command = ''
arguments = parsed_command # Whatever is left in the list, are arguments.
# Handle an empty command
if len(command) <= 2:
self.parent.update_log('Command was too short, try something like "MOVE", "LOOK AROUND" or "USE".')
else:
# Concatenate everything back together (just to show the user the program understood them correctly
self.parent.update_log(command + ' ' + ' '.join(str(s) for s in arguments))
"""
This is where real logic can happen!
"""
# Localize the player
player = self.parent.parentApp.player
room = self.localize_room(player.playerData['player']['location']) # Localize the room
# By now we should be situated in our room, and with our player.
# self.parent.parentApp.log.debug(room) # We dont need to log this, its too verbose!
# TODO: Should upgrade these to use fuzzy words library! and not direct comparisons!
if command == 'LOOK':
try:
if arguments[0] == 'AROUND':
try:
self.parent.update_log(room['look_around'])
except KeyError:
self.parent.update_log('There is nothing to look at?.. This might be a bug.')
if arguments[0] == 'AT':
try:
# Argument[1] is the "thing" you want to look at, yaml is lowercase so we lowercase it.
self.parent.update_log(room[arguments[1].lower()]['look_at'])
except KeyError:
self.parent.update_log("Im not sure what you're trying to look at.")
except IndexError:
self.parent.parentApp.log.error('Could not handle {0}, {1}'.format(command, arguments))
self.parent.update_log("You must specify something to look at.")
elif command in ['PICK', 'TAKE']:
try:
if arguments[0] == 'UP' or command in ['TAKE']:
if command in ['TAKE']:
arguments = ['UP'] + arguments # This is a messy way to fix take logic vs pick up logic but it works.
if len(arguments) <= 2: # If there are only 2 args ex:up, item then we dont need to merge that last arg
try:
# Argument[1] is the "thing" you want to pick up, yaml is lowercase so we lowercase it.
self.parent.parentApp.log.info('Player tried to pick up {0}'.format(arguments[1]))
self.parent.update_log(room[arguments[1].lower()]['pick_up'])
player.add_inventory(room[arguments[1].lower()]['item_name'])
except KeyError:
self.parent.update_log("You cant pick that up.")
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
try:
long_arg = '_'.join(
arguments[1:]) # Joins whatever comes after 1 in our args with '_' between
self.parent.parentApp.log.info(
'Player tried to pick up long object {0}'.format(long_arg))
self.parent.update_log(room[long_arg.lower()]['pick_up'])
player.add_inventory(room[long_arg.lower()]['item_name'])
except KeyError:
self.parent.update_log("You cant pick that up.")
except IndexError:
self.parent.parentApp.log.error('Could not handle {0}, {1}'.format(command, arguments))
self.parent.update_log("You must specify something to pick up.")
elif command == 'OPEN':
try:
self.parent.parentApp.log.info('Player tried to open door: {0}'.format(arguments[0]))
new_room = room[arguments[0].lower()]['leads_to']
self.parent.parentApp.log.debug('New room is: {0}'.format(new_room))
upon_enter = player.change_room(new_room) # Change the player to that new room.
self.parent.update_log(upon_enter) # Print the new room upon enter text.
room = self.localize_room(player.playerData['player']['location']) # Re-Localize!
except KeyError:
self.parent.update_log("You cant open that.")
except IndexError:
self.parent.update_log("You must specify something to open")
elif command == 'INSPECT':
try:
self.parent.parentApp.log.info('Player inspecting: {0}'.format(arguments[0]))
self.parent.update_log(
room[arguments[0].lower()]['inspect']) # Prints the inspect text, if it exists
except KeyError:
self.parent.update_log("Nothing more to inspect here.")
except IndexError:
self.parent.update_log("You must specify something to inspect.")
elif command == 'START':
self.parent.update_log('Welcome to the game! Try to |LOOK AROUND|.')
else:
self.parent.parentApp.log.info('Player\'s command was not understood: {0}'.format(command))
self.parent.update_log('I didn\'t understand {0}'.format(command))
if command == 'WHERE':
# TODO: this should take the human readable room name, not the code-name
self.parent.update_log('You are in {0}.'.format(room))
# Log the command that we parsed
self.parent.parentApp.log.info('Parsed command "{0}" with arguments "{1}"'.format(command, arguments))
"""
Do a little bit of final setup, change the art if we
need to, change the text at the bottom and update the inventory.
"""
try:
self.parent.update_location(
room['name'],
room['art'])
except KeyError:
self.parent.update_location('Unknown Location')
self.parent.update_inventory(player.playerData['player']['inventory'])
# Make sure to re-draw the art box when we're all done (in case we updated it in logic above)
self.parent.artContent.display()
# Switch back to the game menu.
# TODO: possibly deprecate this statement?
self.parent.parentApp.switchForm('GAME')

