684 lines
30 KiB
Python
684 lines
30 KiB
Python
from random import randint
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from enum_list import DamageType, DamageMod, ItemType, Slots
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# Define Item classes here, as they are fundamental building blocks
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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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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.attunement = attunement
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def __repr__(self):
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n"
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class Money(Item):
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"""The currency item used in the world of Kanjin"""
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def __init__(self, name, amt, magical, ItemType):
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self.name = name
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self.amt = amt
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self.magical = magical
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self.itemType = ItemType
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super().__init__(name=self.name,
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description=f"A small round coin made of {self.name.lower()} "
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f"with the imperial city logo stamped on the face.",
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value=self.amt,
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magical=self.magical,
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itemType=ItemType.Money,
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attunement=False)
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class Weapon(Item):
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"""The base class for all weapons"""
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def __init__(self, name, description, value, slot, damage1H, damage2H, versatiledmg, light, finesse,
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dmgType, dmgMod, versatile, thrown, ItemType, magical, attunement):
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self.slot = slot
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self.damage1H = damage1H
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self.damage2H = damage2H
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self.versatiledmg = versatiledmg
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self.light = light
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self.finesse = finesse
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self.dmgType = dmgType
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self.dmgMod = dmgMod
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self.versatile = versatile
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self.thrown = thrown
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self.itemType = ItemType
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super().__init__(name, description, value, magical, ItemType, attunement)
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def __str__(self):
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if self.damage2H is None and self.damage1H is not None:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: One Handed - {self.damage1H}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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elif self.damage1H is None and self.damage2H is not None:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: Two Handed - {self.damage2H}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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elif self.versatile:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: Versatile - {self.versatiledmg}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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else:
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return f"{self.name}\n=====" \
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f"\n{self.description}\n" \
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f"Value: {self.value}\n" \
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f"Magical: {self.magical}\n" \
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f"Attunement: {'Required' if self.attunement else 'Not Required'}"
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class Armor(Item):
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"""The base class for all armor"""
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def __init__(self, name, description, value, slot, grade, ac, disadvantage, dmgRes, ItemType, magical, attunement):
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self.slot = slot
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self.grade = grade
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self.ac = ac
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self.stealthDis = disadvantage
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self.dmgRes = dmgRes
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self.itemType = ItemType
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super().__init__(name, description, value, magical, ItemType, attunement)
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def __repr__(self):
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if self.stealthDis:
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return f"{self.name}\n" \
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f"=====\n" \
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f"{self.description}\n" \
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f"Value: {self.value}\n" \
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f"AC: {self.ac}\n" \
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f"Magical: {self.magical}"
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elif not self.stealthDis:
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return f"{self.name}\n=====" \
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f"\n{self.description}\n" \
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f"Value: {self.value}\n" \
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f"AC: {self.ac}\n" \
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f"Disadvantage on Stealth checks: {self.stealthDis}\n" \
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f"Magical: {self.magical}\n"
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return None
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class Inventory:
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def __init__(self):
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# Dictionary to store item objects as keys and their data (count) as values
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self.items = {}
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# Dictionary to store equipped items by slot
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self.equipped_items = {
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Slots.MainHand: None,
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Slots.OffHand: None,
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Slots.TwoHanded: None,
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Slots.Helm: None,
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Slots.Armor: None,
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Slots.Wrists: None,
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Slots.Feet: None,
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Slots.Neck: None,
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Slots.Cloak: None,
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Slots.LeftRing: None,
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Slots.RightRing: None,
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Slots.Other: None, # For miscellaneous equipped items
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Slots.Attunement: 0 # Counter for attuned items
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}
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def _get_slot_display_name(self, slot_val):
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"""Helper to get a user-friendly string name for a slot, handling both Enum and string inputs."""
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if isinstance(slot_val, Slots):
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return slot_val.name.replace('TwoHanded', 'Two Handed').replace('MainHand',
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'Main Hand').replace('OffHand',
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'Off Hand').replace('LeftRing', 'Left Ring').replace(
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'RightRing', 'Right Ring')
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elif isinstance(slot_val, str):
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# If it's already a string, assume it's the name and format it
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return (slot_val.replace('TwoHanded', 'Two Handed').replace('MainHand', 'Main Hand')
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.replace('OffHand','Off Hand').replace('LeftRing', 'Left Ring')
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.replace('RightRing', 'Right Ring'))
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return str(slot_val) # Fallback for unexpected types
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def add_item(self, item, count=1, silent=False):
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"""Adds an item to the inventory."""
