Moved functions around. Moved Inventory and thus equipped items into its own class
This commit is contained in:
856
player.py
856
player.py
@@ -1,25 +1,165 @@
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import function_list
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from random import randint
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from enum_list import *
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from enum_list import DamageType, DamageMod, ItemType, Slots # Import specific enums
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# Define Item classes here, as they are fundamental building blocks
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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, itemType, attunement):
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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.itemType = itemType
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self.attunement = attunement
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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, ItemType):
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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.itemType = ItemType
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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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itemType=ItemType.Money,
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attunement=False)
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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, slot, damage1H, damage2H, versatiledmg,
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dmgType, dmgMod, versatile, thrown, ItemType, magical, attunement):
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self.slot = slot
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self.damage1H = damage1H
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self.damage2H = damage2H
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self.versatiledmg = versatiledmg
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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.itemType = ItemType
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super().__init__(name, description, value, magical, ItemType, attunement)
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def __str__(self):
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if self.damage2H is None and self.damage1H is not None:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: One Handed - {self.damage1H}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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elif self.damage1H is None and self.damage2H is not None:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: Two Handed - {self.damage2H}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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elif self.versatile:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: Versatile - {self.versatiledmg}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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else:
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return f"{self.name}\n=====" \
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f"\n{self.description}\n" \
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f"Value: {self.value}\n" \
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f"Magical: {self.magical}\n" \
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f"Attunement: {'Required' if self.attunement else 'Not Required'}"
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class Armor(Item):
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"""The base class for all armor"""
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def __init__(self, name, description, value, slot, grade, ac, disadvantage, dmgRes, ItemType, magical, attunement):
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self.slot = slot
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self.grade = grade
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self.ac = ac
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self.stealthDis = disadvantage
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self.dmgRes = dmgRes
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self.itemType = ItemType
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super().__init__(name, description, value, magical, ItemType, attunement)
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def __repr__(self):
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if self.stealthDis:
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return f"{self.name}\n" \
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f"=====\n" \
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f"{self.description}\n" \
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f"Value: {self.value}\n" \
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f"AC: {self.ac}\n" \
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f"Magical: {self.magical}"
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elif not self.stealthDis:
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return f"{self.name}\n=====" \
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f"\n{self.description}\n" \
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f"Value: {self.value}\n" \
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f"AC: {self.ac}\n" \
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f"Disadvantage on Stealth checks: {self.stealthDis}\n" \
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f"Magical: {self.magical}\n"
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return None
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class Inventory:
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def __init__(self):
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# Changed to a dictionary to store item objects as keys and their data (count, equipped, etc.) as values
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# Dictionary to store item objects as keys and their data (count) as values
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self.items = {}
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# Dictionary to store equipped items by slot
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self.equipped_items = {
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Slots.MainHand: None,
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Slots.OffHand: None,
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Slots.TwoHanded: None,
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Slots.Helm: None,
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Slots.Chest: None,
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Slots.Wrists: None,
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Slots.Feet: None,
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Slots.Neck: None,
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Slots.Cloak: None,
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Slots.LeftRing: None,
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Slots.RightRing: None,
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Slots.Other: None, # For miscellaneous equipped items
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Slots.Attunement: 0 # Counter for attuned items
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}
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def _get_slot_display_name(self, slot_val):
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"""Helper to get a user-friendly string name for a slot, handling both Enum and string inputs."""
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if isinstance(slot_val, Slots):
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return slot_val.name.replace('TwoHanded', 'Two Handed').replace('MainHand',
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'Main Hand').replace('OffHand',
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'Off Hand').replace('LeftRing', 'Left Ring').replace(
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'RightRing', 'Right Ring')
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elif isinstance(slot_val, str):
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# If it's already a string, assume it's the name and format it
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return (slot_val.replace('TwoHanded', 'Two Handed').replace('MainHand', 'Main Hand')
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.replace('OffHand','Off Hand').replace('LeftRing', 'Left Ring')
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.replace('RightRing', 'Right Ring'))
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return str(slot_val) # Fallback for unexpected types
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def add_item(self, item, count=1):
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"""Adds an item to the inventory."""
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if item in self.items:
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self.items[item]["Count"] += count
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print(f"Added {count} more {item.name}. Total: {self.items[item]['Count']}.")
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else:
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self.items[item] = {"Count": count, "object": item.itemType, "equipped": False}
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self.items[item] = {"Count": count, "object": item.itemType}
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print(f"Added {count} {item.name} to inventory.")
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def remove_item(self, item, count=1):
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"""Removes an item from the inventory."""
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if item in self.items:
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if self.items[item]["Count"] <= count:
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print(f"Removed all {self.items[item]['Count']} {item.name} from inventory.")
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del self.items[item]
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# If the item was equipped, unequip it
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for slot, equipped_item in self.equipped_items.items():
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if equipped_item == item:
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self.unequip_item(slot)
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else:
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self.items[item]["Count"] -= count
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print(f"Removed {count} {item.name} from inventory. Remaining: {self.items[item]['Count']}.")
