import sys # Add the current directory to sys.path to allow imports from sibling files sys.path.append('.') # Import classes and functions from your existing files from player import Player, Inventory from function_list import startGame, parse, error_message, get_instructions from job_list import Barbarian, Cleric, Wizard from race_list import Elf, Dwarf, Human from scene import * class Engine: """ The main game engine class to manage game state, current scene, and player. """ def __init__(self): self.player = None # Will be initialized after character creation self.current_scene = starting_clearing # Start the game in the starting clearing self.seed = self.current_scene.name # String representation of current scene name def set_player(self, player_obj): """Sets the main player object for the game.""" self.player = player_obj def display_current_scene(self): """Prints the description of the current scene.""" print(f"\n--- {self.current_scene.name} ---") print(self.current_scene.description) # Display available exits if self.current_scene.exits: exit_directions = ", ".join(self.current_scene.exits.keys()).title() print(f"Exits: {exit_directions}") # Display available items if self.current_scene.available_items: print("\nAround you, you see:") for item_obj, count in self.current_scene.available_items.items(): if count > 0: print(f" - {item_obj.name} (x{count})") # Display lootable containers if self.current_scene.lootable_items: print("\nYou also notice some containers:") for container_name, items_in_container in self.current_scene.lootable_items.items(): if any(count > 0 for count in items_in_container.values()): # Check if container has any items left print(f" - {container_name.title()}") def move_to_scene(self, direction): """ Attempts to move the player to a new scene based on the direction. :param direction: The direction to move (e.g., "north", "east"). """ next_scene = self.current_scene.get_exit(direction) if next_scene: self.current_scene = next_scene self.seed = self.current_scene.name # Update the seed for the new scene self.display_current_scene() else: print("You can't go that way.") def examine_object(self, object_name): """ Examines an object, either in the player's inventory or in the current scene. :param object_name: The name of the object to examine. """ # Check player's inventory first found_in_inventory = False for item_obj, item_data in self.player.inventory.items.items(): if object_name.lower() in item_obj.name.lower(): print(f"\n--- {item_obj.name} ---") print(item_obj.description) if isinstance(item_obj, Weapon): print(f"Damage: {item_obj.damage1H or item_obj.damage2H or item_obj.versatiledmg}") print(f"Damage Type: {item_obj.dmgType.name.title()}") elif isinstance(item_obj, Armor): print(f"AC: {item_obj.ac}") print(f"Grade: {item_obj.grade}") print(f"Value: {item_obj.value if item_obj.value is not None else 'N/A'}") print(f"Magical: {item_obj.magical}") print(f"Attunement: {'Required' if item_obj.attunement else 'Not Required'}") found_in_inventory = True break if not found_in_inventory: # Check available items in the current scene found_in_scene = False for item_obj, count in self.current_scene.available_items.items(): if object_name.lower() in item_obj.name.lower() and count > 0: print(f"\n--- {item_obj.name} ---") print(item_obj.description) if isinstance(item_obj, Weapon): print(f"Damage: {item_obj.damage1H or item_obj.damage2H or item_obj.versatiledmg}") print(f"Damage Type: {item_obj.dmgType.name.title()}") elif isinstance(item_obj, Armor): print(f"AC: {item_obj.ac}") print(f"Grade: {item_obj.grade}") print(f"Value: {item_obj.value if item_obj.value is not None else 'N/A'}") print(f"Magical: {item_obj.magical}") print(f"Attunement: {'Required' if item_obj.attunement else 'Not Required'}") found_in_scene = True break if not found_in_scene: # Check lootable containers in the current scene found_in_loot = False for container_name, items_in_container in self.current_scene.lootable_items.items(): if object_name.lower() in container_name.lower(): # If user tries to examine the container itself print(f"\nYou examine the {container_name}. Inside, you see:") if items_in_container: for item_obj, count in items_in_container.items(): if count > 0: print(f" - {item_obj.name} (x{count})") else: print("It appears to be empty.") found_in_loot = True break # Exit after examining the container for item_obj, count in items_in_container.items(): if object_name.lower() in item_obj.name.lower() and count > 0: print(f"\n--- {item_obj.name} ---") print(item_obj.description) if isinstance(item_obj, Weapon): print(f"Damage: {item_obj.damage1H or item_obj.damage2H or item_obj.versatiledmg}") print(f"Damage Type: {item_obj.dmgType.name.title()}") elif isinstance(item_obj, Armor): print(f"AC: {item_obj.ac}") print(f"Grade: {item_obj.grade}") print(f"Value: {item_obj.value if item_obj.value is not None else 'N/A'}") print(f"Magical: {item_obj.magical}") print(f"Attunement: {'Required' if item_obj.attunement else 'Not Required'}") found_in_loot = True break if found_in_loot: break if not found_in_loot: print(f"You don't see or have '{object_name}' to examine.") def take_item(self, item_name): """ Attempts to take an item from the current scene and add it to the player's inventory. :param item_name: The name of the item to take. """ found_item = False item_to_take = None for item_obj, count in self.current_scene.available_items.items(): if item_name.lower() in item_obj.name.lower() and count > 0: item_to_take = item_obj found_item = True break if found_item: response = input(f'There are {self.current_scene.available_items[item_to_take]} {item_to_take.