neelthee-mansion 3.20.18__py3-none-any.whl → 3.20.20__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- neelthee_mansion/Mansion_of_Amnesia-win2.py +1345 -0
- neelthee_mansion/Mansion_of_Amnesia.py +2 -0
- neelthee_mansion/Rooms-win2.py +1937 -0
- neelthee_mansion/Rooms.py +61 -1
- {neelthee_mansion-3.20.18.dist-info → neelthee_mansion-3.20.20.dist-info}/METADATA +12 -2
- neelthee_mansion-3.20.20.dist-info/RECORD +18 -0
- {neelthee_mansion-3.20.18.dist-info → neelthee_mansion-3.20.20.dist-info}/WHEEL +1 -1
- neelthee_mansion-3.20.18.dist-info/RECORD +0 -16
- {neelthee_mansion-3.20.18.dist-info → neelthee_mansion-3.20.20.dist-info}/LICENSE.md +0 -0
- {neelthee_mansion-3.20.18.dist-info → neelthee_mansion-3.20.20.dist-info}/entry_points.txt +0 -0
- {neelthee_mansion-3.20.18.dist-info → neelthee_mansion-3.20.20.dist-info}/top_level.txt +0 -0
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from .Rooms import *
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from .creatures import *
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from .items import *
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from .Quests import *
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from .all_game_utils import *
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GameState = {
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"Enemies killed": 0,
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"collected items": [],
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}
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"""
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Neel-thee's Mansion of Amnesia
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"""
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global player, evil_mage, commands, NOTE_NUM, credits, color_coding, quest_manager, revealer, CHARACTERSLIST, BACKGROUNDS
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BACKGROUNDS = {
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"Adventurer": ["survival", "climbing"],
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"Artist": ["painting", "sculpting"],
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"Scholar": ["reading", "research"],
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}
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revealer = KeyRevealer()
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quest_manager = QuestManager()
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color_coding = False
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credits = """
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Made by: Alexander.E.F
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AI assisted the creation"""
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name = ""
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age = 0
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height = Height()
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weight = 0
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CHARACTERSLIST = [
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{"name": "Jack", "age": 19, "height": Height("6ft 3"), "weight(LBs)": 213},
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{"name": "Darcie-Mae", "age": 19, "height": Height("5ft 5"), "weight(LBs)": 150},
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{"name": "John", "age": 25, "height": Height("5ft 10"), "weight(LBs)": 180},
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{"name": "Emily", "age": 22, "height": Height("5ft 6"), "weight(LBs)": 135},
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{"name": "William", "age": 30, "height": Height("6ft 1"), "weight(LBs)": 200},
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{"name": "Samantha", "age": 28, "height": Height("5ft 8"), "weight(LBs)": 155},
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{"name": "Mark", "age": 23, "height": Height("5ft 11"), "weight(LBs)": 185},
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{"name": "Alex", "age": 27, "height": Height("6ft 0"), "weight(LBs)": 190},
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{"name": "Sarah", "age": 20, "height": Height("5ft 4"), "weight(LBs)": 125},
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{"name": "Natalie", "age": 24, "height": Height("5ft 7"), "weight(LBs)": 140},
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{"name": "Michael", "age": 32, "height": Height("6ft 2"), "weight(LBs)": 200},
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{"name": "Liam", "age": 29, "height": Height("5ft 10"), "weight(LBs)": 180},
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{"name": "James", "age": 25, "height": Height("6ft 1"), "weight(LBs)": 195},
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{"name": "Emma", "age": 22, "height": Height("5ft 6"), "weight(LBs)": 130},
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{"name": "Olivia", "age": 26, "height": Height("5ft 8"), "weight(LBs)": 135},
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{"name": "Sophia", "age": 28, "height": Height("5ft 5"), "weight(LBs)": 145},
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{"name": "Daniel", "age": 28, "height": Height("6ft 0"), "weight(LBs)": 180},
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{"name": "Matthew", "age": 31, "height": Height("5ft 11"), "weight(LBs)": 175},
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{"name": "Jennifer", "age": 25, "height": Height("5ft 6"), "weight(LBs)": 140},
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{"name": "Hannah", "age": 23, "height": Height("5ft 4"), "weight(LBs)": 130},
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{"name": "Isabella", "age": 24, "height": Height("5ft 4"), "weight(LBs)": 132},
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{"name": "Jake", "age": 29, "height": Height("5ft 6"), "weight(LBs)": 140},
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{"name": "Zack", "age": 21, "height": Height("5ft 5"), "weight(LBs)": 125},
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{"name": "Lucy", "age": 27, "height": Height("5ft 7"), "weight(LBs)": 135},
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{"name": "Mia", "age": 25, "height": Height("5ft 3"), "weight(LBs)": 128},
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{"name": "Brandon", "age": 30, "height": Height("6ft 1"), "weight(LBs)": 180},
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{"name": "Ethan", "age": 28, "height": Height("6ft 0"), "weight(LBs)": 175},
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{"name": "Andrew", "age": 28, "height": Height("6ft 0"), "weight(LBs)": 175},
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{"name": "Nathan", "age": 26, "height": Height("5ft 10"), "weight(LBs)": 165},
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{"name": "David", "age": 22, "height": Height("6ft 2"), "weight(LBs)": 185},
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{"name": "Noah", "age": 25, "height": Height("5ft 11"), "weight(LBs)": 175},
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{"name": "Aiden", "age": 30, "height": Height("6ft 0"), "weight(LBs)": 180},
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{"name": "Lucas", "age": 28, "height": Height("5ft 10"), "weight(LBs)": 170},
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{"name": "Ava", "age": 22, "height": Height("5ft 5"), "weight(LBs)": 130},
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{"name": "Lily", "age": 26, "height": Height("5ft 6"), "weight(LBs)": 135},
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{"name": "Grace", "age": 29, "height": Height("5ft 7"), "weight(LBs)": 140},
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{"name": "Josh", "age": 26, "height": Height("5ft 6"), "weight(LBs)": 135},
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{"name": "Luka", "age": 29, "height": Height("5ft 7"), "weight(LBs)": 140},
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]
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evil_mage = PC(
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"Neel-thee Contozt",
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19836,
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"Mage",
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29,
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"Evil prince",
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Height("5ft 7.375"),
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222,
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xp=99180,
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)
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# Function to parse command
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def parse_command(command_str: str, commands: dict):
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global player
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# Split the command string into parts
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parts = command_str.split()
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# Check for multi-word commands
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for cmd in commands.keys():
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cmd_parts = cmd.split()
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if len(cmd_parts) > 1 and parts[: len(cmd_parts)] == cmd_parts:
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action = " ".join(cmd_parts)
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targets = parts[len(cmd_parts) :]
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return action, targets
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# Default single word command
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action = parts[0]
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targets = parts[1:] if len(parts) > 1 else []
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return action, targets
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def showInstructions():
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global player
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# Display the game instructions
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type_text(
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"""
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===========================
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Commands:
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go [%*GREEN*%direction%*RESET*%/%*GREEN*%teleport%*RESET*%/%*GREEN*%number%*RESET*%] - Move to another location
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get [%*BLUE*%item%*RESET*%] - Pick up an item from your current location
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search [%*RED*%container%*RESET*%] - Search a container in your current location
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use [%*BLUE*%item%*RESET*%] - Use an item from your inventory
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put [%*BLUE*%item%*RESET*%] [in] [%*RED*%container%*RESET*%] - Put an item from your inventory into a container in your current location
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examine [%*GREEN*%direction%*RESET*%/%*RED*%container%*RESET*%/%*BLUE*%item%*RESET*%] - Find out some info about the object
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sleep - Rest for a bit and regain some health
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look - Look around your current location
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quit - Quit the game
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help - Show these instructions
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hint - Get a random hint for your current location
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map - Display the map of places you have been to
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""",
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colorTrue=color_coding,
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)
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def showHint():
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global player
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if "Hints" in ROOMS[player.CURRENTROOM]:
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type_text("You think:", colorTrue=color_coding)
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hint = choice(ROOMS[player.CURRENTROOM]["Hints"])
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type_text(hint, colorTrue=color_coding)
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else:
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type_text("You can't think of anything", colorTrue=color_coding)
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def check_direction(var: str, directions: list):
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global player