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@@ -29,53 +169,207 @@ class Inventory:
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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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if not self.items:
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print(" Your rucksack is empty.")
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return
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found_un_equipped = False
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for item_obj, item_data in self.items.items():
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# Assuming 'equipped' is a key in item_data and Equipment.inventory holds equipped items
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# This logic needs careful alignment with how you manage equipped items.
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# For now, it checks if the item object itself is in any of the equipped slots.
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if not item_data["equipped"] and item_obj not in Equipment.inventory.values():
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# Check if the item is in the backpack AND not currently equipped in any slot
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if item_obj not in self.equipped_items.values():
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found_un_equipped = True
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count = item_data["Count"]
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print(f'{item_obj.name} x {count}\n'
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f' {item_obj.description}\n')
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if not found_un_equipped:
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print(" Your rucksack is empty.")
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@staticmethod
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def current_equipment():
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def current_equipment(self):
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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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equipment_found = False
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for slot, equipment in Equipment.inventory.items():
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if equipment is not None:
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for slot, equipment in self.equipped_items.items():
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if equipment is not None and slot != Slots.Attunement: # Don't print the attunement counter
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equipment_found = True
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if slot == "Attunement1" or slot == "Attunement2" or slot == "Attunement3": # Assuming these are not to be printed
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continue
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elif equipment.itemType == ItemType.Weapon:
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slot_name = slot.name.replace("TwoHanded", "Two Handed").replace("MainHand", "Main Hand").replace("OffHand", "Off Hand").replace("LeftRing", "Left Ring").replace("RightRing", "Right Ring")
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if 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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print(f'{slot_name}: {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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print(f'{slot_name}: {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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print(f'{slot_name}: {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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print(f'{slot_name}: {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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print(f'{slot_name}: {equipment.name}\n'
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f' {equipment.description}\n')
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if not equipment_found:
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print(" Nothing equipped.")
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print(f"Attunement slots used: {self.equipped_items[Slots.Attunement]}/3")
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def equip_item(self, item_obj, slot: Slots):
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"""Equips an item to a specific slot."""
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if item_obj not in self.items or self.items[item_obj]["Count"] == 0:
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print(f"You don't have {item_obj.name} to equip.")
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return
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# Check attunement limits before equipping (moved up for early exit)
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if item_obj.attunement and self.equipped_items[Slots.Attunement] >= 3:
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print(f"You cannot equip {item_obj.name}. You have reached your attunement limit (3/3).")
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return
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# Handle unequipping existing item in the target slot first
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if self.equipped_items[slot] is not None:
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self.unequip_item(slot)
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# Now, handle equipping based on item type and specific properties
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if item_obj.itemType == ItemType.Weapon:
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if item_obj.slot == Slots.TwoHanded:
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# If equipping a two-handed weapon, unequip anything in main/off-hand
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if self.equipped_items[Slots.MainHand] is not None:
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self.unequip_item(Slots.MainHand)
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if self.equipped_items[Slots.OffHand] is not None:
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self.unequip_item(Slots.OffHand)
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self.equipped_items[Slots.TwoHanded] = item_obj
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(Slots.TwoHanded)}.")
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elif item_obj.versatile:
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# If equipping a versatile weapon, it goes in MainHand, and potentially affects OffHand
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if self.equipped_items[Slots.TwoHanded] is not None:
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self.unequip_item(Slots.TwoHanded) # Unequip two-handed if present
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self.equipped_items[Slots.MainHand] = item_obj
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# A versatile weapon can be used two-handed, implying it might occupy the off-hand conceptually
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# For simplicity, we'll just equip it to MainHand here. If you want it to occupy off-hand,
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# you'd need more complex logic for 1H vs 2H use.
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(Slots.MainHand)}.")
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else: # Standard one-handed weapon (or other weapon types not specifically handled above)
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self.equipped_items[slot] = item_obj # Equip to the specified slot (MainHand or OffHand)
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(slot)}.")
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elif item_obj.itemType == ItemType.Armor:
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# For armor, ensure the target slot is appropriate for armor (e.g., Chest, Helm)
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# The Armor class now has a 'slot' attribute, so we can use that for validation/assignment
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if item_obj.slot == slot: # Ensure the item's intended slot matches the target slot
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self.equipped_items[slot] = item_obj
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(slot)}.")
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else:
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# Corrected this line to use _get_slot_display_name for both slot and item_obj.slot
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print(f"Cannot equip {item_obj.name} to {self._get_slot_display_name(slot)}. It belongs in the {self._get_slot_display_name(item_obj.slot)} slot.")
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return # Exit if slot mismatch
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elif item_obj.itemType == ItemType.Item:
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# For general items (rings, cloaks, etc.), equip to the specified slot
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self.equipped_items[slot] = item_obj
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(slot)}.")
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else:
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print(f"Cannot equip {item_obj.name}. Unknown item type or invalid slot for this item.")
