Moved inventory details to its own class

This commit is contained in:
kansaigaijin
2025-06-26 21:42:55 +12:00
parent b2f5e4eaf1
commit f896cc9184
2 changed files with 498 additions and 539 deletions

View File

@@ -1,470 +1,432 @@
import time
from player import *
def wait():
input("Press enter to continue...")
def startGame():
print("Welcome, stranger.")
start = input("Would you like to create your own character or use pre-generated stats?"
"\n 1) Create a new character\n 2) Pre-generated\n >> ")
while True:
if start in ("2", "Pregen"):
print("Please be prepared to enter a name, gender, age, race, and class, from those available in the game."
"\nIf you are unsure what the options are, please go back and create a new character.")
create = input("Do you wish to continue? Y/N\n >> ")
if create in ("y", "yes"):
name = input("Name: ")
gender = input("Gender: ")
age = int(input("Age: ")
race = input("Race: ")
job = input("Job: ")
return name, gender, age, race, job
elif create in ("n", "no"):
start = "1"
elif start in ("1", "Create"):
while True: # Global check to see if Name, Age, and Gender are correct
# Name
name = input('What is your name?\n >> ')
while len(name) < 2:
name = input('Input name was too short. Try again.\nWhat is your name?\n >> ')
# Gender
while True:
gender_select = input("What is your gender?\n"
"1) Male\n2) Female\n3) Other\n >> ")
if gender_select not in ("male", "female", "other", "1", "2", "3"):
print("Sorry I didn't recognise that gender. Please try again.")
continue
else:
break
if gender_select in ("1", "male"):
gender = "Male"
elif gender_select in ("2", "female"):
gender = "Female"
elif gender_select in ("3", "other"):
gender = "Other"
while True:
# Age
try:
age = int(input('How old are you?\n >> ')
break
except ValueError:
print("Sorry I didn't recognise that age. Please type in a whole number.")
continue
# Double check responses
correct = input(f"Hello, {name}. You are a {age} year old {gender}.\nIs this correct? Y/N\n >> ")
if correct in ['y', 'yes']:
break
elif correct in ['n', 'no']:
continue
else:
print("Sorry, I didn't catch that.\n")
correct = input(f"You are a {age} year old {gender}. \nIs this correct? Y/N\n >> ")
if correct in ['y', 'yes']:
break
elif correct in ['n', 'no']:
continue
break
while True: # Global check to see if Race and Job are correct
# Race
while True:
race = input("Please select a race to learn more about it: Elf, Dwarf, or Human.\n >> ")
if race not in ("Elf", "Dwarf", "Human", None):
race = input("Sorry I didn't recognise that race. Please select 'Elf', 'Dwarf', or 'Human'.\n >> ")
elif race is None:
race = input("Please select a race to learn more about it: Elf, Dwarf, or Human.\n >> ")
continue
else:
# Replace these prints with appropriate explanations for the web interface
if race == "Elf":
print("Information about Elves...")
elif race == "Dwarf":
print("Information about Dwarves...")
elif race == "Human":
print("Information about Humans...")
print('Would you like to proceed with this race or view another?')
proceed = input('1) Proceed\n2) View another race\n >> ')
if proceed in ('1', 'proceed'):
break
elif proceed in ('2', 'view', 'view another', 'view another race'):
race = None
continue
# Job
while True:
job = input("Please select a job to learn more about it: Barbarian, Cleric, or Wizard.\n >> ")
if job not in ("Barbarian", "Cleric", "Wizard", None):
job = input("Sorry I didn't recognise that job. Please select 'Barbarian', 'Cleric', or 'Wizard'.\n >> ")
elif job is None:
job = input("Please select a job to learn more about it: Barbarian, Cleric, or Wizard.\n >> ")
continue
else:
# Replace these prints with appropriate explanations for the web interface
if job == "Barbarian":
print("Information about Barbarians...")
elif job == "Cleric":
print("Information about Clerics...")
elif job == "Wizard":
print("Information about Wizards...")
print('Would you like to proceed with this job or view another?')
