RCRPG/Python: Difference between revisions
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(Created page with '{{collection|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…') |
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==Code== |
==Code== |
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<lang python> |
<lang python>directions = {'north':(0,-1,0), |
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from random import random |
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directions = {'north':(0,-1,0), |
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'east':(1,0,0), |
'east':(1,0,0), |
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'south':(0,1,0), |
'south':(0,1,0), |
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Line 26: | Line 23: | ||
class Room: |
class Room: |
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passages = [] |
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items = [] |
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def __init__(self, items=[]): |
def __init__(self, items=[]): |
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self.passages = dict |
self.passages = dict.fromkeys(directions.keys(), False) |
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self.items = items |
self.items = items[:] |
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def describe(self, location): |
def describe(self, location): |
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result = 'You are at ' |
result = 'You are at ' |
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if |
if location in roomNames: |
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result += roomNames[location] |
result += roomNames[location] |
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else: |
else: |
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posStr = ",".join |
posStr = ",".join(str(v) for v in location) |
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result += posStr |
result += posStr |
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if |
if self.items: |
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result += '\nOn the ground you can see: '+', '.join(self.items) |
result += '\nOn the ground you can see: '+', '.join(self.items) |
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result += '\nExits are: ' |
result += '\nExits are: ' |
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exits = |
exits = [k for k,v in self.passages.items() if v] or ['None'] |
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result += ', '.join(map(str.capitalize, exits)) |
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⚫ | |||
result += ', '.join(list(map(lambda x: x.capitalize(), exits))) |
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return result |
return result |
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def take(self, target): |
def take(self, target): |
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results = [] |
results = [] |
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if |
if target == 'all': |
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results = self.items[:] |
results = self.items[:] |
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self.items |
del self.items[:] |
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print('You now have everything in the room.') |
print('You now have everything in the room.') |
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elif |
elif target in self.items: |
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self.items.remove(target) |
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results = |
results = [target] |
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self.items = self.items[0:index]+self.items[index+1:] |
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print('Taken.') |
print('Taken.') |
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else: |
else: |
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Line 71: | Line 62: | ||
def opposite_dir(direction): |
def opposite_dir(direction): |
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if |
if direction == 'north': |
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return 'south' |
return 'south' |
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elif |
elif direction == 'south': |
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return 'north'; |
return 'north'; |
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elif |
elif direction == 'west': |
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return 'east'; |
return 'east'; |
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elif |
elif direction == 'east': |
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return 'west'; |
return 'west'; |
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elif |
elif direction == 'up': |
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return 'down'; |
return 'down'; |
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elif |
elif direction == 'down': |
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return 'up'; |
return 'up'; |
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else: |
else: |
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Line 87: | Line 78: | ||
def make_random_items(): |
def make_random_items(): |
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from random import randrange |
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rand = randrange(4) |
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if rand == 0: |
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return [] |
return [] |
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elif |
elif rand == 1: |
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return ['sledge'] |
return ['sledge'] |
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elif |
elif rand == 2: |
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return ['ladder'] |
return ['ladder'] |
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else: |
else: |
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Line 98: | Line 90: | ||
class World: |
class World: |
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def __init__(self): |
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currentPos = 0,0,0 |
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self.currentPos = 0,0,0 |
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self.rooms = {(0,0,0): Room(['sledge'])} |
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inv = [] |
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self.inv = [] |
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⚫ | |||
def look(self): |
def look(self): |
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Line 107: | Line 100: | ||
def move(self, direction): |
def move(self, direction): |
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if |
if direction == 'up' and \ |
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'ladder' not in self.rooms[self.currentPos].items: |
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print("You'll need a ladder in this room to go up.") |