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return # Exit if item type is not recognized for equipping
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self.update_attunement() # Update attunement after successful equip
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def unequip_item(self, slot: Slots):
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"""Unequips an item from a specific slot."""
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if self.equipped_items[slot] is not None:
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unequipped_item = self.equipped_items[slot]
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self.equipped_items[slot] = None
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print(f"Unequipped {unequipped_item.name} from {self._get_slot_display_name(slot)}.") # Use helper function
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self.update_attunement()
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else:
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print(f"Nothing is equipped in {self._get_slot_display_name(slot)}.") # Use helper function
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def update_attunement(self):
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"""Recalculates the number of attuned items."""
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attune_count = 0
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for slot, item in self.equipped_items.items():
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if slot != Slots.Attunement and item is not None and item.attunement:
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attune_count += 1
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self.equipped_items[Slots.Attunement] = attune_count
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# --- Item Instances (Moved here for clarity, but still defined once) ---
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# Different types of coins
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GP1 = Money("Gold", 1, False, ItemType.Money)
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SP1 = Money("Silver", 1, False, ItemType.Money)
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CP1 = Money("Copper", 1, False, ItemType.Money)
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# starting equip
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rock = Weapon(
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name="Rock",
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description="A fist-sized rock, suitable for bludgeoning.",
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value=None,
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slot=Slots.MainHand,
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damage1H='1d6',
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damage2H=None,
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versatiledmg=None,
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dmgType=DamageType.Bludgeoning,
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dmgMod=DamageMod.Strength,
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versatile=False,
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thrown=True,
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=False # Rocks typically aren't attuned
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)
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dagger = Weapon(
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name="Dagger",
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description="Pointy stabby-stab",
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value=None,
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slot=Slots.MainHand, # Can be main hand or off hand
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damage1H='1d4', # Daggers are usually 1d4
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damage2H=None,
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versatiledmg=None, # Daggers are not versatile in the D&D sense (they are light, finesse)
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dmgType=DamageType.Piercing, # Changed to piercing
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dmgMod=DamageMod.Dexterity,
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versatile=False, # Changed to False, as D&D versatile means 1H or 2H damage
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thrown=True,
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=False
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)
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polearm = Weapon(
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name="Polearm",
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description="Long Pointy stabby-stab",
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value=None,
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slot=Slots.TwoHanded,
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damage1H=None,
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damage2H="1d10", # Polearms are typically 1d10
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versatiledmg=None,
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dmgType=DamageType.Piercing,
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dmgMod=DamageMod.Strength,
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versatile=False,
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thrown=False, # Polearms are not typically thrown
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=False
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)
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tornRags = Armor(
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name="Torn Rags",
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description="A ripped and worn-out outfit.",
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value=None,
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slot=Slots.Chest,
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grade="Light",
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ac=10, # Base AC for light armor without proficiency is 10 + Dex mod
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disadvantage=False, # Light armor usually doesn't give disadvantage
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dmgRes="None",
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magical=False,
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ItemType=ItemType.Armor,
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attunement=False
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)
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paper = Item(
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name="Paper",
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description="A blank piece of paper",
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value=None,
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magical=False,
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itemType=ItemType.Item,
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attunement=False
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)
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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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# Identity
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self.name = name
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@@ -85,27 +379,29 @@ class Player:
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self.job = job
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# Defence
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self.ac = 0
|
||||
self.elemental_resistance = {DamageType.Fire: False, DamageType.Water: False, DamageType.Lightning: False}
|
||||
self.physical_resistance = {DamageType.Slashing: False, DamageType.Crushing: False, DamageType.Piercing: False}
|
||||
self.ac = 0 # This will be calculated based on equipped armor
|
||||
self.elemental_resistance = {DamageType.Fire: False,
|
||||
DamageType.Cold: False,
|
||||
DamageType.Lightning: False,
|
||||
DamageType.Thunder: False,
|
||||
DamageType.Poison: False,
|
||||
DamageType.Acid: False,
|
||||
DamageType.Necrotic: False,
|
||||
DamageType.Radiant: False,
|
||||
DamageType.Force: False,
|
||||
DamageType.Psychic: False
|
||||
}
|
||||
self.physical_resistance = {DamageType.Slashing: False,
|
||||
DamageType.Bludgeoning: False,
|
||||
DamageType.Piercing: False}
|
||||
|
||||
# Levels
|
||||
self.level = 1
|
||||
self.exp = 0
|
||||
self.maxEXP = 100
|
||||
|
||||
# Equipment
|
||||
# Held items
|
||||
self.inventory = Inventory()
|
||||
self.weapon = rock
|
||||
self.armor = tornRags
|
||||
|
||||
# Example of adding starting items to inventory
|
||||
self.inventory.add_item(rock, 1)
|
||||
self.inventory.add_item(tornRags, 1)
|
||||
# Assuming you want to auto-equip these initially
|
||||
self.equip_item(rock, "Main Hand")
|
||||
self.equip_item(tornRags, "Chest")
|
||||
# Equipment and Inventory
|
||||
self.inventory = Inventory() # Each player gets their own inventory instance
|
||||
|
||||
# Ability Scores
|
||||
self.stats = {"Strength": 0,
|
||||
@@ -122,6 +418,13 @@ class Player:
|
||||
"Wisdom": 0,
|
||||
"Charisma": 0}
|
||||
|
||||
# Initial items and equipment
|
||||
self.inventory.add_item(rock, 1)
|
||||
self.inventory.add_item(tornRags, 1)
|
||||
# Equip initial items (using the inventory's equip method)
|
||||
self.inventory.equip_item(rock, Slots.MainHand)
|
||||
self.inventory.equip_item(tornRags, Slots.Chest)
|
||||
|
||||
|
||||
def getModifier(self):
|
||||
"""Floor calculation to work out skill check modifiers"""
|
||||
@@ -133,7 +436,9 @@ class Player:
|
||||
self.mods["Charisma"] = -5 + self.stats["Charisma"] // 2
|
||||
|
||||
def set_stats_race(self):
|
||||
if self.race.lower() == "human":
|
||||
"""Applies racial ability score increases."""