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for direction in directions:
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if var == direction:
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return True
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return False
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def End(text: str, win: bool = True):
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global player
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type_text(text, colorTrue=color_coding)
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if win:
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type_text("Do you want to leave the game? Y/N", colorTrue=color_coding)
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while True:
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leave = input(">").lower()
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if leave == "n":
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type_text("You decide to continue exploring.", colorTrue=color_coding)
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break
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elif leave == "y":
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type_text(
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"You escaped the house... %*BOLD*%GAME OVER, YOU WIN!",
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colorTrue=color_coding,
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)
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commands["quit"]()
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else:
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type_text(
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"Sorry, that wasn't 'y' or 'n'. Please enter 'y' or 'n'.",
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colorTrue=color_coding,
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)
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else:
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type_text("%*BOLD*%GAME OVER, YOU LOSE!", colorTrue=color_coding)
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commands["quit"]()
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NOTE_NUM = 0
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def add_note(note, parchment_index=None):
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global player, NOTE_NUM
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player.NOTES.append(note)
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NOTE_NUM += 1
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inv_note = "note " + str(NOTE_NUM)
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try:
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del player.inventory[parchment_index]
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except IndexError:
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pass
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player.inventory_add([item(inv_note)])
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def Use_grappling_hook():
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global player
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def swing_into_forest():
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global player
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type_text(
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"You throw your grappling-hook, it catches a branch of a nearby tree and hooks back onto itself. \nYou can swing into the forest!",
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colorTrue=color_coding,
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)
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if ask_for_consent("Do you want to swing into the forest"):
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type_text("You swing into the forest", colorTrue=color_coding)
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Move("Forest Clearing")
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else:
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type_text(
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"You flick the rope and it unhooks. You continue exploring the house.",
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colorTrue=color_coding,
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)
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def climb_into_house():
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global player
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type_text(
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"You throw your grappling-hook, it catches the railing of the nearby house and hooks back onto itself. \nYou can climb into the house!",
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colorTrue=color_coding,
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)
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if ask_for_consent("Do you want to climb into the house"):
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type_text("You climb into the house", colorTrue=color_coding)
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Move("Balcony")
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else:
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type_text(
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"You flick the rope and it unhooks. You continue exploring the forest",
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colorTrue=color_coding,
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)
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if player.CURRENTROOM == "Balcony" and "grappling-hook" in player.inventory:
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swing_into_forest()
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elif (
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player.CURRENTROOM == "Forest Clearing" and "grappling-hook" in player.inventory
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):
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climb_into_house()
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def Use_quill():
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global player
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if all(item in player.inventory for item in ["ink-pot", "parchment", "quill"]):
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parchment_index = player.inventory.index("parchment")
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type_text("What do you want to write", colorTrue=color_coding)
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write = str(input(">")).strip()
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if write:
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add_note(write, parchment_index)
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else:
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type_text("You can't write nothing", colorTrue=color_coding)
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else:
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type_text(
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"You need an ink pot, parchment, and a quill to write.",
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colorTrue=color_coding,
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)
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def Use_note(note_number):
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global player
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"""Reads a specified note from the player's inventory."""
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note_key = f"note {note_number}"
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if note_key in player.inventory:
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note_index = int(note_number) - 1
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type_text(f"You read:", colorTrue=color_coding)
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type_text(player.NOTES[note_index], colorTrue=color_coding)
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else:
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type_text("You do not have that note", colorTrue=color_coding)
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def Use(*Args):
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global player
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if isinstance(Args[0], list) or isinstance(Args[0], tuple):
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Args = Args[0]
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Item = " ".join(Args)
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"""Uses an item from the player's inventory."""
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if Item in player.inventory:
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item_obj = player.inventory[player.inventory.index(Item)]
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if isinstance(item_obj, item):
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if item_obj.sell(player):
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type_text(
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f"You sell the %*BLUE*%{Item}%*RESET*%", colorTrue=color_coding
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)
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player.inventory.remove(item_obj.name)
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elif Item == "quill":
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Use_quill()
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elif Item == "grappling-hook":
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Use_grappling_hook()
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elif len(Item) >= 2 and Item[0] == "note" and Item[1]:
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Use_note(Item[1])
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elif Item == "0":
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type_text("You can't use nothing", colorTrue=color_coding)
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else:
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type_text("You can't use that", colorTrue=color_coding)
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def PickKey(locked_obj):
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keys = player.inventory.keys()
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if not isinstance(keys, list):
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keys = [keys]
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if keys:
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while True:
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type_text(
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f"Please pick which key you want to use in the lock. This is what you know about the lock: {locked_obj}. These are your keys:"
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)
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# Enumerate keys and display them
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for idx, key in enumerate(keys, 1): # Starts numbering at 1
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type_text(f"{idx}. {key.name} - {key.CurentRevealStr}")
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# Use loop_til_valid_input to get a valid integer within the correct range
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choice = loop_til_valid_input(
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input_text="Enter the number of the key you'd like to use: ",
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bad_text="That's not a valid choice, please try again.",
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Class=int, # Ensuring input is an integer
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)
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# Since loop_til_valid_input ensures valid input, just return the selected key
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if 1 <= choice <= len(keys):
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+
return keys[choice - 1] # Fetch the key using 0-based index
|
323
|
+
|
324
|
+
return Key(KeyCode=None)
|
325
|
+
|
326
|
+
|
327
|
+
def Move(move):
|
328
|
+
global player
|
329
|
+
|
330
|
+
def attempt_charter():
|
331
|
+
global player
|
332
|
+
if player.money >= 10:
|
333
|
+
player.money -= 10
|
334
|
+
if "descovered" in ROOMS[newRoom] and not ROOMS[newRoom]["descovered"]:
|
335
|
+
ROOMS[newRoom]["descovered"] = True
|
336
|
+
return ROOMS[player.CURRENTROOM]["directions"][move]
|
337
|
+
else:
|
338
|
+
type_text(
|
339
|
+
"You don't have enough money to charter a ship.", colorTrue=color_coding
|
340
|
+
)
|
341
|
+
return player.CURRENTROOM
|
342
|
+
|
343
|
+
def attempt_move_to_garden():
|
344
|
+
global player
|
345
|
+
key = PickKey(Lock("629.IdnXwnt"))
|
346
|
+
if key.GetKeyCode() == "629.IdnXwnt":
|
347
|
+
End("You unlock the gate to the garden with the key!")
