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#search a list
def search(self, list, platform):
for i in range(len(list)):
if list[i] == platform:
return True
return False
#Reup Ions
def convert_items(self):
for item_l in self.local_items:
for item in convert_list:
if item_l == item:
self.command_str.emit("get "+item+"\r\n")
self.command_str.emit("con "+item+"\r\n")
self.local_items.remove(item_l)
#Farms valuable stuff
def farm_items(self):
for item_l in self.local_items:
for item in farm_list:
if item_l == item:
self.command_str.emit("get "+item+"\r\n")
self.local_items.remove(item_l)
self.sell_list.append(item_l)
self.no_action_cnt = 0
#Sell items
def sell_items(self):
print(self.sell_list)
while len(self.sell_list) > 0:
item_l=self.sell_list[0]
self.sell_list.pop(0)
if item_l != "Nuclear-Decay":
self.command_str.emit("sell "+item_l+"\r\n")
time.sleep(.25)
#Remove friends from monster list
def remove_friends(self):
for friend in friend_list:
try:
self.local_monsters.remove(friend)
except:
pass
#Flushes keyboard
def flush_input(self):
try:
import msvcrt
while msvcrt.kbhit():
msvcrt.getch()
except ImportError:
import sys, termios
termios.tcflush(sys.stdin, termios.TCIOFLUSH)
#Decode incoming information
def decode_line(self,line):
result = ""
if line.decode('cp1252') != "":
ansi_escape = re.compile(r'\x1B(?:[@-Z\\-_]|\[[0-?]*[ -/]*[@-~])')
result = ansi_escape.sub('', line.decode('cp1252').strip('\n'))
self.console.append(result)
return result
#initiate combat
def combat_start(self):
self.command_str.emit("combat " + self.local_monsters[0]+"\r\n")
self.in_combat = True
self.heal = True
self.path_step = 0
self.no_action_cnt = 0
#process wander
def wander_process(self, result):
#area clear
if result.find("north - area continues.") != -1 or result.find("north - open gate.") != -1:
self.direction_list.append("north")
if result.find("south - area continues.") != -1 or result.find("south - open gate.") != -1:
self.direction_list.append("south")
if result.find("east - area continues.") != -1 or result.find("east - open gate.") != -1:
self.direction_list.append("east")
if result.find("west - area continues.") != -1 or result.find("west - open gate.") != -1:
self.direction_list.append("west")
#are there monsters
if result.find("You see shadows to the") != -1:
try:
if result.find("north") != -1:
self.direction_list.remove("north")
if result.find("south") != -1:
self.direction_list.remove("south")
if result.find("east") != -1:
self.direction_list.remove("east")
if result.find("west") != -1:
self.direction_list.remove("west")
except:
pass
#process combat per loop
def combat_process(self, result):
if result.find("You suffer") != -1:
self.hits = self.hits + 1
if self.hits == 2:
self.command_str.emit("heal\r\n")
self.command_str.emit("heal\r\n")
self.hits = 0
if result.find("have slain") != -1 or result.find("has just left") != -1 or result.find("isn't around here!") != -1 or result.find("You're not ready") != -1:
try:
self.local_monsters.pop(0)
except:
pass
if len(self.local_monsters) > 0:
self.command_str.emit("combat " + self.local_monsters[0]+"\r\n")
else:
print("Area cleared")
self.in_combat = False
#time travel
def time_travel(self):
self.farm_year = self.farm_year + 100
if self.farm_year > self.year_limit:
self.farm_year = 2000
self.command_str.emit("tra "+str(self.farm_year)+"\r\n")
#process path
def path_process(self):
path_str = self.path_list[self.selected_path][self.path_step]
if path_str != "done":
self.command_str.emit(path_str+"\r\n")
self.path_step = self.path_step + 1