|
||||
# Access name attribute of Race object
|
||||
if self.race.name.lower() == "human":
|
||||
print("As a Human, two different ability scores of your choice increase by 1.")
|
||||
selection1 = input("Choose the first ability score to increase by 1.\n"
|
||||
"1) Strength\n"
|
||||
@@ -207,162 +512,63 @@ class Player:
|
||||
"6) Charisma\n >> ").lower()
|
||||
continue
|
||||
|
||||
elif self.race.lower() == "elf":
|
||||
elif self.race.name.lower() == "elf":
|
||||
print("As an Elf, your dexterity increases by 2.")
|
||||
self.stats["Dexterity"] += 2
|
||||
|
||||
elif self.race.lower() == "dwarf":
|
||||
elif self.race.name.lower() == "dwarf":
|
||||
print("As a Dwarf, your constitution increases by 2.")
|
||||
self.stats["Constitution"] += 2
|
||||
|
||||
def set_stats_job(self):
|
||||
if self.job.lower() == "warrior":
|
||||
self.hitDie = randint(1, 12)
|
||||
self.maxHP = (12 + self.mods["Constitution"])
|
||||
self.currentHP = (12 + self.mods["Constitution"])
|
||||
|
||||
elif self.job.lower() == "cleric":
|
||||
self.hitDie = randint(1, 10)
|
||||
self.maxHP = (10 + self.mods["Constitution"])
|
||||
self.currentHP = (10 + self.mods["Constitution"])
|
||||
|
||||
elif self.job.lower() == "mage":
|
||||
self.hitDie = randint(1, 8)
|
||||
self.maxHP = (8 + self.mods["Constitution"])
|
||||
self.currentHP = (8 + self.mods["Constitution"])
|
||||
"""Applies job-specific stats like hit points."""
|
||||
# Using self.job.name to access the job name from the Job object
|
||||
if self.job.name.lower() == "barbarian":
|
||||
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1]) # Use job's hitdie range
|
||||
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"]) # Use max hitdie value for initial HP
|
||||
self.currentHP = self.maxHP
|
||||
elif self.job.name.lower() == "cleric":
|
||||
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1])
|
||||
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"])
|
||||
self.currentHP = self.maxHP
|
||||
elif self.job.name.lower() == "wizard":
|
||||
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1])
|
||||
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"])
|
||||
self.currentHP = self.maxHP
|
||||
|
||||
def current_stats(self):
|
||||
"""Prints a display of the user's current statistics."""
|
||||
print("Your current stats are:")
|
||||
print(f'Hit Points: {self.currentHP}/{self.maxHP}')
|
||||
print(f'Strength: {self.stats["Strength"]}')
|
||||
print(f'Dexterity: {self.stats["Dexterity"]}')
|
||||
print(f'Constitution: {self.stats["Constitution"]}')
|
||||
print(f'Intelligence: {self.stats["Intelligence"]}')
|
||||
print(f'Wisdom: {self.stats["Wisdom"]}')
|
||||
print(f'Charisma: {self.stats["Charisma"]}')
|
||||
|
||||
def current_equip(self):
|
||||
"""Prints a list of items currently equipped."""
|
||||
print(f"You have equipped:\n {self.armor.name}\n"
|
||||
f" {self.armor.description}"
|
||||
f"\n{self.weapon.name}\n"
|
||||
f" {self.weapon.description}")
|
||||
print(f'Strength: {self.stats["Strength"]} ({self.mods["Strength"]:+})')
|
||||
print(f'Dexterity: {self.stats["Dexterity"]} ({self.mods["Dexterity"]:+})')
|
||||
print(f'Constitution: {self.stats["Constitution"]} ({self.mods["Constitution"]:+})')
|
||||
print(f'Intelligence: {self.stats["Intelligence"]} ({self.mods["Intelligence"]:+})')
|
||||
print(f'Wisdom: {self.stats["Wisdom"]} ({self.mods["Wisdom"]:+})')
|
||||
print(f'Charisma: {self.stats["Charisma"]} ({self.mods["Charisma"]:+})')
|
||||
|
||||
def drop_item(self, item_name):
|
||||
# Find the item object by name
|
||||
"""Drops an item from the player's inventory."""