|
348
|
+
return newRoom
|
349
|
+
type_text("The gate is locked.", colorTrue=color_coding)
|
350
|
+
return newRoom
|
351
|
+
|
352
|
+
def move_to_room():
|
353
|
+
global player
|
354
|
+
player.LASTROOM = player.CURRENTROOM
|
355
|
+
if "descovered" in ROOMS[newRoom] and not ROOMS[newRoom]["descovered"]:
|
356
|
+
ROOMS[newRoom]["descovered"] = True
|
357
|
+
if move == "0":
|
358
|
+
return attempt_charter()
|
359
|
+
elif newRoom == "Garden":
|
360
|
+
return attempt_move_to_garden()
|
361
|
+
else:
|
362
|
+
return newRoom
|
363
|
+
|
364
|
+
if move in ROOMS[player.CURRENTROOM]["directions"]:
|
365
|
+
newRoom = "Hall"
|
366
|
+
if isinstance(ROOMS[player.CURRENTROOM]["directions"][move], Door):
|
367
|
+
if isinstance(ROOMS[player.CURRENTROOM]["directions"][move].lock, Lock):
|
368
|
+
key = PickKey(ROOMS[player.CURRENTROOM]["directions"][move].lock)
|
369
|
+
ROOMS[player.CURRENTROOM]["directions"][move].Unlock(key, player)
|
370
|
+
newRoom = ROOMS[player.CURRENTROOM]["directions"][move].GetRoom(
|
371
|
+
player.CURRENTROOM
|
372
|
+
)
|
373
|
+
else:
|
374
|
+
newRoom = ROOMS[player.CURRENTROOM]["directions"][move]
|
375
|
+
newRoom = move_to_room()
|
376
|
+
player.CURRENTROOM = newRoom
|
377
|
+
return
|
378
|
+
elif move in ROOMS:
|
379
|
+
newRoom = move
|
380
|
+
if newRoom == "Garden":
|
381
|
+
newRoom = attempt_move_to_garden()
|
382
|
+
player.LASTROOM = player.CURRENTROOM
|
383
|
+
player.CURRENTROOM = newRoom
|
384
|
+
if "random_events" in ROOMS[player.CURRENTROOM]:
|
385
|
+
for randomEvent in ROOMS[player.CURRENTROOM]["random_events"]:
|
386
|
+
if isinstance(randomEvent, RandomEvent):
|
387
|
+
randomEvent.check_and_trigger(player)
|
388
|
+
return
|
389
|
+
type_text(f"There is no exit {move}", colorTrue=color_coding)
|
390
|
+
|
391
|
+
|
392
|
+
def start():
|
393
|
+
global player
|
394
|
+
# shows the main menu
|
395
|
+
type_text(
|
396
|
+
f"\nHello %*MAGENTA*%{player.name}%*RESET*% and welcome to my Role Playing Game. \nI hope you have fun!",
|
397
|
+
colorTrue=color_coding,
|
398
|
+
)
|
399
|
+
showInstructions()
|
400
|
+
|
401
|
+
|
402
|
+
def showStatus():
|
403
|
+
global player
|
404
|
+
|
405
|
+
# Display player's current status
|
406
|
+
text = f"\n---------------------------"
|
407
|
+
|
408
|
+
# Display the current inventory
|
409
|
+
the_inventory = [
|
410
|
+
itemnum.name for itemnum in player.inventory if isinstance(itemnum, item)
|
411
|
+
]
|
412
|
+
text += f'\nInventory: %*BLUE*%{", ".join(the_inventory)}%*RESET*%; Money: {player.money}; XP: {player.xp}; Level: {player.Level}'
|
413
|
+
|
414
|
+
# Display possible directions of travel
|
415
|
+
text = display_directions(text)
|
416
|
+
|
417
|
+
# Display the map if available
|
418
|
+
if "map" in ROOMS[player.CURRENTROOM]:
|
419
|
+
text += f'\n\nKey: {"; ".join(KEY)}\n'
|
420
|
+
text += f'\n{ROOMS[player.CURRENTROOM]["map"]}\n'
|
421
|
+
|
422
|
+
# Display the description of the current room
|
423
|
+
text += "\n" + str(ROOMS[player.CURRENTROOM]["info"])
|
424
|
+
|
425
|
+
text += f"\n---------------------------"
|
426
|
+
|
427
|
+
type_text(text, colorTrue=color_coding)
|
428
|
+
|
429
|
+
# Optionally display additional room description
|
430
|
+
if "description" in ROOMS[player.CURRENTROOM] and ask_for_consent(
|
431
|
+
"Do you want to observe the area"
|
432
|
+
):
|
433
|
+
type_text("The area:", colorTrue=color_coding)
|
434
|
+
type_text(ROOMS[player.CURRENTROOM]["description"], colorTrue=color_coding)
|
435
|
+
|
436
|
+
|
437
|
+
def display_directions(text):
|
438
|
+
global player
|
439
|
+
directions = ["north", "east", "south", "west", "up", "down", "teleport"]
|
440
|
+
direction_descriptions = {
|
441
|
+
"house": {
|
442
|
+
"north": "There is a door to the",
|
443
|
+
"east": "There is a door to the",
|
444
|
+
"south": "There is a door to the",
|
445
|
+
"west": "There is a door to the",
|
446
|
+
"up": "There is a staircase leading",
|
447
|
+
"down": "There is a staircase leading",
|
448
|
+
},
|
449
|
+
"forest": {
|
450
|
+
"north": "There is a path to the",
|
451
|
+
"east": "There is a path to the",
|
452
|
+
"south": "There is a path to the",
|
453
|
+
"west": "There is a path to the",
|
454
|
+
"up": "There is a ladder going",
|
455
|
+
"down": "There is a hole in the ground leading",
|
456
|
+
},
|
457
|
+
"cavern": {
|
458
|
+
"north": "There is a tunel to the",
|
459
|
+
"east": "There is a tunel to the",
|
460
|
+
"south": "There is a tunel to the",
|
461
|
+
"west": "There is a tunel to the",
|
462
|
+
"up": "There is a shoot with handhold going",
|
463
|
+
"down": "There is a shoot in the ground going",
|
464
|
+
},
|
465
|
+
}
|
466
|
+
|
467
|
+
room_type = ROOMS[player.CURRENTROOM]["room type"]
|
468
|
+
if room_type in direction_descriptions:
|
469
|
+
for direction in directions:
|
470
|
+
if direction in ROOMS[player.CURRENTROOM]["directions"]:
|
471
|
+
if direction != "teleport":
|
472
|
+
text += f"\n{direction_descriptions[room_type][direction]} %*GREEN*%{direction}%*RESET*%."
|
473
|
+
|
474
|
+
if "teleport" in ROOMS[player.CURRENTROOM]["directions"]:
|
475
|
+
text += "\nThere is a %*GREEN*%teleport%*RESET*%ation circle on the ground."
|
476
|
+
|
477
|
+
return text
|
478
|
+
|
479
|
+
|
480
|
+
def Examine(*Args):
|
481
|
+
Name = " ".join(Args)
|
482
|
+
item_index = player.inventory.index(Name) # Store the result of index in a variable
|
483
|
+
|
484
|
+
if item_index is not None: # Check explicitly if item_index is valid
|
485
|
+
_ = player.inventory[item_index]
|
486
|
+
if isinstance(_, item):
|
487
|
+
type_text("You look at your item and you figure out this about it:")
|
488
|
+
if not revealer.reveal_key_code(_):
|
489
|
+
if _.type == "weapon":
|
490
|
+
type_text(f"This item is a weapon that adds {_.value} damage.")
|
491
|
+
elif _.type == "readable":
|
492
|
+
if "reading" in player.Skills:
|
493
|
+
type_text(f"You read {_.name} and it contains:")
|
494
|
+
if isinstance(_, Book):
|
495
|
+
type_text(_.GetContense())
|
496
|
+
else:
|
497
|
+
type_text(_.value)
|
498
|
+
elif Name in ROOMS[player.CURRENTROOM]["directions"]: # Check exits in the room
|
499
|
+
door = ROOMS[player.CURRENTROOM]["directions"][Name]
|
500
|
+
if isinstance(door, Door):
|
501
|
+
if isinstance(door.lock, Lock):
|
502
|
+
type_text(
|
503
|
+
(
|
504
|
+
"The door is locked,"
|
505
|
+
if door.lock.is_locked
|
506
|
+
else "The door is not locked,"
|
507
|
+
),
|
508
|
+
"you know this about its key code:",
|
509
|
+
)
|
510
|
+
revealer.reveal_key_code(door)
|
511
|
+
else:
|
512
|
+
type_text(f"The exit {Name} has no lock.")
|
513
|
+
else:
|
514
|
+
type_text(f"There is nothing special about the exit {Name}.")
|
515
|
+
elif (
|
516
|
+
Name in ROOMS[player.CURRENTROOM]["containers"]
|
517
|
+
): # Check containers in the room
|
518
|
+
containerins = ROOMS[player.CURRENTROOM]["containers"][Name]
|
519
|
+
if isinstance(containerins, container):
|
520
|
+
if isinstance(containerins.lock, Lock):
|
521
|
+
type_text(
|
522
|
+
(
|
523
|
+
"The container is locked,"
|
524
|
+
if containerins.lock.is_locked
|
525
|
+
else "The container is not locked,"
|
526
|
+
),
|
527
|
+
"you know this about its key code:",
|
528
|
+
)
|
529
|
+
revealer.reveal_key_code(containerins)
|
530
|
+
else:
|
531
|
+
type_text(f"The container {Name} has no lock.")
