How to use is_set method in localstack

Best Python code snippet using localstack_python

cmd_write.py

Source:cmd_write.py Github

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...39 if not arg1 or not arg2 or not arg3:40 ch.send("Syntax: Write <page> <title/line> <text>.\n")41 return42 item = ch.get_eq("left_hand")43 if not item or (item.item_type != merc.ITEM_TOOL or not state_checks.is_set(item.value[0], merc.TOOL_PEN)):44 item = ch.get_eq("right_hand")45 if not item or (item.item_type != merc.ITEM_TOOL or not state_checks.is_set(item.value[0], merc.TOOL_PEN)):46 ch.send("You are not holding a pen.\n")47 return48 item = ch.get_item_carry(arg1)49 if not item:50 ch.send("You are not carrying that item.\n")51 return52 if item.item_type not in [merc.ITEM_PAGE, merc.ITEM_BOOK]:53 ch.send("You cannot write on that.\n")54 return55 if game_utils.str_cmp(arg2, "title"):56 item.victpoweruse = arg357 ch.send("Ok.\n")58 handler_game.act("$n writes something on $p.", ch, item, None, merc.TO_ROOM)59 return60 if not game_utils.str_cmp(arg2, "line"):61 ch.send("You can write a TITLE or a LINE.\n")62 return63 if item.item_type == merc.ITEM_BOOK:64 ch.send("You can only write a title on the book.\n")65 return66 if not item.chpoweruse:67 return68 buf = item.chpoweruse69 if not buf:70 item.chpoweruse = arg3.capitalize()71 ch.send("Ok.\n")72 handler_game.act("$n writes something on $p.", ch, item, None, merc.TO_ROOM)73 if not ch.is_mage() and not ch.is_immortal() and not item.spectype.is_set(merc.ADV_FINISHED):74 item.spectype.set_bit(merc.ADV_FAILED)75 elif game_utils.str_cmp(arg3, "start.damage.spell") and item.spectype.empty():76 item.spectype.set_bit(merc.ADV_STARTED)77 item.spectype.set_bit(merc.ADV_DAMAGE)78 elif game_utils.str_cmp(arg3, "start.affect.spell") and item.spectype.empty():79 item.spectype.set_bit(merc.ADV_STARTED)80 item.spectype.set_bit(merc.ADV_AFFECT)81 elif game_utils.str_cmp(arg3, "start.action.spell") and item.spectype.empty():82 item.spectype.set_bit(merc.ADV_STARTED)83 item.spectype.set_bit(merc.ADV_ACTION)84 elif game_utils.str_cmp(arg3, "start.spell") and item.spectype.empty():85 item.spectype.set_bit(merc.ADV_STARTED)86 elif not item.spectype.is_set(merc.ADV_FINISHED):87 item.spectype.set_bit(merc.ADV_FAILED)88 return89 if item.chpoweruse and buf:90 if len(buf) + len(arg3) >= settings.MAX_STRING_LENGTH - 4:91 ch.send("Line too long.\n")92 return93 item.chpoweruse = buf + "\n" + arg394 argument, arg1 = game_utils.read_word(argument)95 arg2 = argument96 if not ch.is_mage() and not ch.is_immortal() and not item.spectype.is_set(merc.ADV_FINISHED):97 item.spectype.set_bit(merc.ADV_FAILED)98 elif game_utils.str_cmp(arg1, "start.damage.spell") and item.spectype.empty():99 item.spectype.set_bit(merc.ADV_STARTED)100 item.spectype.set_bit(merc.ADV_DAMAGE)101 elif game_utils.str_cmp(arg1, "start.affect.spell") and item.spectype.empty():102 item.spectype.set_bit(merc.ADV_STARTED)103 item.spectype.set_bit(merc.ADV_AFFECT)104 elif game_utils.str_cmp(arg1, "start.action.spell") and item.spectype.empty():105 item.spectype.set_bit(merc.ADV_STARTED)106 item.spectype.set_bit(merc.ADV_ACTION)107 elif game_utils.str_cmp(arg1, "start.spell") and item.spectype.empty():108 item.spectype.set_bit(merc.ADV_STARTED)109 elif game_utils.str_cmp(arg1, "end.spell") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_FINISHED):110 item.spectype.set_bit(merc.ADV_FINISHED)111 item.toughness = ch.powers[merc.MPOWER_RUNE0]112 item.points += 1113 elif game_utils.str_cmp(arg1, "damage.spell") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_DAMAGE) and \114 not item.spectype.is_set(merc.ADV_AFFECT) and not item.spectype.is_set(merc.ADV_ACTION) and not item.spectype.is_set(merc.ADV_FINISHED):115 item.spectype.set_bit(merc.ADV_DAMAGE)116 elif game_utils.str_cmp(arg1, "affect.spell") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_DAMAGE) and \117 not item.spectype.is_set(merc.ADV_AFFECT) and not item.spectype.is_set(merc.ADV_ACTION) and not item.spectype.is_set(merc.ADV_FINISHED):118 item.spectype.set_bit(merc.ADV_AFFECT)119 elif game_utils.str_cmp(arg1, "action.spell") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_DAMAGE) and \120 not item.spectype.is_set(merc.ADV_AFFECT) and not item.spectype.is_set(merc.ADV_ACTION) and not item.spectype.is_set(merc.ADV_FINISHED):121 item.spectype.set_bit(merc.ADV_AFFECT)122 elif game_utils.str_cmp(arg1, "area.affect") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_AREA_AFFECT) and \123 not item.spectype.is_set(merc.ADV_FINISHED):124 item.spectype.set_bit(merc.ADV_AREA_AFFECT)125 