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CmdLine.py
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CmdLine.py
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import cmd, pickle, os, readline, string, random, time
from CombatCmdLine import *
from colorama import *
from Parser import *
from Player import *
from Map import *
from Room import *
from Enemy import *
from TextUtilities import red, red_bg, green, green_bg, magenta, magenta_bg, yellow, yellow_bg, cyan, cyan_bg, white_bg, bright, format_string
"""
General notes ---
save format - [player,map]
"""
##########################
# Command line class
# Holds all logic for all commands
##########################
#############################
# GLOBAL VARS
###########################
GLOBAL_TIME = 0
TIME_TO_DIE = 25
OUTSIDE_PLANE = False
#TURBULENCE = False
#TURBULENCE_START_TIME = 0
#TURBULENCE_STOP_TIME = 0
class CmdLine(cmd.Cmd):
map = None
#prompt = Fore.RED + 'TBRPG>> ' + Fore.RESET
prompt = '>> '
parser = Parser()
player = None
inCombat = False
# combatCmd = CombatCmdLine()
#####################
# Command Line system methods
######################
def do_launch(self, s):
print magenta("Must Survive: Episode 0 - Elevated")
print cyan("(1) New Game")
print cyan("(2) Load Game")
response = raw_input('What would you like to do? ')
if response == '1':
self.onecmd('new')
elif response == '2':
filename = raw_input('File to load: ')
if not filename.endswith('.p'):
filename = filename + '.p'
self.onecmd('load ' + filename)
#else:
# print filename + " can't be found"
def do_main_menu(self, s):
pass
######################
# Action methods
######################
def do_pull( self, s ):
if 'parachute' in string.lower(s):
item = self.player.getEquippedItemByName('parachute')
if item != None:
if OUTSIDE_PLANE:
oxy_item = self.player.getEquippedItemByName('oxygen mask')
if oxy_item != None:
print "You pull your parachute cord, breathing without any trouble with your oxygen mask. Gradually, you fall downward to the earth below..."
print "Congratulations! You've successfully completed Episode 0 of Thomp's Text Based RPG"
print "Visit http://www.TheThomp.com to find updates and more episodes to play!"
return True
else:
print "You try to pull the cord on the parachute, but you are having trouble catching your breath."
return
else:
print "Pulling that right now isn't very helpful..."
else:
print "You don't have one of those!"
else:
print "You can't pull that!"
# if item == None:
# print "You can't pull something that you don't have equipped!"
# else:
# if OUTSIDE_AIRPLANE:
# if string.lower(item.name()) == 'parachute':
# print "Congratulations, you've survived!"
# else:
# print "?"
# else:
# if string.lower
def do_equip( self, s ):
item = self.player.getInventoryItemByName(s)
if item == None:
print "You can't equip an item you don't have!"
else:
if not item.getEquippable():
print "You can't equip that item!"
else:
print yellow(s) + ' equipped!'
self.player.equipItem(item)
def do_unequip( self, s ):
item = self.player.getEquippedItemByName(s)
if item == None:
print "You don't have anything by that name equipped"
else:
self.player.unequipItem(item)
print yellow(s) + " unequipped and put into your " + magenta('Inventory') + '.'
def do_attack( self, s ):
enemy_name_in = string.lower(s.strip())
cur_room = self.map.getRooms()[self.player.getPos()]
enemy = None
for e_id in cur_room.getEnemies():
if enemy_name_in == string.lower(self.map.getEnemies()[e_id].getName()):
enemy = self.map.getEnemies()[e_id]
if enemy is None:
print "There's nothing with the name of " + red(s) + " that is attackable."
else:
if enemy.getHP() == 0:
print enemy.getName() + " has already been defeated!"
else:
print green_bg(red("Entering combat with " + enemy.getName()))
i = CombatCmdLine(self.player, enemy)
i.cmdloop()
#enemy = self.map.getEnemies()[cur_room.getEnemies()[0]]
def do_drop( self , s ):
cur_room = self.map.getRooms()[self.player.getPos()]
itemtodrop = self.player.getInventoryItemByName(s.strip())
if itemtodrop == None:
print self.parser.parseDescription("You don't have a <i>" + s + " to drop.")
else:
cur_room.addToDroppedItems(itemtodrop)
self.player.getInventory().remove(itemtodrop)
print self.parser.parseDescription("You dropped <i>" + s + '.')
def do_open( self, s ):
cur_room = self.map.getRooms()[self.player.getPos()]
open_item = s.strip()
roomitem = cur_room.getItemByName(open_item)
if roomitem == None:
print yellow(open_item) + ' could not be found!'