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if item in self.items:
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self.items[item]["Count"] += count
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if not silent:
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print(f"Added {count} more {item.name}. Total: {self.items[item]['Count']}.")
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else:
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self.items[item] = {"Count": count, "object": item.itemType}
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if not silent:
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print(f"Added {count} {item.name} to inventory.")
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def remove_item(self, item, count=1):
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"""Removes an item from the inventory."""
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if item in self.items:
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if self.items[item]["Count"] <= count:
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print(f"Removed all {self.items[item]['Count']} {item.name} from inventory.")
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del self.items[item]
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# If the item was equipped, unequip it
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for slot, equipped_item in self.equipped_items.items():
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if equipped_item == item:
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self.unequip_item(slot)
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else:
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self.items[item]["Count"] -= count
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print(f"Removed {count} {item.name} from inventory. Remaining: {self.items[item]['Count']}.")
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else:
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print(f"{item.name} not found in inventory.")
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def current_inventory(self):
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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'You are currently carrying:')
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found_un_equipped = False
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for item_obj, item_data in self.items.items():
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# Check if the item is in the backpack AND not currently equipped in any slot
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if item_obj not in self.equipped_items.values():
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found_un_equipped = True
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count = item_data["Count"]
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print(f'{item_obj.name} x {count}\n'
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f' {item_obj.description}\n')
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if not found_un_equipped:
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print(" Your rucksack is empty.")
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def current_equipment(self):
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"""Prints a list of items that you have equipped in your slots."""
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print(f'You have equipped:')
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equipment_found = False
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for slot, equipment in self.equipped_items.items():
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if equipment is not None and slot != Slots.Attunement: # Don't print the attunement counter
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equipment_found = True
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slot_name = slot.name.replace("TwoHanded", "Two Handed").replace("MainHand", "Main Hand").replace("OffHand", "Off Hand").replace("LeftRing", "Left Ring").replace("RightRing", "Right Ring")
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if equipment.itemType == ItemType.Weapon:
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if equipment.versatile:
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print(f'{slot_name}: {equipment.name} - {equipment.versatiledmg}\n'
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f' {equipment.description}\n')
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elif equipment.damage1H is not None:
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print(f'{slot_name}: {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_name}: {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_name}: {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_name}: {equipment.name}\n'
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f' {equipment.description}\n')
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if not equipment_found:
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print(" Nothing equipped.")
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print(f"Attunement slots used: {self.equipped_items[Slots.Attunement]}/3")
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def equip_item(self, item_obj, slot: Slots, silent=False):
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"""Equips an item to a specific slot."""
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if item_obj not in self.items or self.items[item_obj]["Count"] == 0:
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if not silent:
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print(f"You don't have {item_obj.name} to equip.")
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return
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# Check attunement limits before equipping (moved up for early exit)
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if item_obj.attunement and self.equipped_items[Slots.Attunement] >= 3:
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if not silent:
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print(f"You cannot equip {item_obj.name}. You have reached your attunement limit (3/3).")
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return
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# Handle unequipping existing item in the target slot first
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if self.equipped_items[slot] is not None:
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self.unequip_item(slot) # This will print its own unequip message
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# Now, handle equipping based on item type and specific properties
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if item_obj.itemType == ItemType.Weapon:
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if item_obj.slot == Slots.TwoHanded:
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# If equipping a two-handed weapon, unequip anything in main/off-hand
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if self.equipped_items[Slots.MainHand] is not None:
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self.unequip_item(Slots.MainHand, silent=True) # Silent unequip
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if self.equipped_items[Slots.OffHand] is not None:
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self.unequip_item(Slots.OffHand, silent=True) # Silent unequip
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self.equipped_items[Slots.TwoHanded] = item_obj
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if not silent:
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(Slots.TwoHanded)}.")
