本文整理汇总了Python中inventory.Inventory类的典型用法代码示例。如果您正苦于以下问题:Python Inventory类的具体用法?Python Inventory怎么用?Python Inventory使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Inventory类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: main
def main(args):
try:
intry = Inventory()
server_name = str(args[1]).strip()
print(intry.getFloatingIpFromServerForNetwork(server_name))
except IndexError:
print("Usage: get_floating_ip <server_name>")
示例2: Game
class Game():
def __init__(self, gru_file=None):
self.compiler = Compiler()
if gru_file:
self.stream = self.compiler.decompile(gru_file)
else:
self.stream = self.compiler.compile(None)
self.metadata = self.stream.metadata
self.flags = Flags(self.stream)
self.wheel = Wheel(config)
self.title = Title(config)
self.inventory = Inventory(self.stream, self.flags, config)
self.combiner = Combiner(self.stream, self.flags, self.inventory)
self.page = Page(config, self.flags, self.combiner, self.inventory)
self.state = State(self.stream, self.flags, self.inventory, self.wheel, self.combiner, self.title, self.page)
if self.metadata.has_key("start"):
start = self.metadata["start"]
self.state.update(start)
else:
self.state.update("start")
def draw(self, tick):
self.inventory.draw()
self.wheel.draw()
self.title.draw()
self.page.draw(tick)
示例3: TestInventory
class TestInventory(unittest.TestCase):
"""
A test class for the Inventory module.
"""
def setUp(self):
"""
set up data used in the tests.
setUp is called before each test function execution.
"""
self.inv = Inventory()
self.weapon = Weapon("Canon", 20)
self.inv.addWeapon(self.weapon)
def testInitialized(self):
"""
Test if init goes good
"""
self.assertEqual(self.weapon.name, "Canon")
self.assertEqual(self.weapon.power, 20)
self.assertEqual(len(self.inv.weapons), 1)
self.assertEqual(self.inv.weapons[0], self.weapon)
示例4: __init__
class Player:
"""The Player"""
def __init__(self):
self.inventory = Inventory()
self.life = 100
self.alive = True
self.damage = 25
def take_damage(self, amount):
self.life -= amount
if self.life <= 0:
self.die()
def die(self):
print "You died!"
exit(0)
def add_item(self, item):
self.inventory.add(item)
def add_weapon(self, weapon):
self.inventory.add(weapon)
self.damage += weapon.damage
def check_inventory(self):
return(self.inventory)
def equip_weapon(self, weapon):
for item in inventory:
if item.name == weapon:
self.weapon = item
else:
return(False)
示例5: decodeInventoryEntry_level1
def decodeInventoryEntry_level1(document):
"""
Decodes a basic entry such as: '6 lobster cake' or '6' cakes
@param document : NLP Doc object
:return: Status if decoded correctly (true, false), and Inventory object
"""
count = Inventory(str(document))
for token in document:
if token.pos_ == (u'NOUN' or u'NNS' or u'NN'):
item = str(token)
for child in token.children:
if child.dep_ == u'compound' or child.dep_ == u'ad':
item = str(child) + str(item)
elif child.dep_ == u'nummod':
count.amount = str(child).strip()
for numerical_child in child.children:
# this isn't arithmetic rather than treating it such as a string
count.amount = str(numerical_child) + str(count.amount).strip()
else:
print "WARNING: unknown child: " + str(child) + ':'+str(child.dep_)
count.item = item
count.unit = item
return count
示例6: __init__
def __init__(self, g, player_new, dimentions, p = 0):
LevelBase.__init__(self, g, player_new, dimentions)
self.prevlevel = p
self.title = 'Jail'
# current level
TW,TH = 32,32
# load tile set
g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW,TH), self.tdata)
g.tga_load_level(os.path.join("levels", "level19.tga"), 1)
g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
g.code_events(self.edata)
# and an odd object called flutter box. flutter shutter (37, 13)
self.terrorist = Character("terrorist.png","faceterrorist.tga", g)
self.terrorist.pos((3, 20))
self.terrorist.direction = 0
self.terrorist.faceup = 1
self.flutterbox = Inventory(g, 'flutterbox')
self.flutterbox.pos((37, 13))
self.flutterswitch = Inventory(g, 'flutterswitch')
self.flutterswitch.pos((37, 20))
g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
示例7: __init__
def __init__(self, position=(0,0,0), rotation=(-20, 0), flying=False,