return
else:
if 'open' in roomitem.getKeywords():
cur_room.modifyDirectionalBoundary(roomitem.getDirectionToChange())
print 'You opened ' + yellow(open_item) + '.'
if roomitem.getUnlockText() != '':
print self.parser.parseDescription(roomitem.getUnlockText())
#if cur_room.getDirectionByName(roomitem.getDirectionToChange()):
# print 'The ' + cyan(roomitem.getDirectionToChange()) + cyan('ern') + ' passage has opened!'
#else:
# print 'The ' + cyan(roomitem.getDirectionToChange()) + cyan('ern') + ' passage has closed!'
else:
print "You can't open " + yellow(open_item) + '!'
def do_use( self, s ):
#global GLOBAL_TIME
#global TURBULENCE_START_TIME
#global TURBULENCE_STOP_TIME
if 'on' not in s:
print self.parser.parseDescription("USE syntax: use <i><item1> on <i><item2>")
return
string1 = s.split('on')[0].strip()
string2 = s.split('on')[1].strip()
#if len(s.split()) < 3:
# print self.parser.parseDescription("USE syntax: use <i><item1> on <i><item2>")
# return
cur_room = self.map.getRooms()[self.player.getPos()]
room_items = cur_room.getItems()
#string1 = s.split()[0]
#string2 = s.split()[2]
playeritem = self.player.getInventoryItemByName(string1)
roomitem = cur_room.getItemByName(string2)
## For the case where the player doens't actually have the first item
## e.g. use latch on door
if playeritem is None:
playeritem = cur_room.getItemByName(string1)
if playeritem is None:
print "There's no " + yellow(string1) + " that could be found to use."
elif roomitem is None:
print "There's no " + yellow(string2) + " that could be found to use."
elif string.lower(playeritem.getName()) in roomitem.getUnlockItems():
cur_room.modifyDirectionalBoundary(roomitem.getDirectionToChange())
print 'You used ' + yellow(string1) + ' on ' + yellow(string2) + '.'
### Check for lockbox opening and start the countdown to Turbulence
# if string.lower(string2) == 'lockbox':
# TURBULENCE_START_TIME = GLOBAL_TIME + 2
# TURBULENCE_STOP_TIME = GLOBAL_TIME + 7
if roomitem.getUnlockText() != '':
print self.parser.parseDescription(roomitem.getUnlockText())
else:
if cur_room.getDirectionByName(roomitem.getDirectionToChange()):
print 'The ' + cyan(roomitem.getDirectionToChange()) + cyan('ern') + ' passage has opened!'
else:
print 'The ' + cyan(roomitem.getDirectionToChange()) + cyan('ern') + ' passage has closed!'
## Check for droppable items - if present, drop them
if len(roomitem.getDroppableItems()) > 0:
for item in roomitem.getDroppableItems():
cur_room.addToDroppedItems(item)
#roomitem.getDroppableItems().remove(item)
print yellow(roomitem.getName()) + ' dropped ' + yellow(item.getName()) + '!'
## Clear out droppable items so they can't drop again
del roomitem.getDroppableItems()[:]
## Check both items that were used to see if any alternate descriptions should be used
if playeritem.getAltDescDirection() is not None:
cur_room.setAltDescBool(playeritem.getAltDescDirection(), True)
if roomitem.getAltDescDirection() is not None:
cur_room.setAltDescBool(roomitem.getAltDescDirection(), True)
else:
print "You can't use " + yellow(string1) + ' on ' + yellow(string2) + '!'
def do_take( self, s ):
cur_room = self.map.getRooms()[self.player.getPos()]
for item in cur_room.getItems() + cur_room.getDroppedItems():
if string.lower(item.getName()) == string.lower(s):
if 'take' in item.getKeywords():
print yellow(item.getName()) + ' added to your' + magenta(' inventory')
self.player.addToInventory(item)
# Either remove the item from the list of room items, or list of dropped room items
try: cur_room.getItems().remove(item)
except ValueError: cur_room.getDroppedItems().remove(item)
## Check both items that were used to see if any alternate descriptions should be used
if item.getAltDescDirection() is not None:
cur_room.setAltDescBool(item.getAltDescDirection(), True)
return
else:
print red("You can't take that.")
return
print "You don't see anything that looks like a " + yellow(s) + '.'
def do_examine( self, s ):
cur_room = self.map.getRooms()[self.player.getPos()]
for item in cur_room.getItems() + cur_room.getDroppedItems():
if string.lower(item.getName()) == string.lower(s):
print self.parser.parseDescription(item.getExamineText())
return
print "You don't see anything that looks like a " + yellow(s) + '.'