proceed = input('1) Proceed\n2) View another job\n >> ')
if proceed in ('1', 'proceed'):
break
elif proceed in ('2', 'view', 'view another', 'view another job'):
job = None
continue
while True:
# Final check
correct = input(f"{name}, you are a {race} {job}.\nIs this correct? Y/N\n >> ")
if correct in ['y', 'yes']:
break
elif correct in ['n', 'no']:
continue
else:
print("Sorry, I didn't catch that. Please try again.\n")
continue
return name, gender, age, race, job
def query_equip():
while True:
print("Do you want to:\n"
"1) View your equipped items\n"
"2) Change your equipped items\n"
"3) Return")
response = input(">> ")
if response == "1":
current_equipment()
elif response == "2":
change_equip()
elif response == "3":
break
def change_equip():
canAddAttunement()
while True:
response = input("Which equipment slot would you like to change?\n"
"1) Weapon\n"
"2) Armor\n"
"3) Other\n"
"4) Return\n"
">> ").title()
if response not in ("1", "2", "3", "4", "Weapon", "Armor", "Other", "Return"):
print("Sorry I didn't recognise that. Please try again.\n")
change_equip()
elif response in ("1", "Weapon"): # Weapon
itemlist = ["Return"] # create blank list for items
for item_key, item_value in Inventory.items(): # item, attribute
for key, value in item_value.items(): # attribute, stat
if key == "object" and value == Weapon: # if item = class `Weapon`
itemlist.append(item_key)
if item_key in Equipment.values():
itemlist.remove(item_key)
if len(itemlist) == 1:
print("You have nothing available to equip.\n")
else:
print("What would you like to equip?\n")
for i, name in enumerate(itemlist, start=1):
option = f'{i}) {name}\n'
print(option)
selection = int(input(">> "))
for i, name in enumerate(itemlist, start=1):
if selection == i:
if name == "Return":
break
elif name.itemType == ItemType.Weapon:
if name.attunement: # if item has attunement
if not canAddAttunement(): # check if can add another attuned item
if Equipment["Main Hand"].attunement: # if attune is max, check if swapped weapon is attuned
if name.versatile:
Equipment["Main Hand"] = name
Equipment["Off Hand"] = name
elif name.slot == "Main Hand":
Equipment["Main Hand"] = name
Equipment["Off Hand"] = None
elif name.slot == "Two Handed":
Equipment["Main Hand"] = None
Equipment["Off Hand"] = None
Equipment["Two Handed"] = name
else:
print("\n Cannot equip items: Too many attuned items equipped") # if not attuned, it refuses the equip.
break
else: # If canAddAttunement = True
if name.versatile:
Equipment["Main Hand"] = name
Equipment["Off Hand"] = name
elif name.slot == "Main Hand":
Equipment["Main Hand"] = name
Equipment["Off Hand"] = None
elif name.slot == "Two Handed":
Equipment["Main Hand"] = None
Equipment["Off Hand"] = None
Equipment["Two Handed"] = name
print(f"{current_equipment()}")
elif response in ("2", "Armor"): # Armor
itemlist = ["Return"] # create blank list for items
for item_key, item_value in Inventory.items(): # item, attribute
for key, value in item_value.items(): # attribute, stat
if key == "object" and value == Armor: # if item = class `Weapon`
itemlist.append(item_key) # Add item type to list
if item_key in Equipment.values():
itemlist.remove(item_key) # remove from list if currently equipped -
# consider if holding multiple objects
if len(itemlist) == 1:
print("You have nothing available to equip.\n")
else:
print("What would you like to equip?\n")
for i, name in enumerate(itemlist, start=1):
option = f'{i}) {name}'
print(option)
selection = int(input(">> "))
for i, name in enumerate(itemlist, start=1):
if selection == i:
if name == "Return":
break
elif name.itemType == Armor:
try:
if name.attunment:
print("Not coded attunement yet") # if item has attunement - check availability
except AttributeError: # if no attunement
if name.slot == Slots.Helm:
equip = {"Helm": name}
Equipment.update(equip)
elif name.slot == Slots.Chest:
