Files
Kanjin/player.py

685 lines
28 KiB
Python

import function_list
from random import randint
from enum_list import *
class Inventory:
def __init__(self):
# Changed to a dictionary to store item objects as keys and their data (count, equipped, etc.) as values
self.items = {}
def add_item(self, item, count=1):
if item in self.items:
self.items[item]["Count"] += count
print(f"Added {count} more {item.name}. Total: {self.items[item]['Count']}.")
else:
self.items[item] = {"Count": count, "object": item.itemType, "equipped": False}
print(f"Added {count} {item.name} to inventory.")
def remove_item(self, item, count=1):
if item in self.items:
if self.items[item]["Count"] <= count:
print(f"Removed all {self.items[item]['Count']} {item.name} from inventory.")
del self.items[item]
else:
self.items[item]["Count"] -= count
print(f"Removed {count} {item.name} from inventory. Remaining: {self.items[item]['Count']}.")
else:
print(f"{item.name} not found in inventory.")
def current_inventory(self):
"""Prints a list of items in your backpack that aren't equipped to your person."""
print(f'In your rucksack you have:')
if not self.items:
print(" Your rucksack is empty.")
return
for item_obj, item_data in self.items.items():
# Assuming 'equipped' is a key in item_data and Equipment.inventory holds equipped items
# This logic needs careful alignment with how you manage equipped items.
# For now, it checks if the item object itself is in any of the equipped slots.
if not item_data["equipped"] and item_obj not in Equipment.inventory.values():
count = item_data["Count"]
print(f'{item_obj.name} x {count}\n'
f' {item_obj.description}\n')
@staticmethod
def current_equipment():
"""Prints a list of items that you have equipped in your slots."""
print(f'You are currently wearing:')
equipment_found = False
for slot, equipment in Equipment.inventory.items():
if equipment is not None:
equipment_found = True
if slot == "Attunement1" or slot == "Attunement2" or slot == "Attunement3": # Assuming these are not to be printed
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')
if not equipment_found:
print(" Nothing equipped.")
class Player:
"""Character Creation"""
# Default Character
def __init__(self, name, gender, age, race, job):
# Identity
self.name = name
self.gender = gender
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}
# 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")
# 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}
def getModifier(self):
"""Floor calculation to work out skill check modifiers"""
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_race(self):
if self.race.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"
"2) Dexterity\n"
"3) Constitution\n"
"4) Intelligence\n"
"5) Wisdom\n"
"6) Charisma\n\n >> ").lower()
while True:
if selection1 in ("1", "strength"):
self.stats["Strength"] += 1
break
elif selection1 in ("2", "dexterity"):
self.stats["Dexterity"] += 1
break
elif selection1 in ("3", "constitution"):
self.stats["Constitution"] += 1
break
elif selection1 in ("4", "intelligence"):
self.stats["Intelligence"] += 1
break
elif selection1 in ("5", "wisdom"):
self.stats["Wisdom"] += 1
break
elif selection1 in ("6", "charisma"):
self.stats["Charisma"] += 1
break
else:
selection1 = input("Sorry, I didn't recognise that. Please select from the following:\n"
"1) Strength\n"
"2) Dexterity\n"
"3) Constitution\n"
"4) Intelligence\n"
"5) Wisdom\n"
"6) Charisma\n >> ").lower()
continue
selection2 = input("Choose the second ability score to increase by 1.\n"
"1) Strength\n"
"2) Dexterity\n"
"3) Constitution\n"
"4) Intelligence\n"
"5) Wisdom\n"
"6) Charisma\n\n >> ").lower()
while True:
if selection2 in ("1", "strength"):
self.stats["Strength"] += 1
break
elif selection2 in ("2", "dexterity"):
self.stats["Dexterity"] += 1
break
elif selection2 in ("3", "constitution"):
self.stats["Constitution"] += 1
break
elif selection2 in ("4", "intelligence"):
self.stats["Intelligence"] += 1
break
elif selection2 in ("5", "wisdom"):
self.stats["Wisdom"] += 1
break
elif selection2 in ("6", "charisma"):
self.stats["Charisma"] += 1
break
else:
selection2 = input("Sorry, I didn't recognise that. Please select from the following:\n"
"1) Strength\n"
"2) Dexterity\n"
"3) Constitution\n"
"4) Intelligence\n"
"5) Wisdom\n"
"6) Charisma\n >> ").lower()
continue
elif self.race.lower() == "elf":
self.stats["Dexterity"] += 2
elif self.race.lower() == "dwarf":
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"])
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}")
def drop_item(self, item_name):
# Find the item object by name
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
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()
print(' ')
Inventory.current_equipment() # Call the static method of Inventory
print(' ')
self.inventory.current_inventory() # Call the instance method of Player's inventory
print(' ')
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 allocation(self):
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)
stats.append(str(val))
rolls = []
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"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
while len(current_stats_to_assign) != 0:
input_text = input(">> ").title()
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)
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
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'.")
print(f"Your current stats are:\n"
f'Strength: {self.stats["Strength"]}\n'
f'Dexterity: {self.stats["Dexterity"]}\n'
f'Constitution: {self.stats["Constitution"]}\n'
f'Intelligence: {self.stats["Intelligence"]}\n'
f'Wisdom: {self.stats["Wisdom"]}\n'
f'Charisma: {self.stats["Charisma"]}\n')
select = input("Are you happy with this selection? Y/N?\n"
"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
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
}