neelthee-mansion 3.14.1__py3-none-any.whl → 3.14.3__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- neelthee_mansion/Mansion_of_Amnesia.py +42 -40
- neelthee_mansion/Rooms.py +56 -4
- {neelthee_mansion-3.14.1.dist-info → neelthee_mansion-3.14.3.dist-info}/METADATA +1 -1
- {neelthee_mansion-3.14.1.dist-info → neelthee_mansion-3.14.3.dist-info}/RECORD +7 -7
- {neelthee_mansion-3.14.1.dist-info → neelthee_mansion-3.14.3.dist-info}/WHEEL +0 -0
- {neelthee_mansion-3.14.1.dist-info → neelthee_mansion-3.14.3.dist-info}/entry_points.txt +0 -0
- {neelthee_mansion-3.14.1.dist-info → neelthee_mansion-3.14.3.dist-info}/top_level.txt +0 -0
@@ -1034,23 +1034,24 @@ def main():
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# Check for detection
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for guard in guards:
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if isinstance(guard, Guard):
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if guard.
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if
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if guard.HP > 0:
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if guard.check_detection(player.CURRENTROOM):
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guard_handled = handle_guard_action(guard)
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if not isinstance(guard_handled, list):
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guard_handled = [guard_handled]
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# Get is_reacting from guard_handled
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is_reacting = guard_handled[1][1]
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# Only update guard if the guard is reacting
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if is_reacting:
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if guard.frendly:
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good_guys.append(guard)
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else:
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bad_guys.append(guard)
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if guard_handled[0]:
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guards[guards.index(guard)] = guard_handled[1][0]
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# Handle creatures in the current room
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if 'creatures stats' in ROOMS[player.CURRENTROOM]:
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@@ -1061,33 +1062,34 @@ def main():
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for enemy in enemies:
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if isinstance(enemy, creature):
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enemy.
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enemy.
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if enemy.HP > 0:
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enemy.type_text_flavor_text()
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if ask_for_consent(f"Do you want to examine the {enemy.name}"):
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enemy.type_text_description()
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# Handle specific creatures
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if enemy.name == 'hungry bear':
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enemy_REF = handle_hungry_bear(player, enemy)
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elif enemy.name == 'grumpy pig':
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enemy_REF = handle_grumpy_pig(player, enemy)
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elif enemy.name == 'greedy goblin':
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enemy_REF = handle_greedy_goblin(player, enemy)
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else:
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enemy_REF = enemy
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if isinstance(enemy_REF, list):
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is_reacting = enemy_REF[1]
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enemy_REF = enemy_REF[0]
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is_reactings.append(is_reacting)
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enemies[enemies.index(enemy)] = enemy_REF
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# Add to good or bad lists if reacting
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if is_reacting:
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if enemy_REF.frendly:
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good_guys.append(enemy_REF)
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else:
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bad_guys.append(enemy_REF)
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if all_same_value(enemies, False):
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del ROOMS[player.CURRENTROOM]['creatures stats']
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neelthee_mansion/Rooms.py
CHANGED
@@ -204,7 +204,7 @@ ROOMS = {
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'hungry bear',
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7,
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5,
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[item('claw')],
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[item('claw', 'valuable', 1)],
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'A large 7ft 8 brown bear that looks hungry',
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'A %*CYAN*%hungry%*RESET*% bear attacks you!',
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),
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@@ -294,7 +294,7 @@ ROOMS = {
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'position': (0, 0, 0),
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'discovered': False,
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'directions': {
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'south' :'Hall',
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'south' : Door('Hall'),
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'east': Door('Sitting Room'),
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'up': Door('Tower Bottom'),
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},
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'discovered': False,
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'directions': {
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'north': Door('Basement 3'),
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'
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'east': Door('Library'),
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'shoot': Door('Cavern 1'),
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},
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'item': item('torch'),
