-fix banksay.py (was a small issue with a missing =)

-add reusable script for adding/removing items
-add two new slotmachines
-add an insult generator


git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2376 282e977c-c81d-0410-88c4-b93c2d0d6712
master
temitchell 2003-10-06 03:41:36 +00:00
parent 8f14c92525
commit 7ad3e359d6
9 changed files with 338 additions and 31 deletions

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@ -0,0 +1,32 @@
#CFItemBroker.py
#An often used bit of code to add or remove a number of objects
#Mostly useful for removing items (like in payment or as part of
#an inventory check)
#This will not check for the existance of an item as that would better
#be done in the calling script so you can be flexable.
#
#ToddMitchell
import CFPython
class ItemBroker:
def __init__(self, object):
self.object = object
self.numberof = CFPython.GetQuantity(self.object)
def add(self, number):
tmp = self.numberof + number
CFPython.SetQuantity(self.object, tmp)
return 1
def subtract(self, number):
remainder = self.numberof - number
if remainder >= number:
CFPython.SetQuantity(self.object, remainder)
return 1
elif remainder == 0:
CFPython.RemoveObject(self.object)
return 1
else:
return 0

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@ -18,7 +18,8 @@
#
# The author can be reached via e-mail at jbontje@suespammers.org
#
#Updated to use new path functions in CFPython and broken and modified a bit by -Todd Mitchell
# Updated to use new path functions in CFPython and broken and
# modified a bit by -Todd Mitchell
import CFPython
@ -29,6 +30,7 @@ sys.path.append('%s/%s/python' %(CFPython.GetDataDirectory(),CFPython.GetMapDire
import string
import random
import CFBank
import CFItemBroker
activator=CFPython.WhoIsActivator()
activatorname=CFPython.GetName(activator)
@ -46,22 +48,26 @@ fees=(service_charge/100)+1
bank = CFBank.CFBank(bankdatabase)
text = string.split(CFPython.WhatIsMessage())
thanks_message = ['Thank you for banking the Imperial Way.', 'Thank you, please come again.',\
'Thank you. "Service" is our middle name.', 'Thank you for your patronage.', 'Thank you, have a nice day.', \
'Thank you. Hows about a big slobbery kiss?']
thanks_message = ['Thank you for banking the Imperial Way.', 'Thank you, please come \
again.', 'Thank you, please come again.','Thank you for banking the Imperial Way.', \
'Thank you for your patronage.', 'Thank you, have a nice day.', 'Thank you. "Service" \
is our middle name.', 'Thank you. "Service" is our middle name.', 'Thank you for your \
patronage.', 'Thank you, have a nice day.', 'Thank you. Hows about a big slobbery \ kiss?']
if text[0] == 'help' or text[0] == 'yes':
message ='You can:\n-deposit,-withdraw,-balance,-exchange \
\nAll transactions are in imperial notes\n(1 : 1000 gold coins). \
\nA service charge of %d percent will be placed on all deposits' %(service_charge)
\nA service charge of %d percent will be placed on all deposits' \
%(service_charge)
elif text[0] == 'deposit':
if len(text)==2:
if (CFPython.PayAmount(activator, (int(text[1])*exchange_rate)*fees)):
bank.deposit(activatorname, int(text[1]))
message = '%d imperials deposited to bank account. %s' %(int(text[1]),random.choice(thanks_message))
message = '%d imperials deposited to bank account. %s' \
%(int(text[1]),random.choice(thanks_message))
else:
message = 'You would need %d gold'%((int(text[1])*(exchange_rate/10))*fees)
else:
@ -70,7 +76,8 @@ elif text[0] == 'deposit':
elif text[0] == 'withdraw':
if len(text)==2:
if (bank.withdraw(activatorname, int(text[1]))):
message = '%d imperials withdrawn from bank account. %s' %(int(text[1]),random.choice(thanks_message))
message = '%d imperials withdrawn from bank account. %s' \
%(int(text[1]),random.choice(thanks_message))
id = CFPython.CreateObject('imperial', (x, y))
CFPython.SetQuantity(id, int(text[1]))
else:
@ -81,23 +88,16 @@ elif text[0] == 'withdraw':
elif text[0] == 'exchange':
if len(text)==2:
inv=CFPython.CheckInventory(activator,'imperial')
if(inv):
available = CFPython.GetQuantity(inv)
remainder = available - int(text[1])
if remainder > int(text[1]):
CFPython.SetQuantity(inv, (available - int(text[1])))
id = CFPython.CreateObject('platinum coin', (x, y))
CFPython.SetQuantity(id, int(text[1])*(exchange_rate/50))
message = random.choice(thanks_message)
elif remainder == 0:
CFPython.RemoveObject(inv)
if inv:
pay = CFItemBroker.ItemBroker(inv).subtract(int(text[1]))
if pay:
id = CFPython.CreateObject('platinum coin', (x, y))
CFPython.SetQuantity(id, int(text[1])*(exchange_rate/50))
message = random.choice(thanks_message)
else:
message = 'Sorry, you do not have %d imperials' %int(text[1])
else:
message = 'Sorry, you do not have %d imperials' %int(text[1])
message = 'Sorry, you do not have any imperials'
else:
message = 'Usage "exchange <amount>" (imperials to platimum coins)'