else:
self.path_step = 0
#process stats
def parse_stat(self, result):
if self.stat_parsed == False:
self.sell_list = []
self.status += result
result.find(">") != -1:
self.stat_parsed = True
if self.stat_parsed and self.status != "":
for item_l in farm_list:
x = self.status.count(item_l)
for i in range(x):
self.sell_list.append(item_l)
if self.status.find("Riblets :") != -1:
start_index = self.status.index('Riblets : ') + 16
riblets_str = self.status[start_index:]
try:
end_index = riblets_str.index(' ')
except:
pass
riblets_str = riblets_str[:end_index]
print("Riblets:" + riblets_str)
self.riblets = int(riblets_str)
self.status != ""
print(self.sell_list)
#index area
def index_area(self,result):
if self.area_indexed == False:
self.area += result
result.find(">") != -1:
self.area_indexed = True
if self.area_indexed and self.area != "":
if self.area.find("On the ground lies:") != -1:
start_index = self.area.index('On the ground lies:')
item_str = self.area[start_index:]
try:
end_index = item_str.index('***')
except:
try:
end_index = item_str.index('>')
except:
pass
item_str = item_str[:end_index]
item_str = item_str.replace("On the ground lies:","")
item_str = item_str.replace("0","")
item_str = item_str.replace("1","")
item_str = item_str.replace("2","")
item_str = item_str.replace("3","")
item_str = item_str.replace("4","")
item_str = item_str.replace("5","")
item_str = item_str.replace("6","")
item_str = item_str.replace("7","")
item_str = item_str.replace("8","")
item_str = item_str.replace("9","")
item_str = item_str.replace("(","")
item_str = item_str.replace(")","")
item_str = item_str.replace("A ","")
item_str = item_str.replace("An ","")
item_str = item_str.replace(" ","")
item_str = item_str.replace(".","")
item_str = item_str.replace("\r\n","")
item_str = item_str.replace("***","")
self.local_items = list(item_str.split(","))
print(self.local_items)
if self.area.find("here") != -1:
end_index = self.area.index('here')
monster_str = self.area[:end_index]
start_index = monster_str.rindex('***')
monster_str = monster_str[start_index:]
monster_str = monster_str.replace("\r\n","")
monster_str = monster_str.replace(" and ","")
monster_str = monster_str.replace(" are ","")
monster_str = monster_str.replace(" is ","")
monster_str = monster_str.replace(" ","")
monster_str = monster_str.replace(".","")
monster_str = monster_str.replace("***","")
self.local_monsters = list(monster_str.split(","))
remove_friends()
print(self.local_monsters)
self.area = "":
#main game loop
def mutants(self,result):
#Nothing has happened in a while, time jump
if self.no_action_cnt > self.na_thresh:
time_travel()
self.no_action_cnt = 0
#parse status
self.parse_stat(result)
#index area
self.index_area(result)
#deposit riblets
if self.riblets > self.riblet_thresh and self.path_step == 0:
self.path_step = 1
#auto farm if sold items
if len(self.sell_list) == 0 and self.wander:
self.auto_farm = True
#process wander
if self.wander and not self.in_combat and self.path_step == 0:
self.wander_process(result)
#process combat
if self.in_combat:
self.combat_process(result)
#scrapers
if result == "(N)onstop, (Q)uit, or (C)ontinue?":
self.command_str.emit("N\r\n")
#ion starvation
if result.find("You're starving for IONS!") != -1:
self.command_str.emit("con gold-chunck\r\n")
self.auto_combat = True
self.heal = True
#too heavy
if self.wander and result.find("The weight of all your items forces you to the ground.") != -1:
self.wander = False
self.command_str.emit("X\r\n")
#dropped your weapon!