|
532
|
+
else:
|
533
|
+
type_text(f"There is no container named {Name} in this room.")
|
534
|
+
elif "creatures stats" in ROOMS[player.CURRENTROOM]:
|
535
|
+
for Creature in ROOMS[player.CURRENTROOM]["creatures stats"]:
|
536
|
+
if isinstance(Creature, creature):
|
537
|
+
if isinstance(Creature, NPC):
|
538
|
+
if Creature.name.lower() == Name:
|
539
|
+
Creature.talk()
|
540
|
+
return
|
541
|
+
else:
|
542
|
+
type_text(f"There is nothing special about the {Name}.")
|
543
|
+
|
544
|
+
|
545
|
+
def battle(player: PC, good_guys: list, bad_guys: list, last_room):
|
546
|
+
"""
|
547
|
+
Simulate a battle between the player (and allies) and monsters.
|
548
|
+
|
549
|
+
Args:
|
550
|
+
player (PC): The player character.
|
551
|
+
good_guys (list): The list of allies to help the player.
|
552
|
+
bad_guys (list): The list of monsters to battle the player.
|
553
|
+
last_room: The previous room before the battle.
|
554
|
+
|
555
|
+
Returns:
|
556
|
+
None if all bad guys are defeated, else the remaining bad guys.
|
557
|
+
"""
|
558
|
+
while player.hp > 0:
|
559
|
+
if all(monster.hp <= 0 for monster in bad_guys):
|
560
|
+
handle_victory(player, bad_guys)
|
561
|
+
return good_guys, None
|
562
|
+
|
563
|
+
if ask_for_consent("Do you want to run away"):
|
564
|
+
Move(last_room)
|
565
|
+
return good_guys, bad_guys
|
566
|
+
|
567
|
+
# Player and good guys' turn
|
568
|
+
for ally in [player] + good_guys:
|
569
|
+
if all(monster.hp <= 0 for monster in bad_guys):
|
570
|
+
handle_victory(player, bad_guys)
|
571
|
+
return good_guys, None
|
572
|
+
|
573
|
+
target = select_target(ally, bad_guys)
|
574
|
+
player_turn(ally, target)
|
575
|
+
|
576
|
+
# Bad guys' turn
|
577
|
+
for monster in bad_guys:
|
578
|
+
if monster.hp > 0:
|
579
|
+
target = select_target(monster, [player] + good_guys)
|
580
|
+
monster_turn(target, monster)
|
581
|
+
|
582
|
+
if player.hp <= 0:
|
583
|
+
End(f"The monsters defeat you!", win=False)
|
584
|
+
return good_guys, bad_guys
|
585
|
+
|
586
|
+
return good_guys, bad_guys
|
587
|
+
|
588
|
+
|
589
|
+
def player_turn(player: PC, monster: creature):
|
590
|
+
"""
|
591
|
+
Handle a character's turn during the battle.
|
592
|
+
|
593
|
+
Args:
|
594
|
+
player (PC): The player or ally.
|
595
|
+
monster (creature): The monster being fought.
|
596
|
+
"""
|
597
|
+
player_action = loop_til_valid_input(
|
598
|
+
"Choose your action: (attack/defend/special): ",
|
599
|
+
"Invalid action. Please enter a valid action.",
|
600
|
+
PC_action,
|
601
|
+
).value.lower()
|
602
|
+
|
603
|
+
if player_action == "attack":
|
604
|
+
perform_attack(player, monster)
|
605
|
+
elif player_action == "defend":
|
606
|
+
player.defending = True
|
607
|
+
type_text("You brace yourself for the next attack.", colorTrue=color_coding)
|
608
|
+
elif player_action == "special":
|
609
|
+
use_special_ability(player, monster)
|
610
|
+
|
611
|
+
|
612
|
+
def monster_turn(player: PC, monster: creature):
|
613
|
+
"""
|
614
|
+
Handle a monster's turn during the battle.
|
615
|
+
|
616
|
+
Args:
|
617
|
+
player (PC): The player or ally.
|
618
|
+
monster (creature): The monster attacking.
|
619
|
+
"""
|
620
|
+
type_text(f"The %*CYAN*%{monster.name}%*RESET*% attacks!", colorTrue=color_coding)
|
621
|
+
damage = calculate_damage(monster, player)
|
622
|
+
player.take_damage(damage)
|
623
|
+
|
624
|
+
|
625
|
+
def perform_attack(attacker: PC, defender: creature):
|
626
|
+
"""
|
627
|
+
Perform an attack action.
|
628
|
+
|
629
|
+
Args:
|
630
|
+
attacker (PC): The attacking character.
|
631
|
+
defender (creature): The defending monster.
|
632
|
+
"""
|
633
|
+
damage = calculate_damage(attacker, defender)
|
634
|
+
defender.take_damage(damage)
|
635
|
+
|
636
|
+
|
637
|
+
def handle_victory(player: PC, monsters: list):
|
638
|
+
"""
|
639
|
+
Handle the logic when the player and allies defeat all monsters.
|
640
|
+
|
641
|
+
Args:
|
642
|
+
player (PC): The player character.
|
643
|
+
monsters (list): The list of defeated monsters.
|
644
|
+
"""
|
645
|
+
type_text("You have defeated all the enemies!", colorTrue=color_coding)
|
646
|
+
for monster in monsters:
|
647
|
+
if monster.hp <= 0:
|
648
|
+
player.inventory_add(monster.dropped_items)
|
649
|
+
|
650
|
+
|
651
|
+
def calculate_damage(attacker, defender) -> int:
|
652
|
+
"""
|
653
|
+
Calculate the damage inflicted by the attacker on the defender.
|
654
|
+
|
655
|
+
Args:
|
656
|
+
attacker: The attacking character.
|
657
|
+
defender: The defending character.
|
658
|
+
|
659
|
+
Returns:
|
660
|
+
int: The calculated damage.
|
661
|
+
"""
|
662
|
+
damage_min, damage_max = calculate_damage_range(attacker.atpw)
|
663
|
+
damage = randint(damage_min, damage_max)
|
664
|
+
|
665
|
+
if random() < attacker.crit_chance:
|
666
|
+
damage *= 2
|
667
|
+
type_text("Critical hit!", colorTrue=color_coding)
|
668
|
+
|
669
|
+
if hasattr(defender, "defending") and defender.defending:
|
670
|
+
damage //= 2
|
671
|
+
type_text("The attack is defended, reducing damage.", colorTrue=color_coding)
|
672
|
+
defender.defending = False
|
673
|
+
|
674
|
+
return damage
|
675
|
+
|
676
|
+
|
677
|
+
def calculate_damage_range(atpw: int) -> tuple[int, int]:
|
678
|
+
"""
|
679
|
+
Calculate the damage range based on attack power.
|
680
|
+
|
681
|
+
Args:
|
682
|
+
atpw (int): Attack power of the combatant.
|
683
|
+
|
684
|
+
Returns:
|
685
|
+
tuple[int, int]: Minimum and maximum damage range.
|
686
|
+
"""
|
687
|
+
damage_max_range = randint(1, 3)
|
688
|
+
damage_min_range = randint(1, 3)
|
689
|
+
damage_min = max(1, atpw - damage_min_range) # Ensure minimum damage is at least 1
|
690
|
+
damage_max = atpw + damage_max_range
|
691
|
+
return damage_min, damage_max
|
692
|
+
|
693
|
+
|
694
|
+
def use_special_ability(player: PC, monster: creature):
|
695
|
+
"""
|
696
|
+
Allow the player to use a special ability during combat.
|
697
|
+
|
698
|
+
Args:
|
699
|
+
player (PC): The player character.
