Update functions.py
Removed moot "view_Equip" functions and corrected the change equipment function (still has a small error displaying 'None' after changing a weapon.
This commit is contained in:
188
functions.py
188
functions.py
@@ -1,4 +1,6 @@
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import time
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import player
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from job_list import Barbarian, Cleric, Wizard
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from player import *
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from race_list import Elf, Dwarf, Human
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@@ -10,6 +12,23 @@ def wait():
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def startGame():
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print("Welcome, stranger.")
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start = input("Would you like to create your own character or use pre-generated stats?"
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"\n 1) Create a new character\n 2) Pre-generated\n >> ").title()
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while True:
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if start in ("2", "Pregen"):
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print("Please be prepared to enter a name, gender, age, race, and class, from those available in the game."
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"\nIf you are unsure what the options are, please go back and create a new character.")
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create = input("Do you wish to continue? Y/N\n >> ").lower()
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if create in ("y", "yes"):
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name = input("Name: ").title()
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gender = input("Gender: ").title()
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age = int(input("Age: "))
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race = input("Race: ").title()
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job = input("Job: ").title()
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return name, gender, age, race, job
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elif create in ("n", "no"):
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start = "1"
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elif start in ("1", "create"):
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while True: # Global check to see if Name, Age, and Gender are correct
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# Initialise age
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age = None
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@@ -36,14 +55,14 @@ def startGame():
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while True:
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# Age
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try:
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age = input(f'How old are you?\n >> ')
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age = int(age)
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age = int(input(f'How old are you?\n >> '))
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break
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except ValueError:
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print("Sorry I didn't recognise that age. Please type in a whole number.")
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continue
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# Double check responses
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correct = input(f"Hello, {name}. You are a {age} year old {gender}.\nIs this correct? Y/N\n >> ").lower()
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correct = input(f"Hello, {name}. You are a {age} year old {gender}."
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f"\nIs this correct? Y/N\n >> ").lower()
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if correct in ['y', 'yes']:
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pass
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elif correct in ['n', 'no']:
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@@ -83,12 +102,14 @@ def startGame():
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continue
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# Job
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while True:
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job = input("Please select a job to learn more about it: Barbarian, Cleric, or Wizard.\n >> ").title()
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job = input("Please select a job to learn more about it: Barbarian, Cleric, or Wizard."
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"\n >> ").title()
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if job not in ("Barbarian", "Cleric", "Wizard", None):
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job = input("Sorry I didn't recognise that job. "
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"Please select 'Barbarian', 'Cleric', or 'Wizard'.\n >> ").title()
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elif job is None:
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job = input("Please select a job to learn more about it: Barbarian, Cleric, or Wizard.\n >> ").title()
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job = input("Please select a job to learn more about it: Barbarian, Cleric, or Wizard."
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"\n >> ").title()
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continue
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else:
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if job == "Barbarian":
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@@ -117,10 +138,6 @@ def startGame():
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return name, gender, age, race, job
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def startGame_PreGen():
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"""Use this for when the player is familiar with class races and jobs."""
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def query_equip():
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while True:
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print("Do you want to:\n"
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@@ -137,6 +154,7 @@ def query_equip():
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def change_equip():
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canAddAttunement()
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while True:
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response = input("Which equipment slot would you like to change?\n"
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"1) Weapon\n"
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@@ -149,7 +167,6 @@ def change_equip():
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change_equip()
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elif response in ("1", "Weapon"): # Weapon
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itemlist = ["Return"] # create blank list for items
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view_equippedweapon()
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for item_key, item_value in Inventory.items(): # item, attribute
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for key, value in item_value.items(): # attribute, stat
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if key == "object" and value == Weapon: # if item = class `Weapon`
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@@ -161,32 +178,45 @@ def change_equip():
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else:
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print("What would you like to equip?\n")
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for i, name in enumerate(itemlist, start=1):
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option = f'{i}) {name}'
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option = f'{i}) {name}\n'
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print(option)
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selection = int(input(">> "))
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for i, name in enumerate(itemlist, start=1):
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if selection == i:
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if name == "Return":
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break
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elif name.itemType == Weapon:
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try:
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if name.attunement:
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print("Not coded attunement yet") # if item has attunement - check availability
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except AttributeError: # if no attunement
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if name.slot == Slots.MainHand:
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equip = {"Main Hand": name}
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Equipment.update(equip)
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elif not name.versatile:
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equip = {"Off Hand": name}
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Equipment.update(equip)
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elif name.itemType == ItemType.Weapon:
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if name.attunement: # if item has attunement
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if not canAddAttunement(): # check if can add another attuned item
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if Equipment["Main Hand"].attunement: # if attune is max, check if swapped weapon is attuned
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if name.versatile:
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Equipment["Main Hand"] = name
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Equipment["Off Hand"] = name
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elif name.slot == "Main Hand":
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Equipment["Main Hand"] = name
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Equipment["Off Hand"] = None
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elif name.slot == "Two Handed":
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Equipment["Main Hand"] = None
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Equipment["Off Hand"] = None
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Equipment["Two Handed"] = name
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else:
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equip = {"Main Hand": None, "Off Hand": None, "Two Handed": name}
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Equipment.update(equip)
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print(f"You now have equipped: \n"
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f"{view_equippedweapon()}")
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print("\n Cannot equip items: Too many attuned items equipped") # if not attuned, it refuses the equip.
