Enable the doors to be lockpicked.
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@17961 282e977c-c81d-0410-88c4-b93c2d0d6712master
parent
fa4d205af9
commit
ca573b45e7
|
@ -26,12 +26,17 @@
|
|||
#
|
||||
# Note: using a DOOR (type 23) instead of a LOCKED_DOOR (type 20) doesn't seem to
|
||||
# work, since any key can remove the door - not the desired behaviour.
|
||||
#
|
||||
# If the lockable door has the correct 'trigger' hook (case for the previous archetypes),
|
||||
# then the door can be picked, depending on the player's lockpicking level.
|
||||
# Experience is awarded for the first successful pick only. Failures decrease the
|
||||
# chance to succeed, and increase the chance of leaving traces.
|
||||
|
||||
import Crossfire
|
||||
|
||||
Crossfire.SetReturnValue(1)
|
||||
import random
|
||||
|
||||
def get_door(me, direction):
|
||||
'''Find the first item in the specified direction'''
|
||||
map = me.Map
|
||||
x = me.X
|
||||
y = me.Y
|
||||
|
@ -55,6 +60,7 @@ def get_door(me, direction):
|
|||
return ob
|
||||
|
||||
def give_properties(who, lock):
|
||||
'''Give properties from either the archetype or the other archetype.'''
|
||||
if lock == who.Archetype.Clone.Alive:
|
||||
arch = who.Archetype
|
||||
else:
|
||||
|
@ -66,7 +72,16 @@ def give_properties(who, lock):
|
|||
who.Name = arch.Clone.Name
|
||||
who.Face = arch.Clone.Face
|
||||
|
||||
def check_picked(door, who):
|
||||
'''Check if the lock was picked, and inform the player if this is the case.'''
|
||||
if door.ReadKey('door_picked') == '1':
|
||||
who.Write('You notice some suspicious traces on the lock.')
|
||||
door.WriteKey('door_picked', '')
|
||||
|
||||
def handle_key():
|
||||
'''Handle applying a locking key.'''
|
||||
Crossfire.SetReturnValue(1)
|
||||
|
||||
key = Crossfire.WhoAmI()
|
||||
who = Crossfire.WhoIsActivator()
|
||||
|
||||
|
@ -87,6 +102,7 @@ def handle_key():
|
|||
else:
|
||||
who.Write('You unlock the %s'%(door.Name))
|
||||
give_properties(door, 0)
|
||||
check_picked(door, who)
|
||||
else:
|
||||
# door is unlocked, a key can lock if blank or matching
|
||||
if key.Slaying == '' or key.Slaying == None or key.Slaying == door.Slaying:
|
||||
|
@ -95,7 +111,65 @@ def handle_key():
|
|||
key.Name = key.Name + " (used)"
|
||||
who.Write('You lock the %s'%(door.Name))
|
||||
give_properties(door, 1)
|
||||
check_picked(door, who)
|
||||
else:
|
||||
who.Write("You can't use this %s on this %s"%(key.Name, door.Name))
|
||||
|
||||
handle_key()
|
||||
def get_attempts(door, who):
|
||||
'''Get how many attempts to pick a lock a player did'''
|
||||
s = door.ReadKey('attempts_' + who.Name)
|
||||
if s == '':
|
||||
return 0
|
||||
return int(s)
|
||||
|
||||
def get_success_chance(door, who, level):
|
||||
'''Return the chance of successfully picking the lock for the player'''
|
||||
if door.ReadKey('was_picked_' + who.Name) != '':
|
||||
return 100
|
||||
attempts = min(get_attempts(door, who), 5)
|
||||
diff = level - door.Level - attempts
|
||||
#who.Write('chance: %d'%(max(25, min(90, 50 + diff * 5))))
|
||||
return max(25, min(90, 50 + diff * 5))
|
||||
|
||||
def get_exp(door, who):
|
||||
'''Return the experience for lockpicking the door'''
|
||||
if door.ReadKey('was_picked_' + who.Name) != '':
|
||||
return 0
|
||||
attempts = get_attempts(door, who)
|
||||
#who.Write('exp: %d'%(round((door.Exp * (100. - min(100., attempts * 20.))) / 100.)))
|
||||
return round((door.Exp * (100. - min(100., attempts * 20.))) / 100.)
|
||||
|
||||
def handle_lockpick():
|
||||
'''Handle lockpicking a door.'''
|
||||
Crossfire.SetReturnValue(1)
|
||||
|
||||
door = Crossfire.WhoAmI()
|
||||
who = Crossfire.WhoIsActivator()
|
||||
|
||||
if who == None:
|
||||
return
|
||||
|
||||
if door.Alive == 0:
|
||||
who.Write("This %s is unlocked."%(door.Name))
|
||||
return
|
||||
|
||||
chance = get_success_chance(door, who, Crossfire.WhoIsOther().Level)
|
||||
# chance to leave traces on the lock
|
||||
if random.randint(0, 100) < 100 - chance:
|
||||
door.WriteKey('door_picked', '1', 1)
|
||||
|
||||
# attempt to unlock
|
||||
if random.randint(0, 100) < chance:
|
||||
who.Write('You successfully pick the lock.')
|
||||
give_properties(door, 0)
|
||||
who.AddExp(get_exp(door, who), Crossfire.WhoIsOther().Name)
|
||||
door.WriteKey('was_picked_' + who.Name, '1', 1)
|
||||
else:
|
||||
who.Write('You fail to pick the lock.')
|
||||
door.WriteKey('attempts_' + who.Name, str(get_attempts(door, who) + 1), 1)
|
||||
|
||||
event = Crossfire.WhatIsEvent()
|
||||
if event.Subtype == Crossfire.EventType.APPLY:
|
||||
handle_key()
|
||||
elif event.Subtype == Crossfire.EventType.TRIGGER:
|
||||
handle_lockpick()
|
||||
|
|
Loading…
Reference in New Issue