|
||||
item_to_drop = None
|
||||
for item_obj in self.inventory.items:
|
||||
if item_obj.name.lower() == item_name.lower():
|
||||
item_to_drop = item_obj
|
||||
break
|
||||
|
||||
if item_to_drop:
|
||||
self.inventory.remove_item(item_to_drop, count=1) # Remove one by default
|
||||
self.inventory.remove_item(item_to_drop, count=1)
|
||||
else:
|
||||
print(f"You don't have '{item_name}' in your inventory.")
|
||||
|
||||
def loot_object(self, object_name):
|
||||
# This method assumes a specific structure for Map.scenes and lootable_items
|
||||
for scene_name, room_data in Map.scenes.items():
|
||||
if Engine.seed == scene_name:
|
||||
found_item = False
|
||||
for item_key_str, item_value_dict in room_data.get("lootable_items", {}).items():
|
||||
# item_value_dict is like {Item_obj: count}
|
||||
for item_obj, count in item_value_dict.items():
|
||||
if object_name.lower() in item_obj.name.lower():
|
||||
if count > 0:
|
||||
self.inventory.add_item(item_obj, count)
|
||||
room_data["lootable_items"][item_key_str][item_obj] = 0 # Set count to 0 in room
|
||||
found_item = True
|
||||
break
|
||||
if found_item:
|
||||
break
|
||||
if not found_item:
|
||||
print("You don't see one of those to loot.")
|
||||
return # Exit after checking the current room
|
||||
|
||||
def add_inventory(self, object_name):
|
||||
# This method assumes a specific structure for Map.scenes and available_items
|
||||
for scene_name, room_data in Map.scenes.items():
|
||||
if Engine.seed == scene_name:
|
||||
found_item = False
|
||||
for item_key_str, item_value_dict in room_data.get("available_items", {}).items():
|
||||
# item_value_dict is like {Item_obj: count}
|
||||
for item_obj, count_available in item_value_dict.items():
|
||||
if object_name.lower() in item_obj.name.lower():
|
||||
if count_available == 0:
|
||||
print(f"There are no {item_obj.name} left here.")
|
||||
found_item = True
|
||||
break
|
||||
|
||||
response = input(f'There are {count_available} {item_obj.name} available.\n'
|
||||
f'How many will you take? (enter "all" or a number)\n>> ').lower()
|
||||
|
||||
if response == "0" or response == "none":
|
||||
print("You decide not to take any.")
|
||||
found_item = True
|
||||
break
|
||||
elif response == "all":
|
||||
self.inventory.add_item(item_obj, count_available)
|
||||
room_data["available_items"][item_key_str][item_obj] = 0
|
||||
found_item = True
|
||||
break
|
||||
elif response.isdigit():
|
||||
num_to_take = int(response)
|
||||
if num_to_take <= count_available:
|
||||
self.inventory.add_item(item_obj, num_to_take)
|
||||
room_data["available_items"][item_key_str][item_obj] -= num_to_take
|
||||
found_item = True
|
||||
break
|
||||
else:
|
||||
print("You can't take more than exist.")
|
||||
found_item = True
|
||||
break
|
||||
else:
|
||||
print("Invalid input. Please enter 'all' or a number.")
|
||||
found_item = True
|
||||
break
|
||||
if found_item:
|
||||
break
|
||||
if not found_item:
|
||||
print("You don't see any lying around.")
|
||||
return # Exit after checking the current room
|
||||
|
||||
def equip_item(self, item_obj, slot):
|
||||
"""Equips an item to a specific slot."""
|
||||
if item_obj in self.inventory.items and self.inventory.items[item_obj]["Count"] > 0:
|
||||
# Unequip existing item in that slot if any
|
||||
if Equipment.inventory[slot] is not None:
|
||||
unequipped_item = Equipment.inventory[slot]
|
||||
print(f"Unequipping {unequipped_item.name} from {slot}.")
|
||||
self.inventory.items[unequipped_item]["equipped"] = False # Mark as unequipped in inventory
|
||||
|
||||
Equipment.inventory[slot] = item_obj
|
||||
self.inventory.items[item_obj]["equipped"] = True
|
||||
print(f"Equipped {item_obj.name} to {slot}.")
|
||||
else:
|
||||
print(f"You don't have {item_obj.name} to equip.")
|
||||
|
||||
def unequip_item(self, slot):
|
||||
"""Unequips an item from a specific slot."""
|
||||
if Equipment.inventory[slot] is not None:
|
||||
unequipped_item = Equipment.inventory[slot]
|
||||
self.inventory.items[unequipped_item]["equipped"] = False
|
||||
Equipment.inventory[slot] = None
|
||||
print(f"Unequipped {unequipped_item.name} from {slot}.")