item.points += 100126 elif game_utils.str_cmp(arg1, "victim.target") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_VICTIM_TARGET) and \127 not item.spectype.is_set(merc.ADV_FINISHED):128 item.spectype.set_bit(merc.ADV_VICTIM_TARGET)129 item.points += 5130 elif game_utils.str_cmp(arg1, "object.target") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_OBJECT_TARGET) and \131 not item.spectype.is_set(merc.ADV_FINISHED):132 item.spectype.set_bit(merc.ADV_OBJECT_TARGET)133 item.points += 5134 elif game_utils.str_cmp(arg1, "global.target") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_GLOBAL_TARGET) and \135 not item.spectype.is_set(merc.ADV_FINISHED):136 item.spectype.set_bit(merc.ADV_GLOBAL_TARGET)137 item.points += 50138 elif game_utils.str_cmp(arg1, "next.page") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_NEXT_PAGE) and \139 not item.spectype.is_set(merc.ADV_FINISHED):140 item.spectype.set_bit(merc.ADV_NEXT_PAGE)141 item.points += 5142 elif game_utils.str_cmp(arg1, "parameter:") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_PARAMETER) and \143 not item.spectype.is_set(merc.ADV_FINISHED):144 if not arg2:145 item.spectype.set_bit(merc.ADV_FAILED)146 else:147 item.spectype.set_bit(merc.ADV_PARAMETER)148 item.chpoweron = arg2149 elif game_utils.str_cmp(arg1, "spell.first") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_SPELL_FIRST) and \150 not item.spectype.is_set(merc.ADV_FINISHED):151 item.spectype.set_bit(merc.ADV_SPELL_FIRST)152 elif game_utils.str_cmp(arg1, "not.caster") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_NOT_CASTER) and \153 not item.spectype.is_set(merc.ADV_FINISHED):154 item.spectype.set_bit(merc.ADV_NOT_CASTER)155 elif game_utils.str_cmp(arg1, "no.players") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_NO_PLAYERS) and \156 not item.spectype.is_set(merc.ADV_FINISHED):157 item.spectype.set_bit(merc.ADV_NO_PLAYERS)158 elif game_utils.str_cmp(arg1, "second.victim") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_SECOND_VICTIM) and \159 not item.spectype.is_set(merc.ADV_FINISHED):160 item.spectype.set_bit(merc.ADV_SECOND_VICTIM)161 item.points += 5162 elif game_utils.str_cmp(arg1, "second.object") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_SECOND_OBJECT) and \163 not item.spectype.is_set(merc.ADV_FINISHED):164 item.spectype.set_bit(merc.ADV_SECOND_OBJECT)165 item.points += 5166 elif game_utils.str_cmp(arg1, "reversed") and item.spectype.is_set(merc.ADV_STARTED) and not item.spectype.is_set(merc.ADV_REVERSED) and \167 not item.spectype.is_set(merc.ADV_FINISHED):168 item.spectype.set_bit(merc.ADV_REVERSED)169 elif game_utils.str_cmp(arg1, "min.damage:") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_DAMAGE) and \170 not item.spectype.is_set(merc.ADV_FINISHED):171 if not arg2 or not arg2.isdigit() or int(arg2) not in merc.irange(0, 500):172 item.spectype.set_bit(merc.ADV_FAILED)173 else:174 item.value[1] = int(arg2)175 item.points += int(arg2) * 0.5176 elif game_utils.str_cmp(arg1, "max.damage:") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_DAMAGE) and \177 not item.spectype.is_set(merc.ADV_FINISHED):178 if not arg2 or not arg2.isdigit() or int(arg2) not in merc.irange(0, 1000):179 item.spectype.set_bit(merc.ADV_FAILED)180 else:181 item.value[2] = int(arg2)182 item.points += int(arg2) * 0.5183 elif game_utils.str_cmp(arg1, "move") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_ACTION) and \184 item.value[1] == merc.ACTION_NONE and not item.spectype.is_set(merc.ADV_FINISHED):185 item.value[1] = merc.ACTION_MOVE186 item.points += 500187 elif game_utils.str_cmp(arg1, "mob:") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_ACTION) and \188 item.value[1] == merc.ACTION_NONE and not item.specytpe.is_set(merc.ADV_FINISHED):189 item.value[1] = merc.ACTION_MOB190 mobile = ch.get_char_world2(arg2)191 if not arg2 or not mobile:192 item.spectype.set_bit(merc.ADV_FAILED)193 else:194 item.value[2] = mobile.vnum195 item.points += 500196 elif game_utils.str_cmp(arg1, "object:") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_ACTION) and \197 item.value[1] == merc.ACTION_NONE and not item.spectype.is_set(merc.ADV_FINISHED):198 item.value[1] = merc.ACTION_OBJECT199 obj = ch.get_char_world2(arg2)200 if not arg2 or not obj or obj.flags.artifact or obj.questowner:201 item.spectype.set_bit(merc.ADV_FAILED)202 else:203 item.value[2] = obj.vnum204 item.points += 500205 elif game_utils.str_cmp(arg1, "apply:") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_AFFECT) and \206 not