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.") elif response == "all": self.player.inventory.add_item(item_to_take, self.current_scene.available_items[item_to_take]) self.current_scene.remove_available_item(item_to_take, self.current_scene.available_items[item_to_take]) elif response.isdigit(): num_to_take = int(response) if num_to_take <= self.current_scene.available_items[item_to_take]: self.player.inventory.add_item(item_to_take, num_to_take) self.current_scene.remove_available_item(item_to_take, num_to_take) else: print("You can't take more than exist.") else: print("Invalid input. Please enter 'all' or a number.") else: print("You don't see any of those lying around to take.") def loot_container(self, container_name): """ Attempts to loot items from a container in the current scene. :param container_name: The name of the container to loot. """ found_container = False container_items = {} for c_name, items_in_c in self.current_scene.lootable_items.items(): if container_name.lower() in c_name.lower(): container_items = items_in_c found_container = True break if found_container: if not container_items or all(count == 0 for count in container_items.values()): print(f"The {container_name} is empty.") return print(f"You look inside the {container_name}. You see:") loot_options = [] for i, (item_obj, count) in enumerate(container_items.items()): if count > 0: print(f"{i+1}) {item_obj.name} (x{count})") loot_options.append((item_obj, count)) print(f"{len(loot_options) + 1}) Take all") print(f"{len(loot_options) + 2}) Leave") while True: try: choice = input("What would you like to take? (number or 'take all'/'leave')\n>> ").lower() if choice == "leave": print("You close the container.") break elif choice == "take all": for item_obj, count in loot_options: self.player.inventory.add_item(item_obj, count) self.current_scene.remove_lootable_item(container_name, item_obj, count) print(f"You took everything from the {container_name}.") break elif choice.isdigit(): index = int(choice) - 1 if 0 <= index < len(loot_options): item_obj, count = loot_options[index] self.player.inventory.add_item(item_obj, count) self.current_scene.remove_lootable_item(container_name, item_obj, count) print(f"You took the {item_obj.name}.") # Re-display options if there's still loot if any(c > 0 for c in container_items.values()): print(f"Remaining items in {container_name}:") for i, (item_obj, count) in enumerate(container_items.items()): if count > 0: print(f"{i+1}) {item_obj.name} (x{count})") print(f"{len(loot_options) + 1}) Take all") print(f"{len(loot_options) + 2}) Leave") else: print(f"The {container_name} is now empty.") break else: print("Invalid selection.") else: print("Invalid input. Please enter a number, 'take all', or 'leave'.") except ValueError: print("Invalid input. Please enter a number, 'take all', or 'leave'.") else: print("You don't see a container like that here to loot.") # Initialize the game engine game_engine = Engine() def main_game_loop(): """ The main loop for the game, handling character creation and continuous gameplay. """ # Character Creation name, gender, age, race, job = startGame() # Create player instance player = Player(name, gender, age, race, job) game_engine.set_player(player) # Set the player in the game engine # Display initial character summary player.new_char() # This calls allocation, which is interactive. print("\nYour adventure begins...") game_engine.display_current_scene() # Display the starting scene # Game loop while True: user_input = input("\nWhat do you do? >> ").lower() command, obj1 = parse(user_input) if command == "help": get_instructions() elif command == "scene": game_engine.display_current_scene() elif command == "inventory": game_engine.player.inventory.current_inventory() elif command == "equipment": Inventory.current_equipment() # This is a static method on Inventory class elif command == "stats": game_engine.player.current_stats() elif command == "hp": game_engine.player.health_check() elif command == "examine": if obj1: game_engine.examine_object(obj1) else: print("What would you like to examine?") elif command == "take": if obj1: game_engine.take_item(obj1) else: print("What would you like to take?") elif command == "loot": if obj1: game_engine.loot_container(obj1) else: print("What would you like to loot?") elif command == "drop": if obj1: game_engine.player.drop_item(obj1) else: print("What would you like to drop?") elif command.startswith("go "): direction = command.split(" ", 1)[1] game_engine.move_to_scene(direction) elif command == "quit": print("Thanks for playing!") break elif command == "error": error_message() else: print("Command not recognized. Type 'help' for a list of commands.") if __name__ == "__main__": main_game_loop()