|
||||
else:
|
||||
print(f"Nothing is equipped in {slot}.")
|
||||
|
||||
def new_char(self):
|
||||
"""Outputs final stats, armour, and inventory"""
|
||||
self.allocation()
|
||||
self.set_stats_race()
|
||||
self.set_stats_job()
|
||||
self.getModifier()
|
||||
self.current_stats()
|
||||
self.allocation() # 1. Sets base self.stats from rolls.
|
||||
self.set_stats_race() # 2. Applies racial bonuses to self.stats.
|
||||
self.getModifier() # 3. Calculates ALL self.mods based on the FINAL self.stats (base + racial).
|
||||
self.set_stats_job() # 4. Calculates maxHP using the now-accurate self.mods["Constitution"].
|
||||
self.current_stats() # 5. Displays the final stats.
|
||||
print(' ')
|
||||
Inventory.current_equipment() # Call the static method of Inventory
|
||||
self.inventory.current_equipment() # Corrected to call instance method
|
||||
print(' ')
|
||||
self.inventory.current_inventory() # Call the instance method of Player's inventory
|
||||
self.inventory.current_inventory()
|
||||
print(' ')
|
||||
|
||||
def health_check(self):
|
||||
@@ -378,61 +584,61 @@ class Player:
|
||||
return damage
|
||||
|
||||
def allocation(self):
|
||||
"""Handles the interactive allocation of rolled stats to attributes."""
|
||||
# Mapping for shorthand attribute names
|
||||
attribute_map = {
|
||||
"strength": "Strength", "str": "Strength",
|
||||
"dexterity": "Dexterity", "dex": "Dexterity",
|
||||
"constitution": "Constitution", "con": "Constitution",
|
||||
"intelligence": "Intelligence", "int": "Intelligence",
|
||||
"wisdom": "Wisdom", "wis": "Wisdom",
|
||||
"charisma": "Charisma", "cha": "Charisma"
|
||||
}
|
||||
|
||||
while True:
|
||||
rolls = []
|
||||
stats = []
|
||||
attributes = ["Strength", "Dexterity", "Constitution", "Intelligence", "Wisdom", "Charisma"]
|
||||
while len(stats) != 6:
|
||||
# roll 4d6
|
||||
for roll in range(4):
|
||||
r = randint(1, 6)
|
||||
# This rolling logic (if r < 6: r = randint(1, 6)) seems to aim for higher rolls.
|
||||
# Standard D&D 4d6 drop lowest usually means you just roll 4 and drop the lowest.
|
||||
# I'll keep your original logic but note it's non-standard.
|
||||
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))]
|
||||
val = sum(rolls)
|
||||
# Roll 4d6, drop lowest
|
||||
four_d_six = sorted([randint(1, 6) for _ in range(4)])
|
||||
val = sum(four_d_six[1:]) # Sum the top 3
|
||||
stats.append(str(val))
|
||||
rolls = []
|
||||
rolls = [] # Reset for next roll
|
||||
|
||||
print(f"Please assign a stat to a selected attribute by entering the number then the attribute.\n"
|
||||
f"For example, '10 strength' will assign 10 to your strength, if you have a 10 available.\n\n"
|
||||
f"Please select a stat and an attribute.\n\n"
|
||||
f"For example, '10 strength' or '10 str' will assign 10 to your strength, if you have a 10 available.\n\n"
|
||||
f"Your rolled stats are:\n {', '.join(stats)}\n\n"
|
||||
f"Your attributes are:\n {', '.join(attributes)}\n")
|
||||
|
||||
# Allocate
|
||||
current_attributes = list(attributes) # Make a copy to modify
|
||||
current_stats_to_assign = list(stats) # Make a copy
|
||||
current_attributes = list(attributes)
|
||||
current_stats_to_assign = list(stats)
|
||||
|
||||
while len(current_stats_to_assign) != 0:
|
||||
input_text = input(">> ").title()
|
||||
# Reset player stats for new allocation attempt
|
||||
self.stats = {"Strength": 0, "Dexterity": 0, "Constitution": 0, "Intelligence": 0, "Wisdom": 0, "Charisma": 0}
|
||||
|
||||
while len(current_stats_to_assign) > 0:
|
||||
input_text = input(">> ").lower().strip() # Convert to lower and strip whitespace
|
||||
words = input_text.split()
|
||||
if len(words) == 2:
|
||||
try:
|
||||
chosen_stat_str = words[0]
|
||||
chosen_attribute = words[1]
|
||||
|
||||
if chosen_stat_str in current_stats_to_assign and chosen_attribute in current_attributes:
|
||||
self.stats[chosen_attribute] += int(chosen_stat_str)
|
||||
if len(words) == 2:
|
||||
chosen_stat_str = words[0]
|
||||
chosen_attribute_input = words[1]
|
||||
|
||||
# Resolve shorthand to full attribute name
|
||||
chosen_attribute_full = attribute_map.get(chosen_attribute_input, None)
|
||||
|
||||
if chosen_stat_str in current_stats_to_assign and chosen_attribute_full in current_attributes:
|
||||
self.stats[chosen_attribute_full] = int(chosen_stat_str) # Assign, not add
|
||||
current_stats_to_assign.remove(chosen_stat_str)
|
||||
current_attributes.remove(chosen_attribute)
|
||||
if len(current_stats_to_assign) == 1:
|
||||
self.stats[current_attributes[0]] += int(current_stats_to_assign[0])
|
||||
print("")
|
||||
break
|
||||
current_attributes.remove(chosen_attribute_full)
|
||||
if len(current_stats_to_assign) == 0:
|
||||
break # All stats assigned
|
||||
print(f"The remaining stats are:\n {', '.join(current_stats_to_assign)}\n\n"
|
||||
f"The remaining attributes are:\n {', '.join(current_attributes)}")
|
||||
else:
|
||||
print(
|
||||
"Error. Either the number or attribute was not available/recognised. Please try again with 'Number' + 'Attribute'.")