print("You'll need a ladder in this room to go up.") |
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return |
return |
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if |
if direction not in directions: |
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print("That's not a direction.") |
print("That's not a direction.") |
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return |
return |
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if |
if self.rooms[self.currentPos].passages[direction]: |
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self.currentPos = get_new_coord(self.currentPos, direction) |
self.currentPos = get_new_coord(self.currentPos, direction) |
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else: |
else: |
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Line 124: | Line 117: | ||
def inventory(self): |
def inventory(self): |
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if |
if self.inv: |
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print('Carrying: '+', '.join(self.inv)) |
print('Carrying: '+', '.join(self.inv)) |
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else: |
else: |
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print("You aren't carrying anything.") |
print("You aren't carrying anything.") |
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if |
if self.equipped: |
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print('Holding: '+self.equipped) |
print('Holding: '+self.equipped) |
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Line 135: | Line 128: | ||
def drop(self, target): |
def drop(self, target): |
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if |
if target == 'all': |
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self.rooms[self.currentPos].items |
self.rooms[self.currentPos].items.extend(self.inv) |
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self.inv |
del self.inv[:] |
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print('Everything dropped.') |
print('Everything dropped.') |
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elif |
elif target in self.inv: |
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self.inv.remove(target) |
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self.rooms[self.currentPos].items |
self.rooms[self.currentPos].items.append(target) |
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self.inv = self.inv[0:index]+self.inv[index+1:] |
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print('Dropped.') |
print('Dropped.') |
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else: |
else: |
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Line 148: | Line 140: | ||
def equip(self, itemName): |
def equip(self, itemName): |
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if |
if itemName in self.inv: |
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if |
if self.equipped: |
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self.unequip() |
self.unequip() |
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self.inv.remove(itemName) |
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self.equipped = |
self.equipped = itemName |
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self.inv = self.inv[0:index]+self.inv[index+1:] |
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print('Equipped '+itemName+'.') |
print('Equipped '+itemName+'.') |
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else: |
else: |
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print("You aren't |
print("You aren't carrying that.") |
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def unequip(self): |
def unequip(self): |
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if |
if not self.equipped: |
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print("You aren't equipped with anything.") |
print("You aren't equipped with anything.") |
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else: |
else: |
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self.inv |
self.inv.append(self.equipped) |
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print('Unequipped '+self.equipped+'.') |
print('Unequipped '+self.equipped+'.') |
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self.equipped = '' |
self.equipped = '' |
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Line 170: | Line 161: | ||
def dig(self, direction): |
def dig(self, direction): |
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if |
if self.equipped != 'sledge': |
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print("You don't have a digging tool equipped.") |
print("You don't have a digging tool equipped.") |
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return |
return |
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if |
if direction not in directions: |
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print("That's not a direction.") |
print("That's not a direction.") |
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return |
return |
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if |
if not self.rooms[self.currentPos].passages[direction]: |
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self.rooms[self.currentPos].passages[direction] = True |
self.rooms[self.currentPos].passages[direction] = True |
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joinRoomPos = get_new_coord(self.currentPos, direction) |
joinRoomPos = get_new_coord(self.currentPos, direction) |
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if |
if joinRoomPos not in self.rooms: |
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self.rooms[joinRoomPos] = Room(make_random_items()) |
self.rooms[joinRoomPos] = Room(make_random_items()) |
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self.rooms[joinRoomPos].passages[opposite_dir(direction)] = True |
self.rooms[joinRoomPos].passages[opposite_dir(direction)] = True |
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Line 191: | Line 182: | ||
while True: |
while True: |
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print('\n'+world.look()) |
print('\n'+world.look()) |
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tokens = |
tokens = input("> ").strip().lower().split() |
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if |
if tokens[0] == 'quit': |
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break |
break |
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while |
while tokens: |
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if |
if tokens[0] in aliases and tokens[0] != aliases[tokens[0]][0]: |
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tokens = aliases[tokens[0] |
tokens[0] = aliases[tokens[0]] |
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continue |
continue |
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Revision as of 19:56, 26 May 2010
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
<lang python>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-existant 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[0] = aliases[tokens[0]] 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!") </lang>