def do_inventory( self, s ):
inv = self.player.getInventory()
print magenta('=== INVENTORY ===')
for item in inv:
print yellow(item.getName())
print yellow(' - ' + item.getExamineText().replace('<i>',''))
print magenta('=================')
print magenta('=== EQUIPPED ===')
for item in self.player.getEquipped():
print yellow(item.getName())
print yellow(' - ' + item.getExamineText().replace('<i>',''))
print magenta('=================')
def do_look(self, s):
cur_room = self.map.getRooms()[self.player.getPos()]
dir = s.lower()
if s == '':
print format_string(self.parser.parseDescription(cur_room.description))
elif dir == 'north' or dir == 'n' or dir == 'forward' or dir == 'f':
if cur_room.isAltDescActive('north'):
print format_string(self.parser.parseDescription(cur_room.getAltDesc('north')))
else:
print format_string(self.parser.parseDescription(cur_room.north_desc))
#print magenta(cur_room.north_desc)
elif dir == 'south' or dir == 's' or dir == 'back' or dir == 'b':
if cur_room.isAltDescActive('south'):
print format_string(self.parser.parseDescription(cur_room.getAltDesc('south')))
else:
print format_string(self.parser.parseDescription(cur_room.south_desc))
elif dir == 'east' or dir == 'e' or dir == 'right' or dir == 'r':
if cur_room.isAltDescActive('east'):
print format_string(self.parser.parseDescription(cur_room.getAltDesc('east')))
else:
print format_string(self.parser.parseDescription(cur_room.east_desc))
#print magenta(cur_room.east_desc)
elif dir == 'west' or dir == 'w' or dir == 'left' or dir == 'l':
if cur_room.isAltDescActive('west'):
print format_string(self.parser.parseDescription(cur_room.getAltDesc('west')))
else:
print format_string(self.parser.parseDescription(cur_room.west_desc))
else:
return
## Print any items that have been dropped in this room
if len(cur_room.getDroppedItems()) > 0:
print "=== Dropped Items ==="
for i in cur_room.getDroppedItems():
print yellow(i.getName())
## Print enemies
#enemies = self.map.getEnemiesAtPos(self.player.getPos())
enemy_bank = self.map.getEnemies()
if len(cur_room.getEnemies()) > 0:
print red("=== Enemies ===")
for e_id in cur_room.getEnemies():
if enemy_bank[e_id].getHP() > 0:
print enemy_bank[e_id].getName()
else:
print enemy_bank[e_id].getName() + ' ' + red_bg('*DEFEATED*')
print ' HP: ' + str(enemy_bank[e_id].getHP())
print ' MP: ' + str(enemy_bank[e_id].getMP())
def do_move(self, s):
global GLOBAL_TIME
global OUTSIDE_PLANE
global TIME_TO_DIE
#print 'OUTSIDE_PLANE: ' + str(OUTSIDE_PLANE)
#print 'GLOBAL_TIME: ' + str(GLOBAL_TIME)
#global TURBULENCE
#global TURBULENCE_START_TIME
#global TURBULENCE_STOP_TIME
if GLOBAL_TIME == TIME_TO_DIE:
self.print_death()
self.do_launch('')
if OUTSIDE_PLANE:
print "You're still flying!!! Or are you falling..."
GLOBAL_TIME += 1
return
# player_x = self.player.getPos()[0]
# player_y = self.player.getPos()[1]
# print 'player_x: ' + str(player_x)
# print 'player_y: ' + str(player_y)
#if (player_x == 6 and player_y == 3) or (player_x == 6 and player_y == 7):
cur_room = self.map.getRooms()[self.player.getPos()]
player_x = self.player.getPos()[0]
player_y = self.player.getPos()[1]
#print 'GLOBAL_TIME = ' + str(GLOBAL_TIME)
#print 'TURBULENCE_START_TIME = ' + str(TURBULENCE_START_TIME)
#print 'TURBULENCE_STOP_TIME = ' + str(TURBULENCE_STOP_TIME)
#print 'TURBULENCE = ' + str(TURBULENCE)
TURBULENCE = random.randint(1,10)
if TURBULENCE < 2:
self.print_turb()
print 'Turbulence shakes you, forcing you to move in a random direction.'
dirs = ['n', 's', 'e', 'w']
s = dirs[random.randint(0,3)]
if s == '':
print red('You have to specify what direction to move!')