|
700
|
+
monster (creature): The monster being fought.
|
701
|
+
"""
|
702
|
+
if player.special_ability.ready:
|
703
|
+
player.special_ability.activate(monster)
|
704
|
+
type_text(
|
705
|
+
f"You use your special ability: {player.special_ability.name}.",
|
706
|
+
colorTrue=color_coding,
|
707
|
+
)
|
708
|
+
player.special_ability.ready = False
|
709
|
+
else:
|
710
|
+
type_text("Your special ability is not ready yet.", colorTrue=color_coding)
|
711
|
+
|
712
|
+
|
713
|
+
def select_target(chooser, targets: list):
|
714
|
+
"""
|
715
|
+
Select a target from a list of characters.
|
716
|
+
|
717
|
+
Args:
|
718
|
+
chooser: The entity (e.g., player or AI) selecting the target.
|
719
|
+
targets (list): List of characters to select from.
|
720
|
+
|
721
|
+
Returns:
|
722
|
+
The selected target.
|
723
|
+
"""
|
724
|
+
if chooser == player:
|
725
|
+
valid_targets = []
|
726
|
+
type_text("Who do you want to attack? The options:")
|
727
|
+
# Enumerate through the targets to get both the index and the enemy.
|
728
|
+
for index, enemy in enumerate(targets):
|
729
|
+
if enemy.hp > 0:
|
730
|
+
type_text(f"{index + 1}: {enemy.name} ({enemy.hp} HP)")
|
731
|
+
valid_targets.append(index)
|
732
|
+
|
733
|
+
# Prompt the player to select a target
|
734
|
+
while True:
|
735
|
+
try:
|
736
|
+
choice = int(input("Enter the number of the target: ")) - 1
|
737
|
+
if choice in valid_targets:
|
738
|
+
return targets[choice]
|
739
|
+
else:
|
740
|
+
type_text("Invalid choice. Please select a valid target.")
|
741
|
+
except ValueError:
|
742
|
+
type_text("Invalid input. Please enter a number.")
|
743
|
+
else:
|
744
|
+
# AI or other logic for non-player chooser
|
745
|
+
for target in targets:
|
746
|
+
if target.hp > 0:
|
747
|
+
return target
|
748
|
+
|
749
|
+
|
750
|
+
def command():
|
751
|
+
global player
|
752
|
+
# try:
|
753
|
+
ShouldBreak = False
|
754
|
+
|
755
|
+
while True:
|
756
|
+
showStatus()
|
757
|
+
user_input = get_player_input(False)
|
758
|
+
|
759
|
+
if user_input:
|
760
|
+
commands_list = user_input.split(",")
|
761
|
+
for command_str in commands_list:
|
762
|
+
action, targets = parse_command(command_str.strip(), commands)
|
763
|
+
|
764
|
+
if action in commands:
|
765
|
+
if has_named_arg(commands[action], "player"):
|
766
|
+
if targets:
|
767
|
+
commands[action](player, *targets)
|
768
|
+
else:
|
769
|
+
commands[action](player)
|
770
|
+
elif targets:
|
771
|
+
commands[action](*targets)
|
772
|
+
else:
|
773
|
+
commands[action]()
|
774
|
+
else:
|
775
|
+
type_text(
|
776
|
+
f"Unknown command '{action}'. Type 'help' for a list of commands.",
|
777
|
+
colorTrue=color_coding,
|
778
|
+
)
|
779
|
+
if action in commands:
|
780
|
+
ShouldBreak = True
|
781
|
+
if ShouldBreak:
|
782
|
+
return
|
783
|
+
|
784
|
+
|
785
|
+
# except KeyError as e:
|
786
|
+
# type_text(f"KeyError: {e} - This might be due to an undefined command or incorrect arguments.", colorTrue=color_coding)
|
787
|
+
# except ValueError as e:
|
788
|
+
# type_text(f"ValueError: {e} - This might be due to incorrect arguments provided.", colorTrue=color_coding)
|
789
|
+
# except Exception as e:
|
790
|
+
# type_text(f"Unexpected Error: {e}", colorTrue=color_coding)
|
791
|
+
|
792
|
+
|
793
|
+
def handle_sleep_command(player: PC):
|
794
|
+
type_text("You decide to rest for a while.", colorTrue=color_coding)
|
795
|
+
|
796
|
+
# Simulate some time passing
|
797
|
+
sleep(2) # Example: sleep for 2 seconds
|
798
|
+
|
799
|
+
# Restore player's health or apply any other effects
|
800
|
+
player.heal(3) # Example: heal 3 health points during sleep
|
801
|
+
|
802
|
+
# Optional: Print a message or effect that happens during sleep
|
803
|
+
type_text("You feel refreshed after a good rest.", colorTrue=color_coding)
|
804
|
+
|
805
|
+
|
806
|
+
def get_player_input(split=True):
|
807
|
+
global player
|
808
|
+
move = ""
|
809
|
+
while move == "":
|
810
|
+
move = str(input(">")).strip().lower()
|
811
|
+
if split:
|
812
|
+
return move.split()
|
813
|
+
return move
|
814
|
+
|
815
|
+
|
816
|
+
def handle_go_command(direction):
|
817
|
+
global player
|
818
|
+
Move(direction)
|
819
|
+
|
820
|
+
|
821
|
+
def handle_get_command(player: PC, *Args):
|
822
|
+
item_name = " ".join(Args)
|
823
|
+
if "items" in ROOMS[player.CURRENTROOM]:
|
824
|
+
for ItemName in ROOMS[player.CURRENTROOM]["items"].keys():
|
825
|
+
if item_name == ItemName:
|
826
|
+
player.inventory_add([ROOMS[player.CURRENTROOM]["items"][ItemName]])
|
827
|
+
del ROOMS[player.CURRENTROOM]["items"][ItemName]
|
828
|
+
type_text(f"%*BLUE*%{item_name}%*RESET*% got!", colorTrue=color_coding)
|
829
|
+
return
|
830
|
+
type_text(f"Can't get {item_name}!", colorTrue=color_coding)
|
831
|
+
|
832
|
+
|
833
|
+
def handle_look_command():
|
834
|
+
global player
|
835
|
+
should_return = False
|
836
|
+
if "items" in ROOMS[player.CURRENTROOM]:
|
837
|
+
type_text(
|
838
|
+
f'The items in the room: %*BLUE*%{", ".join(ROOMS[player.CURRENTROOM]["items"].keys())}%*RESET*%.',
|
839
|
+
colorTrue=color_coding,
|
840
|
+
)
|
841
|
+
should_return = True
|
842
|
+
if "containers" in ROOMS[player.CURRENTROOM]:
|
843
|
+
type_text(
|
844
|
+
f"The containers here are: %*RED*%{', '.join(ROOMS[player.CURRENTROOM]['containers'].keys())}%*RESET*%",
|
845
|
+
colorTrue=color_coding,
|
846
|
+
)
|
847
|
+
should_return = True
|
848
|
+
if should_return:
|
849
|
+
return
|
850
|
+
type_text("There is nothing of interest.", colorTrue=color_coding)
|
851
|
+
|
852
|
+
|
853
|
+
def handle_use_command(*Args):
|
854
|
+
global player
|
855
|
+
Use(Args)
|
856
|
+
|
857
|
+
|
858
|
+
def handle_search_command(player, *Args):
|
859
|
+
Container = " ".join(Args)
|
860
|
+
if "containers" in ROOMS[player.CURRENTROOM]:
|
861
|
+
if Container in ROOMS[player.CURRENTROOM]["containers"] and not all_same_value(
|
862
|
+
ROOMS[player.CURRENTROOM]["containers"][Container].contents, None
|
863
|
+
):
|
864
|
+
search_container(player, Container)
|
865
|
+
else:
|
866
|
+
type_text(f"You cannot search the {Container}", colorTrue=color_coding)
