Update Kanjin-Engine
Huge rework - moved a lot of code off Player class and onto functions.py Updated inventory and equipment design
This commit is contained in:
447
Kanjin-Engine
447
Kanjin-Engine
@@ -1,12 +1,10 @@
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import time
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from functions import wait, startGame, query_equip, change_equip, get_instructions, error_message, parse
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from functions import wait, startGame, query_equip, change_equip, get_instructions
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from functions import current_inventory, current_equipment
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from functions import error_message, parse
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from player import *
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from random import randint
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from enum import Enum, auto
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# pyinstaller --onefile --paths=C:\Users\kasai\PycharmProjects\pythonProject\Kanjin\KanjinEngine.py
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# pyinstaller --onefile --paths=C:\Users\kasai\PycharmProjects\pythonProject\Kanjin\KanjinEngine.py
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class Engine(object):
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class Engine(object):
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seed = None
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seed = None
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@@ -35,289 +33,6 @@ class Engine(object):
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# # the next scene, running function in Map
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# # the next scene, running function in Map
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class Player:
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"""Character Creation"""
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# Default Character
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def __init__(self, name, gender, age, race, job):
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# Personality
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self.name = name
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self.gender = gender
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self.age = age
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self.race = race
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self.job = job
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# Health
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self.hitDie = randint(1, 6)
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self.currentHP = 100
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self.maxHP = 100
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# Levels
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self.level = 1
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self.exp = 0
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self.maxEXP = 100
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# Magic
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self.spells_known = []
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self.spells_ready = []
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# Equipment
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self.weapon = rock
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self.armor = tornRags
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# Defence
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self.ac = 0
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self.elemental_resistance = {DamageType.FIRE: False, DamageType.WATER: False, DamageType.LIGHTNING: False}
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self.physical_resistance = {DamageType.SLASHING: False, DamageType.CRUSHING: False, DamageType.PIERCING: False}
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# Ability Scores
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self.stats = {"Strength": 0,
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"Dexterity": 0,
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"Constitution": 0,
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"Intelligence": 0,
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"Wisdom": 0,
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"Charisma": 0}
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# Ability Modifiers
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self.mods = {"Strength": 0,
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"Dexterity": 0,
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"Constitution": 0,
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"Intelligence": 0,
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"Wisdom": 0,
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"Charisma": 0}
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# Held items
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self.inventory = {rock: {"Count": 1,
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"object": Weapon,
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"equipped": True
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},
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paper: {"Count": 1,
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"object": Weapon,
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"equipped": False
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},
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tornRags: {"Count": 1,
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"object": Armor,
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"equipped": True
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},
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GP1: {"Count": 10,
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"object": Money,
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"equipped": False
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},
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}
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def getModifier(self):
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self.mods["Strength"] = -5 + self.stats["Strength"] // 2
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self.mods["Dexterity"] = -5 + self.stats["Dexterity"] // 2
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self.mods["Constitution"] = -5 + self.stats["Constitution"] // 2
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self.mods["Intelligence"] = -5 + self.stats["Intelligence"] // 2
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self.mods["Wisdom"] = -5 + self.stats["Wisdom"] // 2
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self.mods["Charisma"] = -5 + self.stats["Charisma"] // 2
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def set_stats_race(self):
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if self.race.lower() == "human":
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self.stats["Strength"] += 1,
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self.stats["Dexterity"] += 1,
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self.stats["Constitution"] += 1,
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self.stats["Intelligence"] += 1,
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self.stats["Wisdom"] += 1,
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self.stats["Charisma"] += 1
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elif self.race.lower() == "elf":
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self.stats["Dexterity"] += 2
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self.stats["Intelligence"] += 1
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elif self.race.lower() == "dwarf":
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self.stats["Constitution"] += 2
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self.stats["Wisdom"] += 1
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def set_stats_job(self):
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if self.job.lower() == "warrior":
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self.hitDie = randint(1, 12)
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self.maxHP = (12 + self.mods["Constitution"])
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self.currentHP = (12 + self.mods["Constitution"])
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elif self.job.lower() == "ranger":
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self.hitDie = randint(1, 10)
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self.maxHP = (10 + self.mods["Constitution"])
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self.currentHP = (10 + self.mods["Constitution"])
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elif self.job.lower() == "mage":
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self.hitDie = randint(1, 8)
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self.maxHP = (8 + self.mods["Constitution"])
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self.currentHP = (8 + self.mods["Constitution"])
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def current_stats(self):
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"""Prints a display of the user's current statistics."""