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break
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else: # If canAddAttunement = True
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if name.versatile:
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Equipment["Main Hand"] = name
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Equipment["Off Hand"] = name
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elif name.slot == "Main Hand":
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Equipment["Main Hand"] = name
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Equipment["Off Hand"] = None
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elif name.slot == "Two Handed":
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Equipment["Main Hand"] = None
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Equipment["Off Hand"] = None
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Equipment["Two Handed"] = name
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print(f"{current_equipment()}")
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elif response in ("2", "Armor"): # Armor
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itemlist = ["Return"] # create blank list for items
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view_equippedarmor()
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for item_key, item_value in Inventory.items(): # item, attribute
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for key, value in item_value.items(): # attribute, stat
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if key == "object" and value == Armor: # if item = class `Weapon`
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@@ -224,10 +254,9 @@ def change_equip():
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equip = {"Feet": name}
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Equipment.update(equip)
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print(f"You now have equipped: \n"
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f"{view_equippedarmor()}")
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f"{current_equipment()}")
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elif response in ("3", "Other"): # Other
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itemlist = ["Return"] # create blank list for items
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view_equippedother()
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for item_key, item_value in Inventory.items(): # item, attribute
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for key, value in item_value.items(): # attribute, stat
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if key == "object" and value == Armor: # if item = class `Weapon`
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@@ -265,43 +294,13 @@ def change_equip():
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equip = {"Right Ring": name}
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Equipment.update(equip)
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print(f"You now have equipped: \n"
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f"{view_equippedother()}")
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f"{current_equipment()}")
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elif response in ("4", "Return"):
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break
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else:
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print("That wasn't an option.")
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def view_equippedweapon():
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equipped = ""
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for slot, equipment in Equipment.items():
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if slot in ("Main Hand", "Off Hand", "Two Handed") and equipment is not None:
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equipped = equipped + f'{slot}: {equipment} \n'
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return "You currently have equipped: \n" + equipped
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else:
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return "You have nothing equipped!"
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def view_equippedarmor():
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equipped = ""
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for slot, equipment in Equipment.items():
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if slot in ("Helm", "Chest", "Wrists", "Feet") and equipment is not None:
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equipped = equipped + f'{slot}: {equipment} \n'
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return "You currently have equipped: \n" + equipped
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else:
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return "You have nothing equipped!"
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def view_equippedother():
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equipped = ""
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for slot, equipment in Equipment.items():
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if slot in ("Neck", "Cloak", "Left Ring", "Right Ring") and equipment is not None:
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equipped = equipped + f'{slot}: {equipment} \n'
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return "You currently have equipped: \n" + equipped
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else:
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return "You have nothing equipped!"
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def get_instructions():
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descrip1 = ("There are certain commands that will be available almost anytime you are able to type,\n"
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"such as viewing your inventory, checking your equipped items, and also changing them.\n"
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@@ -314,6 +313,19 @@ def get_instructions():
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print(descrip2)
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def canAddAttunement():
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attune = 0
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for slot, equipment in Equipment.items():
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if isinstance(equipment, Weapon):
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if equipment.attunement:
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attune += 1
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Equipment["Attunement"] = attune
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if attune > 3:
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return False
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else:
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return True
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def error_message():
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print("That command was not recognised. Please try again.")
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@@ -322,8 +334,6 @@ def parse(input_text):
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command = input_text.lower()
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object1 = None
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remaining_words_index = None
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# the .split() function splits the input_text string into a list of individual words
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words = input_text.split()
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if len(words) > 0:
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@@ -415,17 +425,17 @@ def parse(input_text):
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return command, object1
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def skill_check(skill):
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"""Roll a d20 and add modifier
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Return value to compare vs a hardcoded DC"""
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def roll_dice(num_dice):
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roll_results = []
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for _ in range(num_dice):
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roll = randint(*user.hitDie)
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roll_results.append(roll)
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return roll_results
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# def skill_check(skill):
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# """Roll a d20 and add modifier
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# Return value to compare vs a hardcoded DC"""
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#
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#
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# def roll_dice(num_dice):
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# roll_results = []
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# for _ in range(num_dice):
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# roll = randint(*user.hitDie)
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# roll_results.append(roll)
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# return roll_results
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def current_inventory():
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@@ -443,17 +453,27 @@ def current_inventory():
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def current_equipment():
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"""Prints a list of items that you have equipped in your slots."""
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print(f'You are currently wearing:')
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for item_key, item_value in Equipment.items(): # string, dictionary
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if item_value is not None:
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if item_value.itemType == ItemType.Weapon:
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print(f'{item_key}: {item_value.name} - {item_value.damage1H}\n'
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f' {item_value.description}\n')
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elif item_value.itemType == ItemType.Armor:
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print(f'{item_key}: {item_value.name} - AC {item_value.ac}\n'
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f' {item_value.description}\n')
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elif item_value.itemType == ItemType.Item:
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print(f'{item_key}: {item_value.name}\n'
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f' {item_value.description}\n')
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for slot, equipment in Equipment.items(): # string, dictionary
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if equipment is not None:
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if slot == "Attunement":
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continue
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elif equipment.itemType == ItemType.Weapon:
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if equipment.versatile:
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print(f'{slot}: {equipment.name} - {equipment.versatiledmg}\n'
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f' {equipment.description}\n')
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continue
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elif equipment.damage1H is not None:
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print(f'{slot}: {equipment.name} - {equipment.damage1H}\n'
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f' {equipment.description}\n')
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elif equipment.damage2H is not None:
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print(f'{slot}: {equipment.name} - {equipment.damage2H}\n'
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f' {equipment.description}\n')
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elif equipment.itemType == ItemType.Armor:
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print(f'{slot}: {equipment.name} - AC {equipment.ac}\n'
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f' {equipment.description}\n')
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elif equipment.itemType == ItemType.Item:
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print(f'{slot}: {equipment.name}\n'
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f' {equipment.description}\n')
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def calc_weight():
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