equip = {"Chest": name}
Equipment.update(equip)
elif name.slot == Slots.Wrists:
equip = {"Wrists": name}
Equipment.update(equip)
elif name.slot == Slots.Feet:
equip = {"Feet": name}
Equipment.update(equip)
print(f"You now have equipped: \n"
f"{current_equipment()}")
elif response in ("3", "Other"): # Other
itemlist = ["Return"] # create blank list for items
for item_key, item_value in Inventory.items(): # item, attribute
for key, value in item_value.items(): # attribute, stat
if key == "object" and value == Armor: # if item = class `Weapon`
itemlist.append(item_key) # Add item type to list
if item_key in Equipment.values():
itemlist.remove(item_key) # remove from list if currently equipped -
# consider if holding multiple objects
if len(itemlist) == 1:
print("You have nothing available to equip.\n")
else:
print("What would you like to equip?\n")
for i, name in enumerate(itemlist, start=1):
option = f'{i}) {name}'
print(option)
selection = int(input(">> "))
for i, name in enumerate(itemlist, start=1):
if selection == i:
if name == "Return":
break
elif name.itemType == Armor:
try:
if name.attunment:
print("Not coded attunement yet") # if item has attunement - check availability
except AttributeError: # if no attunement
if name.slot == Slots.Neck:
equip = {"Neck": name}
Equipment.update(equip)
elif name.slot == Slots.Cloak:
equip = {"Cloak": name}
Equipment.update(equip)
elif name.slot == Slots.LeftRing:
equip = {"Left Ring": name}
Equipment.update(equip)
elif name.slot == Slots.RightRing:
equip = {"Right Ring": name}
Equipment.update(equip)
print(f"You now have equipped: \n"
f"{current_equipment()}")
elif response in ("4", "Return"):
break
else:
print("That wasn't an option.")
def get_instructions():
descrip1 = ("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")
descrip2 = ("Some examples are: 'Check inventory', 'Check equipment', and 'View stats'.\n"
"To travel to a new area, just type 'Go north' or 'enter cave' etc.\n"
"To replay the description of the current area, type 'location'.")
print(descrip1)
time.sleep(5)
print(descrip2)
def canAddAttunement():
attune = 0
for slot, equipment in Equipment.items():
if isinstance(equipment, Weapon):
if equipment.attunement:
attune += 1
Equipment["Attunement"] = attune
if attune > 3:
return False
else:
return True
def error_message():
print("That command was not recognised. Please try again.")
def parse(input_text):
command = input_text.lower()
object1 = None
remaining_words_index = None
words = input_text.split()
if len(words) > 0:
if words[0] == "help":
command = "help"
if words[0] == "scene":
command = "scene"
if words[0] in ("view", "check", "show"):
if words[1] in ("inventory", "bag", "backpack"):
command = "inventory"
elif words[1] in ("equipment", "equip", "items"):
command = "equipment"
elif words[1] == "stats":
command = "stats"
elif words[1] in ("hp", "hitpoints", "health"):
command = "hp"
elif words[1] == "hit" and words[2] == "points":
command = "hp"
if words[0] in ("equip", "equipment"):
command = "equipment"
if words[0] in ("inventory", "bag", "backpack"):
command = "inventory"
found_examine_words = False
if (words[0] == "examine") and len(words) > 1:
found_examine_words = True
remaining_words_index = 1
if found_examine_words:
remaining_words = ""
for i in range(remaining_words_index, len(words)):
remaining_words += words[i]
if i < len(words) - 1:
remaining_words += " "
command = "examine"
object1 = remaining_words
found_take_words = False
if ((words[0] == "take") and len(words) > 1) or \
((words[0] == "pick") and (words[1] == "up") and len(words) > 2):
found_take_words = True
remaining_words_index = 1
if found_take_words:
remaining_words = ""
for i in range(remaining_words_index, len(words)):
remaining_words += words[i]
if i < len(words) - 1:
remaining_words += " "
command = "take"
