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base.py
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executable file
·328 lines (261 loc) · 9.53 KB
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from __future__ import annotations
# from typing import List, Dict
from entity import *
class Room:
links = List['Link']
items: List[Item]
actors: List[Actor]
events: List[Event]
name: str
init_desc: str
description: str
def __init__(self, name: str, description: str, init_desc: str):
self.name = name
self.description = description
self.init_desc = init_desc
self.links = []
self.items = []
self.actors = []
self.events = []
self.added_keys = []
self.removed_keys = []
self.keyring = []
# todo: does room need its own keyring?
def add_item(self, item):
if item:
self.items.append(item)
def remove_item(self, index: int):
return self.items.pop(index)
def get_items_index(self, item_name: str) -> int:
for i in range(len(self.items)):
if self.items[i].get_name().lower() == item_name.lower():
return i
def get_item_ref(self, index):
return self.items[index]
def get_items_visible(self):
return list(filter(lambda x: x.get_visible(), self.items))
def get_actors_visible(self):
return list(filter(lambda x: x.get_visible(), self.actors))
def get_actors(self):
return self.actors
def get_desc(self):
return self.description
def add_link(self, location, direction, hidden):
self.links.append(Link(location, direction, hidden))
def add_actor(self, actor):
if actor:
self.actors.append(actor)
def get_actor(self, actor_name):
for actor in self.actors:
if actor.get_name().lower() == actor_name.lower():
return actor
return None
def get_actor_when_visible(self, actor_name):
for actor in self.actors:
if actor.get_name().lower() == actor_name.lower() and actor.get_visible():
return actor
return None
def get_item(self, item_name):
for item in self.items:
if item.get_name().lower() == item_name.lower():
return item
return None
def add_event(self, event):
if event:
self.events.append(event)
def get_events(self):
return self.events
def update_keyring(self):
for key in self.added_keys:
self.keyring.append(key)
self.added_keys = []
for key in self.removed_keys:
if key in self.keyring:
self.keyring.remove(key)
self.removed_keys = []
def add_key(self, key):
if key not in self.keyring:
self.added_keys.append(key)
return len(self.keyring)
return None
def remove_key(self, key):
if key in self.keyring:
self.removed_keys.append(key)
return len(self.keyring)
return None
def get_links(self) -> List[Link]:
return list(filter(lambda x: x.get_visible(), self.links))
def get_all_links(self):
return self.links
def get_items(self):
return self.items
def get_name(self):
return self.name
class Player:
current_room: Room
inventory: List[Item]
conditions: List[str]
keyring: List[str]
added_keys: List[str]
removed_keys: List[str]
gold: int
map: str
def __init__(self, start_location: Room, starting_keys, map_chart="you have no map"):
self.current_room = start_location
self.inventory = []
self.conditions = []
self.keyring = starting_keys
self.added_keys = []
self.removed_keys = []
self.gold = 0
self.map = map_chart
def get_current_room(self) -> Room:
return self.current_room
# get the index of an item in the players inventory, or None if it doesnt exist
# todo: all index tracking should be handled inside
def get_inventory_index(self, item_name: str) -> int:
for i in range(len(self.inventory)):
if self.inventory[i].name.lower() == item_name.lower():
return i
def get_inventory_item_ref(self, item_name):
index = get_inventory_index(item_name)
return
pass
def get_inventory(self):
return self.inventory
# use for DM mostly
def get_available_actions(self):
available_actions = []
# can the player move
# if len(self.current_room.get_links()) > 0:
# available_actions.append("move")
for actor in self.current_room.get_actors_visible():
# can the player speak to someone
if len(actor.get_topics_list(self.keyring)):
if "talk" not in available_actions:
available_actions.append("talk")
if len(actor.get_events_type("onExamine")):
if "look" not in available_actions:
available_actions.append("look")
# can the player pick something up, (or have something in their inventory??)?
for item in self.current_room.get_items_visible():
if len(item.get_events_type("onPickup")) > 0:
available_actions.append("pickup")
if len(item.get_events_type("onExamine")):
if "look" not in available_actions:
available_actions.append("look")
if len(item.get_events_type("onUse")):
if "use" not in available_actions:
available_actions.append("use")
# can the player examine a thing?
# can the player interact with stuff?
# if there is a distraction, then add the type of that distraction to the available actions list
for item in self.current_room.get_items_visible():
if item.get_distractor():
if item.distraction_type not in available_actions:
available_actions.append(item.distraction_type)
return available_actions
# remove from room, add to inventory
# todo: move outside of player. this is an action
def pickup(self, item_name):
# find item in room
item_index = self.current_room.get_items_index(item_name)
item = None
# if item is in current location, remove from room, add to inventory
if item_index is not None:
item = self.current_room.get_item_ref(item_index)
if not item.get_pickupable():
return None
self.current_room.remove_item(item_index)
self.add_to_inventory(item)
# todo: deprecate
self.add_key(item.get_pickup_key())
# return item
return item
# return index of item removed, None if item not there
def drop(self, item_name):
item_index = self.get_inventory_index(item_name)
item = None
if item_index is not None:
item = self.remove_from_inventory(item_index)
# self.location.add_item(item)
# todo: is this line needed?
# self.add_key(item.get_pickup_key())
self.remove_key(item.get_pickup_key())
return item
def add_to_inventory(self, item_ref):
# append item to inventory list
self.inventory.append(item_ref)
pass
def remove_from_inventory(self, index):
return self.inventory.pop(index)
def add_gold(self, gold):
self.gold += gold
def remove_gold(self, gold):
self.gold -= gold
def get_gold(self):
return self.gold
def update_keyring(self):
for key in self.added_keys:
self.keyring.append(key)
self.added_keys = []
for key in self.removed_keys:
if key in self.keyring:
self.keyring.remove(key)
self.removed_keys = []
def get_keys(self):
return self.keyring
def add_key(self, key):
if key not in self.keyring:
self.added_keys.append(key)
return len(self.keyring)
return None
def remove_key(self, key):
if key in self.keyring:
self.removed_keys.append(key)
return len(self.keyring)
return None
def has_keys(self, keys):
print(self.keyring, type(self.keyring), keys, type(keys))
return set(self.keyring).issubset(keys)
# update location
# todo: should this be moved outside because it represents an action, or stay because its updating internal stuff?
def move(self, direction):
links = self.current_room.get_links()
for place in links:
if place.get_direction() == direction:
self.current_room = place.get_room()
return True
return None
# gives player keys from actor talk event
def talk(self, actor, topic):
if not actor.check_topic(topic, self.get_keys()):
return
give_keys, take_keys = actor.give_dialogue_keys(topic)
for key in give_keys:
self.add_key(key)
for key in take_keys:
self.remove_key(key)
class Link:
# room
direction: str
location: Room
visible: bool
def __init__(self, location, direction, visible):
self.location = location
self.direction = direction
self.visible = not visible
def get_visible(self):
return self.visible
def set_visible(self, visibility):
self.visible = visibility
def hide(self):
self.visible = False
def show(self):
self.visible = True
def get_room_name(self):
return self.location.get_name()
def get_room(self):
return self.location
def get_direction(self):
return self.direction