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print("Your current stats are:")
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print(f'Hit Points: {self.currentHP}/{self.maxHP}')
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print(f'Strength: {self.stats["Strength"]}')
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print(f'Dexterity: {self.stats["Dexterity"]}')
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print(f'Constitution: {self.stats["Constitution"]}')
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print(f'Intelligence: {self.stats["Intelligence"]}')
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print(f'Wisdom: {self.stats["Wisdom"]}')
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print(f'Charisma: {self.stats["Charisma"]}')
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def current_equip(self):
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"""Prints a list of items currently equipped."""
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print(f"You have equipped:\n {self.armor.name}\n"
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f" {self.armor.description}"
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f"\n{self.weapon.name}\n"
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f" {self.weapon.description}\n")
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def current_inventory(self):
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"""Prints a list of items in your backpack that aren't equipped to your person."""
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print(f'In your rucksack you have:')
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for item_key, item_value in self.inventory.items(): # string, dictionary
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for key, value in item_value.items(): # variable/object, integer
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if (key == "equipped") and not value: # if equipped = False
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values = item_value.values() # make a variable of all values
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values_list = list(values) # turn variable into a list
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count_value = values_list[0] # take the first value from list - why?
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print(f'{item_key.name} x {count_value}\n'
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f' {item_key.description}')
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def drop_item(self, object1):
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x = None
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for list_key, list_value in self.inventory.items(): # string, dictionary
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if object1 in list_key.name.lower(): # if user input is in the inventory list
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x = self.inventory.copy()
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del x[list_key]
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print("Did I drop it?")
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return x
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def update_inventory(self, x):
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self.inventory = x
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def loot_object(self, object1):
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for scene, room in Map.scenes.items(): # iterate map scenes
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if Engine.seed == scene: # set new Engine seed in each room.enter()
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for list_key, list_value in room.lootable_items.items(): # string, dictionary
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for var, count in list_value.items(): # variable/object, integer
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if object1 in list_key: # if user input is in the lootable items
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if var in self.inventory: # if object is in inventory
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self.inventory[var]["Count"] += count # increase item count
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print(f'{var.name} x {count} has been added to your existing stack.')
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elif var not in self.inventory[var]: # if variable not in inventory
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self.inventory[var] = {"Count": count, # add it in
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"object": var.type,
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"equipped": False}
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print(f'{var.name} x {count} has been added to your rucksack.')
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room.lootable_items[object1][var] = 0 # set item to 0
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break
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else:
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print("You don't see one of those to loot.")
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break
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def add_inventory(self, object1):
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for scene, room in Map.scenes.items(): # iterate map scenes
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if Engine.seed == scene: # set new Engine seed in each room.enter()
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for list_key, list_value in room.available_items.items(): # string, dictionary
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for var, count in list_value.items(): # variable/object, integer
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if object1 in list_key: # if user input is in the available items
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response = input(f'There are {room.available_items[object1][var]}.\n'
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f'How many will you take?\n>> ').lower()
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if response in ("0", "none"):
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break
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elif response == "all":
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if var in self.inventory:
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self.inventory[var]["Count"] += count # increase item count
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print(f'{var.name} x {count} has been added to your existing stack.')
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room.available_items[object1][var] = 0
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elif var not in self.inventory: # if objects not in inventory
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self.inventory[var] = {"Count": count, # add it in
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"object": var.type,
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"equipped": False}
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print(f'{var.name} x {count} has been added to your rucksack.')
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room.available_items[object1][var] = 0
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elif int(response) <= count:
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if var in self.inventory:
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self.inventory[var]["Count"] += int(response) # increase item count
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print(f'{var.name} x {response} has been added to your existing stack.')
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room.available_items[object1][var] = \
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room.available_items[object1][var] - int(response)
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elif var not in self.inventory: # if objects not in inventory
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self.inventory[var] = {"Count": response, # add it in
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"object": var.type,
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"equipped": False}
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print(f'{var.name} x {response} has been added to your rucksack.')
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room.available_items[object1][var] = \
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room.available_items[object1][var]-int(response)
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else:
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print("You can't take more than exist.")
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break
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else:
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print("You don't see any lying around..")
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break
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def new_char(self):
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"""Outputs final stats, armour, and inventory"""
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self.allocation()
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self.set_stats_race()
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self.set_stats_job()
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self.getModifier()
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self.current_stats()
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print(' ')
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time.sleep(1)
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self.current_equip()
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print(' ')
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self.current_inventory()
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print(' ')
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def health_check(self):
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"""Print out current/max HP"""
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print(f'You have {self.currentHP}/{self.maxHP} HP.')