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@ -36,6 +36,7 @@ activatorname=CFPython.GetName(activator)
whoami=CFPython.WhoAmI()
boardname=CFPython.GetEventOptions(whoami,6) # 6 is say event
print "Activated %s" %boardname
if (boardname):

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@ -0,0 +1,107 @@
#SlotMachine configuration file
#to make a new kind of slot machine, copy this file, change the settings and point the slotmachine to the new file.
#Standard type Diamond Slots
#FYI - This one uses an object for cointype and not the money code :)
import CFPython
import sys
sys.path.append('%s/%s/python' %(CFPython.GetDataDirectory(),CFPython.GetMapDirectory()))
import CFGamble
import CFItemBroker
activator=CFPython.WhoIsActivator()
activatorname=CFPython.GetName(activator)
whoami=CFPython.WhoAmI()
#gets slot name and adds map name for unique jackpot
slotname= '%s#%s' %(CFPython.GetName(whoami),CFPython.GetMapPath(CFPython.GetMap(whoami)))
x=CFPython.GetXPosition(activator)
y=CFPython.GetYPosition(activator)
cointype = "gem" #What type of coin is this slotmachine using?
minpot = 200 #Minimum slot jackpot size
maxpot = 10000 #Maxiumum slot jackpot size
cost = 1 #Price of usage
#Change the items on the slot spinner or the number of items.
slotlist = ["Silver", "Gold", "Platinum", "Sapphire", "Emerald", "Ruby", "Diamond", "JackPot"]
spinners = 4 #How many spinners on the slotmachine?
Slots=CFGamble.SlotMachine(slotname,slotlist,minpot,maxpot)
object = CFPython.CheckInventory(activator,cointype)
if (object):
pay = CFItemBroker.ItemBroker(object).subtract(cost)
if (pay):
Slots.placebet(cost)
results = Slots.spin(spinners)
pay = 0
pot = Slots.checkslot()
CFPython.Write('%s' %results, activator, 7)
for item in results:
#match all but one - pays out by coin e.g 3 to 1 or 4 to 1
if results.count(item) == spinners-1:
if item == "Silver":
pay = 1
elif item == "Gold":
pay = 2
elif item == "Platinum":
pay = 3
elif item == "Sapphire":
pay = 4
elif item == "Emerald":
pay = 5
elif item == "Ruby":
pay = 6
elif item == "Diamond":
pay = 10
elif item == "Jackpot":
pay = 15
else:
break
CFPython.Write("%d %ss, a minor win!" %(spinners-1,item),activator)
payoff = cost*pay
Slots.payoff(payoff)
id = CFPython.CreateObject(cointype, (x, y))
CFPython.SetQuantity(id, payoff)
if payoff == 1:
message = "you win %d %s!" %(payoff,cointype)
else:
message = "You win %d %ss!!" %(payoff,cointype)
break
elif results.count(item) == spinners:
#all match - pays out as percent of pot
CFPython.Write('%d %ss, a Major win!' %(spinners,item),activator)
if item == "Silver":
pay = .1
elif item == "Gold":
pay = .15
elif item == "Platinum":
pay = .25
elif item == "Sapphire":
pay = .3
elif item == "Emerald":
pay = .4
elif item == "Ruby":
pay = .5
elif item == "Diamond":
pay = .6
elif item == "JackPot":
pay = 1
payoff = pot*pay
Slots.payoff(payoff)
id = CFPython.CreateObject(cointype, (x, y))
CFPython.SetQuantity(id, payoff)
if payoff == 1:
message = "you win %d %s!" %(payoff,cointype)
else:
message = "You win %d %ss!!" %(payoff,cointype)
break
else:
message = "Better luck next time!"
CFPython.Write(message,activator)
CFPython.Write("%d in the Jackpot, Play again?" %Slots.checkslot(),activator)
else:
CFPython.Write("Sorry, you do not have enough %ss" %(cointype),activator)
else:
CFPython.Write("Sorry, you do not have any %ss" %(cointype),activator)

