555 lines
18 KiB
Plaintext
555 lines
18 KiB
Plaintext
# This file contains all classes for player, objects, and scenes.
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# All interactable items will also be created here.
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# The game engine can be found at the bottom.
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import time
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from random import randint
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from functions import startGame, typingPrint, typingInput
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from enum import Enum, auto
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class Player:
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"""Character Creation"""
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# Default Character
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def __init__(self, name, gender, age, race, job):
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# Personality
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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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# Health
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self.currentHP = 100
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self.maxHP = 100
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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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# Magic
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self.spells_known = []
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self.spells_ready = []
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# Equipment
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self.weapon = rock
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self.armor = tornRags
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# Defence
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self.ac = 0
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self.elemental_resistance = {DamageType.FIRE: False, DamageType.WATER: False, DamageType.LIGHTNING: False}
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self.physical_resistance = {DamageType.SLASHING: False, DamageType.CRUSHING: False, DamageType.PIERCING: False}
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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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# Held items
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self.inventory = {rock: {"Count": 1,
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"object": Weapon,
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"equipped": True
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},
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tornRags: {"Count": 1,
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"object": Armor,
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"equipped": True
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},
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GP1: {"Count": 10,
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"object": Money,
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"equipped": False
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},
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}
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# @property
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# def dexMod(self):
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# return self.mods["Dexterity"]
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def getModifier(self):
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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
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self.mods["Intelligence"] = -5 + self.stats["Intelligence"] // 2
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self.mods["Wisdom"] = -5 + self.stats["Wisdom"] // 2
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self.mods["Charisma"] = -5 + self.stats["Charisma"] // 2
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def set_stats(self):
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if self.race == "elf":
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self.stats["Dexterity"] += 2
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self.stats["Intelligence"] += 2
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elif self.race == "human":
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self.stats["Strength"] += 2
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self.stats["Constitution"] += 2
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elif self.race == "dwarf":
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self.stats["Constitution"] += 2
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self.stats["Strength"] += 2
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elif self.job == "warrior":
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self.stats["Strength"] += 2
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self.stats["Constitution"] += 1
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elif self.job == "ranger":
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self.stats["Dexterity"] += 2
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self.stats["Charisma"] += 1
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elif self.job == "mage":
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self.stats["Intelligence"] += 2
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self.stats["Charisma"] += 1
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def current_stats(self):
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"""Prints a display of the user's current statistics."""
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typingPrint("Your current stats are:\n", time)
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typingPrint(f'Hit Points: {self.currentHP}/{self.maxHP}\n', time)
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typingPrint(f'Strength: {self.stats["Strength"]}\n', time)
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typingPrint(f'Dexterity: {self.stats["Dexterity"]}\n', time)
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typingPrint(f'Constitution: {self.stats["Constitution"]}\n', time)
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typingPrint(f'Intelligence: {self.stats["Intelligence"]}\n', time)
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typingPrint(f'Charisma: {self.stats["Charisma"]}\n', time)
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def current_equip(self):
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"""Prints a list of items currently equipped."""
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typingPrint(f"You have equipped:\n {self.armor.name}\n"
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f" {self.armor.description}"
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f"\n{self.weapon.name}\n"
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f" {self.weapon.description}\n", time)
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def new_char(self):
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"""Outputs final stats, armour, and inventory"""
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# typingPrint("We will now generate random stats for your character.\n", time)
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# typingPrint("Adjusting for your race and class bonuses.\n", time)
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# print(' ')
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# time.sleep(2)
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self.dicerolls()
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self.allocation()
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print(' ')
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self.getModifier()
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self.current_stats()
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print(' ')
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time.sleep(2)
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self.current_equip()
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print(' ')
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# current_inventory()
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print(' ')
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def rollStats(self):
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"""Rolls stats 4d6kh3"""
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# Roll stats
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typingPrint("Rolling for Strength...\n", time)
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self.dice_rolls("Strength")
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typingPrint(f'Strength: {self.stats["Strength"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Dexterity...\n", time)
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self.dice_rolls("Dexterity")
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typingPrint(f'Dexterity: {self.stats["Dexterity"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Constitution...\n", time)
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self.dice_rolls("Constitution")
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typingPrint(f'Constitution: {self.stats["Constitution"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Intelligence...\n", time)
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self.dice_rolls("Intelligence")
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typingPrint(f'Intelligence: {self.stats["Intelligence"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Wisdom...\n", time)
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self.dice_rolls("Wisdom")
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typingPrint(f'Wisdom: {self.stats["Wisdom"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Charisma...\n", time)
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self.dice_rolls("Charisma")
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typingPrint(f'Charisma: {self.stats["Charisma"]}\n', time)
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time.sleep(1)
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def health_check(self):
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"""Print out current/max HP"""
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print(f'You have {self.currentHP}/{self.maxHP} HP.')