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@ -0,0 +1,21 @@
import npyscreen
from Player import Player
class MainMenu(npyscreen.Form):
"""
This is the main menu, code here should only be for
initializing the player data and any settings they want to change
"""
def afterEditing(self):
# TODO: the game needs to happen after this inital main menu
self.parentApp.setNextForm('GAME')
def create(self):
self.add(npyscreen.FixedText, value='You cannot select a file yet! Just hit OK', editable=False)
self.playerSaveLocation = self.add(npyscreen.TitleFilenameCombo, name="Your save file:")
self.parentApp.player = Player(self.parentApp.mainPath / 'playerdata/defaults/default_player.yaml')
self.add(npyscreen.MultiLineEdit, value=self.parentApp.gamelib['menu']['graphics']['logo'], editable=False)

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from yaml_parser import parse_datafile as parse
from errors import ItemAlreadyTaken
class Player:
"""
This class intended to abstract out the actual yaml data into a player.(item) that is more
friendly to handle in code.
"""
def __init__(self, save_location):
self.save_location = save_location
self.playerData = parse(save_location)
def change_room(self, new_room):
"""
Should move the player to a new room
TODO: Put a check here that checks if the room we're moving to exists!
"""
self.playerData['player']['location'] = new_room
room = self.playerData['player']['location']
return parse('adventure_game/gamedata/world/' + room)['room']['upon_enter']
def add_inventory(self, item):
if item in self.playerData['player']['inventory']:
raise ItemAlreadyTaken
else:
self.playerData['player']['inventory'].append(item)
def remove_inventory(self, item):
pass

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@ -0,0 +1,83 @@
import pathlib
import npyscreen
import logging
from npyscreen import NotEnoughSpaceForWidget
from os import system
from yaml_parser import parse_datafile as parse
from GameNavigator import GameNavigator
from MainMenu import MainMenu
class AlphaWarning(npyscreen.Popup):
def afterEditing(self):
self.parentApp.setNextForm('MENU')
def create(self):
self.add(npyscreen.MultiLineEdit, value="""Welcome to Unnamed Adventure game!
This game is still in ALPHA! And a TON
of features are not implemented.
Please check out the git project for
details and updates! and please report
any bugs! Thank you and enjoy!
https://kitsunehosting.net/gitea/Kenwood/SNHU-IT-140/issues""",
editable=False)
class AdventureGame(npyscreen.NPSAppManaged):
"""
This is the 'root' of the entire game!
"""
# Do on creation
def onStart(self):
# Setup some important 'global' values we'll need later
# Set the path all other files will follow
self.mainPath = pathlib.Path(__file__).parent
# Setup logging
self.log = logging
self.log.basicConfig(filename=self.mainPath / 'logs/AdventureGame.log',
filemode='w',
level=logging.DEBUG)
self.log.info('Logging started!')
# parse this data first (since it includes graphics for the main menu
self.gamelib = parse(self.mainPath / 'gamedata/gamelib.yaml')
self.log.debug('Gamelib at {0}'.format(self.mainPath / 'gamedata/gamelib.yaml'))
# Intalize the player as none, the player will be created in the main menu.
self.player = None
# Set screen size before drawing windows
dimensions = self.gamelib['menu']['graphics']['dimensions']
#system('mode con: cols={0} lines={1}'.format(
# dimensions['inventory_width']+dimensions['art_width'],
# 30)) # TODO: Finish setting this up.
# Set theme
#TODO: modify custom theme?
npyscreen.setTheme(npyscreen.Themes.ElegantTheme)
# Draw game windows
self.addForm('GAME', GameNavigator, name='Unnamed Adventure Game') # This window should draw the actual game
self.addForm('MENU', MainMenu, name='Welcome to the main menu') # This window should draw the main menu
self.addForm('MAIN', AlphaWarning, name='Welcome to the alpha!') # This window is only needed for the ALPHA
# TODO: Create a 'splash screen' or, traditional "main menu"
if __name__ == '__main__':
# Set the screen size bigger
system('mode con: cols={0} lines={1}'.format(124, 36))
# Make a new adventure game if not imported
adventure_game = AdventureGame()
# Run the game!
try:
adventure_game.run()
except NotEnoughSpaceForWidget:
# This exception should catch if a player tries to play in a screen that is too small.
print('Your screen is too small!\nOr, Joe has not fixed https://kitsunehosting.net/gitea/Kenwood/SNHU-IT-140/issues/7')

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class ItemAlreadyTaken(Exception):
pass
class ItemRequired(Exception):
pass