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elif item_obj.versatile:
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# If equipping a versatile weapon, it goes in MainHand, and potentially affects OffHand
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if self.equipped_items[Slots.TwoHanded] is not None:
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self.unequip_item(Slots.TwoHanded, silent=True) # Unequip two-handed if present silently
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self.equipped_items[Slots.MainHand] = item_obj
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if not silent:
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(Slots.MainHand)}.")
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else: # Standard one-handed weapon (or other weapon types not specifically handled above)
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self.equipped_items[slot] = item_obj # Equip to the specified slot (MainHand or OffHand)
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if not silent:
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(slot)}.")
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elif item_obj.itemType == ItemType.Armor:
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# For armor, ensure the target slot is appropriate for armor (e.g., Chest, Helm)
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# The Armor class now has a 'slot' attribute, so we can use that for validation/assignment
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if item_obj.slot == slot: # Ensure the item's intended slot matches the target slot
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self.equipped_items[slot] = item_obj
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if not silent:
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(slot)}.")
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else:
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if not silent:
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print(f"Cannot equip {item_obj.name} to {self._get_slot_display_name(slot)}. It belongs in the {self._get_slot_display_name(item_obj.slot)} slot.")
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return # Exit if slot mismatch
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elif item_obj.itemType == ItemType.Item:
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# For general items (rings, cloaks, etc.), equip to the specified slot
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self.equipped_items[slot] = item_obj
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if not silent:
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print(f"Equipped {item_obj.name} to {self._get_slot_display_name(slot)}.")
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else:
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if not silent:
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print(f"Cannot equip {item_obj.name}. Unknown item type or invalid slot for this item.")
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return # Exit if item type is not recognized for equipping
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self.update_attunement() # Update attunement after successful equip
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def unequip_item(self, slot: Slots, silent=False):
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"""Unequips an item from a specific slot."""
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if self.equipped_items[slot] is not None:
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unequipped_item = self.equipped_items[slot]
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self.equipped_items[slot] = None
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if not silent:
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print(f"Unequipped {unequipped_item.name} from {self._get_slot_display_name(slot)}.") # Use helper function
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self.update_attunement()
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else:
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if not silent:
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print(f"Nothing is equipped in {self._get_slot_display_name(slot)}.") # Use helper function
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def update_attunement(self):
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"""Recalculates the number of attuned items."""
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attune_count = 0
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for slot, item in self.equipped_items.items():
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if slot != Slots.Attunement and item is not None and item.attunement:
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attune_count += 1
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self.equipped_items[Slots.Attunement] = attune_count
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# --- Item Instances (Moved here for clarity, but still defined once) ---
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# Different types of coins
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GP1 = Money("Gold", 1, False, ItemType.Money)
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SP1 = Money("Silver", 1, False, ItemType.Money)
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CP1 = Money("Copper", 1, False, ItemType.Money)
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# starting equip
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rock = Weapon(
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name="Rock",
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description="A fist-sized rock, suitable for bludgeoning.",
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value=None,
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slot=Slots.MainHand,
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damage1H='1d6',
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damage2H=None,
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versatiledmg=None,
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light=True,
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finesse=False,
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dmgType=DamageType.Bludgeoning,
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dmgMod=DamageMod.Strength,
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versatile=False,
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thrown=True,
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=False
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)
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dagger = Weapon(
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name="Dagger",
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description="Pointy stabby-stab",
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value=None,
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slot=Slots.MainHand,
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damage1H='1d4',
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damage2H=None,
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versatiledmg=None,
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light=True,
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finesse=True,
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dmgType=DamageType.Piercing,
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dmgMod=DamageMod.Dexterity,
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versatile=False,
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thrown=True,
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=False
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)
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polearm = Weapon(
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name="Polearm",
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description="Long Pointy stabby-stab",
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value=None,
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slot=Slots.TwoHanded,
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damage1H=None,
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damage2H="1d10", # Polearms are typically 1d10
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versatiledmg=None,