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def take_damage(self, DMGtype, size):
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"""Define the damage type and dice size"""
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damage = randint(1, size)
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if DMGtype in self.elemental_resistance or DMGtype in self.physical_resistance:
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damage //= 2
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self.currentHP -= damage
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return damage
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def dicerolls(self):
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"""Rolling 4d6 to get stat value for PC"""
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rolls = []
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# roll 4d6
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for roll in range(4):
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r = randint(1, 6)
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rolls.append(r)
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# Drop the lowest number and then add to single value
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del rolls[rolls.index(min(rolls))]
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val = sum(rolls)
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return str(val)
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def allocation(self):
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# Display rolls and instructions
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stats = []
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attributes = ["Strength", "Dexterity", "Constitution", "Intelligence", "Wisdom", "Charisma"]
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for _ in range(6):
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stats.append((Player.dicerolls(self)))
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print("Please assign a stat to a selected attribute by entering the number then the attribute.\n"
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"For example, '10 strength' will assign the stat 10 to your strength, if you have a 10 showing.\n"
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"Type 'Finish' when you think you're ready to view your allocation before replacing or continuing.\n")
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print("Please select a stat and an attribute")
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print("Your rolled stats are:\n" + ', '.join(stats) + "\n")
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print("Your attributes are:\n" + ', '.join(attributes) + "\n")
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# Allocate
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while len(stats) != 0:
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input_text = input("> ").title()
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words = input_text.split()
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print(words[0], words[1], len(stats))
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if words[0] in stats and words[1] in attributes:
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self.stats[words[1]] += int(words[0])
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stats.remove(words[0])
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attributes.remove(words[1])
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print("The remaining options are:\n")
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print(stats)
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print(attributes)
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elif words[0] in ["fin", "end", "finish", "cont", "continue"]:
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print(self.stats)
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break
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else:
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print("Error")
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break
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class Scene(object):
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def enter(self):
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print(self.name) # works
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print(self.descrip) # works
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# this applies to all classes under Scene, but Zed does it differently
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class Engine(object):
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def __init__(self, scene_map):
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self.name = "name"
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self.descrip = "descrip"
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self.scene_map = scene_map
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# gets the game's map from instance "mymap" at bottom of this file
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def play(self):
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current_scene = self.scene_map.opening_scene()
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last_scene = self.scene_map.next_scene('Finished')
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# see the Map object: runs function named opening_scene()
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# this runs only once
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# this STARTS THE GAME
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# this (below) is supposed to be an infinite loop (but mine is not)
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while not last_scene:
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next_scene_name = current_scene.enter()
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current_scene = self.scene_map.next_scene(next_scene_name)
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print("\n--------")
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current_scene.enter()
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# note: will throw error if no new scene passed in by next line:
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next_scene_name = current_scene.action()
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# get the name of the next scene from the action() function that
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# runs in the current scene - what it returns
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current_scene = self.scene_map.next_scene(next_scene_name)
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# here we use that val returned by current scene to go to
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# the next scene, running function in Map
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class DamageType(Enum):
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SLASHING = auto()
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CRUSHING = auto()
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PIERCING = auto()
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FIRE = auto()
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WATER = auto()
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LIGHTNING = auto()
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class DamageMod(Enum):
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STRENGTH = auto()
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DEXTERITY = auto()
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CONSTITUTION = auto()
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INTELLIGENCE = auto()
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WISDOM = auto()
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CHARISMA = auto()
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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):
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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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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):
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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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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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class Weapon(Item):
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"""The base class for all weapons"""
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def __init__(self, name, description, value, damage1H, damage2H, dmgType, dmgMod, vers, thrown, magical):
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self.damage1H = damage1H
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self.damage2H = damage2H
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self.dmgType = dmgType
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self.dmgMod = dmgMod
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self.vers = vers
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self.thrown = thrown
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super().__init__(name, description, value, magical)
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def __repr__(self):
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}" \
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f"\nDamage: One Handed - {self.damage1H}" \
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f"\nDamage: Two Handed - {self.damage2H}\n" \
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f"Damage Type: {self.dmgType}\nMagical: {self.magical}.\n"
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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, grade, ac, disadvantage, dmgRes, magical):
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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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super().__init__(name, description, value, magical)
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def __repr__(self):
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if self.stealthDis:
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n" \
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f"AC: {self.ac}\nMagical: {self.magical}"
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elif not self.stealthDis:
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n" \
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f"AC: {self.ac}\nDisadvantage on Stealth checks: {self.stealthDis}\nMagical: {self.magical}"
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# Different types of coins
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GP1 = Money("Gold", 1, False)
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SP1 = Money("Silver", 1, False)
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CP1 = Money("Copper", 1, False)
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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="No value",
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damage1H=randint(1, 6),
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damage2H=0,
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dmgType=DamageType.CRUSHING,
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dmgMod=DamageMod.STRENGTH,
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vers=False,
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thrown=True,
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magical=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=0,
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grade="Light",
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ac=0,
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disadvantage=True,
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dmgRes="None",
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magical=False
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)
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# user = Player(*startGame())
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user = Player("Jamie", "Male", 29, "Elf", "Mage")
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class Begin(Scene):
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name = "Welcome to Kanjin"
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descrip = "Chocolate"
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descTrue = "You return to the cave entrance."
