Files
Kanjin/main.py
2025-07-13 20:49:41 +12:00

344 lines
16 KiB
Python

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 = tutorial # Start the game in the tutorial
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:")
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 look_around(self):
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:")
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 'No value'}")
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(f"You close the {container_name}.")
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, pre_allocated_stats = 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
if pre_allocated_stats is None:
# For 'Create New Character' or 'Quick Set Up'
game_engine.player.new_char()
else:
# For 'Pre-generated Character'
game_engine.player.stats = pre_allocated_stats
game_engine.player.getModifier()
game_engine.player.set_stats_job() # Still need to set HP based on job and Con modifier
game_engine.player.current_stats() # Display stats after setting them
print(' ')
game_engine.player.inventory.current_equipment()
print(' ')
game_engine.player.inventory.current_inventory()
print(' ')
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 == "look_around":
game_engine.look_around()
elif command == "inventory":
game_engine.player.inventory.current_inventory()
elif command == "equipment":
game_engine.player.inventory.current_equipment()
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()