Update Kanjin-Engine

This commit is contained in:
KansaiGaijin
2022-01-27 17:35:17 +13:00
committed by GitHub
parent e6be232c7e
commit 5e735f4773

View File

@@ -1,5 +1,5 @@
import time
from functions import startGame
from functions import startGame, wait, parse, process_command
from random import randint
from enum import Enum, auto
@@ -124,6 +124,24 @@ class Player:
f"\n{self.weapon.name}\n"
f" {self.weapon.description}\n")
def current_inventory(self):
"""Prints a list of items in your backpack that aren't equipped to your person."""
print(f'In your rucksack you have:\n')
for item_key, item_value in self.inventory.items():
for key, value in item_value.items():
if key == "equipped" and value == False:
values = item_value.values()
values_list = list(values)
count_value = {values_list[0]}
print(f'{item_key.name} x {count_value}\n'
f' {item_key.description}\n')
def add_inventory(self, object1):
self.inventory[object1] = {"Count": object1.count,
"object": "",
"equipped": False}
return f'{object1} has been added to your rucksack.'
def new_char(self):
"""Outputs final stats, armour, and inventory"""
self.allocation()
@@ -135,7 +153,7 @@ class Player:
time.sleep(1)
self.current_equip()
print(' ')
# current_inventory()
self.current_inventory()
print(' ')
def health_check(self):
@@ -158,6 +176,8 @@ class Player:
# roll 4d6
for roll in range(4):
r = randint(1, 6)
if r < 6:
r = randint(1, 6)
rolls.append(r)
# Drop the lowest number and then add to single value
del rolls[rolls.index(min(rolls))]
@@ -191,11 +211,13 @@ class Player:
class Scene(object):
def __init__(self):
self.objects = []
def enter(self):
print(self.name) # works
print(self.descrip) # works
# this applies to all classes under Scene, but Zed does it differently
# def enter(self):
# print(self.name) # works
# print(self.descrip) # works
# # this applies to all classes under Scene, but Zed does it differently
class Engine(object):
@@ -251,11 +273,13 @@ class DamageMod(Enum):
class Item:
"""The base class for all items"""
def __init__(self, name, description, value, magical):
self.name = name
self.description = description
self.value = value
self.magical = magical
def __init__(self):
self.name = ""
self.description = "Not much to look at."
self.use_description = "Nothing happens."
self.aliases = []
self.value = ""
self.magical = None
def __repr__(self):
return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n"
@@ -264,28 +288,26 @@ class Item:
class Money(Item):
"""The currency item used in the world of Kanjin"""
def __init__(self, name, amt, magical):
self.name = name
self.amt = amt
self.magical = magical
super().__init__(name=self.name,
description=f"A small round coin made of {self.name.lower()} "
f"with the imperial city logo stamped on the face.",
value=self.amt,
magical=self.magical)
def __init__(self):
super().__init__()
self.name = ""
self.description = f"A small round coin made of {self.name.lower()} " \
f"with the imperial city logo stamped on the face."
self.amt = ""
self.magical = None
class Weapon(Item):
"""The base class for all weapons"""
def __init__(self, name, description, value, damage1H, damage2H, dmgType, dmgMod, vers, thrown, magical):
self.damage1H = damage1H
self.damage2H = damage2H
self.dmgType = dmgType
self.dmgMod = dmgMod
self.vers = vers
self.thrown = thrown
super().__init__(name, description, value, magical)
def __init__(self):
super().__init__()
self.damage1H = None
self.damage2H = None
self.dmgType = None
self.dmgMod = None
self.versatile = None
self.thrown = None
def __repr__(self):
return f"{self.name}\n=====\n{self.description}\nValue: {self.value}" \
@@ -297,12 +319,12 @@ class Weapon(Item):
class Armor(Item):
"""The base class for all armor"""
def __init__(self, name, description, value, grade, ac, disadvantage, dmgRes, magical):
self.grade = grade
self.ac = ac
self.stealthDis = disadvantage
self.dmgRes = dmgRes
super().__init__(name, description, value, magical)
def __init__(self):
self.grade = None
self.ac = None
self.stealthDis = None
self.dmgRes = None
super().__init__()
def __repr__(self):
if self.stealthDis:
@@ -314,40 +336,50 @@ class Armor(Item):
# Different types of coins
GP1 = Money("Gold", 1, False)
SP1 = Money("Silver", 1, False)
CP1 = Money("Copper", 1, False)
GP1 = Money()
GP1.name = "Gold"
GP1.amt = 1
GP1.magical = False
rock = Weapon(
name="Rock",
description="A fist-sized rock, suitable for bludgeoning.",
value="No value",
damage1H=randint(1, 6),
damage2H=0,
dmgType=DamageType.CRUSHING,
dmgMod=DamageMod.STRENGTH,
vers=False,
thrown=True,
magical=False
)
tornRags = Armor(
name="Torn Rags",
description="A ripped and worn-out outfit.",
value=0,
grade="Light",
ac=0,
disadvantage=True,
dmgRes="None",
magical=False
)
SP1 = Money()
SP1.name = "Silver"
SP1.amt = 1
SP1.magical = False
# user = Player("Jamie", "Male", 29, "Elf", "Mage")
CP1 = Money()
CP1.name = "Copper"
CP1.amt = 1
CP1.magical = False
user = Player(*startGame())