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descFalse = "You are standing at the entryway to a cave."
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has_visited = True
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def enter(self):
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typingPrint(f'\n===================\n', time)
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typingPrint(f'{Begin.name}', time)
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typingPrint(f'\n===================\n', time)
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if self.has_visited:
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typingPrint(f'\n{self.descTrue}\n'
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f'\n', time)
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else:
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typingPrint(f'===========\n{self.descFalse}\n', time)
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Begin.has_visited = True
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user.new_char()
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action = "begin"
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if action == "begin":
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typingPrint("result", time)
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return "pod"
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class CaveEntrance(Scene):
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name = "Cave Entrance"
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descTrue = "You are standing at the entryway to a cave."
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descFalse = "You return to the cave entrance."
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has_visited = False
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def enter(self):
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typingPrint(f'\n===========\n{self.name}', time)
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if not self.has_visited:
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typingPrint(self.descTrue, time)
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else:
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typingPrint(self.descTrue, time)
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action = input(">> ")
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if action == "shoot!":
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print("result")
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return "death"
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elif action == "dodge":
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print("result")
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return "pod"
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else:
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print("error")
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return "central corridor"
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# def action(self):
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# pass
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class A1(Scene):
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def __init__(self):
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self.name = "Laser Weapon Armory"
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self.descrip = "Shelves and cases line the walls of this room. Weapons of every description " \
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"fill the shelves and cases. There is a digital keypad set into the wall."
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def enter(self):
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print(f'\n===========\n'
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f'{self.name}'
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f'\n===========\n'
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f'{self.descrip}')
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def action(self):
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pass
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# class Death(Scene):
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#
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# def __init__(self):
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# self.name = "You have died!"
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# self.descrip = "Your spirit leaves swiftly as your body collapses."
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#
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# quips = [
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# "You died. You kinda suck at this.",
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# "Your Mom would be proud...if she were smarter.",
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# "Such a loser.",
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# "I have a small puppy that's better at this.",
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# "You're worse than your Dad's jokes."
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# ]
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#
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# def enter(self):
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# print(Death.quips[randint(0, len(self.quips) - 1)])
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# exit(1)
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#
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# def action(self):
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# pass
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#
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#
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# class TheBridge(Scene):
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#
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# def __init__(self):
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# self.name = "The Bridge"
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# self.descrip = "Clearly this is a central command station of the spaceship. A wide view screen shows the" \
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# " stars against a black curtain of empty space."
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#
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# def enter(self):
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# print(f'\n===========\n'
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# f'{self.name}'
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# f'\n===========\n'
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# f'{self.descrip}')
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#
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# def action(self):
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# pass
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class EscapePod(Scene):
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name = "Escape Pod"
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with open('pod.txt') as d:
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descrip = d.read()
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def enter(self):
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print(f'\n===========\n'
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f'{self.name}'
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f'\n===========\n'
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f'{self.descrip}')
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action = input(">> ")
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if action == "shoot!":
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print("result")
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return "death"
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elif action == "dodge":
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print("result")
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return "pod"
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else:
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print("error")
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return "central corridor"
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def action(self):
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pass
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# Map tells us where we are and where we can go
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# it does not make us move - Engine does that
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class Map(object):
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scenes = {
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'Cave entrance': CaveEntrance(),
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'A1': A1(),
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# 'death': Death(),
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# 'bridge': TheBridge(),
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'pod': EscapePod(),
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"begin": Begin()
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}
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def __init__(self, start_scene_key):
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self.start_scene_key = start_scene_key
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# above we make a local var named start_scene_key
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# start_scene_key remains unchanged throughout the game
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def next_scene(self, scene_name):
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val = Map.scenes.get(scene_name)
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# above is how we get value out of the dictionary named scenes
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return val
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# this function can be called repeatedly in the game,
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# unlike opening_scene, which is called only ONCE
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def opening_scene(self):
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return self.next_scene(self.start_scene_key)
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# this function exists only for starting, using the first
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# string we passed in ('corridor')
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# it combines the previous 2 functions and is called only once
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# (called in Engine)
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# print("\nType one of the following words: pod, corridor, bridge, armory, death.")
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seed = "begin" # or input("> ")
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# this is for testing only - get the "seed" for the map
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mymap = Map(seed) # instantiate a new Map object w/ one arg
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mygame = Engine(mymap) # instantiate a new Engine object w/ one arg
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mygame.play() # call function from that Engine instance
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