if self.auto_farm and result.find("The Nuclear-Decay fell out of your sack!") != -1:
self.time_steps = 0
self.command_str.emit("con gold-chunck\r\n")
self.command_str.emit("get nuclear-decay\r\n")
#I can't remember why I did this
if self.auto_farm and result.find("You're not carrying a gold-chunck.") != -1:
self.auto_farm = False
#Dropped the bait, pick it back up
if result.find("The Monster-Bait fell out of your sack!") != -1:
self.time_steps = 0
self.command_str.emit("con gold-chunck\r\n")
self.command_str.emit("get monster-bait\r\n")
#if wander and result.find("fell out of your sack!") != -1:
#wander = False
#self.auto_farm = False
#GTFO
if self.wander and ((result.find("It's too dark to see anything!") != -1 or
result.find("has hit you with his Nuclear-Decay!") != -1 or
result.find("You're blocked!") != -1) or
len(self.local_monsters) > 4):
self.heal = True
self.command_str.emit("tra "+str(self.farm_year)+"\r\n")
self.in_combat = False
#Sell the loot
if result.find("City Trading Centre") != -1:
if len(self.sell_list) > 0:
self.sell_items()
#New area, take a look
if result.find("Compass:") != -1:
self.area_indexed = True
#Parse character status
if result.find("stat") != -1:
self.stat_parsed = False
#Trigger stop healing
if result.find("Nothing happens!") != -1 or result.find("You don't have enough ions to heal!") != -1:
self.heal = False
#Turn on healing
if result.find("You suffer") != -1 or result.find("You are poisoned!") != -1:
self.heal = True
#monster list related
if (result.find("yells: Gimmie") != -1 or
result.find("just arrived from") != -1 or
result.find("has hit") != -1 or
result.find("body is glowing") != -1 or
result.find("Get away from me") != -1 or
result.find("has magically appeared") != -1):
m = result.index(' ')
monster = result[:m]
if not search(self.local_monsters, monster):
self.local_monsters.append(monster)
remove_friends()
print(self.local_monsters)
if len(self.local_monsters) > 0 and self.auto_combat and not self.in_combat:
combat_start()
#Monster took off, remove from list
if result.find("has just left") != -1:
end_index = result.index(' has')
mon_str = result[:end_index]
mon_str = mon_str.replace(" ","")
try:
self.local_monsters.remove(mon_str)
except:
pass
print(mon_str)
print(self.local_monsters)
#Monster died, remove from list
if result.find("is crumbling to dust") != -1:
end_index = result.index(' is')
mon_str = result[:end_index]
mon_str = mon_str.replace(" ","")
try:
self.local_monsters.remove(mon_str)
except:
pass
print(mon_str)
print(self.local_monsters)
#Someone picked something up, remove from item list
if result.find("picked up the") != -1:
start_index = result.index('the') + 4
item_str = result[start_index:]
end_index = item_str.index('.')
item_str = item_str[:end_index]
item_str = item_str.replace(" ","")
try:
self.local_items.remove(item_str)
except:
pass
print(item_str)
print(self.local_items)
#Dead person dropping stuff, add to local list
if result.find("is falling from") != -1:
start_index = result.index('A')
item_str = result[start_index:]
end_index = item_str.index('is')
item_str = item_str[:end_index]
item_str = item_str.replace(" ","")
item_str = item_str.replace("is","")
item_str = item_str.replace("An","")
item_str = item_str.replace("A","")
self.local_items.append(item_str)
print(self.local_items)
#You died, do some stuff
if result.find("Select (Bury, 1-5, ?)") != -1:
self.in_combat=False
self.heal = False
self.wander = False
self.auto_farm = False
self.auto_combat = False
#farm items
if len(self.local_items) > 0 and not self.in_combat:
if self.auto_farm:
self.farm_items()
