Merge branch 'feature/more-interactable-types'
This commit is contained in:
commit
e2d288d632
4 changed files with 85 additions and 14 deletions
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@ -1,3 +1,10 @@
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# v0.4.1
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## Added features
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* more interactable types:
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* `input` provides case insensitive input checking
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* `exact input` provides exact input checking
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* `item check`, `item take` provides item checking
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# v0.4.0
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## Breaking changes
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* `title` moved to metadata table.
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@ -12,7 +12,7 @@ see docs.toml
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see test-game/manifest.setage
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## Planned Features
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* more interactable types:
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* `input` provides case insensitive input checking
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* `exact input` provides exact input checking
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* `item` provides item checking
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* [x] more interactable types:
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* [x] `input` provides case insensitive input checking
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* [x] `exact input` provides exact input checking
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* [x] `item check`, `item take` provides item checking
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@ -40,8 +40,9 @@ item = "description" # item can be any valid id. description is a short descript
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[rooms.id.interactables.id] # Optional. Any valid id.
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name = "name of the interactable" # appears in the room listing.
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type = "bare" # optional, default; options: "bare".
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times = "one" # optional, default; options: "one", "change", "remove", "many".
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type = "bare" # optional, default; options: "bare", "item check", "item take", "inputimes = "one" # optional, default; options: "one", "change", "remove", "many".
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check = "id" # Required if type is not "bare", id of the item or input to check for.
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prompt = "> " # Optional, for type `input` and `exact input`, prompt for the input.
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hidden = false # optional, default.
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action = "add exit" # any of "add exit", "add exits", "add item", "add items", "reveal interactable".
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target_room = "id" # any valid room id; changes will be made to that room.
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@ -58,6 +59,7 @@ target_items = [ # list of inline tables.
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]
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target_items.id = "description" # another way to do that.
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message_failed = "> I don't seem to be able to do anything with that..." # Optional, default, message if the interaction fails
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message = "message after the interactable is activated" # Required.
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[rooms.id.exits] # Technically optional.
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78
setage.py
78
setage.py
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@ -11,7 +11,7 @@ from base64 import b64decode
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__author__ = "Cheri Dawn"
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__copyright__ = "Copyright 2024, Cheri Dawn"
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__license__ = "GPL-3.0-only"
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__version__ = "0.4.0.3"
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__version__ = "0.4.1"
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__maintainer__ = "Cheri Dawn"
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__status__ = "Prototype"
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@ -20,7 +20,7 @@ metadata = {}
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scenario = {}
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rooms = {}
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current_room_id = ""
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inventory = []
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inventory = {}
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def parse_version(ver):
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@ -134,9 +134,9 @@ class SetageShell(Cmd):
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elif arg in ("inv", "inventory"):
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if len(inventory) == 0:
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print("Your inventory is empty.")
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for k, v in inventory:
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for k, v in inventory.items():
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print(f"You have {v} [{k}].")
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elif arg in dict(inventory).keys():
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elif arg in inventory.keys():
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if "examine" in manifest["items"][arg]:
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print(manifest["items"][arg]["examine"])
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else:
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@ -171,7 +171,7 @@ class SetageShell(Cmd):
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all_items = manifest["items"]
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if "interactables" in rooms[current_room_id]:
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all_items.update(rooms[current_room_id]["interactables"])
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items = dict(inventory)
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items = inventory.copy()
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if "items" in rooms[current_room_id]:
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items.update(rooms[current_room_id]["items"])
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if "interactables" in rooms[current_room_id]:
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@ -212,6 +212,65 @@ class SetageShell(Cmd):
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can_activate = True
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else:
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can_activate = True
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elif inter["type"] == "item check":
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if "check" not in inter:
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print("FATAL: "
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"`check` id not in interactable with type `item` "
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f"in interactable '{arg}'")
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exit(2)
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if inter["check"] in inventory.keys():
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can_activate = True
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else:
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can_activate = False
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elif inter["type"] == "item take":
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if "check" not in inter:
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print("FATAL: "
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"`check` id not in interactable with type `item` "
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f"in interactable '{arg}'")
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exit(2)
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if inter["check"] in inventory.keys():
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can_activate = True
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inventory.pop(inter["check"])
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else:
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can_activate = False
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elif inter["type"] == "input":
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if "check" not in inter:
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print("FATAL: "
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"`check` string not in interactable "
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"with type `input` "
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f"in interactable '{arg}'")
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exit(2)
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if "prompt" not in inter:
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prompt = "> "
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else:
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prompt = inter["prompt"]
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try:
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i = input(prompt).strip().casefold()
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except (KeyboardInterrupt, EOFError):
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print()
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if i == inter["check"]:
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can_activate = True
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elif inter["type"] == "exact input":
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if "check" not in inter:
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print("FATAL: "
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"`check` string not in interactable "
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"with type `exact input` "
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f"in interactable '{arg}'")
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exit(2)
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if "prompt" not in inter:
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prompt = "> "
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else:
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prompt = inter["prompt"]
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try:
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i = input(prompt)
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except (KeyboardInterrupt, EOFError):
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print()
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if i == inter["check"]:
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can_activate = True
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else:
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print("FATAL: "
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f"invalid `type` '{inter["type"]}' "
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f"in interactable '{arg}'")
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if can_activate:
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if "target_room" not in inter:
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target_room = current_room_id
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cur_room = manifest["rooms"][current_room_id]
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cur_room["interactables"].pop(arg)
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else:
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print("> I don't seem to be able to do anything with that...")
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if "message_failed" in inter:
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print(inter["message_failed"])
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else:
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print("> I don't seem to be able to do anything with that...")
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elif arg == "":
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print("> What should I interact with?")
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else:
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@ -395,7 +457,7 @@ class SetageShell(Cmd):
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print("> I don't see anything that I could take...")
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return
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if arg in cur_room["items"].keys():
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inventory.append((arg, cur_room["items"].pop(arg)))
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inventory.update({arg: cur_room["items"].pop(arg)})
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print(f"{arg} added to inventory.")
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else:
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print("> I don't see anything like that...")
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@ -452,7 +514,7 @@ class SetageShell(Cmd):
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for ending in endings:
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end = endings[ending]
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if end["trigger"] == "item":
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if end["target"] in dict(inventory).keys():
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if end["target"] in inventory.keys():
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if "message" not in end:
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print(f"WARNING: no message for ending '{ending}'")
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else:
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