item.spectype.is_set(merc.ADV_FINISHED):207 if not arg2:208 item.spectype.set_bit(merc.ADV_FAILED)209 elif game_utils.str_cmp(arg2, ["strength", "str"]) and not state_checks.is_set(item.value[1], merc.ADV_STR):210 state_checks.set_bit(item.value[1], merc.ADV_STR)211 elif game_utils.str_cmp(arg2, ["dexterity", "dex"]) and not state_checks.is_set(item.value[1], merc.ADV_DEX):212 state_checks.set_bit(item.value[1], merc.ADV_DEX)213 elif game_utils.str_cmp(arg2, ["intelligence", "int"]) and not state_checks.is_set(item.value[1], merc.ADV_INT):214 state_checks.set_bit(item.value[1], merc.ADV_INT)215 elif game_utils.str_cmp(arg2, ["wisdom", "wis"]) and not state_checks.is_set(item.value[1], merc.ADV_WIS):216 state_checks.set_bit(item.value[1], merc.ADV_WIS)217 elif game_utils.str_cmp(arg2, ["constitution", "con"]) and not state_checks.is_set(item.value[1], merc.ADV_CON):218 state_checks.set_bit(item.value[1], merc.ADV_CON)219 elif game_utils.str_cmp(arg2, "mana") and not state_checks.is_set(item.value[1], merc.ADV_MANA):220 state_checks.set_bit(item.value[1], merc.ADV_MANA)221 elif game_utils.str_cmp(arg2, ["hp", "hits", "hitpoints"]) and not state_checks.is_set(item.value[1], merc.ADV_HIT):222 state_checks.set_bit(item.value[1], merc.ADV_HIT)223 elif game_utils.str_cmp(arg2, ["move", "movement"]) and not state_checks.is_set(item.value[1], merc.ADV_MOVE):224 state_checks.set_bit(item.value[1], merc.ADV_MOVE)225 elif game_utils.str_cmp(arg2, ["ac", "armour", "armor"]) and not state_checks.is_set(item.value[1], merc.ADV_AC):226 state_checks.set_bit(item.value[1], merc.ADV_AC)227 elif game_utils.str_cmp(arg2, ["hr", "hit", "hitroll"]) and not state_checks.is_set(item.value[1], merc.ADV_HITROLL):228 state_checks.set_bit(item.value[1], merc.ADV_HITROLL)229 elif game_utils.str_cmp(arg2, ["dr", "dam", "damroll"]) and not state_checks.is_set(item.value[1], merc.ADV_DAMROLL):230 state_checks.set_bit(item.value[1], merc.ADV_DAMROLL)231 elif game_utils.str_cmp(arg2, ["save", "save.spell", "save_spell"]) and not state_checks.is_set(item.value[1], merc.ADV_SAVING_SPELL):232 state_checks.set_bit(item.value[1], merc.ADV_SAVING_SPELL)233 else:234 item.spectype.set_bit(merc.ADV_FAILED)235 return236 item.points += 25237 elif game_utils.str_cmp(arg1, "affect:") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_AFFECT) and \238 not item.spectype.is_set(merc.ADV_FINISHED):239 if not arg2:240 item.spectype.set_bit(merc.ADV_FAILED)241 elif game_utils.str_cmp(arg2, ["blind", "blindness"]) and not state_checks.is_set(item.value[3], merc.AFF_BLIND):242 state_checks.set_bit(item.value[3], merc.AFF_BLIND)243 elif game_utils.str_cmp(arg2, ["invis", "invisible", "invisibility"]) and not state_checks.is_set(item.value[3], merc.AFF_BLIND):244 state_checks.set_bit(item.value[3], merc.AFF_INVISIBLE)245 elif game_utils.str_cmp(arg2, "detect.evil") and not state_checks.is_set(item.value[3], merc.AFF_DETECT_EVIL):246 state_checks.set_bit(item.value[3], merc.AFF_DETECT_EVIL)247 elif game_utils.str_cmp(arg2, ["detect.invis", "detect.invisible", "detect.invisibility"]) and not state_checks.is_set(item.value[3], merc.AFF_DETECT_INVIS):248 state_checks.set_bit(item.value[3], merc.AFF_DETECT_INVIS)249 elif game_utils.str_cmp(arg2, "detect.magic") and not state_checks.is_set(item.value[3], merc.AFF_DETECT_MAGIC):250 state_checks.set_bit(item.value[3], merc.AFF_DETECT_MAGIC)251 elif game_utils.str_cmp(arg2, "detect.hidden") and not state_checks.is_set(item.value[3], merc.AFF_DETECT_HIDDEN):252 state_checks.set_bit(item.value[3], merc.AFF_DETECT_HIDDEN)253 elif game_utils.str_cmp(arg2, ["shadowplane", "shadow.plane"]) and not state_checks.is_set(item.value[3], merc.AFF_SHADOWPLANE):254 state_checks.set_bit(item.value[3], merc.AFF_SHADOWPLANE)255 elif game_utils.str_cmp(arg2, ["sanct", "sanctuary"]) and not state_checks.is_set(item.value[3], merc.AFF_SANCTUARY):256 state_checks.set_bit(item.value[3], merc.AFF_SANCTUARY)257 elif game_utils.str_cmp(arg2, "faerie.fire") and not state_checks.is_set(item.value[3], merc.AFF_FAERIE_FIRE):258 state_checks.set_bit(item.value[3], merc.AFF_FAERIE_FIRE)259 elif game_utils.str_cmp(arg2, ["infravision", "infrared", "infra"]) and not state_checks.is_set(item.value[3], merc.AFF_SANCTUARY):260 state_checks.set_bit(item.value[3], merc.AFF_SANCTUARY)261 elif game_utils.str_cmp(arg2, "curse") and not state_checks.is_set(item.value[3], merc.AFF_CURSE):262 state_checks.set_bit(item.value[3], merc.AFF_CURSE)263 elif game_utils.str_cmp(arg2, ["flaming", "burning"]) and not state_checks.is_set(item.value[3], merc.AFF_FLAMING):264 