game_mode=G.GAME_MODE, username="", local_player=True):
super(Player, self).__init__(position, rotation, health=7,
max_health=10, attack_power=2.0 / 3,
attack_range=4)
self.inventory = Inventory(27)
self.quick_slots = Inventory(9)
self.armor = Inventory(4)
self.flying = flying
self.game_mode = game_mode
self.strafe = [0, 0]
self.dy = 0
self.current_density = 1 # Current density of the block we're colliding with
self._position = position
self.last_sector = None
self.last_damage_block = 0, 100, 0 # dummy temp value
self.username = username
self.local_player = local_player
# for debug
initial_items = [cake_block, torch_block, bed_item]
for item in initial_items:
self.inventory.add_item(item.id, item.max_stack_size)
if not local_player:
self.model = PlayerModel(position)
self.momentum = (0,0,0)
示例8: test_010_validate_inventory
def test_010_validate_inventory(self):
i = Inventory()
config = configparser.ConfigParser()
config.read_file(open('./ansible.cfg'))
box_list = [['local', '127.0.0.1', 'USER_NAME', 'USER_PASSWORD']]
codes = {'local':'test'}
ret, msg = i.generateInventory(config,box_list, "./test.hosts", codes, "")
self.assertEqual(ret,True)
示例9: Level
class Level(LevelBase):
prevlevel = 0
dialog = 0
pdialog = 0
timer = 0
oldPos = (0, 0)
dialog = 0
btimer = 0
def __init__(self, g, player_new, dimentions, p=0):
LevelBase.__init__(self, g, player_new, dimentions)
self.prevlevel = p
self.title = "Jail"
# current level
TW, TH = 32, 32
# load tile set
g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW, TH), self.tdata)
g.tga_load_level(os.path.join("levels", "level17.tga"), 1)
g.bounds = pygame.Rect(TW, TH, (len(g.tlayer[0]) - 2) * TW, (len(g.tlayer) - 2) * TH)
g.code_events(self.edata)
self.vats = Inventory(g, "clonevat")
self.vats.pos((18, 13))
g.run_codes(self.cdata, (0, 0, g.dimentions[0], g.dimentions[1]))
# ugly, ugly monsters
def add_monster(self, g, r, a):
# e = Enemy(self.g, (r.rect.x, r.rect.y), 'monster1')
e = Monster1(self.g, (r.rect.x, r.rect.y))
# upon moving
def playerMove(self, g, r, a):
if self.prevlevel == 18:
g.player.rect.x, g.player.rect.y = r.rect.x, r.rect.y
g.view.x = r.rect.x
g.view.y = r.rect.y
# when you're over a change level tile
def change_level(self, g, r, a):
if a.__class__.__name__ != "Player":
return
if g.player.pos[0] == 38:
g.currentLevel = 18
if g.player.pos[0] == 1:
g.currentLevel = 16
# level events
def level_loop(self):
g = self.g
示例10: from_disk
def from_disk(self,path,url_prefix,inventory=None):
"""Create or extend inventory with resources from disk scan
Assumes very simple disk path to URL mapping: chop path and
replace with url_path. Returns the new or extended Inventory
object.
If a inventory is specified then items are added to that rather
than creating a new one.
mb = InventoryBuilder()
m = inventory_from_disk('/path/to/files','http://example.org/path')
"""
num=0
# Either use inventory passed in or make a new one
if (inventory is None):
inventory = Inventory()
# for each file: create Resource object, add, increment counter
for dirpath, dirs, files in os.walk(path,topdown=True):
for file_in_dirpath in files:
try:
if self.exclude_file(file_in_dirpath):
continue
# get abs filename and also URL
file = os.path.join(dirpath,file_in_dirpath)
if (not os.path.isfile(file) or not (self.include_symlinks or not os.path.islink(file))):
continue
rel_path=os.path.relpath(file,start=path)
if (os.sep != '/'):
# if directory path sep isn't / then translate for URI
rel_path=rel_path.replace(os.sep,'/')
url = url_prefix+'/'+rel_path
file_stat=os.stat(file)
except OSError as e:
sys.stderr.write("Ignoring file %s (error: %s)" % (file,str(e)))
continue
mtime = file_stat.st_mtime
lastmod = datetime.fromtimestamp(mtime).isoformat()
r = Resource(uri=url,lastmod=lastmod)
if (self.do_md5):
# add md5
r.md5=compute_md5_for_file(file)
if (self.do_size):
# add size
r.size=file_stat.st_size
inventory.add(r)
# prune list of dirs based on self.exclude_dirs
for exclude in self.exclude_dirs:
if exclude in dirs:
dirs.remove(exclude)
return(inventory)
示例11: __init__
def __init__(self, class_name, id=None):