|
||||
except ValueError:
|
||||
print("Error. Invalid number format. Please try again with 'Number' + 'Attribute'.")
|
||||
except KeyError:
|
||||
print("Error. Attribute not recognized. Please try again with 'Number' + 'Attribute'.")
|
||||
else:
|
||||
print("Error. Input was not recognised. Please try again with 'Number' + 'Attribute'.")
|
||||
|
||||
@@ -448,237 +654,9 @@ class Player:
|
||||
"WARNING: If you select 'N', your dice will be randomly rolled again. Proceed?\n"
|
||||
" >> ").lower()
|
||||
if select == "n":
|
||||
# Reset stats for re-allocation
|
||||
self.stats = {"Strength": 0, "Dexterity": 0, "Constitution": 0, "Intelligence": 0, "Wisdom": 0,
|
||||
"Charisma": 0}
|
||||
continue
|
||||
continue # Loop back to re-roll and re-allocate
|
||||
elif select == 'y':
|
||||
break
|
||||
else:
|
||||
print("Error. Input was not recognised. Please select 'Y' or 'N'.")
|
||||
# Loop back to ask again or handle as desired
|
||||
|
||||
class Item:
|
||||
"""The base class for all items"""
|
||||
|
||||
def __init__(self, name, description, value, magical, itemType, attunement):
|
||||
self.name = name
|
||||
self.description = description
|
||||
self.value = value
|
||||
self.magical = magical
|
||||
self.itemType = itemType
|
||||
self.attunement = attunement
|
||||
|
||||
def __repr__(self):
|
||||
return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n"
|
||||
|
||||
|
||||
class Money(Item):
|
||||
"""The currency item used in the world of Kanjin"""
|
||||
|
||||
def __init__(self, name, amt, magical, ItemType):
|
||||
self.name = name
|
||||
self.amt = amt
|
||||
self.magical = magical
|
||||
self.itemType = ItemType
|
||||
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,
|
||||
ItemType=ItemType.Money,
|
||||
attunement=False)
|
||||
|
||||
|
||||
class Weapon(Item):
|
||||
"""The base class for all weapons"""
|
||||
|
||||
def __init__(self, name, description, value, slot, damage1H, damage2H, versatiledmg,
|
||||
dmgType, dmgMod, versatile, thrown, ItemType, magical, attunement):
|
||||
self.slot = slot
|
||||
self.damage1H = damage1H
|
||||
self.damage2H = damage2H
|
||||
self.versatiledmg = versatiledmg
|
||||
self.dmgType = dmgType
|
||||
self.dmgMod = dmgMod
|
||||
self.versatile = versatile
|
||||
self.thrown = thrown
|
||||
self.itemType = ItemType
|
||||
super().__init__(name, description, value, magical, ItemType, attunement)
|
||||
|
||||
def __str__(self):
|
||||
if self.damage2H is None and self.damage1H is not None:
|
||||
return f"{self.name}\n=====" \
|
||||
f"\n{self.description}" \
|
||||
f"\nValue: {self.value}" \
|
||||
f"\nDamage: One Handed - {self.damage1H}" \
|
||||
f"\nDamage Type: {self.dmgType.name.title()}" \
|
||||
f"\nMagical: {self.magical}" \
|
||||
f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
|
||||
elif self.damage1H is None and self.damage2H is not None:
|
||||
return f"{self.name}\n=====" \
|
||||
f"\n{self.description}" \
|
||||
f"\nValue: {self.value}" \
|
||||
f"\nDamage: Two Handed - {self.damage2H}" \
|
||||
f"\nDamage Type: {self.dmgType.name.title()}" \
|
||||
f"\nMagical: {self.magical}" \
|
||||
f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
|
||||
elif self.versatile:
|
||||
return f"{self.name}\n=====" \
|
||||
f"\n{self.description}" \
|
||||
f"\nValue: {self.value}" \
|
||||
f"\nDamage: Versatile - {self.versatiledmg}" \
|
||||
f"\nDamage Type: {self.dmgType.name.title()}" \
|
||||
f"\nMagical: {self.magical}" \
|
||||
f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