# starting equip
rock = Weapon()
rock.name = "Rock"
rock.description = "A fist-sized rock, suitable for bludgeoning."
rock.value = "No value"
rock.damage1H = randint(1, 6)
rock.damage2H = 0
rock.dmgType = DamageType.CRUSHING
rock.dmgMod = DamageMod.STRENGTH
rock.vers = False
rock.thrown = True
rock.magical = False
tornRags = Armor()
tornRags.name = "Torn Rags"
tornRags.description = "A ripped and worn-out outfit."
tornRags.value = 0
tornRags.grade = "Light"
tornRags.ac = 0
tornRags.disadvantage = True
tornRags.dmgRes = "None"
tornRags.magical = False
user = Player("Jamie", "Male", 29, "Elf", "Mage")
# user = Player(*startGame())
# enter() needs to return a map name.
class Begin(Scene):
name = "Kanjin - An RPG Text Adventure"
desc = "Welcome to Kanjin.\nThis game is based off of the D&D SRD ruleset, and will see you, our adventurer, " \
@@ -357,19 +389,25 @@ class Begin(Scene):
"After character creation, type 'Help' to view a list of commands and explanations."
def enter(self):
print(f'\n===========\n'
f'{self.name}')
print(f'\n===========\n'
print(f'===========\n'
f'{self.desc}')
wait()
user.new_char()
return "Cave entrance"
class CaveEntrance(Scene):
name = "Cave Entrance"
descTrue = "You are standing at the entryway to a cave."
descFalse = "You return to the cave entrance."
descTrue = "A small broken statue at the mouth of a cave marks the entrance to a dungeon.\n" \
"Beyond the broken statue lies a massive, rugged room, too dark to see into.\n" \
"You make out the silhouette of broken pottery sprawled around.\n" \
"\nBehind you is the forest you traversed through to get here, about 1500m away from the road.\n" \
"To the east, a canyon. Too wide to cross and too deep to see the bottom.\n" \
"On the west is a mountain face. You are not prepared to take that on.\n"
descFalse = "You return to the cave entrance with the road behind you, a canyon to the east, " \
"and a mountain face on the right."
has_visited = False
def enter(self):
@@ -386,19 +424,18 @@ class CaveEntrance(Scene):
return "death"
elif action == "dodge":
return "pod"
elif action == "start game":
return "begin"
else:
print("error")
return "central corridor"
print(process_command(*parse(action)))
# def action(self):
# pass
class A1(Scene):
def __init__(self):
self.name = "Laser Weapon Armory"
self.descrip = "Shelves and cases line the walls of this room. Weapons of every description " \
name = "Laser Weapon Armory"
descrip = "Shelves and cases line the walls of this room. Weapons of every description " \
"fill the shelves and cases. There is a digital keypad set into the wall."
def enter(self):
@@ -454,7 +491,9 @@ class Tutorial(Scene):
name = "Tutorial Level"
descrip = ("There are certain commands that will be available almost anytime you are able to type,\n"
"such as viewing your inventory, checking your equipped items, and also changing them.\n"
"You can also view your stats including your current and max hp.\n")
"You can also view your stats including your current and max hp.\n"
"Give it a go starting with 'Check inventory', 'Check equipment', and 'View stats'."
"See what else you can do, then enter 'continue' to move to the next step.")
def enter(self):
print(f'\n===========\n'
@@ -462,30 +501,31 @@ class Tutorial(Scene):
f'\n===========\n'
f'{self.descrip}')
action = input(">> ")
if action == "shoot!":
print("result")
return "death"
elif action == "dodge":
print("result")
return "pod"
else:
print("error")
return "central corridor"
def action(self):
if action != "continue":
pass
else:
process_command(*parse(action))()
# if action == "shoot!":
# print("result")
# return "death"
# elif action == "dodge":
# print("result")
# return "pod"
# else:
# print("error")
# return "central corridor"
# Map tells us where we are and where we can go
# it does not make us move - Engine does that
class Map(object):
scenes = {
'Cave entrance': CaveEntrance(),
'cave entrance': CaveEntrance(),
'A1': A1(),
# 'death': Death(),
# 'bridge': TheBridge(),
'Tutorial': Tutorial(),
'tutorial': Tutorial(),
"begin": Begin()
}
@@ -503,16 +543,9 @@ class Map(object):
def opening_scene(self):
return self.next_scene(self.start_scene_key)
# this function exists only for starting, using the first
# string we passed in ('corridor')
# it combines the previous 2 functions and is called only once
# (called in Engine)
# print("\nType one of the following words: pod, corridor, bridge, armory, death.")
seed = "begin" # or input("> ")
# this is for testing only - get the "seed" for the map
mymap = Map(seed) # instantiate a new Map object w/ one arg
mygame = Engine(mymap) # instantiate a new Engine object w/ one arg
mygame.play() # call function from that Engine instance
seed = "tutorial" # starts the game
myMap = Map(seed) # instantiate a new Map object w/ one arg
myGame = Engine(myMap) # instantiate a new Engine object w/ one arg
myGame.play() # call function from that Engine instance