state_checks.set_bit(item.value[3], merc.AFF_FLAMING)265 elif game_utils.str_cmp(arg2, "poison") and not state_checks.is_set(item.value[3], merc.AFF_POISON):266 state_checks.set_bit(item.value[3], merc.AFF_POISON)267 elif game_utils.str_cmp(arg2, ["protect", "protection"]) and not state_checks.is_set(item.value[3], merc.AFF_PROTECT):268 state_checks.set_bit(item.value[3], merc.AFF_PROTECT)269 elif game_utils.str_cmp(arg2, "ethereal") and not state_checks.is_set(item.value[3], merc.AFF_ETHEREAL):270 state_checks.set_bit(item.value[3], merc.AFF_ETHEREAL)271 elif game_utils.str_cmp(arg2, "sneak") and not state_checks.is_set(item.value[3], merc.AFF_SNEAK):272 state_checks.set_bit(item.value[3], merc.AFF_SNEAK)273 elif game_utils.str_cmp(arg2, "hide") and not state_checks.is_set(item.value[3], merc.AFF_HIDE):274 state_checks.set_bit(item.value[3], merc.AFF_HIDE)275 elif game_utils.str_cmp(arg2, "sleep") and not state_checks.is_set(item.value[3], merc.AFF_SLEEP):276 state_checks.set_bit(item.value[3], merc.AFF_SLEEP)277 elif game_utils.str_cmp(arg2, "charm") and not state_checks.is_set(item.value[3], merc.AFF_CHARM):278 state_checks.set_bit(item.value[3], merc.AFF_CHARM)279 elif game_utils.str_cmp(arg2, ["fly", "flying"]) and not state_checks.is_set(item.value[3], merc.AFF_FLYING):280 state_checks.set_bit(item.value[3], merc.AFF_FLYING)281 elif game_utils.str_cmp(arg2, ["passdoor", "pass.door"]) and not state_checks.is_set(item.value[3], merc.AFF_PASS_DOOR):282 state_checks.set_bit(item.value[3], merc.AFF_PASS_DOOR)283 elif game_utils.str_cmp(arg2, ["shadowsight", "shadow.sight"]) and not state_checks.is_set(item.value[3], merc.AFF_SHADOWSIGHT):284 state_checks.set_bit(item.value[3], merc.AFF_SHADOWSIGHT)285 elif game_utils.str_cmp(arg2, ["web", "webbed"]) and not state_checks.is_set(item.value[3], merc.AFF_WEBBED):286 state_checks.set_bit(item.value[3], merc.AFF_WEBBED)287 else:288 item.spectype.set_bit(merc.ADV_FAILED)289 return290 item.points += 25291 elif game_utils.str_cmp(arg1, "bonus:") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_AFFECT) and \292 not item.spectype.is_set(merc.ADV_FINISHED):293 if not arg2 or not arg2.isdigit() or int(arg2) not in merc.irange(0, 100):294 item.spectype.set_bit(merc.ADV_FAILED)295 else:296 item.value[2] = int(arg2)297 item.points += int(arg2) * 15298 elif game_utils.str_cmp(arg1, "duration:") and item.spectype.is_set(merc.ADV_STARTED) and item.spectype.is_set(merc.ADV_AFFECT) and \299 item.level == 0 and not item.spectype.is_set(merc.ADV_FINISHED):300 if not arg2 or not arg2.isdigit() or int(arg2) not in merc.irange(1, 60):301 item.spectype.set_bit(merc.ADV_FAILED)302 else:303 item.level = int(arg2)304 item.points += int(arg2) * 10305 elif game_utils.str_cmp(arg1, ["message.one:", "message.1:"]) and item.spectype.is_set(merc.ADV_STARTED) and \306 not item.spectype.is_set(merc.ADV_MESSAGE_1) and not item.spectype.is_set(merc.ADV_FINISHED):307 if not arg2:308 item.spectype.set_bit(merc.ADV_FAILED)309 else:310 item.spectype.set_bit(merc.ADV_MESSAGE_1)311 item.chpoweroff = arg2312 elif game_utils.str_cmp(arg1, ["message.two:", "message.2:"]) and item.spectype.is_set(merc.ADV_STARTED) and \313 not item.spectype.is_set(merc.ADV_MESSAGE_2) and not item.spectype.is_set(merc.ADV_FINISHED):314 if not arg2:315 item.spectype.set_bit(merc.ADV_FAILED)316 else:317 item.spectype.set_bit(merc.ADV_MESSAGE_2)318 item.victpoweron = arg2319 elif game_utils.str_cmp(arg1, ["message.three:", "message.3:"]) and item.spectype.is_set(merc.ADV_STARTED) and \320 not item.spectype.is_set(merc.ADV_MESSAGE_3) and not item.spectype.is_set(merc.ADV_FINISHED):321 if not arg2:322 item.spectype.set_bit(merc.ADV_FAILED)323 else:324 item.spectype.set_bit(merc.ADV_MESSAGE_3)325 item.victpoweroff = arg2326 elif not item.spectype.is_set(merc.ADV_FINISHED):327 item.spectype.set_bit(merc.ADV_FAILED)328 else:329 return330 handler_game.act("$n writes something on $p.", ch, item, None, merc.TO_ROOM)331 ch.send("Ok.\n")332interp.register_command(333 interp.CmdType(334 name="write",335 cmd_fun=cmd_write,336 position=merc.POS_MEDITATING, level=0,337 log=merc.LOG_NORMAL, show=True,338 default_arg=""339 )340)

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cmd_diagnose.py

Source:cmd_diagnose.py Github

