Enable the doors to be lockpicked.

git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@17961 282e977c-c81d-0410-88c4-b93c2d0d6712
master
ryo_saeba 2012-04-15 12:50:43 +00:00
parent fa4d205af9
commit ca573b45e7
1 changed files with 77 additions and 3 deletions

View File

@ -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()