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@ -0,0 +1,62 @@
menu:
graphics:
logo: |
. __ __ __ ___ __ __
/ / / /___ ____ ____ _____ ___ ___ ____/ / / | ____/ / _____ ____ / /___ __________
/ / / / __ \/ __ \/ __ `/ __ `__ \/ _ \/ __ / / /| |/ __ / | / / _ \/ __ \/ __/ / / / ___/ _ \
/ /_/ / / / / / / / /_/ / / / / / / __/ /_/ / / ___ / /_/ /| |/ / __/ / / / /_/ /_/ / / / __/
\____/_/ /_/_/ /_/\__,_/_/ /_/ /_/\___/\__,_/ /_/ |_\__,_/ |___/\___/_/ /_/\__/\__,_/_/ \___/
_________ __ _________
/ ____/ | / |/ / ____/
/ / __/ /| | / /|_/ / __/
/ /_/ / ___ |/ / / / /___
\____/_/ |_/_/ /_/_____/
not_found: |
+--------------------------------------------------------------------------------NNN0ddk0000kkX--+
|--------------------------------------------------------------------------------N0OOkkkO0OkxON--|
|--------------------------------------------------------------------------------KkOkkkxkOxloON--|
|--------------------------------------------------------------------------------0xOO00000kdokX--|
|---------------------------------------------+/ \+-----------------------------XOxdddxdl:;cdX--|
|--------------------------------------------+/ !! \+----------------------------XOxoldxllc:oON--|
|-------------------------------------------+/ \+---------------------------0xkddkxdOxod0W--|
|------------------------------------+No Art for this location+------------------XkddkxodkxkxxX--|
|--------------------------------|Consider making a pull request?|---------NXXXKOOkxxxddodxkkOX--|
|--------------------------------------------------------------------------NXNNXxclddxkkxkOOO0N--|
|--------------------------------------------------------------------------XkxxxdddoxkkxkOkxkKW--|
|--------------------------------------------------------------------------KxxxxdollloodO0kkk0N--|
|--------------------------------------------------------------------------XkxxxdlclddkOOkk0OON--|
|--------------------------------------------------------------------------N0dooxdlcdkOkkkkxcoX--|
|--------------------------------------------------------------------------WXKKKKOOO0K0kxxxdodX--|
|------------------------------------------------------------------------------------------------|
|------------------------------------------------------------------------------------------------|
+------------------------------------------------------------------------------------------------+
start_to_continue: |
+ +
| |
| TYPE |
| START |
| TO BEGIN! |
| |
| |
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| |
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| |
| |
+ +
dimensions:
inventory_width: 23
inventory_height: 20
art_width: 101
art_height: 20
dialogue_width: 122
dialogue_height: 20
entry_box_width: 122
entry_box_height: 3

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room:
grid: [-1, -1]
upon_enter: "You're in a blank room. It looks unfinished, like joe forgot to put something here"
look_around: "There is nothing to look at, you should tell joe you're here."

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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."

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room:
name: "Your Office"
grid: [0, 0]
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|"
desk:
look_at: "You move to stand behind your desk. You see a |NAMEPLATE|, a |TAPE RECORDER| and your trusty |LOG VIEWER|"
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:
item_name: "Log Viewer"
look_at: "The log viewer is a small piece of ornate code, allowing you to examine |entities| more closely."
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? |
| |
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INFO:root:Logging started!
DEBUG:root:Gamelib at adventure_game\gamedata\gamelib.yaml
DEBUG:root:Send button pressed!
DEBUG:root:{'grid': [0, 0], '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|', 'pick_up_logviewer': 'You pick the *LOG VIEWER* up.', 'desk': {'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'}, 'log_viewer': {'look_at': 'logviewer looks like garbo', 'inspect': 'beep boop', 'pick_up': 'You pick up the *LOG VIEWER*.'}}
INFO:root:Parsed command "LOOK" with arguments "['AROUND']"
DEBUG:root:Send button pressed!
DEBUG:root:{'grid': [0, 0], '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|', 'pick_up_logviewer': 'You pick the *LOG VIEWER* up.', 'desk': {'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'}, 'log_viewer': {'look_at': 'logviewer looks like garbo', 'inspect': 'beep boop', 'pick_up': 'You pick up the *LOG VIEWER*.'}}
INFO:root:Parsed command "LOOK" with arguments "['AT', 'DESK']"
DEBUG:root:Send button pressed!
DEBUG:root:{'grid': [0, 0], '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|', 'pick_up_logviewer': 'You pick the *LOG VIEWER* up.', 'desk': {'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'}, 'log_viewer': {'look_at': 'logviewer looks like garbo', 'inspect': 'beep boop', 'pick_up': 'You pick up the *LOG VIEWER*.'}}
INFO:root:Parsed command "LOOK" with arguments "['AT', 'DOOR']"
DEBUG:root:Send button pressed!
DEBUG:root:{'grid': [0, 0], '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|', 'pick_up_logviewer': 'You pick the *LOG VIEWER* up.', 'desk': {'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'}, 'log_viewer': {'look_at': 'logviewer looks like garbo', 'inspect': 'beep boop', 'pick_up': 'You pick up the *LOG VIEWER*.'}}
INFO:root:Parsed command "LOOK" with arguments "['AT', 'BOOKSHELF']"

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player:
name: 'Default'
location: 'office.yaml'
inventory: ['Detective Hat']

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import yaml
def parse_datafile(file):
# With the file open
with open(file, 'r') as stream:
# Try to read it and return it
try:
content = yaml.safe_load(stream)
return content
except yaml.YAMLError as exc:
return exc

0
Adventure Game/readme.md Normal file
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npyscreen~=4.10.5
PyYAML~=5.1.2