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@ -71,7 +71,7 @@ if (CFPython.PayAmount(activator, cost*10)):#goldcoin
elif item == "Staff":
pay = .15
elif item == "Shield":
pay = .25
pay = .20
elif item == "Sword":
pay = .25
elif item == "Wand":

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@ -0,0 +1,107 @@
#SlotMachine configuration file
#to make a new kind of slot machine, copy this file, change the settings and point the slotmachine to the new file.
#Standard type Imperial Slots
#FYI - This one uses an object for cointype and not the money code :)
import CFPython
import sys
sys.path.append('%s/%s/python' %(CFPython.GetDataDirectory(),CFPython.GetMapDirectory()))
import CFGamble
import CFItemBroker
activator=CFPython.WhoIsActivator()
activatorname=CFPython.GetName(activator)
whoami=CFPython.WhoAmI()
#gets slot name and adds map name for unique jackpot
slotname= '%s#%s' %(CFPython.GetName(whoami),CFPython.GetMapPath(CFPython.GetMap(whoami)))
x=CFPython.GetXPosition(activator)
y=CFPython.GetYPosition(activator)
cointype = "imperial" #What type of coin is this slotmachine using?
minpot = 200 #Minimum slot jackpot size
maxpot = 10000 #Maxiumum slot jackpot size
cost = 1 #Price of usage
#Change the items on the slot spinner or the number of items.
slotlist = ["Dread", "Dragon", "Knight", "Wizard", "Titan", "Septre", "Emperor", "JackPot"]
spinners = 4 #How many spinners on the slotmachine?
Slots=CFGamble.SlotMachine(slotname,slotlist,minpot,maxpot)
object = CFPython.CheckInventory(activator,cointype)
if (object):
pay = CFItemBroker.ItemBroker(object).subtract(cost)
if (pay):
Slots.placebet(cost)
results = Slots.spin(spinners)
pay = 0
pot = Slots.checkslot()
CFPython.Write('%s' %results, activator, 7)
for item in results:
#match all but one - pays out by coin e.g 3 to 1 or 4 to 1
if results.count(item) == spinners-1:
if item == "Dread":
pay = 1
elif item == "Dragon":
pay = 2
elif item == "Knight":
pay = 3
elif item == "Wizard":
pay = 4
elif item == "Titan":
pay = 5
elif item == "Septre":
pay = 6
elif item == "Emperor":
pay = 10
elif item == "Jackpot":
pay = 20
else:
break
CFPython.Write("%d %ss, a minor win!" %(spinners-1,item),activator)
payoff = cost*pay
Slots.payoff(payoff)
id = CFPython.CreateObject(cointype, (x, y))
CFPython.SetQuantity(id, payoff)
if payoff == 1:
message = "you win %d %s!" %(payoff,cointype)
else:
message = "You win %d %ss!!" %(payoff,cointype)
break
elif results.count(item) == spinners:
#all match - pays out as percent of pot
CFPython.Write('%d %ss, a Major win!' %(spinners,item),activator)
if item == "Dread":
pay = .1
elif item == "Dragon":
pay = .15
elif item == "Knight":
pay = .20
elif item == "Wizard":
pay = .25
elif item == "Titan":
pay = .30
elif item == "Septre":
pay = .40
elif item == "Emperor":
pay = .50
elif item == "JackPot":
pay = 1
payoff = pot*pay
Slots.payoff(payoff)
id = CFPython.CreateObject(cointype, (x, y))
CFPython.SetQuantity(id, payoff)
if payoff == 1:
message = "you win %d %s!" %(payoff,cointype)
else:
message = "You win %d %ss!!" %(payoff,cointype)
break
else:
message = "Better luck next time!"
CFPython.Write(message,activator)
CFPython.Write("%d in the Jackpot, Play again?" %Slots.checkslot(),activator)
else:
CFPython.Write("Sorry, you do not have enough %ss" %(cointype),activator)
else:
CFPython.Write("Sorry, you do not have any %ss" %(cointype),activator)