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...28import handler_game29import interp30import merc31def check_left_arm(ch, victim):32 if victim.arm_left.is_set(merc.LOST_ARM) and victim.arm_right.is_set(merc.LOST_ARM):33 handler_game.act("$N has lost both of $S arms.", ch, None, victim, merc.TO_CHAR)34 if victim.bleeding.is_set(merc.BLEEDING_ARM_L) and victim.bleeding.is_set(merc.BLEEDING_ARM_R):35 handler_game.act("...Blood is spurting from both stumps.", ch, None, victim, merc.TO_CHAR)36 elif victim.bleeding.is_set(merc.BLEEDING_ARM_L):37 handler_game.act("...Blood is spurting from the left stump.", ch, None, victim, merc.TO_CHAR)38 elif victim.bleeding.is_set(merc.BLEEDING_ARM_R):39 handler_game.act("...Blood is spurting from the right stump.", ch, None, victim, merc.TO_CHAR)40 return41 if victim.arm_left.is_set(merc.LOST_ARM):42 handler_game.act("$N has lost $S left arm.", ch, None, victim, merc.TO_CHAR)43 if victim.bleeding.is_set(merc.BLEEDING_ARM_L):44 handler_game.act("...Blood is spurting from the stump.", ch, None, victim, merc.TO_CHAR)45 return46 if victim.arm_left.is_set(merc.BROKEN_ARM) and victim.arm_right.is_set(merc.BROKEN_ARM):47 handler_game.act("$N arms are both broken.", ch, None, victim, merc.TO_CHAR)48 elif victim.arm_left.is_set(merc.BROKEN_ARM):49 handler_game.act("$N's left arm is broken.", ch, None, victim, merc.TO_CHAR)50 if victim.arm_left.is_set(merc.LOST_HAND) and victim.arm_right.is_set(merc.LOST_HAND) and not victim.arm_right.is_set(merc.LOST_ARM):51 handler_game.act("$N has lost both of $S hands.", ch, None, victim, merc.TO_CHAR)52 if victim.bleeding.is_set(merc.BLEEDING_HAND_L) and victim.bleeding.is_set(merc.BLEEDING_HAND_R):53 handler_game.act("...Blood is spurting from both stumps.", ch, None, victim, merc.TO_CHAR)54 elif victim.bleeding.is_set(merc.BLEEDING_HAND_L):55 handler_game.act("...Blood is spurting from the left stump.", ch, None, victim, merc.TO_CHAR)56 elif victim.bleeding.is_set(merc.BLEEDING_HAND_R):57 handler_game.act("...Blood is spurting from the right stump.", ch, None, victim, merc.TO_CHAR)58 return59 if victim.arm_left.is_set(merc.LOST_HAND):60 handler_game.act("$N has lost $S left hand.", ch, None, victim, merc.TO_CHAR)61 if victim.bleeding.is_set(merc.BLEEDING_HAND_L):62 handler_game.act("...Blood is spurting from the stump.", ch, None, victim, merc.TO_CHAR)63 return64 fingers = 065 part_list = [merc.LOST_FINGER_I, merc.LOST_FINGER_M, merc.LOST_FINGER_R, merc.LOST_FINGER_L]66 for part in part_list:67 if victim.arm_left.is_set(part):68 fingers += 169 finger = "finger{}".format("" if fingers == 1 else "s")70 if fingers > 0 and victim.arm_left.is_set(merc.LOST_THUMB):71 handler_game.act(f"$N has lost {fingers} {finger} and $S thumb from $S left hand.", ch, None, victim, merc.TO_CHAR)72 elif fingers > 0:73 handler_game.act(f"$N has lost {fingers} {finger} from $S left hand.", ch, None, victim, merc.TO_CHAR)74 elif victim.arm_left.is_set(merc.LOST_THUMB):75 handler_game.act("$N has lost the thumb from $S left hand.", ch, None, victim, merc.TO_CHAR)76 fingers = 077 part_list = [(merc.BROKEN_FINGER_I, merc.LOST_FINGER_I), (merc.BROKEN_FINGER_M, merc.LOST_FINGER_M),78 (merc.BROKEN_FINGER_R, merc.LOST_FINGER_R), (merc.BROKEN_FINGER_L, merc.LOST_FINGER_L)]79 for (aa, bb) in part_list:80 if victim.arm_left.is_set(aa) and not victim.arm_left.is_set(bb):81 fingers += 182 finger = "finger{}".format("" if fingers == 1 else "s")83 if fingers > 0 and victim.arm_left.is_set(merc.BROKEN_THUMB) and not victim.arm_left.is_set(merc.LOST_THUMB):84 handler_game.act(f"$N has broken {fingers} {finger} and $S thumb on $S left hand.", ch, None, victim, merc.TO_CHAR)85 elif fingers > 0:86 handler_game.act(f"$N has broken {fingers} {finger} on $S left hand.", ch, None, victim, merc.TO_CHAR)87 elif victim.arm_left.is_set(merc.BROKEN_THUMB) and not victim.arm_left.is_set(merc.LOST_THUMB):88 handler_game.act("$N has broken the thumb on $S left hand.", ch, None, victim, merc.TO_CHAR)89def check_right_arm(ch, victim):90 if victim.arm_left.is_set(merc.LOST_ARM) and victim.arm_right.is_set(merc.LOST_ARM):91 return92 if victim.arm_right.is_set(merc.LOST_ARM):93 handler_game.act("$N has lost $S right arm.", ch, None, victim, merc.TO_CHAR)94 if victim.bleeding.is_set(merc.BLEEDING_ARM_R):95 handler_game.act("...Blood is spurting from the stump.", ch, None, victim, merc.TO_CHAR)96 return97 if not victim.arm_left.is_set(merc.BROKEN_ARM) and victim.arm_right.is_set(merc.BROKEN_ARM):98 handler_game.act("$N's right arm is broken.", ch, None, victim, merc.TO_CHAR)99 elif victim.arm_left.is_set(merc.LOST_ARM) and victim.arm_right.is_set(merc.BROKEN_ARM):100 handler_game.act("$N's right arm is broken.", ch, None, victim, merc.TO_CHAR)101 if victim.arm_left.is_set(merc.LOST_HAND) and victim.arm_right.is_set(merc.LOST_HAND):102 return103 if victim.arm_right.is_set(merc.LOST_HAND):104 