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'info': 'You are in an dimly lit underground (all the light in the room comes from 3 %*BLUE*%torch%*RESET*%es on the walls). there is a choot in the floor (type: \'go shoot\' to go down the shoot).',
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█ █
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█ ║
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@@ -694,6 +695,33 @@ You notice a ''%*RED*%storage%*RESET*% device in one corner. You hear a %*YELLOW
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],
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},
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'Library': {
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'room type': 'house',
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'position': (0, 0, 0),
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'discovered': False,
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'directions': {
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'west': Door('Room name'),
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'bookcase': Door('Cavern 3'),
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},
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'containers': {
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'bookcases': container([item('\'Book of mistory', 'readable', "Neel-thee is waching you through the mansion itself")]),
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},
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'info': 'Towering bookcases filled with odd, mismatched books line the walls. Some have faded titles, others are blank, arranged almost deliberately. One bookcase stands slightly forward, leaving a faint scrape on the floor. The air is still, as if waiting for you to notice.',
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'map': '''
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█████████
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█ █
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█ █
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║ █
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█████████''',
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'Hints': [
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'Is it just me or are the first letters of all of those book names spelling the words "I\'m watching you"',
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],
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},
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'Cavern 1': {
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'room type': 'cavern',
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'position': (-2, 0, 0),
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],
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},
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'Cavern 3': {
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'room type': 'cavern',
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'position': (-3, 0, 0),
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'discovered': False,
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'directions': {
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'down': Door('Cavern 2'),
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'bookcase': Door('Library'),
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},
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'info': 'you are in a dark cavern with the only light coming from the crack behind a %*GREEN*%bookcase%*RESET*%. A voice in the back of your head says: \'I give up.\'',
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'map': '''
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█████████
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█████████''',
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'Hints': [
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'I wander what\'s behind that %*GREEN*%bookcase%*RESET*%.',
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],
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},
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'Forest Clearing': {
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'room type': 'forest',
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'directions': {
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@@ -1,14 +1,14 @@
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-
neelthee_mansion/Mansion_of_Amnesia.py,sha256=
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neelthee_mansion/Mansion_of_Amnesia.py,sha256=UU5c55WquTvcqh6oo4r48VlkqQ4HNVK8nHjvbRyDooE,45049
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neelthee_mansion/Quests.py,sha256=q6VzR3mt9AYe29ACWZuf-suz4yOKrL946aJ493eQRS0,2611
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neelthee_mansion/Rooms.py,sha256=
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neelthee_mansion/Rooms.py,sha256=DJ-Y_qr_-xXMJbENgtLnWqxeIhbEEM7BXsAxpuhlh0Y,90063
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neelthee_mansion/__init__.py,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
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neelthee_mansion/__main__.py,sha256=OIAWZ04le70DyjtR4hlmK9csHej7EHxeUrMoNnM-Vjc,95
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neelthee_mansion/all_game_utils.py,sha256=mnxws_YEnsoftkkBMZv1k_zlnGKWGenUvsZnNKjuFJQ,349
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neelthee_mansion/creatures.py,sha256=_TF-rbiTITvTX2rb6d5gZqGMwpMDPOKjFYnYwq76UK8,15513
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neelthee_mansion/items.py,sha256=_6-kBLmlUcB9c0_YpOjAr43Mwvy0kdoTkGU4tDvA2hk,5538
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neelthee_mansion/utils.py,sha256=Wt1CdK4eCskrxRXkeKgzVoa_NIzwQ047dJU-b_e8pb8,13559
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neelthee_mansion-3.14.
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neelthee_mansion-3.14.
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neelthee_mansion-3.14.
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neelthee_mansion-3.14.
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neelthee_mansion-3.14.
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neelthee_mansion-3.14.3.dist-info/METADATA,sha256=SPQjKAkf36FRNbPEpCiRINLy8YArUmZPZog-tLxmtV0,1992
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neelthee_mansion-3.14.3.dist-info/WHEEL,sha256=eOLhNAGa2EW3wWl_TU484h7q1UNgy0JXjjoqKoxAAQc,92
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neelthee_mansion-3.14.3.dist-info/entry_points.txt,sha256=j5ScTTyIidFhmT3F6hcX9pnlom4cJdDmfe26BmM6Igo,56
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neelthee_mansion-3.14.3.dist-info/top_level.txt,sha256=woQImQewylhly5Rb24HwPEGMxPY6do_PaUwGd5BNLOM,17
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neelthee_mansion-3.14.3.dist-info/RECORD,,
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