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@ -16,7 +16,7 @@ x=CFPython.GetXPosition(activator)
y=CFPython.GetYPosition(activator)
cointype = "platinacoin" #What type of coin is this slotmachine using?
minpot = 300 #Minimum slot jackpot size
minpot = 200 #Minimum slot jackpot size
maxpot = 100000 #Maxiumum slot jackpot size
cost = 1 #Price of usage

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@ -20,7 +20,7 @@ maxpot = 50000 #Maxiumum slot jackpot size
cost = 1 #Price of usage
#Change the items on the slot spinner or the number of items.
slotlist = ["Maid", "Merchant", "Coin", "Diamond", "Imp", "Devil", "JackPot"]
slotlist = ["Merchant", "Coin", "Diamond", "Imp", "Devil", "JackPot"]
spinners = 4 #How many spinners on the slotmachine?
@ -36,12 +36,10 @@ if (CFPython.PayAmount(activator, cost)):#silvercoin
for item in results:
#match all but one - pays out by coin e.g 3 to 1 or 4 to 1
if results.count(item) == spinners-1:
if item == "Maid":
if item == "Merchant":
pay = 1
elif item == "Merchant":
pay = 2
elif item == "Coin":
pay = 3
pay = 2
elif item == "Diamond":
pay = 4
elif item == "Imp":
@ -65,16 +63,14 @@ if (CFPython.PayAmount(activator, cost)):#silvercoin
elif results.count(item) == spinners:
#all match - pays out as percent of pot
CFPython.Write('%d %ss, a Major win!' %(spinners,item),activator)
if item == "Maid":
if item == "Merchant":
pay = .10
elif item == "Merchant":
pay = .15
elif item == "Coin":
pay = .25
pay = .15
elif item == "Diamond":
pay = .25
pay = .20
elif item == "Imp":
pay = .35
pay = .30
elif item == "Devil":
pay = .50
elif item == "JackPot":

