Moved inventory details to its own class
This commit is contained in:
135
player.py
135
player.py
@@ -1,8 +1,60 @@
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from enum import Enum, auto
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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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import functions
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class Inventory:
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def __init__(self):
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self.items = []
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def add_item(self, item):
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self.items.append(item)
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print(f"Added {item.name} to inventory.")
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def remove_item(self, item):
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if item in self.items:
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self.items.remove(item)
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print(f"Removed {item.name} from inventory.")
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else:
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print("Item not found in inventory.")
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@staticmethod
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def current_inventory():
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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 Inventory.items(): # string, dictionary
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if item_key not in Equipment.values():
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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}\n')
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@staticmethod
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def current_equipment():
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"""Prints a list of items that you have equipped in your slots."""
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print(f'You are currently wearing:')
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for slot, equipment in Equipment.items(): # string, dictionary
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if equipment is not None:
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if slot == "Attunement":
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continue
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elif equipment.itemType == ItemType.Weapon:
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if equipment.versatile:
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print(f'{slot}: {equipment.name} - {equipment.versatiledmg}\n'
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f' {equipment.description}\n')
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continue
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elif equipment.damage1H is not None:
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print(f'{slot}: {equipment.name} - {equipment.damage1H}\n'
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f' {equipment.description}\n')
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elif equipment.damage2H is not None:
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print(f'{slot}: {equipment.name} - {equipment.damage2H}\n'
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f' {equipment.description}\n')
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elif equipment.itemType == ItemType.Armor:
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print(f'{slot}: {equipment.name} - AC {equipment.ac}\n'
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f' {equipment.description}\n')
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elif equipment.itemType == ItemType.Item:
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print(f'{slot}: {equipment.name}\n'
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f' {equipment.description}\n')
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class Player:
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"""Character Creation"""
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@@ -15,6 +67,11 @@ class Player:
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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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# 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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# Health (move off Player, keep on Job)
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# self.hitDie = self.job.hd
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# self.currentHP = 100
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@@ -23,16 +80,14 @@ class Player:
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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 (Not ready yet)
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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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@@ -48,23 +103,7 @@ class Player:
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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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self.inventory = Inventory
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def getModifier(self):
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"""Floor calculation to work out skill check modifiers"""
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@@ -282,9 +321,9 @@ class Player:
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self.getModifier()
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self.current_stats()
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print(' ')
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functions.current_equipment()
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function_list.current_equipment()
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print(' ')
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functions.current_inventory()
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function_list.current_inventory()
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print(' ')
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def health_check(self):
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@@ -371,57 +410,15 @@ class Player:
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else:
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continue
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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 Slots(Enum):
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MainHand = auto()
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OffHand = auto()
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TwoHanded = auto()
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Helm = auto()
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Chest = auto()
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Wrists = auto()
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Feet = auto()
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Neck = auto()
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Cloak = auto()
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LeftRing = auto()
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RightRing = auto()
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Other = auto()
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Attunement = 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, ItemType, attunement):
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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.itemType = itemType
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self.attunement = attunement
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def __repr__(self):
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