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Copy pathxyobjects.py
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447 lines (329 loc) · 11.8 KB
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from random import randint
from math import ceil
class XyBase:
__ignore_keys__ = ["state"]
def __init__(self, state):
self.state = state
def xyname(self):
return self.__class__.__name__
def loadxyd(self, d):
self.__dict__.update(d)
def xydata(self):
d = self.__dict__.copy()
for key in self.__ignore_keys__:
del d[key]
return d
def reply(self, ln):
"""Handler for when object is used as a state response handler"""
return
# Util functions that is useful for any class
def get_percentage(self, part, whole):
""""What percentage is $part of $whole.
# 20 of 10 = 2"""
return ceil(100 * float(part)/float(whole))
def get_percent_of(self, percent, whole):
"""Get $percent% of $whole.
2 of 10 = 20"""
return ceil((percent * whole) / 100.0)
def get_rand(self, maxnum):
return randint(0, maxnum)
class XyzzyConversation(XyBase):
def __init__(self, state):
super().__init__(state)
if state.tree.get('conversations') == None: state.tree['conversations'] = {}
state.tree["conversations"][self.xyname()] = self
self.name = ""
self.participants = []
self.stage = 'start'
self.stages = {}
def add_participant(self, name):
if type(name) == str:
self.participants.append(self.state.getcls(name))
else:
self.participants.append(name)
def clear_participants(self):
self.participants = []
def start_dialog(self, *parts):
for part in parts:
self.add_participant(part)
self.register()
self.goto('start')
def goto(self, stage):
self.stage = stage
if stage == "end":
self.unregister()
return
for msg in self.stages[stage]['log']:
idx = msg.split(":")[0]
msg = msg[len(idx)+2:]
if idx.isdigit():
parti = self.participants[int(idx)]
parti.say(msg)
else:
if idx == "i":
self.state.run_code(msg)
else:
self.state.log(msg, idx)
for i, key in enumerate(list(self.stages[stage]['options'].keys())):
m = self.stages[stage]['options'][key]
self.state.log(m, f"{i}")
def register(self):
self.state.sh.response_handler = self
def unregister(self):
self.state.sh.response_handler = None
def reply(self, ln):
if ln.isdigit():
key = list(self.stages[self.stage]['options'].keys())[int(ln)]
self.state.player.say(self.stages[self.stage]['options'][key])
self.goto(key)
else:
for k, v in self.stages[self.stage]['options'].items():
if ln.lower() in v.lower():
self.player.say(v)
self.goto(k)
break
class XyzzyObject(XyBase):
def __init__(self, state):
super().__init__(state)
state.tree["objects"][self.xyname()] = self
self.name = ""
def __repr__(self):
return f"? {self.name}"
class InventoryItem(XyzzyObject):
def __init__(self, state):
super().__init__(state)
# A helper flag to tell the interpreter to ask for a target
self.require_target = False
# A generic stat value that can easily define how powerful it's effect is
self.base_power = 0
# Deduct count by 1 when used
self.one_use = False
def __repr__(self):
return f"* {self.name}"
# Calculate power formula, can be overridden in subclasses to create new calculations TODO
def power(self):
return self.base_power
# Events
def on_use(self, target = None):
pass
# Can this item be moved to/from inventory
def is_inventory_locked(self):
return False
class Equipment(InventoryItem):
def __init__(self, state):
super().__init__(state)
self.slot = ""
def on_use(self, target = None):
if target == None: target = self.state.player
self.equip(target)
def equip(self, target):
if target.equip_slots.get(self.slot) == None:
target.equip_slots[self.slot] = self.xyname()
self.state.log(f"Equipped to {self.slot}", self.name)
target.remove_item(self)
else:
if target.equip_slots[self.slot] != "":
old_eq = self.state.getcls(target.equip_slots[self.slot])
old_eq.unequip(target)
self.state.log(f"Equipped to {self.slot}", self.name)
target.equip_slots[self.slot] = self.xyname()
self.on_equip()
target.remove_item(self)
def unequip(self, target):
target.equip_slots[self.slot] = ""
self.on_unequip(target)
self.state.log(f"Unequipped from {self.slot}", self.name)
target.add_item(self)
def on_unequip(self, target):
pass
def on_equip(self, target):
pass
class Consumable(InventoryItem):
def __init__(self, state):
super().__init__(state)
self.one_use = True
class Decoration(XyzzyObject):
def __init__(self, state):
super().__init__(state)
self.health = 100
self.invincible = False
self.contents = {}
def __repr__(self):
return f"# {self.name} ({self.health} HP)"
# Events
def on_hit(self, damage, hit_by):
return None
def on_break(self, broken_by = None):
self.state.log("Broken, dropping inventory...", self.name)
for k, v in self.contents.items():
#self.remove_item(k, v)
self.state.location.add_item(k, v)
self.state.log(f"{k} x{v}", "dropped")
self.content = {}
# Methods
def get_item_count(self, item):