handler_game.act("$N has lost $S right hand.", ch, None, victim, merc.TO_CHAR)105 if victim.bleeding.is_set(merc.BLEEDING_HAND_R):106 handler_game.act("...Blood is spurting from the stump.", ch, None, victim, merc.TO_CHAR)107 return108 fingers = 0109 part_list = [merc.LOST_FINGER_I, merc.LOST_FINGER_M, merc.LOST_FINGER_R, merc.LOST_FINGER_I]110 for part in part_list:111 if victim.arm_right.is_set(part):112 fingers += 1113 finger = "finger{}".format("" if fingers == 1 else "s")114 if fingers > 0 and victim.arm_right.is_set(merc.LOST_THUMB):115 handler_game.act(f"$N has lost {fingers} {finger} and $S thumb from $S right hand.", ch, None, victim, merc.TO_CHAR)116 elif fingers > 0:117 handler_game.act(f"$N has lost {fingers} {finger} from $S right hand.", ch, None, victim, merc.TO_CHAR)118 elif victim.arm_right.is_set(merc.LOST_THUMB):119 handler_game.act("$N has lost the thumb from $S right hand.", ch, None, victim, merc.TO_CHAR)120 fingers = 0121 part_list = [(merc.BROKEN_FINGER_I, merc.LOST_FINGER_I), (merc.BROKEN_FINGER_M, merc.LOST_FINGER_M),122 (merc.BROKEN_FINGER_R, merc.LOST_FINGER_R), (merc.BROKEN_FINGER_L, merc.LOST_FINGER_L)]123 for (aa, bb) in part_list:124 if victim.arm_right.is_set(aa) and not victim.arm_right.is_set(bb):125 fingers += 1126 finger = "finger{}".format("" if fingers == 1 else "s")127 if fingers > 0 and victim.arm_right.is_set(merc.BROKEN_THUMB) and not victim.arm_right.is_set(merc.LOST_THUMB):128 handler_game.act(f"$N has broken {fingers} {finger} and $S thumb on $S right hand.", ch, None, victim, merc.TO_CHAR)129 elif fingers > 0:130 handler_game.act(f"$N has broken {fingers} {finger} on $S right hand.", ch, None, victim, merc.TO_CHAR)131 elif victim.arm_right.is_set(merc.BROKEN_THUMB) and not victim.arm_right.is_set(merc.LOST_THUMB):132 handler_game.act("$N has broken the thumb on $S right hand.", ch, None, victim, merc.TO_CHAR)133def check_left_leg(ch, victim):134 if victim.leg_left.is_set(merc.LOST_LEG) and victim.leg_right.is_set(merc.LOST_LEG):135 handler_game.act("$N has lost both of $S legs.", ch, None, victim, merc.TO_CHAR)136 if victim.bleeding.is_set(merc.BLEEDING_LEG_L) and victim.bleeding.is_set(merc.BLEEDING_LEG_R):137 handler_game.act("...Blood is spurting from both stumps.", ch, None, victim, merc.TO_CHAR)138 elif victim.bleeding.is_set(merc.BLEEDING_LEG_L):139 handler_game.act("...Blood is spurting from the left stump.", ch, None, victim, merc.TO_CHAR)140 elif victim.bleeding.is_set(merc.BLEEDING_LEG_R):141 handler_game.act("...Blood is spurting from the right stump.", ch, None, victim, merc.TO_CHAR)142 return143 if victim.leg_left.is_set(merc.LOST_LEG):144 handler_game.act("$N has lost $S left leg.", ch, None, victim, merc.TO_CHAR)145 if victim.bleeding.is_set(merc.BLEEDING_LEG_L):146 handler_game.act("...Blood is spurting from the stump.", ch, None, victim, merc.TO_CHAR)147 return148 if victim.leg_left.is_set(merc.BROKEN_LEG) and victim.leg_right.is_set(merc.BROKEN_LEG):149 handler_game.act("$N legs are both broken.", ch, None, victim, merc.TO_CHAR)150 elif victim.leg_left.is_set(merc.BROKEN_LEG):151 handler_game.act("$N's left leg is broken.", ch, None, victim, merc.TO_CHAR)152 if victim.leg_left.is_set(merc.LOST_FOOT) and victim.leg_right.is_set(merc.LOST_FOOT):153 handler_game.act("$N has lost both of $S feet.", ch, None, victim, merc.TO_CHAR)154 if victim.bleeding.is_set(merc.BLEEDING_FOOT_L) and victim.bleeding.is_set(merc.BLEEDING_FOOT_R):155 handler_game.act("...Blood is spurting from both stumps.", ch, None, victim, merc.TO_CHAR)156 elif victim.bleeding.is_set(merc.BLEEDING_FOOT_L):157 handler_game.act("...Blood is spurting from the left stump.", ch, None, victim, merc.TO_CHAR)158 elif victim.bleeding.is_set(merc.BLEEDING_FOOT_R):159 handler_game.act("...Blood is spurting from the right stump.", ch, None, victim, merc.TO_CHAR)160 return161 if victim.leg_left.is_set(merc.LOST_FOOT):162 handler_game.act("$N has lost $S left foot.", ch, None, victim, merc.TO_CHAR)163 if victim.bleeding.is_set(merc.BLEEDING_FOOT_L):164 handler_game.act("...Blood is spurting from the stump.", ch, None, victim, merc.TO_CHAR)165 return166 toes = 0167 part_list = [merc.LOST_TOE_A, merc.LOST_TOE_B, merc.LOST_TOE_C, merc.LOST_TOE_D]168 for part in part_list:169 if victim.leg_left.is_set(part):170 toes += 1171 toe = "toe{}".format("" if toes == 1 else "s")172 if toes > 0 and victim.leg_left.is_set(merc.LOST_TOE_BIG):173 handler_game.act(f"$N has lost {toes} {toe} and $S big toe from $S left foot.", ch, None, victim, merc.TO_CHAR)174 elif toes > 0:175 handler_game.act(f"$N has