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light=False,
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finesse=False,
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dmgType=DamageType.Piercing,
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dmgMod=DamageMod.Strength,
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versatile=False,
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thrown=False, # Polearms are not typically thrown
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=False
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)
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tornRags = Armor(
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name="Torn Rags",
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description="A ripped and worn-out outfit.",
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value=None,
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slot=Slots.Armor,
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grade="Light",
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ac=10, # Base AC for light armor without proficiency is 10 + Dex mod
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disadvantage=False, # Light armor usually doesn't give disadvantage
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dmgRes="None",
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magical=False,
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ItemType=ItemType.Armor,
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attunement=False
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)
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paper = Item(
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name="Paper",
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description="A blank piece of paper",
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value=None,
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magical=False,
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itemType=ItemType.Item,
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attunement=False
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)
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class Player:
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"""Character Creation"""
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def __init__(self, name, gender, age, race, job):
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# Identity
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self.name = name
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self.gender = gender
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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 # This will be calculated based on equipped armor
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self.elemental_resistance = {DamageType.Fire: False,
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DamageType.Cold: False,
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DamageType.Lightning: False,
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DamageType.Thunder: False,
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DamageType.Poison: False,
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DamageType.Acid: False,
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DamageType.Necrotic: False,
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DamageType.Radiant: False,
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DamageType.Force: False,
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DamageType.Psychic: False
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}
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self.physical_resistance = {DamageType.Slashing: False,
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DamageType.Bludgeoning: False,
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DamageType.Piercing: False}
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# Levels
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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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# Equipment and Inventory
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self.inventory = Inventory() # Each player gets their own inventory instance
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# Ability Scores
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self.stats = {"Strength": 0,
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"Dexterity": 0,
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"Constitution": 0,
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"Intelligence": 0,
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"Wisdom": 0,
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"Charisma": 0}
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# Ability Modifiers
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self.mods = {"Strength": 0,
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"Dexterity": 0,
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"Constitution": 0,
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"Intelligence": 0,
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"Wisdom": 0,
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"Charisma": 0}
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# Initial items and equipment (now with silent=True)
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self.inventory.add_item(rock, 1, silent=True)
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self.inventory.add_item(tornRags, 1, silent=True)
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# Equip initial items (using the inventory's equip method)
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self.inventory.equip_item(rock, Slots.MainHand, silent=True)
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self.inventory.equip_item(tornRags, Slots.Armor, silent=True)
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def getModifier(self):
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"""Floor calculation to work out skill check modifiers"""
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self.mods["Strength"] = -5 + self.stats["Strength"] // 2
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self.mods["Dexterity"] = -5 + self.stats["Dexterity"] // 2
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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):
|
|
"""Applies racial ability score increases."""
|
|
# Access name attribute of Race object
|
|
if self.race.name.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.name.lower() == "elf":
|
|
print("As an Elf, your dexterity increases by 2.")
|
|
self.stats["Dexterity"] += 2
|
|
elif self.race.name.lower() == "dwarf":
|
|
print("As a Dwarf, your constitution increases by 2.")
|
|
self.stats["Constitution"] += 2
|
|
|
|
def set_stats_job(self):
|
|
"""Applies job-specific stats like hit points."""
|
|
# Using self.job.name to access the job name from the Job object
|
|
if self.job.name.lower() == "barbarian":
|
|
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1]) # Use job's hitdie range
|
|
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"]) # Use max hitdie value for initial HP
|
|
self.currentHP = self.maxHP
|
|
elif self.job.name.lower() == "cleric":
|
|
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1])
|
|
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"])
|
|
self.currentHP = self.maxHP
|
|
elif self.job.name.lower() == "wizard":
|
|
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1])
|
|
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"])
|
|
self.currentHP = self.maxHP
|
|
|
|
def current_stats(self):
|
|
"""Prints a display of the user's current statistics."""
|
|
print(f'\nYour current stats are:')
|
|
print(f'Hit Points: {self.currentHP}/{self.maxHP}')
|
|
print(f'Strength: {self.stats["Strength"]} ({self.mods["Strength"]:+})')
|
|
print(f'Dexterity: {self.stats["Dexterity"]} ({self.mods["Dexterity"]:+})')
|
|
print(f'Constitution: {self.stats["Constitution"]} ({self.mods["Constitution"]:+})')
|
|
print(f'Intelligence: {self.stats["Intelligence"]} ({self.mods["Intelligence"]:+})')
|
|
print(f'Wisdom: {self.stats["Wisdom"]} ({self.mods["Wisdom"]:+})')
|
|
print(f'Charisma: {self.stats["Charisma"]} ({self.mods["Charisma"]:+})')
|
|
|
|
def drop_item(self, item_name):
|
|
"""Drops an item from the player's inventory."""
