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faction_moonstone_module.py
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#factions_moonstone_module.py
# Dummy function for faction interaction
def process_faction_interaction(faction_name, player_name):
print(f"Faction {faction_name} is interacting with {player_name}.")
# Dummy function for moonstone mechanics
def process_moonstone_mechanics(faction_name, moonstone_count):
print(f"Faction {faction_name} has {moonstone_count} moonstones.")
# Function to decrement moonstone count
def decrement_moonstone(faction):
faction['moonstone'] -= 1
# Function to check if a faction can use a moonstone
def can_use_moonstone(faction):
return faction['moonstone'] > 0
# Function to handle moonstone mechanics
def handle_moonstone(faction):
if can_use_moonstone(faction):
print(f"{faction['name']} is using a moonstone.")
decrement_moonstone(faction)
return True
else:
print(f"{faction['name']} has no moonstones left.")
return False
# Function to process OS context
def process_os_context(context):
processed_context = context.upper() # Example processing
return processed_context
# Main function to call other functions
def main():
# Faction dictionary containing name and moonstone count
faction = {'name': 'Grumpy Cat', 'moonstone': 10}
# Some OS context
os_context = "some_context_here"
# Process the OS context
processed_context = process_os_context(os_context)
print(f"Processed OS Context: {processed_context}")
# Handle moonstone mechanics
moonstone_result = handle_moonstone(faction)
if moonstone_result:
print(f"{faction['name']} successfully used a moonstone. Remaining: {faction['moonstone']}")
else:
print(f"{faction['name']} has no moonstones left.")
# Entry point of the script
if __name__ == "__main__":
main()