Script to punish tring to sell a protected item.
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@13315 282e977c-c81d-0410-88c4-b93c2d0d6712master
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import random
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# -*- coding: utf-8 -*-
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# sell_punisher.py - Punish players for selling items
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#
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# Copyright (C) 2010 Nicolas Weege
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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#
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#
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# This script punishes players trying to sell the item it is linked to.
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# The item is then not sold.
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#
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# It should be called from a "selling" event.
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#
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# An optional "punish_sell_in" key can be put in the item (not the event)
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# to specify a base path to punish selling it in maps which path starts with that value.
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# For instance, to restrict selling to Scorn, use "punish_sell_in /scorn/".
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#
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# If no key is defined, trying to sell is punished in the whole world.
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import Crossfire
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def sell_is_restricted():
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map = Crossfire.WhoAmI().ReadKey("punish_sell_in")
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if map == "":
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return 1
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current = Crossfire.WhoIsActivator().Map.Path
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if len(current) < len(map):
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return 0
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if map == current[0:len(map)]:
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return 1
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return 0
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def handle_sell():
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if not sell_is_restricted():
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return
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guard = None
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map = Crossfire.WhoIsActivator().Map
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for h in range(0, map.Height):
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for w in range(0, map.Width):
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top = map.ObjectAt(w, h)
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while top != None:
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if top.Type == 69:
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count = random.randint(2, 8)
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while count > 0:
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guard = Crossfire.CreateObjectByName("guard")
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guard.StandStill = 0
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guard.Unaggressive = 0
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map.InsertAround(guard, w, h)
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count = count - 1
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break
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top = top.Above
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if guard != None:
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Crossfire.WhoIsActivator().Message("You thief!")
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Crossfire.SetReturnValue(1)
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handle_sell()
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