object1 = remaining_words
found_loot_words = False
if (words[0] == "loot") and len(words) > 1:
found_loot_words = True
remaining_words_index = 1
if found_loot_words:
remaining_words = ""
for i in range(remaining_words_index, len(words)):
remaining_words += words[i]
if i < len(words) - 1:
remaining_words += " "
command = "loot"
object1 = remaining_words
found_drop_words = False
if (words[0] == "drop") and len(words) > 1:
found_drop_words = True
remaining_words_index = 1
if found_drop_words:
remaining_words = ""
for i in range(remaining_words_index, len(words)):
remaining_words += words[i]
if i < len(words) - 1:
remaining_words += " "
command = "drop"
object1 = remaining_words
if words[0] not in ("view", "check", "show", "loot", "examine", "take", "equip", "equipment", "inventory",
"bag", "backpack", "drop"):
command = "error"
return command, object1
# def skill_check(skill):
# """Roll a d20 and add modifier
# Return value to compare vs a hardcoded DC"""
#
#
# def roll_dice(num_dice):
# roll_results = []
# for _ in range(num_dice):
# roll = randint(*user.hitDie)
# roll_results.append(roll)
# return roll_results
def current_inventory():
"""Prints a list of items in your backpack that aren't equipped to your person."""
print(f'In your rucksack you have:')
for item_key, item_value in Inventory.items(): # string, dictionary
if item_key not in Equipment.values():
values = item_value.values() # make a variable of all values
values_list = list(values) # turn variable into a list
count_value = values_list[0] # take the first value from list - why?
print(f'{item_key.name} x {count_value}\n'
f' {item_key.description}\n')
def current_equipment():
"""Prints a list of items that you have equipped in your slots."""
print(f'You are currently wearing:')
for slot, equipment in Equipment.items(): # string, dictionary
if equipment is not None:
if slot == "Attunement":
continue
elif equipment.itemType == ItemType.Weapon:
if equipment.versatile:
print(f'{slot}: {equipment.name} - {equipment.versatiledmg}\n'
f' {equipment.description}\n')
continue
elif equipment.damage1H is not None:
print(f'{slot}: {equipment.name} - {equipment.damage1H}\n'
f' {equipment.description}\n')
elif equipment.damage2H is not None:
print(f'{slot}: {equipment.name} - {equipment.damage2H}\n'
f' {equipment.description}\n')
elif equipment.itemType == ItemType.Armor:
print(f'{slot}: {equipment.name} - AC {equipment.ac}\n'
f' {equipment.description}\n')
elif equipment.itemType == ItemType.Item:
print(f'{slot}: {equipment.name}\n'
f' {equipment.description}\n')
def calc_weight():
pass
import time
from player import *
def wait():
input("Press enter to continue...")
def startGame():
print("Welcome, stranger.")
start = input("Would you like to create your own character or use pre-generated stats?"
"\n 1) Create a new character\n 2) Pre-generated\n >> ")
while True:
if start in ("2", "Pregen"):
print("Please be prepared to enter a name, gender, age, race, and class, from those available in the game."
"\nIf you are unsure what the options are, please go back and create a new character.")
create = input("Do you wish to continue? Y/N\n >> ")
if create in ("y", "yes"):
name = input("Name: ")
gender = input("Gender: ")
age = int(input("Age: ")
race = input("Race: ")
job = input("Job: ")
return name, gender, age, race, job
elif create in ("n", "no"):
start = "1"
elif start in ("1", "Create"):
while True: # Global check to see if Name, Age, and Gender are correct
# Name
name = input('What is your name?\n >> ')
while len(name) < 2:
name = input('Input name was too short. Try again.\nWhat is your name?\n >> ')
# Gender
while True:
gender_select = input("What is your gender?\n"
"1) Male\n2) Female\n3) Other\n >> ")
if gender_select not in ("male", "female", "other", "1", "2", "3"):
print("Sorry I didn't recognise that gender. Please try again.")
