Mercurial > boomslang
view gamelib/scenes/machine.py @ 287:2a11709cb427
Hook up a few things in the crew quarters
author | Neil Muller <neil@dip.sun.ac.za> |
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date | Fri, 27 Aug 2010 23:50:53 +0200 |
parents | 3ac2e025478f |
children | 4adb64d349bc |
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"""Machine room where tools and machines are found.""" import random from gamelib.state import Scene, Item, Thing, Result from gamelib.cursor import CursorSprite from gamelib.scenes.scene_widgets import (Door, InteractText, InteractNoImage, InteractRectUnion, InteractImage, InteractAnimated, GenericDescThing) class Machine(Scene): FOLDER = "machine" BACKGROUND = "machine_room.png" INITIAL_DATA = { 'accessible': True, } def __init__(self, state): super(Machine, self).__init__(state) self.add_thing(ToMap()) self.add_thing(LaserWelder()) self.add_thing(LaserWelderPowerLights()) self.add_thing(Grinder()) self.add_item(TitaniumMachete('machete')) self.add_item(TinPipe('tin_pipe')) def enter(self): return Result("The machine room is dark and forbidding.") class ToMap(Door): SCENE = "machine" INTERACTS = { "door": InteractNoImage(695, 350, 97, 212), } INITIAL = "door" # welder.slot: 249, 324, 167, 51 # welder.button: 406, 389, 28, 31 # welder.power lights: 201, 278, 16, 170 # manual: 434, 496, 66, 34 # broken power socket: 160, 28, 68, 51 # working power socket: 587, 23, 82, 50 # poster: 706, 157, 76, 158 # drill press block: 461, 446, 38, 27 # drill press: #Rect 0 : # (519, 338, 36, 63), # (545, 348, 93, 46), # (599, 309, 41, 150), # (588, 445, 66, 42), # (616, 479, 41, 14), # (527, 393, 15, 17), # (510, 360, 13, 11), # (532, 331, 14, 11), # (605, 304, 26, 8), class LaserWelder(Thing): NAME = "machine.laser_welder" INTERACTS = { "weld": InteractText(200, 200, "Laser welder"), } INITIAL = "weld" INITIAL_DATA = { 'cans_in_place': 0, } def interact_without(self): if self.get_data('cans_in_place') < 1: return Result("The laser welder doesn't currently contain anything weldable.") elif self.get_data('cans_in_place') < 3: return Result("You'll need more cans than that.") else: self.set_data('cans_in_place', 0) self.state.add_inventory_item('tin_pipe') return Result("With high-precision spitzensparken, the cans are welded into a replacement tube.", soundfile='laser.ogg') def interact_with_dented_can(self, item): return self.interact_with_empty_can(item) def interact_with_empty_can(self, item): starting_cans = self.get_data('cans_in_place') if starting_cans < 3: self.state.remove_inventory_item(item.name) self.set_data('cans_in_place', starting_cans + 1) return Result({ 0: "You carefully place the empty can in the area marked 'to weld'.", 1: "You carefully place the empty can next to the other.", 2: "You carefully place the empty can next to its mates.", }[starting_cans]) else: return Result("The machine has enough cans to weld for the moment.") def get_description(self): if self.get_data('cans_in_place') == 0: return "This is a Smith and Wesson 'zOMG' class high-precision laser welder." msg = "The laser welder looks hungry, somehow." if self.get_data('cans_in_place') == 1: msg += " It currently contains an empty can." elif self.get_data('cans_in_place') == 2: msg += " It currently contains two empty cans." elif self.get_data('cans_in_place') == 3: msg += " It currently contains three empty cans." return msg class LaserWelderPowerLights(Thing): NAME = "machine.welder.lights" INTERACTS = { "lights": InteractAnimated(199, 273, ["power_lights_%d.png" % i for i in range(8) + range(6,0,-1)], 10) } INITIAL = 'lights' def get_description(self): return random.choice([ "The power lights pulse expectantly.", ]) class TinPipe(Item): "A pipe made out of welded-together tins." INVENTORY_IMAGE = "tube_fragments.png" CURSOR = CursorSprite('tube_fragments_cursor.png', 36, 3) TOOL_NAME = "pipe" class Grinder(Thing): NAME = "machine.grinder" INTERACTS = { "grind": InteractNoImage(86, 402, 94, 63), } INITIAL = "grind" def interact_without(self): return Result("It looks like it eats fingers. Perhaps a different approach is in order?") def interact_with_titanium_leg(self, item): self.state.replace_inventory_item(item, self.state.items['machete']) return Result("After much delicate grinding and a few close calls with" " various body parts, the titanium femur now resembles" " a machete more than a bone. Nice and sharp, too.", soundfile="grinder.ogg") def get_description(self): return "A pretty ordinary, albeit rather industrial, grinding machine." class TitaniumMachete(Item): "Titanium machete, formerly a leg." INVENTORY_IMAGE = "triangle.png" CURSOR = CursorSprite('titanium_femur_cursor.png', 20, 3) SCENES = [Machine]