if self.auto_combat:
self.convert_items()
#print("convert")
#keyboard related - this part sucks
if keyboard.is_pressed(self.lock_key):
time.sleep(.5)
if self.key_detect:
self.key_detect = False
print("Key detect off")
else:
self.key_detect = True
print("Key detect on")
if self.key_detect:
if keyboard.is_pressed("?"):
time.sleep(.5)
for help in help_list:
print(help)
#directions
if keyboard.is_pressed("8"):
self.local_monsters = []
self.local_items = []
self.command_str.emit("north\r\n")
time.sleep(.25)
if keyboard.is_pressed("2"):
self.local_monsters = []
self.local_items = []
self.command_str.emit("south\r\n")
time.sleep(.25)
if keyboard.is_pressed("4"):
self.local_monsters = []
self.local_items = []
self.command_str.emit("west\r\n")
time.sleep(.25)
if keyboard.is_pressed("6"):
self.local_monsters = []
self.local_items = []
self.command_str.emit("east\r\n")
time.sleep(.25)
#functions
if keyboard.is_pressed("a"):
time.sleep(.5)
if self.auto_combat:
self.auto_combat = False
print("Auto combat off")
else:
self.auto_combat = True
print("Auto combat on")
#Auto Ion
if keyboard.is_pressed("i"):
time.sleep(.5)
if self.auto_combat:
self.auto_combat = False
print("Auto ion off")
else:
self.auto_combat = True
print("Auto ion on")
#Auto farm
if keyboard.is_pressed("f"):
time.sleep(.5)
if self.auto_farm:
self.auto_farm = False
print("Auto farm off")
else:
self.auto_farm = True
print("Auto farm on")
#Year limit
if keyboard.is_pressed("y"):
time.sleep(.25)
self.flush_input()
st = input("Year limit: ")
self.year_limit = int(st)
#No action threshhold
if keyboard.is_pressed("n"):
time.sleep(.25)
self.flush_input()
st = input("No action: ")
self.na_thresh = int(st)
#Start combat
if keyboard.is_pressed("c"):
if len(self.local_monsters) > 0:
combat_start()
time.sleep(.25)
#Start Combat
if keyboard.is_pressed("c"):
if len(self.local_monsters) > 0:
combat_start()
time.sleep(.25)
#look around
if keyboard.is_pressed("5"):
self.command_str.emit("look ")
time.sleep(.25)
#meander status
if keyboard.is_pressed("m"):
time.sleep(.5)
if self.wander:
self.wander = False
print("Meander off")
else:
self.wander = True
print("Meander on")
self.command_str.emit("look\r\n")
#heal
if keyboard.is_pressed("h"):
self.command_str.emit("heal\r\n")
self.heal = True
time.sleep(.25)
#look around
if keyboard.is_pressed("l"):
self.command_str.emit("look\r\n")
time.sleep(.25)
#stats
if keyboard.is_pressed("v"):
self.command_str.emit("stat\r\n")
time.sleep(.25)
#sell items
if keyboard.is_pressed("s"):
self.sell_items()
time.sleep(.25)
#store path select
if keyboard.is_pressed("p") and not self.in_combat:
time.sleep(.25)
self.flush_input()
#toss = keyboard.read_key()
st = input("Choose path input: ")
self.selected_path = int(st)
self.path_step = 1
self.command_str.emit("Starting path..\r\n")
self.flush_input()
#read keyboard
if keyboard.is_pressed("k") and not self.in_combat:
time.sleep(.25)
self.flush_input()
#toss = keyboard.read_key()
st = input("Keyboard input: ")
self.command_str.emit(st+"\r\n")
self.flush_input()
#wield weapon
if keyboard.is_pressed("w"):
time.sleep(.25)
self.command_str.emit("wie nuclear-decay\r\n")
#drop item
if keyboard.is_pressed("d"):
time.sleep(.25)
self.flush_input()
#toss = keyboard.read_key()
st = input("drop item: ")
drop_item = "drop " + st
self.command_str.emit(drop_item+"\r\n")
#time travel
if keyboard.is_pressed("t") and not self.in_combat:
monster_list = []
time.sleep(.25)
self.flush_input()
#toss = keyboard.read_key()
st = input("year: ")
year = "travel " + st
self.command_str.emit(year+"\r\n")
if keyboard.is_pressed("x"):
break