|
867
|
+
|
868
|
+
|
869
|
+
def search_container(player: PC, Container):
|
870
|
+
ContainerName = Container
|
871
|
+
Container = ROOMS[player.CURRENTROOM]["containers"][Container]
|
872
|
+
if isinstance(Container, container):
|
873
|
+
if isinstance(Container.lock, Lock):
|
874
|
+
key = PickKey(Container.lock)
|
875
|
+
Container.Unlock(key, player)
|
876
|
+
type_text(
|
877
|
+
f"You search the{' secret' if Container.secret else ''} %*RED*%{ContainerName}%*RESET*% and find a ",
|
878
|
+
newline=False,
|
879
|
+
colorTrue=color_coding,
|
880
|
+
)
|
881
|
+
for searchitem in Container.contents:
|
882
|
+
if searchitem:
|
883
|
+
if isinstance(searchitem, item):
|
884
|
+
end_str = (
|
885
|
+
" and a "
|
886
|
+
if Container.contents.index(searchitem)
|
887
|
+
< last_index(Container.contents)
|
888
|
+
else "\n"
|
889
|
+
)
|
890
|
+
type_text(
|
891
|
+
f"%*BLUE*%{searchitem.name}%*RESET*%{end_str}",
|
892
|
+
newline=False,
|
893
|
+
colorTrue=color_coding,
|
894
|
+
)
|
895
|
+
Container.take_contents(player)
|
896
|
+
|
897
|
+
|
898
|
+
def handle_put_command(player: PC, *Args):
|
899
|
+
arguments = " ".join(Args)
|
900
|
+
Arguments = arguments.split(" in ")
|
901
|
+
|
902
|
+
# Ensure we have exactly two parts
|
903
|
+
if len(Arguments) < 2:
|
904
|
+
type_text(
|
905
|
+
"You need to specify an item and where to put it (e.g., 'put book in drawer').",
|
906
|
+
colorTrue=color_coding,
|
907
|
+
)
|
908
|
+
return
|
909
|
+
|
910
|
+
# Strip whitespace
|
911
|
+
Arguments = [arg.strip() for arg in Arguments]
|
912
|
+
item_name = Arguments[0]
|
913
|
+
container_name = Arguments[1]
|
914
|
+
|
915
|
+
# Check if item is in inventory
|
916
|
+
if item_name not in [item.name for item in player.inventory]:
|
917
|
+
type_text(
|
918
|
+
f"You don't have {item_name} in your inventory.", colorTrue=color_coding
|
919
|
+
)
|
920
|
+
return
|
921
|
+
|
922
|
+
# Retrieve item and container
|
923
|
+
PutItem = player.inventory[
|
924
|
+
[item.name for item in player.inventory].index(item_name)
|
925
|
+
]
|
926
|
+
if "containers" in ROOMS[player.CURRENTROOM]:
|
927
|
+
put_in_container(player, PutItem, container_name)
|
928
|
+
else:
|
929
|
+
type_text(
|
930
|
+
f"You cannot put the {PutItem.name} in the {container_name}",
|
931
|
+
colorTrue=color_coding,
|
932
|
+
)
|
933
|
+
|
934
|
+
|
935
|
+
def put_in_container(player: PC, PutItem=None, container=None):
|
936
|
+
player.inventory.remove(PutItem.name)
|
937
|
+
if not ROOMS[player.CURRENTROOM]["containers"][container].contents:
|
938
|
+
ROOMS[player.CURRENTROOM]["containers"][container].contents = []
|
939
|
+
if not isinstance(
|
940
|
+
ROOMS[player.CURRENTROOM]["containers"][container].contents, list
|
941
|
+
):
|
942
|
+
ROOMS[player.CURRENTROOM]["containers"][container].contents = [
|
943
|
+
ROOMS[player.CURRENTROOM]["containers"][container].contents
|
944
|
+
]
|
945
|
+
ROOMS[player.CURRENTROOM]["containers"][container].contents += [PutItem]
|
946
|
+
type_text(
|
947
|
+
f"You put you're %*BLUE*%{PutItem.name}%*RESET*% into the %*RED*%{container}%*RESET*%",
|
948
|
+
colorTrue=color_coding,
|
949
|
+
)
|
950
|
+
|
951
|
+
|
952
|
+
def handle_get_quest_command(questnum):
|
953
|
+
global player
|
954
|
+
if "quests" in ROOMS[player.CURRENTROOM]:
|
955
|
+
if questnum in ROOMS[player.CURRENTROOM]["quests"]:
|
956
|
+
quest_manager.add_quest(ROOMS[player.CURRENTROOM]["quests"][questnum])
|
957
|
+
quest_manager.start_quest(ROOMS[player.CURRENTROOM]["quests"][questnum])
|
958
|
+
del ROOMS[player.CURRENTROOM]["quests"][questnum]
|
959
|
+
|
960
|
+
|
961
|
+
def PrintMap():
|
962
|
+
global player
|
963
|
+
type_text(ShowMap())
|
964
|
+
|
965
|
+
|
966
|
+
# Define handling functions for different types of enemies
|
967
|
+
def handle_hungry_bear(player: PC, enemy: creature):
|
968
|
+
enemy_reacting = True
|
969
|
+
if "potion" in player.inventory:
|
970
|
+
if ask_for_consent("Do you want to throw your potion at the bear"):
|
971
|
+
enemy_reacting = False
|
972
|
+
del player.inventory[player.inventory.index("potion")]
|
973
|
+
type_text(
|
974
|
+
f"You throw the potion at the bear and it explodes into a puff of magic smoke that stuns the bear!",
|
975
|
+
colorTrue=color_coding,
|
976
|
+
)
|
977
|
+
if enemy_reacting:
|
978
|
+
return [enemy, enemy_reacting]
|
979
|
+
|
980
|
+
|
981
|
+
def handle_grumpy_pig(player: PC, enemy: creature):
|
982
|
+
enemy_reacting = True
|
983
|
+
if "saddle" in player.inventory and "pig-rod" in player.inventory:
|
984
|
+
if ask_for_consent("Do you want to use your saddle and pig-rod on the pig"):
|
985
|
+
enemy_reacting = False
|
986
|
+
type_text(
|
987
|
+
f"You throw a saddle onto the pig and leap on steering it about with a pig fishing rod!",
|
988
|
+
colorTrue=color_coding,
|
989
|
+
)
|
990
|
+
del ROOMS[player.CURRENTROOM]["creatures stats"]
|
991
|
+
del player.inventory[player.inventory.index("saddle")]
|
992
|
+
del player.inventory[player.inventory.index("pig-rod")]
|
993
|
+
player.inventory_add(item["pig-steed"])
|
994
|
+
player.xp += 20
|
995
|
+
if "torch" in player.inventory:
|
996
|
+
if ask_for_consent("Do you want to use your torch to scare the pig away"):
|
997
|
+
enemy_reacting = False
|
998
|
+
type_text(
|
999
|
+
f"You wave your torch at the pig and it runs away through a tiny open window.",
|
1000
|
+
colorTrue=color_coding,
|
1001
|
+
)
|
1002
|
+
del ROOMS[player.CURRENTROOM]["creatures stats"][
|
1003
|
+
ROOMS[player.CURRENTROOM]["creatures stats"].index(enemy)
|
1004
|
+
]
|
1005
|
+
player.xp += 5
|
1006
|
+
if "rations" in player.inventory:
|
1007
|
+
if ask_for_consent("Do you want to throw your ration at the pig"):
|
1008
|
+
enemy_reacting = False
|
1009
|
+
type_text(
|
1010
|
+
f"You quickly throw rations at the pig. It still doesn't look happy though.",
|
1011
|
+
colorTrue=color_coding,
|
1012
|
+
)
|
1013
|
+
del player.inventory[player.inventory.index("rations")]
|
1014
|
+
player.xp += 15
|
1015
|
+
|
1016
|
+
if enemy_reacting:
|
1017
|
+
return [enemy, enemy_reacting]
|
1018
|
+
|
1019
|
+
|
1020
|