continue
else:
break
if gender_select in ("1", "male"):
gender = "Male"
elif gender_select in ("2", "female"):
gender = "Female"
elif gender_select in ("3", "other"):
gender = "Other"
while True:
# Age
try:
age = int(input('How old are you?\n >> ')
break
except ValueError:
print("Sorry I didn't recognise that age. Please type in a whole number.")
continue
# Double check responses
correct = input(f"Hello, {name}. You are a {age} year old {gender}.\nIs this correct? Y/N\n >> ")
if correct in ['y', 'yes']:
break
elif correct in ['n', 'no']:
continue
else:
print("Sorry, I didn't catch that.\n")
correct = input(f"You are a {age} year old {gender}. \nIs this correct? Y/N\n >> ")
if correct in ['y', 'yes']:
break
elif correct in ['n', 'no']:
continue
break
while True: # Global check to see if Race and Job are correct
# Race
while True:
race = input("Please select a race to learn more about it: Elf, Dwarf, or Human.\n >> ")
if race not in ("Elf", "Dwarf", "Human", None):
race = input("Sorry I didn't recognise that race. Please select 'Elf', 'Dwarf', or 'Human'.\n >> ")
elif race is None:
race = input("Please select a race to learn more about it: Elf, Dwarf, or Human.\n >> ")
continue
else:
# Replace these prints with appropriate explanations for the web interface
if race == "Elf":
print("Information about Elves...")
elif race == "Dwarf":
print("Information about Dwarves...")
elif race == "Human":
print("Information about Humans...")
print('Would you like to proceed with this race or view another?')
proceed = input('1) Proceed\n2) View another race\n >> ')
if proceed in ('1', 'proceed'):
break
elif proceed in ('2', 'view', 'view another', 'view another race'):
race = None
continue
# Job
while True:
job = input("Please select a job to learn more about it: Barbarian, Cleric, or Wizard.\n >> ")
if job not in ("Barbarian", "Cleric", "Wizard", None):
job = input("Sorry I didn't recognise that job. Please select 'Barbarian', 'Cleric', or 'Wizard'.\n >> ")
elif job is None:
job = input("Please select a job to learn more about it: Barbarian, Cleric, or Wizard.\n >> ")
continue
else:
# Replace these prints with appropriate explanations for the web interface
if job == "Barbarian":
print("Information about Barbarians...")
elif job == "Cleric":
print("Information about Clerics...")
elif job == "Wizard":
print("Information about Wizards...")
print('Would you like to proceed with this job or view another?')
proceed = input('1) Proceed\n2) View another job\n >> ')
if proceed in ('1', 'proceed'):
break
elif proceed in ('2', 'view', 'view another', 'view another job'):
job = None
continue
while True:
# Final check
correct = input(f"{name}, you are a {race} {job}.\nIs this correct? Y/N\n >> ")
if correct in ['y', 'yes']:
break
elif correct in ['n', 'no']:
continue
else:
print("Sorry, I didn't catch that. Please try again.\n")
continue
return name, gender, age, race, job
def query_equip():
while True:
print("Do you want to:\n"
"1) View your equipped items\n"
"2) Change your equipped items\n"
"3) Return")
response = input(">> ")
if response == "1":
current_equipment()
elif response == "2":
change_equip()
elif response == "3":
break
def change_equip():
canAddAttunement()
while True:
response = input("Which equipment slot would you like to change?\n"
"1) Weapon\n"
"2) Armor\n"
"3) Other\n"
"4) Return\n"
">> ").title()
if response not in ("1", "2", "3", "4", "Weapon", "Armor", "Other", "Return"):
print("Sorry I didn't recognise that. Please try again.\n")
change_equip()
elif response in ("1", "Weapon"): # Weapon
itemlist = ["Return"] # create blank list for items
for item_key, item_value in Inventory.items(): # item, attribute
for key, value in item_value.items(): # attribute, stat
if key == "object" and value == Weapon: # if item = class `Weapon`
itemlist.append(item_key)
if item_key in Equipment.values():
itemlist.remove(item_key)
if len(itemlist) == 1:
print("You have nothing available to equip.\n")
else:
print("What would you like to equip?\n")
for i, name in enumerate(itemlist, start=1):
option = f'{i}) {name}\n'
print(option)
selection = int(input(">> "))
for i, name in enumerate(itemlist, start=1):
if selection == i:
if name == "Return":
break
elif name.itemType == ItemType.Weapon:
if name.attunement: # if item has attunement
if not canAddAttunement(): # check if can add another attuned item
if Equipment["Main Hand"].attunement: # if attune is max, check if swapped weapon is attuned
if name.versatile:
Equipment["Main Hand"] = name
Equipment["Off Hand"] = name
elif name.slot == "Main Hand":
Equipment["Main Hand"] = name
Equipment["Off Hand"] = None
elif name.slot == "Two Handed":
Equipment["Main Hand"] = None
Equipment["Off Hand"] = None
Equipment["Two Handed"] = name
else:
print("\n Cannot equip items: Too many attuned items equipped") # if not attuned, it refuses the equip.