lost {toes} {toe} from $S left foot.", ch, None, victim, merc.TO_CHAR)176 elif victim.leg_left.is_set(merc.LOST_TOE_BIG):177 handler_game.act("$N has lost the big toe from $S left foot.", ch, None, victim, merc.TO_CHAR)178 toes = 0179 part_list = [(merc.BROKEN_TOE_A, merc.LOST_TOE_A), (merc.BROKEN_TOE_B, merc.LOST_TOE_B),180 (merc.BROKEN_TOE_C, merc.LOST_TOE_C), (merc.BROKEN_TOE_D, merc.LOST_TOE_D)]181 for (aa, bb) in part_list:182 if victim.leg_left.is_set(aa) and not victim.leg_left.is_set(bb):183 toes += 1184 toe = "toe{}".format("" if toes == 1 else "s")185 if toes > 0 and victim.leg_left.is_set(merc.BROKEN_TOE_BIG) and not victim.leg_left.is_set(merc.LOST_TOE_BIG):186 handler_game.act(f"$N has broken {toes} {toe} and $S big toe from $S left foot.", ch, None, victim, merc.TO_CHAR)187 elif toes > 0:188 handler_game.act(f"$N has broken {toes} {toe} on $S left foot.", ch, None, victim, merc.TO_CHAR)189 elif victim.leg_left.is_set(merc.BROKEN_TOE_BIG) and not victim.leg_left.is_set(merc.LOST_TOE_BIG):190 handler_game.act("$N has broken the big toe on $S left foot.", ch, None, victim, merc.TO_CHAR)191def check_right_leg(ch, victim):192 if victim.leg_left.is_set(merc.LOST_LEG) and victim.leg_right.is_set(merc.LOST_LEG):193 return194 if victim.leg_right.is_set(merc.LOST_LEG):195 handler_game.act("$N has lost $S right leg.", ch, None, victim, merc.TO_CHAR)196 if victim.bleeding.is_set(merc.BLEEDING_LEG_R):197 handler_game.act("...Blood is spurting from the stump.", ch, None, victim, merc.TO_CHAR)198 return199 if not victim.leg_left.is_set(merc.BROKEN_LEG) and victim.leg_right.is_set(merc.BROKEN_LEG):200 handler_game.act("$N's right leg is broken.", ch, None, victim, merc.TO_CHAR)201 if victim.leg_left.is_set(merc.LOST_FOOT) and victim.leg_right.is_set(merc.LOST_FOOT):202 return203 if victim.leg_right.is_set(merc.LOST_FOOT):204 handler_game.act("$N has lost $S right foot.", ch, None, victim, merc.TO_CHAR)205 if victim.bleeding.is_set(merc.BLEEDING_FOOT_R):206 handler_game.act("...Blood is spurting from the stump.", ch, None, victim, merc.TO_CHAR)207 return208 toes = 0209 part_list = [merc.LOST_TOE_A, merc.LOST_TOE_B, merc.LOST_TOE_C, merc.LOST_TOE_D]210 for part in part_list:211 if victim.leg_right.is_set(part):212 toes += 1213 toe = "toe{}".format("" if toes == 1 else "s")214 if toes > 0 and victim.leg_right.is_set(merc.LOST_TOE_BIG):215 handler_game.act(f"$N has lost {toes} {toe} and $S big toe from $S right foot.", ch, None, victim, merc.TO_CHAR)216 elif toes > 0:217 handler_game.act(f"$N has lost {toes} {toe} from $S right foot.", ch, None, victim, merc.TO_CHAR)218 elif victim.leg_right.is_set(merc.LOST_TOE_BIG):219 handler_game.act("$N has lost the big toe from $S right foot.", ch, None, victim, merc.TO_CHAR)220 toes = 0221 part_list = [(merc.BROKEN_TOE_A, merc.LOST_TOE_A), (merc.BROKEN_TOE_B, merc.LOST_TOE_B),222 (merc.BROKEN_TOE_C, merc.LOST_TOE_C), (merc.BROKEN_TOE_D, merc.LOST_TOE_D)]223 for (aa, bb) in part_list:224 if victim.leg_right.is_set(aa) and not victim.leg_right.is_set(bb):225 toes += 1226 toe = "toe{}".format("" if toes == 1 else "s")227 if toes > 0 and victim.leg_right.is_set(merc.BROKEN_TOE_BIG) and not victim.leg_right.is_set(merc.LOST_TOE_BIG):228 handler_game.act(f"$N has broken {toes} {toe} and $S big toe on $S right foot.", ch, None, victim, merc.TO_CHAR)229 elif toes > 0:230 handler_game.act(f"$N has broken {toes} {toe} on $S right foot.", ch, None, victim, merc.TO_CHAR)231 elif victim.leg_right.is_set(merc.BROKEN_TOE_BIG) and not victim.leg_right.is_set(merc.LOST_TOE_BIG):232 handler_game.act("$N has broken the big toe on $S right foot.", ch, None, victim, merc.TO_CHAR)233def cmd_diagnose(ch, argument):234 argument, arg = game_utils.read_word(argument)235 if not arg:236 ch.send("Who do you wish to diagnose?\n")237 return238 victim = ch.get_char_room(arg)239 if not victim:240 ch.not_here(arg)241 return242 handler_game.act("$n examines $N carefully, diagnosing $S injuries.", ch, None, victim, merc.TO_NOTVICT)243 handler_game.act("$n examines you carefully, diagnosing your injuries.", ch, None, victim, merc.TO_VICT)244 handler_game.act("Your diagnoses of $N reveals the following...", ch, None, victim, merc.TO_CHAR)245 ch.send("--------------------------------------------------------------------------------\n")246 if victim.head.empty() and victim.body.empty() and victim.arm_left.empty() and victim.arm_right.empty() and victim.leg_left.empty() and \247 victim.leg_right.empty() and victim.bleeding.empty():248 handler_game.act("$N has no apparent injuries.", ch, None, victim, merc.TO_CHAR)249 