+
def handle_greedy_goblin(player: PC, enemy: creature):
|
1021
|
+
enemy_reacting = True
|
1022
|
+
if player.money >= 15:
|
1023
|
+
if ask_for_consent("Do you want to pay the goblin to not attack you"):
|
1024
|
+
enemy_reacting = False
|
1025
|
+
type_text(
|
1026
|
+
f"You pay the {enemy.name} to not attack you for now, but he says you should run.",
|
1027
|
+
colorTrue=color_coding,
|
1028
|
+
)
|
1029
|
+
player.money -= 15
|
1030
|
+
enemy.dropped_items[1].value += 15
|
1031
|
+
if enemy_reacting:
|
1032
|
+
return [enemy, enemy_reacting]
|
1033
|
+
|
1034
|
+
|
1035
|
+
commands = {
|
1036
|
+
"go": handle_go_command,
|
1037
|
+
"get quest": handle_get_quest_command,
|
1038
|
+
"get": handle_get_command,
|
1039
|
+
"look": handle_look_command,
|
1040
|
+
"use": handle_use_command,
|
1041
|
+
"search": handle_search_command,
|
1042
|
+
"quit": quit,
|
1043
|
+
"help": showInstructions,
|
1044
|
+
"hint": showHint,
|
1045
|
+
"sleep": handle_sleep_command,
|
1046
|
+
"put": handle_put_command,
|
1047
|
+
"map": PrintMap,
|
1048
|
+
"examine": Examine,
|
1049
|
+
}
|
1050
|
+
|
1051
|
+
|
1052
|
+
def quit():
|
1053
|
+
exit()
|
1054
|
+
|
1055
|
+
|
1056
|
+
guards = [
|
1057
|
+
Guard(
|
1058
|
+
name="Guard",
|
1059
|
+
hp=10,
|
1060
|
+
atpw=4,
|
1061
|
+
description="A 5'8\" human guard who looks like he doesn't belong here.",
|
1062
|
+
flavor_text="A human guard spots you and says: 'You shouldn't be here.'",
|
1063
|
+
type=creature_type("humanoid", "human"),
|
1064
|
+
current_room="Bedroom",
|
1065
|
+
patrol_route=["Bedroom", "Office", "Tower Bottom", "Landing", "Bedroom"],
|
1066
|
+
patrol_type="normal",
|
1067
|
+
),
|
1068
|
+
Guard(
|
1069
|
+
name="Wolf",
|
1070
|
+
hp=10,
|
1071
|
+
atpw=4,
|
1072
|
+
description="A large wolf with blood covering its face.",
|
1073
|
+
flavor_text="A wolf spots you and growls.",
|
1074
|
+
type=creature_type("beast", "wolf"),
|
1075
|
+
current_room="Balcony",
|
1076
|
+
patrol_type="random",
|
1077
|
+
frendly_text="The wolf nuzzles you",
|
1078
|
+
),
|
1079
|
+
]
|
1080
|
+
|
1081
|
+
|
1082
|
+
def handle_wolf(player: PC, wolf: Guard):
|
1083
|
+
enemy_reacting = True
|
1084
|
+
if "rations" in player.inventory:
|
1085
|
+
if ask_for_consent("Do you want to give your ration to the wolf"):
|
1086
|
+
enemy_reacting = False
|
1087
|
+
type_text(
|
1088
|
+
"You quickly give your rations to the wolf. It looks happy, walks up to you, and nuzzles you.",
|
1089
|
+
colorTrue=color_coding,
|
1090
|
+
)
|
1091
|
+
player.inventory.remove("rations")
|
1092
|
+
wolf.patrol_type = "follow"
|
1093
|
+
wolf.frendly = True
|
1094
|
+
return wolf
|
1095
|
+
if enemy_reacting:
|
1096
|
+
return [wolf, enemy_reacting]
|
1097
|
+
|
1098
|
+
|
1099
|
+
def handle_guard_action(guard):
|
1100
|
+
# Dynamically build the function name
|
1101
|
+
function_name = f"handle_{guard.name.lower()}"
|
1102
|
+
|
1103
|
+
# Use globals() to retrieve the function by name
|
1104
|
+
function_to_call = globals().get(function_name)
|
1105
|
+
|
1106
|
+
if function_to_call:
|
1107
|
+
# Call the found function
|
1108
|
+
guard = function_to_call(player, guard)
|
1109
|
+
return [True, guard] # Function was found and called
|
1110
|
+
else:
|
1111
|
+
return [False, [guard, True]] # Function was not found
|
1112
|
+
|
1113
|
+
|
1114
|
+
def initializer():
|
1115
|
+
global color_coding, player, CHARACTERSLIST
|
1116
|
+
df = pd.DataFrame(CHARACTERSLIST)
|
1117
|
+
Standord_Player = loop_til_valid_input(
|
1118
|
+
"Do you want to use a premade character?", "you didn't answer Y or N.", Y_N
|
1119
|
+
).value
|
1120
|
+
|
1121
|
+
if Standord_Player:
|
1122
|
+
while True:
|
1123
|
+
type_text("Who do you want to play as?", colorTrue=False)
|
1124
|
+
print(df)
|
1125
|
+
selected_character = loop_til_valid_input(
|
1126
|
+
"Who do you want to play as? (please select the number to the left of there stats)",
|
1127
|
+
"That wasn't one of the characters. Please choose one.",
|
1128
|
+
int,
|
1129
|
+
)
|
1130
|
+
lstIndex = last_index(CHARACTERSLIST)
|
1131
|
+
if selected_character <= lstIndex:
|
1132
|
+
character_info = CHARACTERSLIST[selected_character]
|
1133
|
+
name = character_info["name"]
|
1134
|
+
age = character_info["age"]
|
1135
|
+
height = character_info["height"]
|
1136
|
+
weight = character_info["weight(LBs)"]
|
1137
|
+
break
|
1138
|
+
else:
|
1139
|
+
type_text(colorTrue=False)
|
1140
|
+
|
1141
|
+
else:
|
1142
|
+
type_text(
|
1143
|
+
"You will now have to enter a name, age, height, and weight. Please enter the height in this format: _ft _. These will be used throughout the game.",
|
1144
|
+
colorTrue=False,
|
1145
|
+
)
|
1146
|
+
|
1147
|
+
name = loop_til_valid_input(
|
1148
|
+
"What is your name?",
|
1149
|
+
"You didn't enter a string. Please enter a string.",
|
1150
|
+
str,
|
1151
|
+
)
|
1152
|
+
age = loop_til_valid_input(
|
1153
|
+
"What is your age (in whole years)?",
|
1154
|
+
"You didn't enter an integer. Please enter an integer.",
|
1155
|
+
int,
|
1156
|
+
)
|
1157
|
+
height = loop_til_valid_input(
|
1158
|
+
"What is your height?",
|
1159
|
+
"You didn't enter your height in the correct format. Please enter your height in the correct format.",
|
1160
|
+
Height,
|
1161
|
+
)
|
1162
|
+
weight = loop_til_valid_input(
|
1163
|
+
"What is your weight (in lbs)?",
|
1164
|
+
"You didn't enter an integer. Please enter an integer.",
|
1165
|
+
int,
|
1166
|
+
)
|
1167
|
+
|
1168
|
+
color_coding = loop_til_valid_input(
|
1169
|
+
"Do you want color coding (Y/N)?", "you didn't answer Y or N.", Y_N
|
1170
|
+
).value
|
1171
|
+
|
1172
|
+
background_name = []
|
1173
|
+
background_skills = []
|
1174
|
+
|
1175
|
+
while True:
|
1176
|
+
type_text("") # Prints an empty line
|
1177
|
+
type_text("0. Random")
|
1178
|
+
|
1179
|
+
# Display each background with its skills formatted correctly.
|
1180
|
+
for idx, (background_name, background_skills) in enumerate(BACKGROUNDS.items()):
|
1181
|
+
formatted_skills = ", ".join(background_skills)
|
1182
|
+
type_text(f"{idx + 1}. {background_name} - {formatted_skills}")