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@ -0,0 +1,64 @@
# CFInsulter.py (formerly shakeinsult.py)
# This is an adaptation of Nick Hodges' Shakspearean Insult Generator in python.
#
# "This is available under a BSD style license. Once I said I would never
# write any non-GPL stuff for fun. Oh well. Just let me know if you use it."
# http://www.zope.org/Members/tfarrell/shakeinsult
#
#
# Adapted for use in Crossfire by Todd Mitchell
#
# Please help by adding new styles of insults to this fine script.
import CFPython
import sys
sys.path.append('%s/%s/python' %(CFPython.GetDataDirectory(),CFPython.GetMapDirectory()))
from random import choice
def Insult(style):
##SHAKESPEAR STYLE
if style == "shakespear":
adj1 = ['artless', 'bawdy', 'beslubbering', 'bootless', 'churlish', 'cockered', 'clouted', 'craven', 'currish', 'dankish', 'dissembling', 'droning', 'errant', 'fawning', 'fobbing', 'froward', 'frothy', 'gleeking', 'goatish', 'gorbellied', 'impertinent', 'infectious', 'jarring', 'loggerheaded', 'lumpish', 'mammering', 'mangled', 'mewling', 'paunchy', 'pribbling', 'puking', 'puny', 'qualling', 'rank', 'reeky', 'roguish', 'ruttish', 'saucy', 'spleeny', 'spongy', 'surly', 'tottering', 'unmuzzled', 'vain', 'venomed', 'villainous', 'warped', 'wayward', 'weedy', 'yeasty', 'vomiting', 'vulturous', 'contemptuous', 'groping', 'miniscule', 'quivering', 'shivering', 'trembling', 'miserable', 'licentious', 'cowering', 'sulking', 'gloating', 'murmuring', 'audacious', 'befouling', 'insolent', 'murky', 'pitiable', 'wretched', 'dolorous', 'lamentable', 'inadequate', 'contemptible', 'paltry', 'measly', 'meager', 'paltry', 'inadequate', 'insignificant', 'empty', 'inferior', 'pathetic', 'atrocious', 'execrable', 'damnable', 'repugnant', 'repulsive', 'revolting', 'repellent', 'offensive', 'disgusting', 'horrid', 'horrible', 'obscene', 'beastly', 'vile', 'abominable', 'pitiful', 'wrangled', 'whoring']
adj2 = ['base-court', 'bat-fowling', 'beef-witted', 'beetle-headed', 'boil-brained', 'clapper-clawed','clay-brained', 'common-kissing', 'crook-pated', 'dismal-dreaming', 'dizzy-eyed', 'doghearted', 'dread-bolted', 'earth-vexing', 'elf-skinned', 'fat-kidneyed', 'fen-sucked', 'flap-mouthed', 'fly-bitten', 'folly-fallen', 'fool-born', 'full-gorged', 'guts-griping', 'half-faced', 'hasty-witted', 'hedge-born', 'hell-hated', 'idle-headed', 'ill-breeding', 'ill-nurtured', 'knotty-pated', 'milk-livered', 'motley-minded', 'onion-eyed', 'plume-plucked', 'pottle-deep', 'pox-marked', 'reeling-ripe', 'rough-hewn', 'rude-growing', 'rump-fed', 'shard-borne', 'sheep-biting', 'spur-galled', 'swag-bellied', 'tardy-gaited', 'tickle-brained', 'toad-spotted', 'unchin-snouted', 'weather-bitten', 'weather-beaten', 'mutton-eating', 'coffee-nosed', 'malodorous']
noun = ['apple-john', 'baggage', 'barnacle', 'bladder', 'boar-pig', 'bugbear', 'bum-bailey', 'canker-blossom', 'clack-dish', 'clotpole', 'coxcomb', 'codpiece', 'death-token', 'dewberry', 'flap-dragon', 'flax-wench', 'flirt-gill', 'foot-licker', 'fustilarian', 'giglet', 'gudgeon', 'haggard', 'harpy', 'hedge-pig', 'horn-beast', 'hugger-mugger', 'joithead', 'lewdster', 'lout', 'maggot-pie', 'malt-worm', 'mammet', 'measle', 'minnow', 'miscreant', 'moldwarp', 'mumble-news', 'nut-hook', 'pigeon-egg', 'pignut', 'puttock', 'pumpion', 'ratsbane', 'scut', 'skainsmate', 'strumpet', 'varlet', 'vassal', 'whey-face', 'wagtail', 'phlegm-barrel', 'numb-skull', 'lip-infection', 'blood-clot', 'boar-tick', 'pervert']
prefixA = ['Thou art a','Thy Mother is a', 'Thou']
prefixAn = ['Thou art an', 'Thy Mother is an', 'Thou']
##TEXAS STYLE
elif style == "texas":
adj1 = ['stewpid', 'uglee', 'pea brained', 'dung-headed', 'hatless', 'witless', 'dumb']
adj2 = ['horse-knappin', 'hog-licking', 'knock-kneed', 'brown-nosed', 'lilly-livered' ]
noun = ['dipshit', 'city-slicker', 'root-head', 'cow-pie', 'greenhorn', 'idgit']
prefixA = ['Yer a','Yer Mama\'s a', 'Yew']
prefixAn = ['Yer a', 'Yer Mama\'s a', 'Yew']
##NO STYLE
else:
return "No such style stupid."
vowels = ['a', 'e', 'i', 'o', 'u']
isvowel = 0
rnoun = choice(noun)
radj1 = choice(adj1)
radj2 = choice(adj2)
for letter in vowels:
if (radj1[0] == letter):
rprefix = choice(prefixAn)
isvowel = 1
if (isvowel == 0):
rprefix = choice(prefixA)
insult = "%s %s %s %s!" % (rprefix, radj1, radj2, rnoun)
return insult
activator=CFPython.WhoIsActivator()
whoami=CFPython.WhoAmI()
#style of insult desired to hurl in event options
style = CFPython.GetEventOptions(whoami,1) # 1 is apply event
CFPython.Write(Insult(style),activator)