Files
Kanjin/Kanjin-TextOriginal
KansaiGaijin 55977023cb Kanjin - Original Text Based Game
Currently not developing this version as I am working on the engine build.
2022-01-15 15:39:51 +13:00

341 lines
11 KiB
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from functions import *
from enum import Enum, auto
from random import randint
from scenes import entry
class Player:
"""Character Creation"""
# Default Character
def __init__(self, name, gender, age, race, job):
# Personality
self.name = name
self.gender = gender
self.age = age
self.race = race
self.job = job
# Health
self.currentHP = 100
self.maxHP = 100
# Levels
self.level = 1
self.exp = 0
self.maxEXP = 100
# Magic
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,
"Constitution": 0,
"Intelligence": 0,
"Wisdom": 0,
"Charisma": 0}
# Ability Modifiers
self.mods = {"Strength": 0,
"Dexterity": 0,
"Constitution": 0,
"Intelligence": 0,
"Wisdom": 0,
"Charisma": 0}
# Held items
self.inventory = {rock: {"Count": 1,
"object": Weapon,
"equipped": True
},
tornRags: {"Count": 1,
"object": Armor,
"equipped": True
},
GP1: {"Count": 10,
"object": Money,
"equipped": False
},
}
# @property
# def dexMod(self):
# return self.mods["Dexterity"]
def getModifier(self):
self.mods["Strength"] = -5 + self.stats["Strength"] // 2
self.mods["Dexterity"] = -5 + self.stats["Dexterity"] // 2
self.mods["Constitution"] = -5 + self.stats["Constitution"] // 2
self.mods["Intelligence"] = -5 + self.stats["Intelligence"] // 2
self.mods["Wisdom"] = -5 + self.stats["Wisdom"] // 2
self.mods["Charisma"] = -5 + self.stats["Charisma"] // 2
def set_stats(self):
# Race
if self.race == "elf":
self.stats["Dexterity"] += 2
self.stats["Intelligence"] += 2
elif self.race == "human":
self.stats["Strength"] += 2
self.stats["Constitution"] += 2
elif self.race == "dwarf":
self.stats["Constitution"] += 2
self.stats["Strength"] += 2
# Job
elif self.job == "warrior":
self.stats["Strength"] += 2
self.stats["Constitution"] += 1
elif self.job == "ranger":
self.stats["Dexterity"] += 2
self.stats["Charisma"] += 1
elif self.job == "mage":
self.stats["Intelligence"] += 2
self.stats["Charisma"] += 1
def introduce(self):
typingPrint("Adjusting for your race and class bonuses." + "\n", time)
time.sleep(1)
typingPrint(f'Welcome {self.name}, to Kanjin: An RPG Text Adventure.\n', time)
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'Charisma: {self.stats["Charisma"]}')
def current_equip(self):
"""Prints a list of items currently equipped."""
typingPrint(f"You have equipped:\n {self.armor.name}\n"
f" {self.armor.description}"
f"\n{self.weapon.name}\n"
f" {self.weapon.description}\n", time)
def new_char(self):
"""Outputs final stats, armour, and inventory"""
typingPrint("We will now generate random stats for your character.\n", time)
self.introduce()
print(' ')
time.sleep(2)
self.rollStats()
self.set_stats()
print(' ')
self.getModifier()
self.current_stats()
print(' ')
time.sleep(2)
self.current_equip()
print(' ')
current_inventory()
print(' ')
def rollStats(self):
"""Rolls stats 4d6kh3"""
# Roll stats
typingPrint("Rolling for Strength...\n", time)
self.dice_rolls("Strength")
typingPrint(f'Strength: {self.stats["Strength"]}\n', time)
time.sleep(1)
typingPrint("Rolling for Dexterity...\n", time)
self.dice_rolls("Dexterity")
typingPrint(f'Dexterity: {self.stats["Dexterity"]}\n', time)
time.sleep(1)
typingPrint("Rolling for Constitution...\n", time)
self.dice_rolls("Constitution")
typingPrint(f'Constitution: {self.stats["Constitution"]}\n', time)
time.sleep(1)
typingPrint("Rolling for Intelligence...\n", time)
self.dice_rolls("Intelligence")
typingPrint(f'Intelligence: {self.stats["Intelligence"]}\n', time)
time.sleep(1)
typingPrint("Rolling for Wisdom...\n", time)
self.dice_rolls("Wisdom")
typingPrint(f'Wisdom: {self.stats["Wisdom"]}\n', time)
time.sleep(1)
typingPrint("Rolling for Charisma...\n", time)
self.dice_rolls("Charisma")
typingPrint(f'Charisma: {self.stats["Charisma"]}\n', time)
time.sleep(1)
def health_check(self):
"""Print out current/max HP"""
print(f'You have {self.currentHP}/{self.maxHP} HP.')
