RCRPG/Python

From Rosetta Code
RCRPG/Python is part of RCRPG. You may find other members of RCRPG at Category:RCRPG.

This Python 3.1 version of RCRPG uses the standard text interface.

All the commands listed on the blog post are implemented, as well as move and unequip.

Code[edit]

directions = {'north':(0,-1,0),
'east':(1,0,0),
'south':(0,1,0),
'west':(-1,0,0),
'up':(0,0,1),
'down':(0,0,-1)}
 
aliases = {'north': ['move','north'],
'south': ['move','south'],
'east': ['move','east'],
'west': ['move','west'],
'up': ['move','up'],
'down': ['move','down']}
 
roomNames = {(0,0,0):'the starting room',
(1,1,5):'the prize room'}
 
class Room:
def __init__(self, items=[]):
self.passages = dict.fromkeys(directions.keys(), False)
self.items = items[:]
 
def describe(self, location):
result = 'You are at '
if location in roomNames:
result += roomNames[location]
else:
posStr = ",".join(str(v) for v in location)
result += posStr
 
if self.items:
result += '\nOn the ground you can see: '+', '.join(self.items)
result += '\nExits are: '
exits = [k for k,v in self.passages.items() if v] or ['None']
result += ', '.join(map(str.capitalize, exits))
return result
 
def take(self, target):
results = []
if target == 'all':
results = self.items[:]
del self.items[:]
print('You now have everything in the room.')
elif target in self.items:
self.items.remove(target)
results = [target]
print('Taken.')
else:
print('Item not found.')
return results
 
def get_new_coord(oldCoord, direction):
return (oldCoord[0]+directions[direction][0],
oldCoord[1]+directions[direction][1],
oldCoord[2]+directions[direction][2])
 
def opposite_dir(direction):
if direction == 'north':
return 'south'
elif direction == 'south':
return 'north';
elif direction == 'west':
return 'east';
elif direction == 'east':
return 'west';
elif direction == 'up':
return 'down';
elif direction == 'down':
return 'up';
else:
raise Exception('No direction found: '+direction)
 
def make_random_items():
from random import randrange
rand = randrange(4)
if rand == 0:
return []
elif rand == 1:
return ['sledge']
elif rand == 2:
return ['ladder']
else:
return ['gold']
 
class World:
def __init__(self):
self.currentPos = 0,0,0
self.rooms = {(0,0,0): Room(['sledge'])}
self.inv = []
self.equipped = ''
 
def look(self):
return self.rooms[self.currentPos].describe(self.currentPos)
 
def move(self, direction):
if direction == 'up' and \
'ladder' not in self.rooms[self.currentPos].items:
print("You'll need a ladder in this room to go up.")
return
if direction not in directions:
print("That's not a direction.")
return
if self.rooms[self.currentPos].passages[direction]:
self.currentPos = get_new_coord(self.currentPos, direction)
else:
print("Can't go that way.")
 
def alias(self, newAlias, *command):
aliases[newAlias] = list(command)
print('Alias created.')
 
def inventory(self):
if self.inv:
print('Carrying: '+', '.join(self.inv))
else:
print("You aren't carrying anything.")
if self.equipped:
print('Holding: '+self.equipped)
 
def take(self, target):
self.inv += self.rooms[self.currentPos].take(target)
 
def drop(self, target):
if target == 'all':
self.rooms[self.currentPos].items.extend(self.inv)
del self.inv[:]
print('Everything dropped.')
elif target in self.inv:
self.inv.remove(target)
self.rooms[self.currentPos].items.append(target)
print('Dropped.')
else:
print('Could not find item in inventory.')
 
def equip(self, itemName):
if itemName in self.inv:
if self.equipped:
self.unequip()
self.inv.remove(itemName)
self.equipped = itemName
print('Equipped '+itemName+'.')
else:
print("You aren't carrying that.")
 
def unequip(self):
if not self.equipped:
print("You aren't equipped with anything.")
else:
self.inv.append(self.equipped)
print('Unequipped '+self.equipped+'.')
self.equipped = ''
 
def name(self, *newRoomNameTokens):
roomNames[self.currentPos] = ' '.join(newRoomNameTokens)
 
def dig(self, direction):
if self.equipped != 'sledge':
print("You don't have a digging tool equipped.")
return
if direction not in directions:
print("That's not a direction.")
return
if not self.rooms[self.currentPos].passages[direction]:
self.rooms[self.currentPos].passages[direction] = True
joinRoomPos = get_new_coord(self.currentPos, direction)
if joinRoomPos not in self.rooms:
self.rooms[joinRoomPos] = Room(make_random_items())
self.rooms[joinRoomPos].passages[opposite_dir(direction)] = True
print("You've dug a tunnel.")
else:
print("Already a tunnel that way.")
 
 
world = World()
print("Welcome to the dungeon!\nGrab the sledge and make your way to room 1,1,5 for a non-existent prize!")
while True:
print('\n'+world.look())
tokens = input("> ").strip().lower().split()
if tokens[0] == 'quit':
break
while tokens:
if tokens[0] in aliases and tokens[0] != aliases[tokens[0]][0]:
tokens = aliases[tokens[0]] + tokens[1:]
continue
 
try:
getattr(world, tokens[0])(*tokens[1:])
except AttributeError as ex:
print('Command not found.')
except TypeError as ex:
print('Wrong number of args.')
 
break
print("Thanks for playing!")