ch.send("--------------------------------------------------------------------------------\n")250 return251 # Check head252 if victim.head.is_set(merc.LOST_EYE_L) and victim.head.is_set(merc.LOST_EYE_R):253 handler_game.act("$N has lost both of $S eyes.", ch, None, victim, merc.TO_CHAR)254 elif victim.head.is_set(merc.LOST_EYE_L):255 handler_game.act("$N has lost $S left eye.", ch, None, victim, merc.TO_CHAR)256 elif victim.head.is_set(merc.LOST_EYE_R):257 handler_game.act("$N has lost $S right eye.", ch, None, victim, merc.TO_CHAR)258 if victim.head.is_set(merc.LOST_EAR_L) and victim.head.is_set(merc.LOST_EAR_R):259 handler_game.act("$N has lost both of $S ears.", ch, None, victim, merc.TO_CHAR)260 elif victim.head.is_set(merc.LOST_EAR_L):261 handler_game.act("$N has lost $S left ear.", ch, None, victim, merc.TO_CHAR)262 elif victim.head.is_set(merc.LOST_EAR_R):263 handler_game.act("$N has lost $S right ear.", ch, None, victim, merc.TO_CHAR)264 if victim.head.is_set(merc.LOST_NOSE):265 handler_game.act("$N has lost $S nose.", ch, None, victim, merc.TO_CHAR)266 elif victim.head.is_set(merc.BROKEN_NOSE):267 handler_game.act("$N has got a broken nose.", ch, None, victim, merc.TO_CHAR)268 if victim.head.is_set(merc.BROKEN_JAW):269 handler_game.act("$N has got a broken jaw.", ch, None, victim, merc.TO_CHAR)270 if victim.head.is_set(merc.LOST_HEAD):271 handler_game.act("$N has had $S head cut off.", ch, None, victim, merc.TO_CHAR)272 if victim.bleeding.is_set(merc.BLEEDING_HEAD):273 handler_game.act("...Blood is spurting from the stump of $S neck.", ch, None, victim, merc.TO_CHAR)274 else:275 if victim.body.is_set(merc.BROKEN_NECK):276 handler_game.act("$N has got a broken neck.", ch, None, victim, merc.TO_CHAR)277 if victim.body.is_set(merc.CUT_THROAT):278 handler_game.act("$N has had $S throat cut open.", ch, None, victim, merc.TO_CHAR)279 if victim.bleeding.is_set(merc.BLEEDING_THROAT):280 handler_game.act("...Blood is pouring from the wound.", ch, None, victim, merc.TO_CHAR)281 if victim.head.is_set(merc.BROKEN_SKULL):282 handler_game.act("$N has got a broken skull.", ch, None, victim, merc.TO_CHAR)283 teeth = 0284 part_list = [(merc.LOST_TOOTH_1, 1), (merc.LOST_TOOTH_2, 2), (merc.LOST_TOOTH_4, 4), (merc.LOST_TOOTH_8, 8), (merc.LOST_TOOTH_16, 16)]285 for (aa, bb) in part_list:286 if victim.head.is_set(aa):287 teeth += bb288 if teeth > 0:289 handler_game.act(f"$N has had {teeth} teeth knocked out.", ch, None, victim, merc.TO_CHAR)290 if victim.head.is_set(merc.LOST_TONGUE):291 handler_game.act("$N has had $S tongue ripped out.", ch, None, victim, merc.TO_CHAR)292 if victim.head.is_set(merc.LOST_HEAD):293 ch.send("--------------------------------------------------------------------------------\n")294 return295 # Check body296 ribs = 0297 part_list = [(merc.BROKEN_RIBS_1, 1), (merc.BROKEN_RIBS_2, 2), (merc.BROKEN_RIBS_4, 4), (merc.BROKEN_RIBS_8, 8), (merc.BROKEN_RIBS_16, 16)]298 for (aa, bb) in part_list:299 if victim.body.is_set(aa):300 ribs += bb301 if ribs > 0:302 handler_game.act(f"$N has got {ribs} broken ribs.", ch, None, victim, merc.TO_CHAR)303 if victim.body.is_set(merc.BROKEN_SPINE):304 handler_game.act("$N has got a broken spine.", ch, None, victim, merc.TO_CHAR)305 # Check arms and legs306 check_left_arm(ch, victim)307 check_right_arm(ch, victim)308 check_left_leg(ch, victim)309 check_right_leg(ch, victim)310 ch.send("--------------------------------------------------------------------------------\n")311interp.register_command(312 interp.CmdType(313 name="diagnose",314 cmd_fun=cmd_diagnose,315 position=merc.POS_FIGHTING, level=0,316 log=merc.LOG_NORMAL, show=True,317 default_arg=""...

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cpu.py

Source:cpu.py Github

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1#!/usr/bin/env python32from cpuinfo import get_cpu_info3from cpuid import *4import cpuid_native5def is_set(id, reg_idx, bit):6 regs = cpuid(id)7 if (1 << bit) & regs[reg_idx]:8 return "Yes"9 else:10 return "--"11def get_cpus():12 cpu_info = [{13 "vendor": cpu_vendor(),14 "name": cpu_name(),15 "microarch": cpu_microarchitecture(),16 "vector_instructions": {17 "sse": is_set(1, 3, 25),18 "sse2": is_set(1, 3, 26),19 "sse3": is_set(1, 2, 0),20 "ssse3": is_set(1, 2, 9),21 "sse4.1": is_set(1, 2, 19),22 "sse4.2": is_set(1, 2, 20),23 "sse4a": is_set(0x80000001, 2, 6),24 "avx": is_set(1, 2, 28),25 "avx2": is_set(7, 1, 5),26 "bmi1": is_set(7, 1, 3),27 "bmi2": is_set(7, 1, 8),28 },29 "cpu_info": get_cpu_info()30 }]...

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