|
1183
|
+
|
1184
|
+
# Prompt the user to pick a background by number.
|
1185
|
+
background = loop_til_valid_input(
|
1186
|
+
"What background do you want? (please select the number to the left of them)",
|
1187
|
+
"You didn't pick one",
|
1188
|
+
int,
|
1189
|
+
)
|
1190
|
+
|
1191
|
+
length = len(BACKGROUNDS)
|
1192
|
+
if 1 <= background <= length:
|
1193
|
+
# Get the background name and skills based on user choice.
|
1194
|
+
background_name = list(BACKGROUNDS.keys())[background - 1]
|
1195
|
+
background_skills = BACKGROUNDS[background_name]
|
1196
|
+
break
|
1197
|
+
elif background == 0:
|
1198
|
+
# Randomly select a background and get its associated skills.
|
1199
|
+
background_name = choice(list(BACKGROUNDS.keys()))
|
1200
|
+
background_skills = BACKGROUNDS[background_name]
|
1201
|
+
break
|
1202
|
+
else:
|
1203
|
+
type_text("You didn't pick one")
|
1204
|
+
|
1205
|
+
# start the player in the Hall and sets up everything else
|
1206
|
+
player = PC(
|
1207
|
+
name,
|
1208
|
+
age,
|
1209
|
+
background,
|
1210
|
+
1,
|
1211
|
+
"Soldier",
|
1212
|
+
height,
|
1213
|
+
weight,
|
1214
|
+
CURRENTROOM="Hall",
|
1215
|
+
Skills=background_skills,
|
1216
|
+
)
|
1217
|
+
|
1218
|
+
|
1219
|
+
def main():
|
1220
|
+
global player, color_coding
|
1221
|
+
|
1222
|
+
# this is the initializer
|
1223
|
+
initializer()
|
1224
|
+
|
1225
|
+
# shows the instructions
|
1226
|
+
start()
|
1227
|
+
|
1228
|
+
# loop forever while the player wants to play
|
1229
|
+
while True:
|
1230
|
+
command()
|
1231
|
+
|
1232
|
+
if "random_events" in ROOMS[player.CURRENTROOM]:
|
1233
|
+
for event in ROOMS[player.CURRENTROOM]["random_events"]:
|
1234
|
+
if isinstance(event, RandomEvent):
|
1235
|
+
event.check_and_trigger(player)
|
1236
|
+
|
1237
|
+
# Move guards
|
1238
|
+
for guard in guards:
|
1239
|
+
if isinstance(guard, Guard):
|
1240
|
+
guard.move(ROOMS, player)
|
1241
|
+
|
1242
|
+
good_guys = []
|
1243
|
+
bad_guys = []
|
1244
|
+
|
1245
|
+
# Check for detection
|
1246
|
+
for guard in guards:
|
1247
|
+
if isinstance(guard, Guard):
|
1248
|
+
if guard.hp > 0:
|
1249
|
+
if guard.check_detection(player.CURRENTROOM):
|
1250
|
+
guard_handled = handle_guard_action(guard)
|
1251
|
+
if not isinstance(guard_handled, list):
|
1252
|
+
guard_handled = [guard_handled]
|
1253
|
+
|
1254
|
+
# Get is_reacting from guard_handled
|
1255
|
+
is_reacting = (
|
1256
|
+
guard_handled[1][1]
|
1257
|
+
if isinstance(guard_handled[1], list)
|
1258
|
+
else True
|
1259
|
+
)
|
1260
|
+
|
1261
|
+
# Only update guard if the guard is reacting
|
1262
|
+
if is_reacting:
|
1263
|
+
if guard.frendly:
|
1264
|
+
good_guys.append(guard)
|
1265
|
+
else:
|
1266
|
+
bad_guys.append(guard)
|
1267
|
+
|
1268
|
+
if guard_handled[0]:
|
1269
|
+
guards[guards.index(guard)] = (
|
1270
|
+
guard_handled[1][0]
|
1271
|
+
if isinstance(guard_handled[1], list)
|
1272
|
+
else guard_handled[1]
|
1273
|
+
)
|
1274
|
+
|
1275
|
+
# Handle creatures in the current room
|
1276
|
+
if "creatures stats" in ROOMS[player.CURRENTROOM]:
|
1277
|
+
is_reactings = []
|
1278
|
+
enemies = ROOMS[player.CURRENTROOM]["creatures stats"]
|
1279
|
+
if not isinstance(enemies, list):
|
1280
|
+
enemies = [
|
1281
|
+
enemies
|
1282
|
+
] # Ensure enemies is a list even if there's only one creature
|
1283
|
+
|
1284
|
+
for enemy in enemies:
|
1285
|
+
if isinstance(enemy, creature):
|
1286
|
+
if enemy.hp > 0:
|
1287
|
+
enemy.type_text_flavor_text()
|
1288
|
+
if ask_for_consent(f"Do you want to examine the {enemy.name}"):
|
1289
|
+
enemy.type_text_description()
|
1290
|
+
|
1291
|
+
# Handle specific creatures
|
1292
|
+
if enemy.name == "hungry bear":
|
1293
|
+
enemy_REF = handle_hungry_bear(player, enemy)
|
1294
|
+
elif enemy.name == "grumpy pig":
|
1295
|
+
enemy_REF = handle_grumpy_pig(player, enemy)
|
1296
|
+
elif enemy.name == "greedy goblin":
|
1297
|
+
enemy_REF = handle_greedy_goblin(player, enemy)
|
1298
|
+
else:
|
1299
|
+
enemy_REF = enemy
|
1300
|
+
|
1301
|
+
if isinstance(enemy_REF, list):
|
1302
|
+
is_reacting = enemy_REF[1]
|
1303
|
+
enemy_REF = enemy_REF[0]
|
1304
|
+
is_reactings.append(is_reacting)
|
1305
|
+
|
1306
|
+
enemies[enemies.index(enemy)] = enemy_REF
|
1307
|
+
|
1308
|
+
# Add to good or bad lists if reacting
|
1309
|
+
if is_reacting:
|
1310
|
+
if enemy_REF.frendly:
|
1311
|
+
good_guys.append(enemy_REF)
|
1312
|
+
else:
|
1313
|
+
bad_guys.append(enemy_REF)
|
1314
|
+
|
1315
|
+
if all_same_value(enemies, False):
|
1316
|
+
del ROOMS[player.CURRENTROOM]["creatures stats"]
|
1317
|
+
else:
|
1318
|
+
ROOMS[player.CURRENTROOM]["creatures stats"] = enemies
|
1319
|
+
|
1320
|
+
# Execute battle with separated good and bad guys
|
1321
|
+
if bad_guys:
|
1322
|
+
good_guys, bad_guys = battle(player, good_guys, bad_guys, player.LASTROOM)
|
1323
|
+
|
1324
|
+
# Handle NPC interactions
|
1325
|
+
if "NPCs" in ROOMS[player.CURRENTROOM]:
|
1326
|
+
for npcname, npcstats in ROOMS[player.CURRENTROOM]["NPCs"].items():
|
1327
|
+
if (
|
1328
|
+
ask_for_consent("Do you want to interact with this NPC")
|
1329
|
+
or npcstats.aggressive
|
1330
|
+
):
|
1331
|
+
npcstats.interact()
|
1332
|
+
if npcstats.aggressive:
|
1333
|
+
ROOMS[player.CURRENTROOM]["NPCs"][npcname] = battle(
|
1334
|
+
player, [], [npcstats], player.LASTROOM
|
1335
|
+
)[1]
|
1336
|
+
|
1337
|
+
player.special_ability.Tick()
|
1338
|
+
quest_manager.update_objective(f"Kill {GameState['Enemies killed']} creatures")
|
1339
|
+
for Item in GameState["collected items"]:
|
1340
|
+
if isinstance(Item, item):
|
1341
|
+
quest_manager.update_objective(f"Collect {Item.name}")
|
1342
|
+
|
1343
|
+
|
1344
|
+
if __name__ == "__main__":
|
1345
|
+
main()
|