elif s.lower() == 'north' or s.lower() == 'n' or s.lower() == 'forward' or s.lower() == 'f':
if cur_room.north:
self.player.setPos( (player_x, player_y - 1) )
self.do_look('')
GLOBAL_TIME += 1
#if GLOBAL_TIME == TURBULENCE_START_TIME:
# TURBULENCE = True
#if GLOBAL_TIME == TURBULENCE_STOP_TIME:
# TURBULENCE = False
else:
print red("You can't move in that direction.")
elif s.lower() == 'south' or s.lower() == 's' or s.lower() == 'back' or s.lower() == 'b':
if cur_room.south:
self.player.setPos( (player_x, player_y + 1) )
self.do_look('')
GLOBAL_TIME += 1
#if GLOBAL_TIME == TURBULENCE_START_TIME:
# TURBULENCE = True
#if GLOBAL_TIME == TURBULENCE_STOP_TIME:
# TURBULENCE = False
else:
print red("You can't move in that direction.")
elif s.lower() == 'east' or s.lower() == 'e' or s.lower() == 'right' or s.lower() == 'r':
if player_x + 1 == 7 and player_y == 6:
print "You're flying!!!!"
OUTSIDE_PLANE = True
GLOBAL_TIME += 1
TIME_TO_DIE = GLOBAL_TIME + 3
return
if cur_room.east:
self.player.setPos( (player_x + 1, player_y) )
self.do_look('')
GLOBAL_TIME += 1
#if GLOBAL_TIME == TURBULENCE_START_TIME:
# TURBULENCE = True
#if GLOBAL_TIME == TURBULENCE_STOP_TIME:
# TURBULENCE = False
else:
print red("You can't move in that direction.")
elif s.lower() == 'west' or s.lower() == 'w' or s.lower() == 'left' or s.lower() == 'l':
if player_x - 1 == 3 and player_y == 6:
print "You're flying!!!!"
OUTSIDE_PLANE = True
GLOBAL_TIME += 1
TIME_TO_DIE = GLOBAL_TIME + 3
return
if cur_room.west:
self.player.setPos( (player_x - 1, player_y) )
self.do_look('')
GLOBAL_TIME += 1
#if GLOBAL_TIME == TURBULENCE_START_TIME:
# TURBULENCE = True
#if GLOBAL_TIME == TURBULENCE_STOP_TIME:
# TURBULENCE = False
else:
print red("You can't move in that direction.")
else:
return
def do_stats(self, s):
print 'HP: ' + str(self.player.getHP())
print 'MP: ' + str(self.player.getMP())
print 'Strength: ' + str(self.player.getStrength())
print 'Intellect: ' + str(self.player.getIntellect())
print 'XP: [ ' + str(self.player.getXP()) + ' / ' + str(self.player.getNextLevelXP()) +' ]'
def do_save(self, s):
save_path = 'saved_games/'
if s == '':
print 'Enter a filename to save with'
elif self.player == None:
print 'No active player to save'
else:
to_save = [self.player, self.map]
pickle.dump( to_save, open( save_path + str(s) + '.p', 'wb') )
print 'Game saved to ' + save_path + str(s) + '.p'
def do_load(self, file):
load_path = 'saved_games/'
if file == '':
print 'Enter a filename to load'
else:
if not file.endswith('.p'):
file = file + '.p'
print 'Loading game ' + load_path + file + ' ...'
to_load = pickle.load( open(load_path + file, 'rb') )
self.player = to_load[0]
self.map = to_load[1]
def do_new(self, s):
print 'Starting new game...'
self.map = Map()
self.player = Player()
self.player.setPos((6,10))
self.do_look('')
def do_exit(self, s):
return True
###################
# Alternative commands
###################
def do_ueq(self, s):
return self.do_unequip(s)
def do_eq(self, s):
return self.do_equip(s)
def do_ex(self, s):
return self.do_examine(s)
def do_m(self, s):
return self.do_move(s)
def do_l(self, s):
return self.do_look(s)
def do_inv(self, s):
return self.do_inventory(s)
def do_quit(self,s):
return self.do_exit(s)
########################
# Help methods
########################
def help_attack(self):
print 'Attack an enemy and enter combat mode'
print magenta('IN DEVELOPMENT')
def help_drop(self):
print "Drop an item."
print "e.g. drop oxygen mask"
def help_enemies(self):
print 'List all the combattable enemies in the room'
print magenta('IN DEVELOPMENT')
def help_equip(self):
print "Equip an item. Some items are equippable, some are not"
print "e.g. 'equip oxygen mask'"
def help_eq(self):
print "Shortened 'equip' command. See 'help equip'"
def help_examine(self):
print 'Examine an item, this will tell you more about that item'
print "e.g. examine door"
def help_exit(self):
print 'Exit Game'
print red('WARNING - Any unsaved changes will be lost.')