def take_damage(self, DMGtype, size):
"""Define the damage type and dice size"""
damage = randint(1, size)
if DMGtype in self.elemental_resistance or DMGtype in self.physical_resistance:
damage //= 2
self.currentHP -= damage
return damage
def dice_rolls(self, attribute):
"""Rolling 4d6 to get stats for PC"""
rolls = []
# roll 4d6
for roll in range(4):
r = randint(1, 6)
rolls.append(r)
# Drop the lowest number
del rolls[rolls.index(min(rolls))]
self.stats[attribute] += sum(rolls)
return attribute
# Inventory list
def current_inventory():
"""Prints a list of items in your backpack that aren't equipped to your person."""
typingPrint(f'In your rucksack you have:\n', time)
for item_key, item_value in user.inventory.items():
for key, value in item_value.items():
if key == "equipped" and value == False:
typingPrint(f'{item_key.name}\n'
f' {item_key.description}\n', time)
# Equipment list
def equipped():
"""Print currently equipped, print a list of held armor pieces,
if input matches a held item, replace equipped condition"""
print(f"You currently have equipped: {user.armor}\n")
print("Would you like to equip something new? Y/N")
answer = input(">> ").lower().strip()
if answer == "n" or answer == "no":
pass
if answer == "y" or answer == "yes":
answer = input(
"Which which item from your inventory would you like to equip?" + "\n" + ">> ").lower().strip()
for item_key, item_value in user.inventory.items():
# item_info = dict
for key, value in item_value.items():
# Leather armor[items], "object"[key], Armor[value]
if key == "object" and value == Armor:
print("\n", item_key)
else:
print("I'm sorry, I didn't understand that." + "\n" + "Would you like to equip something new? Y/N")
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 Item:
"""The base class for all items"""
def __init__(self, name, description, value, magical):
self.name = name
self.description = description
self.value = value
self.magical = magical
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):
self.name = name
self.amt = amt
self.magical = magical
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)
class Weapon(Item):
"""The base class for all weapons"""
def __init__(self, name, description, value, damage1H, damage2H, dmgType, dmgMod, vers, thrown, magical):
self.damage1H = damage1H
self.damage2H = damage2H
self.dmgType = dmgType
self.dmgMod = dmgMod
self.vers = vers
self.thrown = thrown
super().__init__(name, description, value, magical)
def __repr__(self):
return f"{self.name}\n=====\n{self.description}\nValue: {self.value}" \
f"\nDamage: One Handed - {self.damage1H}" \
f"\nDamage: Two Handed - {self.damage2H}\n" \
f"Damage Type: {self.dmgType}\nMagical: {self.magical}.\n"
class Armor(Item):
"""The base class for all armor"""
def __init__(self, name, description, value, grade, ac, disadvantage, dmgRes, magical):
self.grade = grade
self.ac = ac
self.stealthDis = disadvantage
self.dmgRes = dmgRes
super().__init__(name, description, value, magical)
def __repr__(self):
if self.stealthDis:
return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n" \
f"AC: {self.ac}\nMagical: {self.magical}"
elif not self.stealthDis:
return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n" \
f"AC: {self.ac}\nDisadvantage on Stealth checks: {self.stealthDis}\nMagical: {self.magical}"
# Different types of coins
GP1 = Money("Gold", 1, False)
SP1 = Money("Silver", 1, False)
CP1 = Money("Copper", 1, False)
rock = Weapon(
name="Rock",
description="A fist-sized rock, suitable for bludgeoning.",
value="No value",
damage1H=randint(1, 6),
damage2H=0,
dmgType=DamageType.CRUSHING,
dmgMod=DamageMod.STRENGTH,
vers=False,
thrown=True,
magical=False
)
tornRags = Armor(
name="Torn Rags",
description="A ripped and worn-out outfit.",
value=0,
grade="Light",
ac=0,
disadvantage=True,
dmgRes="None",
magical=False
)
# user = Player(*startGame())
user = Player("Jamie", "Male", 29, "Elf", "Mage")
# user.new_char()
entry()