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def take_damage(self, DMGtype, size):
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"""Define the damage type and dice size"""
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damage = randint(1, size)
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if DMGtype in self.elemental_resistance or DMGtype in self.physical_resistance:
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damage //= 2
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self.currentHP -= damage
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return damage
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def allocation(self):
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rolls = []
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stats = []
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attributes = ["Strength", "Dexterity", "Constitution", "Intelligence", "Wisdom", "Charisma"]
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while len(stats) != 6:
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# roll 4d6
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for roll in range(4):
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r = randint(1, 6)
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if r < 6:
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r = randint(1, 6)
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rolls.append(r)
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# Drop the lowest number and then add to single value
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del rolls[rolls.index(min(rolls))]
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val = sum(rolls)
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stats.append(str(val))
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rolls = []
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print("Please assign a stat to a selected attribute by entering the number then the attribute.\n"
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"For example, '10 strength' will assign the stat 10 to your strength, if you have a 10 showing.\n")
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print("Please select a stat and an attribute.\n\n")
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print("Your rolled stats are:\n" + ', '.join(stats) + "\n\n")
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print("Your attributes are:\n" + ', '.join(attributes) + "\n\n")
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# Allocate
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while len(stats) != 0:
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input_text = input(">> ").title()
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words = input_text.split()
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if words[0] in stats and words[1] in attributes:
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self.stats[words[1]] += int(words[0])
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stats.remove(words[0])
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attributes.remove(words[1])
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if len(stats) == 0:
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print("")
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break
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print("The remaining options are:\n")
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print(', '.join(stats))
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print(', '.join(attributes))
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else:
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print("Error. Input was not recognised. Please try again with 'Number' + 'Attribute'.")
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continue
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class Scene(object):
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class Scene(object):
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def __init__(self):
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def __init__(self):
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self.objects = []
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self.objects = []
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@@ -328,112 +43,6 @@ class Scene(object):
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# # this applies to all classes under Scene, but Zed does it differently
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# # this applies to all classes under Scene, but Zed does it differently
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class DamageType(Enum):
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SLASHING = auto()
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CRUSHING = auto()
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PIERCING = auto()
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FIRE = auto()
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WATER = auto()
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LIGHTNING = auto()
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class DamageMod(Enum):
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STRENGTH = auto()
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DEXTERITY = auto()
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CONSTITUTION = auto()
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INTELLIGENCE = auto()
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WISDOM = auto()
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CHARISMA = auto()
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class ItemType(Enum):
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ARMOR = auto()
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WEAPON = auto()
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MONEY = auto()
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ITEM = auto()
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class Item:
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"""The base class for all items"""
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def __init__(self, name, description, value, magical):
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self.name = name
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self.description = description
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self.value = value
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self.magical = magical
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self.type = Item
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self.count = 1
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def __repr__(self):