def help_ex(self):
print "Shortened 'examine' command. See 'help examine'"
def help_help(self):
print "Print all possible commands!"
def help_inventory(self):
print "List your inventory. Lets you know what you have equipped, and what is not"
def help_inv(self):
print "Shortened inventory command. See 'help inventory'"
def help_load(self):
print 'Load a saved game file.'
print 'USAGE: load example_saved_game'
def help_look(self):
print 'Look around the room.'
print 'You can also look in different directions to discover new things.'
print 'e.g. look north, look east, etc...'
def help_l(self):
print "Shortened 'look' command. See 'help look'."
def help_move(self):
print 'Move around the map'
print "Try things like 'move north', 'move south', etc..."
def help_m(self):
print "Shortened 'move' command. See 'help move'"
def help_new(self):
print 'Start a new game.'
print red('WARNING - You will lose any unsaved changes.')
def help_open(self):
print "Some items can be opened. Use this command to open them."
print "e.g. open door"
def help_pull(self):
print "Some items can be pulled. Use this command to pull them."
print "e.g. pull latch"
def help_quit(self):
print 'Exit Game'
print red('WARNING - Any unsaved changes will be lost.')
def help_stats(self):
print 'Show the core stats of your character.'
print magenta('IN DEVELOPMENT')
def help_save(self):
print 'Save game.'
print red('WARNING - If you give the name of a file that already exists, this file will be overwritten.')
######################
# Debugging commands
#######################
def do_enemies(self, s):
cur_room = self.map.getRooms()[self.player.getPos()]
global_enemy_defs = self.map.getEnemies()
enemies = cur_room.getEnemies()
for id in enemies:
print global_enemy_defs[id].getName()
#########################
# Helper methods
#########################
def print_death(self):
death_lines = []
death_lines.append(' ______ ______ ________ _________ ___ ___')
death_lines.append('/_____/\ /_____/\ /_______/\ /________/\/__/\ /__/\ ')
death_lines.append('\:::_ \ \\\\::::_\/_\::: _ \ \\\\__.::.__\/\::\ \\\\ \ \ ')
death_lines.append(' \:\ \ \ \\\\:\/___/\\\\::(_) \ \ \::\ \ \::\/_\ .\ \ ')
death_lines.append(' \:\ \ \ \\\\::___\/_\:: __ \ \ \::\ \ \:: ___::\ \ ')
death_lines.append(' \:\/.:| |\:\____/\\\\:.\ \ \ \ \::\ \ \: \ \\\\::\ \ ')
death_lines.append(' \____/_/ \_____\/ \__\/\__\/ \__\/ \__\/ \::\/ ')
for line in death_lines:
print line
time.sleep(0.1)
def print_turb(self):
turb_lines = []
turb_lines.append(' _..._ ')
turb_lines.append(' .---. .-\'_..._\'\'. ')
turb_lines.append(' /| | | __.....__ _..._ .\' .\' \'.\ __.....__ ')
turb_lines.append(' || | | .-\'\' \'. .\' \'. / .\' .-\'\' \'. ')
turb_lines.append(' .| .-,.--. || | | / .-\'\'"\'-. `. . .-. .. \' / .-\'\'"\'-. `. ')
turb_lines.append(' .\' |_ | .-. ||| __ | |/ /________\ \| \' \' || | / /________\ \ ')
turb_lines.append(' .\' | _ _ | | | |||/\'__ \'. _ _ | || || | | || | | | ')
turb_lines.append('\'--. .-\' | \' / | | | | ||:/` \'. \' | \' / || |\ .-------------\'| | | |. \' \ .-------------\' ')
turb_lines.append(' | | .\' | .\' | | | \'- || | |.\' | .\' || | \ \'-.____...---.| | | | \ \'. .\ \'-.____...---. ')
turb_lines.append(' | | / | / | | | ||\ / \'/ | / || | `. .\' | | | | \'. `._____.-\'/ `. .\' ')
turb_lines.append(' | \'.\'| `\'. | | | |/\'..\' /| `\'. |\'---\' `\'\'-...... -\' | | | | `-.______ / `\'\'-...... -\' ')
turb_lines.append(' | / \' .\'| \'/|_| \' `\'-\'` \' .\'| \'/ | | | | ` ')
turb_lines.append(' `\'-\' `-\' `--\' `-\' `--\' \'--\' \'--\' ')
for line in turb_lines:
print line
time.sleep(0.1)