|
||||
else:
|
||||
return f"{self.name}\n=====" \
|
||||
f"\n{self.description}" \
|
||||
f"\nValue: {self.value}" \
|
||||
f"\nMagical: {self.magical}" \
|
||||
f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
|
||||
|
||||
|
||||
class Armor(Item):
|
||||
"""The base class for all armor"""
|
||||
|
||||
def __init__(self, name, description, value, grade, ac, disadvantage, dmgRes, ItemType, magical, attunement):
|
||||
self.grade = grade
|
||||
self.ac = ac
|
||||
self.stealthDis = disadvantage
|
||||
self.dmgRes = dmgRes
|
||||
self.itemType = ItemType
|
||||
super().__init__(name, description, value, magical, ItemType, attunement)
|
||||
|
||||
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"
|
||||
|
||||
|
||||
# Different types of coins
|
||||
GP1 = Money("Gold", 1, False, ItemType.Money)
|
||||
SP1 = Money("Silver", 1, False, ItemType.Money)
|
||||
CP1 = Money("Copper", 1, False, ItemType.Money)
|
||||
|
||||
# starting equip
|
||||
rock = Weapon(
|
||||
name="Rock",
|
||||
description="A fist-sized rock, suitable for bludgeoning.",
|
||||
value=None,
|
||||
slot="Main Hand",
|
||||
damage1H='1d6',
|
||||
damage2H=None,
|
||||
versatiledmg=None,
|
||||
dmgType=DamageType.Crushing,
|
||||
dmgMod=DamageMod.Strength,
|
||||
versatile=False,
|
||||
thrown=True,
|
||||
magical=False,
|
||||
ItemType=ItemType.Weapon,
|
||||
attunement=True
|
||||
)
|
||||
|
||||
dagger = Weapon(
|
||||
name="Dagger",
|
||||
description="Pointy stabby-stab",
|
||||
value=None,
|
||||
slot="Main Hand",
|
||||
damage1H=None,
|
||||
damage2H=None,
|
||||
versatiledmg='1d6',
|
||||
dmgType=DamageType.Slashing,
|
||||
dmgMod=DamageMod.Dexterity,
|
||||
versatile=True,
|
||||
thrown=True,
|
||||
magical=False,
|
||||
ItemType=ItemType.Weapon,
|
||||
attunement=True
|
||||
)
|
||||
|
||||
polearm = Weapon(
|
||||
name="Polearm",
|
||||
description="Long Pointy stabby-stab",
|
||||
value=None,
|
||||
slot="Two Handed",
|
||||
damage1H=None,
|
||||
damage2H="2d6",
|
||||
versatiledmg=None,
|
||||
dmgType=DamageType.Piercing,
|
||||
dmgMod=DamageMod.Strength,
|
||||
versatile=False,
|
||||
thrown=True,
|
||||
magical=False,
|
||||
ItemType=ItemType.Weapon,
|
||||
attunement=True
|
||||
)
|
||||
|
||||
tornRags = Armor(
|
||||
name="Torn Rags",
|
||||
description="A ripped and worn-out outfit.",
|
||||
value=None,
|
||||
grade="Light",
|
||||
ac=0,
|
||||
disadvantage=True,
|
||||
dmgRes="None",
|
||||
magical=False,
|
||||
ItemType=ItemType.Armor,
|
||||
attunement=True
|
||||
)
|
||||
paper = Item(
|
||||
name="Paper",
|
||||
description="A blank piece of paper",
|
||||
value=None,
|
||||
magical=False,
|
||||
ItemType=ItemType.Item,
|
||||
attunement=True
|
||||
)
|
||||
|
||||
Inventory = {
|
||||
rock: {"Count": 1,
|
||||
"object": Weapon,
|
||||
},
|
||||
dagger: {"Count": 1,
|
||||
"object": Weapon,
|
||||
},
|
||||
polearm: {"Count": 1,
|
||||
"object": Weapon
|
||||
},
|
||||
paper: {"Count": 1,
|
||||
"object": Item
|
||||
},
|
||||
tornRags: {"Count": 1,
|
||||
"object": Armor
|
||||
},
|
||||
GP1: {"Count": 10,
|
||||
"object": Money
|
||||
},
|
||||
}
|
||||
|
||||
Equipment = {
|
||||
"Main Hand": rock,
|
||||
"Off Hand": None,
|
||||
"Two Handed": None,
|
||||
"Helm": None,
|
||||
"Chest": tornRags,
|
||||
"Wrists": None,
|
||||
"Feet": None,
|
||||
"Neck": None,
|
||||
"Cloak": None,
|
||||
"Left Ring": None,
|
||||
"Right Ring": None,
|
||||
"Other": paper,
|
||||
"Attunement": 0
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user