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n"
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class Money(Item):
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"""The currency item used in the world of Kanjin"""
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def __init__(self, name, amt, magical):
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self.name = name
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self.amt = amt
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self.magical = magical
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self.type = ItemType.MONEY
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super().__init__(name=self.name,
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description=f"A small round coin made of {self.name.lower()} "
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f"with the imperial city logo stamped on the face.",
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value=self.amt,
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magical=self.magical)
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class Weapon(Item):
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"""The base class for all weapons"""
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def __init__(self, name, description, value, damage1H, damage2H, dmgType, dmgMod, versatile, thrown, magical):
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self.damage1H = damage1H
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self.damage2H = damage2H
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self.dmgType = dmgType
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self.dmgMod = dmgMod
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self.versatile = versatile
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self.thrown = thrown
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|
||||||
self.type = Weapon
|
|
||||||
super().__init__(name, description, value, magical)
|
|
||||||
|
|
||||||
def __repr__(self):
|
|
||||||
return f"{self.name}\n=====" \
|
|
||||||
f"\n{self.description}" \
|
|
||||||
f"\nValue: {self.value}" \
|
|
||||||
f"\nDamage: One Handed - {self.damage1H}" \
|
|
||||||
f"\nDamage: Two Handed - {self.damage2H}" \
|
|
||||||
f"\nDamage Type: {self.dmgType}" \
|
|
||||||
f"\nMagical: {self.magical}\n"
|
|
||||||
|
|
||||||
|
|
||||||
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
|
|
||||||
self.type = Armor
|
|
||||||
super().__init__(name, description, value, magical)
|
|
||||||
|
|
||||||
def __repr__(self):
|
|
||||||
if self.stealthDis:
|
|
||||||
return f"{self.name}\n" \
|
|
||||||
f"=====\n" \
|
|
||||||
f"{self.description}\n" \
|
|
||||||
f"Value: {self.value}\n" \
|
|
||||||
f"AC: {self.ac}\n" \
|
|
||||||
f"Magical: {self.magical}"
|
|
||||||
elif not self.stealthDis:
|
|
||||||
return f"{self.name}\n=====" \
|
|
||||||
f"\n{self.description}\n" \
|
|
||||||
f"Value: {self.value}\n" \
|
|
||||||
f"AC: {self.ac}\n" \
|
|
||||||
f"Disadvantage on Stealth checks: {self.stealthDis}\n" \
|
|
||||||
f"Magical: {self.magical}\n"
|
|
||||||
|
|
||||||
|
|
||||||
def process_command(command, object1):
|
def process_command(command, object1):
|
||||||
output = None
|
output = None
|
||||||
if command == "help":
|
if command == "help":
|
||||||
@@ -441,11 +50,11 @@ def process_command(command, object1):
|
|||||||
# if command == "scene":
|
# if command == "scene":
|
||||||
# output = read_room()
|
# output = read_room()
|
||||||
elif command == "inventory":
|
elif command == "inventory":
|
||||||
user.current_inventory()
|
current_inventory()
|
||||||
elif command == "equipment":
|
elif command == "equipment":
|
||||||
response = query_equip()
|
response = query_equip()
|
||||||
if response == "view":
|
if response == "view":
|
||||||
user.current_equip()
|
output = current_equipment()
|
||||||
elif response == "change":
|
elif response == "change":
|
||||||
output = change_equip()
|
output = change_equip()
|
||||||
elif command == "examine":
|
elif command == "examine":
|
||||||
@@ -478,43 +87,7 @@ def read_room():
|
|||||||
del room.available_items[list_key]
|
del room.available_items[list_key]
|
||||||
|
|
||||||
|
|
||||||
# Different types of coins
|
user = Player("Jamie", "Male", 30, "Elf", "Mage")
|
||||||
GP1 = Money("Gold", 1, False)
|
|
||||||
SP1 = Money("Silver", 1, False)
|
|
||||||
CP1 = Money("Copper", 1, False)
|
|
||||||
|
|
||||||
# starting equip
|
|
||||||
rock = Weapon(
|
|
||||||
name="Rock",
|
|
||||||
description="A fist-sized rock, suitable for bludgeoning.",
|
|
||||||
value=None,
|
|
||||||
damage1H=randint(1, 6),
|
|
||||||
damage2H=0,
|
|
||||||
dmgType=DamageType.CRUSHING,
|
|
||||||
dmgMod=DamageMod.STRENGTH,
|
|
||||||
versatile=False,
|
|
||||||
thrown=True,
|
|
||||||
magical=False
|
|
||||||
)
|
|
||||||
|
|
||||||
tornRags = Armor(
|
|
||||||
name="Torn Rags",
|
|
||||||
description="A ripped and worn-out outfit.",
|
|
||||||
value=None,
|
|
||||||
grade="Light",
|
|
||||||
ac=0,
|
|
||||||
disadvantage=True,
|
|
||||||
dmgRes="None",
|
|
||||||
magical=False
|
|
||||||
)
|
|
||||||
paper = Item(
|
|
||||||
name="Paper",
|
|
||||||
description="A blank piece of paper",
|
|
||||||
value=None,
|
|
||||||
magical=False
|
|
||||||
)
|
|
||||||
|
|
||||||
user = Player("Jamie", "Male", 29, "Elf", "Mage")
|
|
||||||
|
|
||||||
|
|
||||||
# user = Player(*startGame())
|
# user = Player(*startGame())
|
||||||
@@ -534,7 +107,7 @@ class Tutorial(Scene):
|
|||||||
descrip = ("There are certain commands that will be available almost anytime you are able to type,\n"
|
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"
|
"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'.\n"
|
"Give it a go starting with 'Check inventory' or 'Check equipment'.\n"
|
||||||
"See what else you can do, then enter 'continue' to move to the next step.")
|
"See what else you can do, then enter 'continue' to move to the next step.")
|
||||||
has_visited = False
|
has_visited = False
|
||||||
current_seed = "tutorial"
|
current_seed = "tutorial"
|
||||||
@@ -587,11 +160,11 @@ class Begin(Scene):
|
|||||||
print("===========")
|
print("===========")
|
||||||
print(self.descrip)
|
print(self.descrip)
|
||||||
wait()
|
wait()
|
||||||
# user.new_char()
|
user.new_char()
|
||||||
else:
|
else:
|
||||||
print("Welcome back to the beginning")
|
print("Welcome back to the beginning")
|
||||||
self.has_visited = True
|
self.has_visited = True
|
||||||
action = input(">> ").lower()
|
action = "continue"
|
||||||
|
|
||||||
while action not in ("continue", "scene", "back"):
|
while action not in ("continue", "scene", "back"):
|
||||||
process_command(*parse(action))
|
process_command(*parse(action))
|
||||||
|
|||||||
Reference in New Issue
Block a user