break
else: # If canAddAttunement = True
if name.versatile:
Equipment["Main Hand"] = name
Equipment["Off Hand"] = name
elif name.slot == "Main Hand":
Equipment["Main Hand"] = name
Equipment["Off Hand"] = None
elif name.slot == "Two Handed":
Equipment["Main Hand"] = None
Equipment["Off Hand"] = None
Equipment["Two Handed"] = name
print(f"{current_equipment()}")
elif response in ("2", "Armor"): # Armor
itemlist = ["Return"] # create blank list for items
for item_key, item_value in Inventory.items(): # item, attribute
for key, value in item_value.items(): # attribute, stat
if key == "object" and value == Armor: # if item = class `Weapon`
itemlist.append(item_key) # Add item type to list
if item_key in Equipment.values():
itemlist.remove(item_key) # remove from list if currently equipped -
# consider if holding multiple objects
if len(itemlist) == 1:
print("You have nothing available to equip.\n")
else:
print("What would you like to equip?\n")
for i, name in enumerate(itemlist, start=1):
option = f'{i}) {name}'
print(option)
selection = int(input(">> "))
for i, name in enumerate(itemlist, start=1):
if selection == i:
if name == "Return":
break
elif name.itemType == Armor:
try:
if name.attunment:
print("Not coded attunement yet") # if item has attunement - check availability
except AttributeError: # if no attunement
if name.slot == Slots.Helm:
equip = {"Helm": name}
Equipment.update(equip)
elif name.slot == Slots.Chest:
equip = {"Chest": name}
Equipment.update(equip)
elif name.slot == Slots.Wrists:
equip = {"Wrists": name}
Equipment.update(equip)
elif name.slot == Slots.Feet:
equip = {"Feet": name}
Equipment.update(equip)
print(f"You now have equipped: \n"
f"{current_equipment()}")
elif response in ("3", "Other"): # Other
itemlist = ["Return"] # create blank list for items
for item_key, item_value in Inventory.items(): # item, attribute
for key, value in item_value.items(): # attribute, stat
if key == "object" and value == Armor: # if item = class `Weapon`
itemlist.append(item_key) # Add item type to list
if item_key in Equipment.values():
itemlist.remove(item_key) # remove from list if currently equipped -
# consider if holding multiple objects
if len(itemlist) == 1:
print("You have nothing available to equip.\n")
else:
print("What would you like to equip?\n")
for i, name in enumerate(itemlist, start=1):
option = f'{i}) {name}'
print(option)
selection = int(input(">> "))
for i, name in enumerate(itemlist, start=1):
if selection == i:
if name == "Return":
break
elif name.itemType == Armor:
try:
if name.attunment:
print("Not coded attunement yet") # if item has attunement - check availability
except AttributeError: # if no attunement
if name.slot == Slots.Neck:
equip = {"Neck": name}
Equipment.update(equip)
elif name.slot == Slots.Cloak:
equip = {"Cloak": name}
Equipment.update(equip)
elif name.slot == Slots.LeftRing:
equip = {"Left Ring": name}
Equipment.update(equip)
elif name.slot == Slots.RightRing:
equip = {"Right Ring": name}
Equipment.update(equip)
print(f"You now have equipped: \n"
f"{current_equipment()}")
elif response in ("4", "Return"):
break
else:
print("That wasn't an option.")