|
|
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)
|
|
else:
|
|
print(f"You don't have '{item_name}' in your inventory.")
|
|
|
|
def new_char(self):
|
|
"""Outputs final stats, armour, and inventory"""
|
|
self.allocation() # 1. Sets base self.stats from rolls.
|
|
self.set_stats_race() # 2. Applies racial bonuses to self.stats.
|
|
self.getModifier() # 3. Calculates ALL self.mods based on the FINAL self.stats (base + racial).
|
|
self.set_stats_job() # 4. Calculates maxHP using the now-accurate self.mods["Constitution"].
|
|
self.current_stats() # 5. Displays the final stats.
|
|
print(' ')
|
|
self.inventory.current_equipment() # Corrected to call instance method
|
|
print(' ')
|
|
self.inventory.current_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):
|
|
"""Handles the interactive allocation of rolled stats to attributes."""
|
|
# Mapping for shorthand attribute names
|
|
attribute_map = {
|
|
"strength": "Strength", "str": "Strength",
|
|
"dexterity": "Dexterity", "dex": "Dexterity",
|
|
"constitution": "Constitution", "con": "Constitution",
|
|
"intelligence": "Intelligence", "int": "Intelligence",
|
|
"wisdom": "Wisdom", "wis": "Wisdom",
|
|
"charisma": "Charisma", "cha": "Charisma"
|
|
}
|
|
|
|
while True:
|
|
rolls = []
|
|
stats = []
|
|
attributes = ["Strength", "Dexterity", "Constitution", "Intelligence", "Wisdom", "Charisma"]
|
|
while len(stats) != 6:
|
|
# Roll 4d6, drop lowest
|
|
four_d_six = sorted([randint(1, 6) for _ in range(4)])
|
|
val = sum(four_d_six[1:]) # Sum the top 3
|
|
stats.append(str(val))
|
|
rolls = [] # Reset for next roll
|
|
|
|
print(f"\nPlease assign a stat to a selected attribute by entering the number then the attribute.\n"
|
|
f"For example: '10 strength' or '10 str' will assign 10 to your strength, if you have a 10 available.\n\n"
|
|
f"Your rolled stats are:\n {', '.join(stats)}\n"
|
|
f"Your attributes are:\n {', '.join(attributes)}\n")
|
|
|
|
current_attributes = list(attributes)
|
|
current_stats_to_assign = list(stats)
|
|
|
|
# Reset player stats for new allocation attempt
|
|
self.stats = {"Strength": 0, "Dexterity": 0, "Constitution": 0, "Intelligence": 0, "Wisdom": 0, "Charisma": 0}
|
|
|
|
while len(current_stats_to_assign) > 0:
|
|
input_text = input(">> ").lower().strip() # Convert to lower and strip whitespace
|
|
words = input_text.split()
|
|
|
|
if len(words) == 2:
|
|
chosen_stat_str = words[0]
|
|
chosen_attribute_input = words[1]
|
|
|
|
# Resolve shorthand to full attribute name
|
|
chosen_attribute_full = attribute_map.get(chosen_attribute_input, None)
|
|
|
|
if chosen_stat_str in current_stats_to_assign and chosen_attribute_full in current_attributes:
|
|
self.stats[chosen_attribute_full] = int(chosen_stat_str) # Assign, not add
|
|
current_stats_to_assign.remove(chosen_stat_str)
|
|
current_attributes.remove(chosen_attribute_full)
|
|
if len(current_stats_to_assign) == 0:
|
|
break # All stats assigned
|
|
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'.")
|
|
else:
|
|
print("Error. Input was not recognised. Please try again with 'Number' + 'Attribute'.")
|
|
|
|
print(f'\nYour 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":
|
|
continue # Loop back to re-roll and re-allocate
|
|
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
|