if self.state.isof(item, XyzzyObject):
return self.contents.get(item.xyname(), 0)
else:
return self.contents.get(item, 0)
def has_item(self, item):
if self.state.isof(item, XyzzyObject):
return self.contents.get(item.xyname()) != None
else:
return self.contents.get(item) != None
def remove_item(self, item, count = 1):
if self.state.isof(item, XyzzyObject):
item = item.xyname()
if count > self.contents[item]: count = self.contents[item]
self.contents[item] = self.contents[item] - count
if self.contents[item] <= 0:
del self.contents[item]
def add_item(self, item, count = 1):
if self.state.isof(item, XyzzyObject):
item = item.xyname()
if not self.contents.get(item):
self.contents[item] = 0
self.contents[item] = self.contents[item] + count
def is_broken(self):
return self.health <= 0
def take_damage(self, damage, instigator = None) -> int:
if self.health <= 0: return self.health
if self.invincible:
return
self.health = self.health - damage
self.on_hit(damage, instigator)
if self.health <= 0:
self.on_break(instigator)
return self.health
class Pawn(XyzzyObject):
def __init__(self, state):
super().__init__(state)
self.health = 100
self.health_max = 100
self.invincible = False
self.inventory = {}
self.effects = {}
self.equip_slots = {}
self.say_colour = "red"
def __repr__(self):
return f"@ {self.name} ({self.health} HP)"
# Events
def on_heal(self, healing, healed_by):
return None
def on_hit(self, damage, hit_by):
return None
def on_talk(self):
return None
def on_death(self, killed_by = None):
return None
# Methods
def say(self, text):
c = self.state.sh.c
self.state.log(f"{c(self.say_colour)}{text}{c('reset')}", f"{c(self.say_colour)}{self.name}{c('reset')}")
def add_effect(self, name, count = 1):
if self.effects.get(name) == None: self.effects[name] = 0
self.effects[name] = self.effects[name] + count
self.state.log(f"Effect added: {name} x{count}", self.name)
def remove_effect(self, name, count = 1):
if self.effects.get(name) == None: return
self.effects[name] = self.effects[name] - count
if self.effects[name] <= 0:
del self.effect[name]
self.state.log(f"Effect cleared: {name}", self.name)
else:
self.state.log(f"Effect lost: {name} x{count}", self.name)
def get_effect(self, name):
return self.effects.get(name, 0)
def get_item_count(self, item):
if self.state.isof(item, XyzzyObject):
return self.inventory.get(item.xyname(), 0)
else:
return self.inventory.get(item, 0)
def has_item(self, item):
if self.state.isof(item, XyzzyObject):
return self.inventory.get(item.xyname()) != None
else:
return self.inventory.get(item) != None
def remove_item(self, item, count = 1):
if self.state.isof(item, XyzzyObject):
item = item.xyname()
if count > self.inventory[item]: count = self.inventory[item]
self.inventory[item] = self.inventory[item] - count
if self.inventory[item] <= 0:
del self.inventory[item]
def add_item(self, item, count = 1):
if self.state.isof(item, XyzzyObject):
item = item.xyname()
if not self.inventory.get(item):
self.inventory[item] = 0
self.inventory[item] = self.inventory[item] + count
def is_dead(self):
return self.health <= 0
def take_damage(self, damage, instigator = None) -> int:
if self.health <= 0: return self.health
if self.invincible:
return
self.health = self.health - damage
self.on_hit(damage, instigator)
if self.health <= 0:
self.on_death(instigator)
return self.health
def heal(self, v, healed_by = None) -> int:
self.health = self.health + v
if self.health > self.health_max:
self.health = self.health_max
self.on_heal(v, healed_by)
return self.health
class Animal(Pawn):
pass
class Human(Pawn):
pass
class HumanNPC(Human):
pass
class XyzzyZone(XyBase):
def __init__(self, state):
super().__init__(state)
state.tree["zones"][self.xyname()] = self
self.contains = {}
# TODO not yet implemented
self.entry_text = ""
self.entry_first = ""
self.visits = 0
def __repr__(self):
return self.name
def has_item(self, item):
if self.state.isof(item, XyzzyObject):
return self.contains.get(item.xyname()) != None
else:
return self.contains.get(item) != None
def remove_item(self, item, count = 1):
if self.state.isof(item, XyzzyObject):
item = item.xyname()
if count > self.contains[item]: count = self.contains[item]
self.contains[item] = self.contains[item] - count
if self.contains[item] <= 0:
del self.contains[item]
def add_item(self, item, count = 1):
if self.state.isof(item, XyzzyObject):
item = item.xyname()
if not self.contains.get(item):
self.contains[item] = 0
self.contains[item] = self.contains[item] + count
def get_exit(self, direction):
return getattr(self, f"exit_{direction}")()
def exit_north(self):
return None
def exit_east(self):
return None
def exit_south(self):
return None
def exit_west(self):
return None
def exit_up(self):
return None
def exit_down(self):
return None
def exit_in(self):
return None
def exit_out(self):
return None