def get_instructions():
descrip1 = ("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")
descrip2 = ("Some examples are: 'Check inventory', 'Check equipment', and 'View stats'.\n"
"To travel to a new area, just type 'Go north' or 'enter cave' etc.\n"
"To replay the description of the current area, type 'location'.")
print(descrip1)
time.sleep(5)
print(descrip2)
def canAddAttunement():
attune = 0
for slot, equipment in Equipment.items():
if isinstance(equipment, Weapon):
if equipment.attunement:
attune += 1
Equipment["Attunement"] = attune
if attune > 3:
return False
else:
return True
def error_message():
print("That command was not recognised. Please try again.")
def parse(input_text):
command = input_text.lower()
object1 = None
remaining_words_index = None
words = input_text.split()
if len(words) > 0:
if words[0] == "help":
command = "help"
if words[0] == "scene":
command = "scene"
if words[0] in ("view", "check", "show"):
if words[1] in ("inventory", "bag", "backpack"):
command = "inventory"
elif words[1] in ("equipment", "equip", "items"):
command = "equipment"
elif words[1] == "stats":
command = "stats"
elif words[1] in ("hp", "hitpoints", "health"):
command = "hp"
elif words[1] == "hit" and words[2] == "points":
command = "hp"
if words[0] in ("equip", "equipment"):
command = "equipment"
if words[0] in ("inventory", "bag", "backpack"):
command = "inventory"
found_examine_words = False
if (words[0] == "examine") and len(words) > 1:
found_examine_words = True
remaining_words_index = 1
if found_examine_words:
remaining_words = ""
for i in range(remaining_words_index, len(words)):
remaining_words += words[i]
if i < len(words) - 1:
remaining_words += " "
command = "examine"
object1 = remaining_words
found_take_words = False
if ((words[0] == "take") and len(words) > 1) or \
((words[0] == "pick") and (words[1] == "up") and len(words) > 2):
found_take_words = True
remaining_words_index = 1
if found_take_words:
remaining_words = ""
for i in range(remaining_words_index, len(words)):
remaining_words += words[i]
if i < len(words) - 1:
remaining_words += " "
command = "take"
object1 = remaining_words
found_loot_words = False
if (words[0] == "loot") and len(words) > 1:
found_loot_words = True
remaining_words_index = 1
if found_loot_words:
remaining_words = ""
for i in range(remaining_words_index, len(words)):
remaining_words += words[i]
if i < len(words) - 1:
remaining_words += " "
command = "loot"
object1 = remaining_words
found_drop_words = False
if (words[0] == "drop") and len(words) > 1:
found_drop_words = True
remaining_words_index = 1
if found_drop_words:
remaining_words = ""
for i in range(remaining_words_index, len(words)):
remaining_words += words[i]
if i < len(words) - 1:
remaining_words += " "
command = "drop"
object1 = remaining_words
if words[0] not in ("view", "check", "show", "loot", "examine", "take", "equip", "equipment", "inventory",
"bag", "backpack", "drop"):
command = "error"
return command, object1
# def skill_check(skill):
# """Roll a d20 and add modifier
# Return value to compare vs a hardcoded DC"""
#
#
# def roll_dice(num_dice):
# roll_results = []
# for _ in range(num_dice):
# roll = randint(*user.hitDie)
# roll_results.append(roll)
# return roll_results
def calc_weight():
pass

135
player.py
View File

@@ -1,8 +1,60 @@
from enum import Enum, auto
import function_list
from random import randint
from enum_list import *
import functions
class Inventory:
def __init__(self):
self.items = []
def add_item(self, item):
self.items.append(item)
print(f"Added {item.name} to inventory.")
def remove_item(self, item):
if item in self.items:
self.items.remove(item)
print(f"Removed {item.name} from inventory.")
else:
print("Item not found in inventory.")
