Mercurial > boomslang
view gamelib/scenes/crew_quarters.py @ 327:67e8a547970b
More engine room descs
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 28 Aug 2010 13:56:22 +0200 |
parents | 6d93e04036c9 |
children | e1cae2b61443 |
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"""Crew quarters.""" from gamelib.cursor import CursorSprite from gamelib.state import Scene, Item, Thing, Result from gamelib.scenes.scene_widgets import (Door, InteractText, InteractNoImage, InteractRectUnion, InteractImage, InteractAnimated, GenericDescThing) class CrewQuarters(Scene): FOLDER = "crew_quarters" BACKGROUND = "crew_quarters.png" OFFSET = (0, -50) INITIAL_DATA = { 'accessible': True, } def __init__(self, state): super(CrewQuarters, self).__init__(state) self.add_thing(ToMap()) self.add_thing(Safe()) self.add_thing(FishbowlThing()) self.add_thing(Safe()) self.add_item(Fishbowl('fishbowl')) self.add_item(DuctTape('duct_tape')) self.add_thing(GenericDescThing('crew.plant', 1, "The plant is doing surprisingly well for centuries of neglect", ((624, 215, 61, 108),))) self.add_thing(GenericDescThing('crew.cat', 2, "A picture of a cat labelled 'Clementine'", ((722, 382, 66, 72),))) def enter(self): return Result("The crew were a messy bunch. Or maybe that's just the intervening centuries.") class ToMap(Door): SCENE = "crew" INTERACTS = { "door": InteractNoImage(233, 252, 125, 181), } INITIAL = "door" class Safe(Thing): "A safe, for keeping things safe." NAME = 'crew.safe' INTERACTS = { 'safe': InteractNoImage(447, 238, 72, 73), 'full_safe': InteractImage(445, 227, 'open_safe_full.png'), 'empty_safe': InteractImage(445, 227, 'open_safe_empty.png'), } INITIAL = 'safe' INITIAL_DATA = { 'is_cracked': False, 'has_tape': True, } def interact_without(self): if self.get_data('is_cracked'): if self.get_data('has_tape'): self.set_data('has_tape', False) self.state.add_inventory_item('duct_tape') self.set_interact('empty_safe') return Result("Duct tape. It'll stick to everything except " "ducts, apparently.") return Result("The perfactly balanced door swings frictionlessly " "to and fro. What craftsmanship!") return Result("The safe is locked. This might be an interesting " "challenge, if suitable equipment can be found.") def interact_with_stethoscope(self, item): if self.get_data('is_cracked'): return Result("It's already unlocked. There's no more challenge.") # TODO: Add years to the sentence for safecracking. # TODO: Wax lyrical some more about safecracking. self.set_data('is_cracked', True) self.set_interact('full_safe') return Result("Even after centuries of neglect, the tumblers slide" " almost silently into place. Turns out the combination" " was '1 2 3 4 5'. An idiot must keep his luggage in" " here.") def get_description(self): return "Ah, a vintage Knoxx & Co. model QR3. Quaint, but reasonably secure." class FishbowlThing(Thing): "A safe, for keeping things safe." NAME = 'crew.fishbowl' INTERACTS = { 'fishbowl': InteractImage(356, 495, 'fishbowl_on_table.png'), 'fish_no_bowl': InteractImage(372, 517, 'fish_minus_bowl.png'), } INITIAL = 'fishbowl' INITIAL_DATA = { 'has_bowl': True, } def interact_without(self): if not self.get_data('has_bowl'): return Result("What's the point of lugging around a very dead fish " "and a kilogram or so of sand?") self.set_interact('fish_no_bowl') self.set_data('has_bowl', False) self.state.add_inventory_item('fishbowl') return Result("The fishbowl is useful, but its contents aren't.") def get_description(self): return "This fishbowl looks exactly like an old science fiction space helmet." class Fishbowl(Item): "A bowl. Sans fish." INVENTORY_IMAGE = 'fishbowl.png' CURSOR = CursorSprite('fishbowl.png') class DuctTape(Item): "A bowl. Sans fish." INVENTORY_IMAGE = 'duct_tape.png' CURSOR = CursorSprite('duct_tape.png') class SafeDetail(Scene): FOLDER = 'crew_quarters' BACKGROUND = None # TODO NAME = 'safe_detail' SIZE = (300, 300) def __init__(self, state): super(SafeDetail, self).__init__(state) SCENES = [CrewQuarters] DETAIL_VIEWS = [SafeDetail]