# Each agent has a unique id... should probably get rid of this and just let logic handle it
if not id:
self.id = next(Agent.newid)
else:
self.id = id
self.class_name = class_name
self.price_beliefs = {}
self.observed_trading_range = {}
self.inventory = Inventory()
# FIXME: Using preloaded test values, this should be changed later
self.money = 100
self.price_beliefs = {key: {'min':.5, 'max':1.5} for key in self.inventory.goods}
self.observed_trading_range = {key: [] for key in self.inventory.goods} # was keys
self.lookback = 15
# Add two fake trades so range exists
for trade_range in self.observed_trading_range.values():
trade_range.append(.5)
trade_range.append(1.5)
# This is temporary
self.load_logic(manual_logic.agent_logic_data)
示例12: __init__
def __init__(self, reference=None, **custom):
if reference:
try:
data = get_character_data(reference)
except ValueError:
raise UnexistingCharacterException(
"The reference \"{}\" doesn't exist".format(reference))
else:
for key in LIST_CARAC:
if not key in data:
data[key] = get_character_data("unknown")[key]
else:
data = get_character_data("unknown")
self._health = 0
self._inventory = inventory.Inventory()
self.name = self.operations(custom.get("name", data["name"]))
self.maxhealth = self.operations(custom.get(
"maxhealth", data["maxhealth"]))
self.health = custom.get("health", self.maxhealth)
self.range_attack = self.operations(custom.get(
"range_attack", data["range_attack"]))
self.attack = self.operations(custom.get(
"attack", data["attack"]))
self.defense = self.operations(custom.get(
"defense", data["defense"]))
self.initiative = self.operations(custom.get(
"initiative", data["initiative"]))
self.inventory = Inventory(custom.get("inventory", data.get("inventory", None)))
self.abilities = self.operations(custom.get(
"abilities", data["abilities"])) # Not used in this version
self.ref = reference
self.weapon = self.inventory.weapons[0] # Take the first
示例13: __init__
def __init__(self, g, player_new, dimentions, p = 0):
LevelBase.__init__(self, g, player_new, dimentions)
self.prevlevel = p
self.title = 'Office Complex Top'
# current level
TW,TH = 32,32
# load tile set
g.tga_load_tiles(os.path.join("textures", "tiles6.png"), (TW,TH), self.tdata)
g.tga_load_level(os.path.join("levels", "level31.tga"), 1)
g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
g.code_events(self.edata)
self.initBack('bg1.png', 730)
self.backuptape = Inventory(g, 'tape', (37, 22))
self.backuptape.pos((37, 22))
self.backup = Character('backup.png', 'facebackup.png', g, 'backup')
self.backup.pos((28, 25))
self.backup.direction = 0
if 'scene21' in g.saveData:
self.backup.hidden = 1
# coming back and saying high to the guy.
if 'scene20' in g.saveData and not 'scene21' in g.saveData:
del g.saveData['scene20']
g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
self.coins = 0
示例14: __init__
def __init__(self, name):
"""
Constructor to create a team of snails
@param name: The name of the team, which will displayed in various locations
@return: Team object.
"""
pygame.sprite.Group.__init__(self)
self.name = name
""" The name of the team"""
self.hasTurn = False
self.isAlive = True
self.orderedSnailList = []
self.gravity_direction = None
self.inventory = Inventory(self.name)
cannon = Cannon("Cannon", 20)
balloonLauncher = BalloonLauncher("Balloon", 30)
self.inventory.addWeapon(balloonLauncher)
self.inventory.addWeapon(cannon)
self.active_weapon = cannon
self.colorIndex = None
示例15: __init__
def __init__(self):
self.map = Map(START_LEVEL)
# Enforce that a path does exist in the map
while self.map.findPath() == None:
self.map = Map(START_LEVEL)
self.player = Player()
self.inventory = Inventory()
self.enemy_factory = EnemyFactory()
self.user = User()
self.invuln_turns = 0
self.swap_weapon_to = None
self.current_enemy = None
self.level = START_LEVEL
self.danger = 5
self.hide_danger = 5
self.escape_chance = 3
self.items_dropped = 0 # a counter so we make sure they get shield, sword and bow chances first
self.steps_left = MAX_STEPS
self.escapes_remaining = NUM_ESCAPES
self.encounter_sdorf = False
self.dangers = []
self.escape_chances = []
self.hide_dangers = []
self.seerdata = SeerData()
self.init_dangers()