@staticmethod
def current_inventory():
"""Prints a list of items in your backpack that aren't equipped to your person."""
print(f'In your rucksack you have:')
for item_key, item_value in Inventory.items(): # string, dictionary
if item_key not in Equipment.values():
values = item_value.values() # make a variable of all values
values_list = list(values) # turn variable into a list
count_value = values_list[0] # take the first value from list - why?
print(f'{item_key.name} x {count_value}\n'
f' {item_key.description}\n')
@staticmethod
def current_equipment():
"""Prints a list of items that you have equipped in your slots."""
print(f'You are currently wearing:')
for slot, equipment in Equipment.items(): # string, dictionary
if equipment is not None:
if slot == "Attunement":
continue
elif equipment.itemType == ItemType.Weapon:
if equipment.versatile:
print(f'{slot}: {equipment.name} - {equipment.versatiledmg}\n'
f' {equipment.description}\n')
continue
elif equipment.damage1H is not None:
print(f'{slot}: {equipment.name} - {equipment.damage1H}\n'
f' {equipment.description}\n')
elif equipment.damage2H is not None:
print(f'{slot}: {equipment.name} - {equipment.damage2H}\n'
f' {equipment.description}\n')
elif equipment.itemType == ItemType.Armor:
print(f'{slot}: {equipment.name} - AC {equipment.ac}\n'
f' {equipment.description}\n')
elif equipment.itemType == ItemType.Item:
print(f'{slot}: {equipment.name}\n'
f' {equipment.description}\n')
class Player:
"""Character Creation"""
@@ -15,6 +67,11 @@ class Player:
self.age = age
self.race = race
self.job = job
# Defence
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}
# Health (move off Player, keep on Job)
# self.hitDie = self.job.hd
# self.currentHP = 100
@@ -23,16 +80,14 @@ class Player:
self.level = 1
self.exp = 0
self.maxEXP = 100
# Magic (Not ready yet)
# self.spells_known = []
# self.spells_ready = []
# Equipment
self.weapon = rock
self.armor = tornRags
# Defence
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}
# Ability Scores
self.stats = {"Strength": 0,
"Dexterity": 0,
@@ -48,23 +103,7 @@ class Player:
"Wisdom": 0,
"Charisma": 0}
# Held items
self.inventory = {rock: {"Count": 1,
"object": Weapon,
"equipped": True
},
paper: {"Count": 1,
"object": Weapon,
"equipped": False
},
tornRags: {"Count": 1,
"object": Armor,
"equipped": True
},
GP1: {"Count": 10,
"object": Money,
"equipped": False
},
}
self.inventory = Inventory
def getModifier(self):
"""Floor calculation to work out skill check modifiers"""
@@ -282,9 +321,9 @@ class Player:
self.getModifier()
self.current_stats()
print(' ')
functions.current_equipment()
function_list.current_equipment()
print(' ')
functions.current_inventory()
function_list.current_inventory()
print(' ')
def health_check(self):
@@ -371,57 +410,15 @@ class Player:
else:
continue
class DamageType(Enum):
Slashing = auto()
Crushing = auto()
Piercing = auto()
Fire = auto()
Water = auto()
Lightning = auto()
class DamageMod(Enum):
Strength = auto()
Dexterity = auto()
Constitution = auto()
Intelligence = auto()
Wisdom = auto()
Charisma = auto()
class ItemType(Enum):
Armor = auto()
Weapon = auto()
Money = auto()
Item = auto()
class Slots(Enum):
MainHand = auto()
OffHand = auto()
TwoHanded = auto()
Helm = auto()
Chest = auto()
Wrists = auto()
Feet = auto()
Neck = auto()
Cloak = auto()
LeftRing = auto()
RightRing = auto()
Other = auto()
Attunement = auto()
class Item:
"""The base class for all items"""
def __init__(self, name, description, value, magical, ItemType, attunement):
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.itemType = itemType
self.attunement = attunement
def __repr__(self):