355 lines
16 KiB
Python
355 lines
16 KiB
Python
import sys
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# Add the current directory to sys.path to allow imports from sibling files
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sys.path.append('.')
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from player import Player
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from function_list import startGame, parse, error_message, get_instructions, wait
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from scene import *
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class Engine:
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"""
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The main game engine class to manage game state, current scene, and player.
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"""
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def __init__(self):
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self.player = None # Will be initialized after character creation
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self.current_scene = tutorial # Start the game in the tutorial
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self.seed = self.current_scene.name # String representation of current scene name
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def set_player(self, player_obj):
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"""Sets the main player object for the game."""
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self.player = player_obj
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def display_current_scene(self):
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"""Prints the description of the current scene."""
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print(f"\n--- {self.current_scene.name} ---")
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print(self.current_scene.description)
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# Display available exits
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if self.current_scene.exits:
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exit_directions = ", ".join(self.current_scene.exits.keys()).title()
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print(f"Exits: {exit_directions}")
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# Display available items
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if self.current_scene.available_items:
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print("\nAround you, you see:")
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for item_obj, count in self.current_scene.available_items.items():
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if count > 0:
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print(f" - {item_obj.name} (x{count})")
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# Display lootable containers
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if self.current_scene.lootable_items:
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print("\nYou also notice:")
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for container_name, items_in_container in self.current_scene.lootable_items.items():
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if any(count > 0 for count in items_in_container.values()): # Check if container has any items left
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print(f" - {container_name.title()}")
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def look_around(self):
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if self.current_scene.exits:
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exit_directions = ", ".join(self.current_scene.exits.keys()).title()
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print(f"Exits: {exit_directions}")
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# Display available items
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if self.current_scene.available_items:
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print("\nAround you, you see:")
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for item_obj, count in self.current_scene.available_items.items():
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if count > 0:
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print(f" - {item_obj.name} (x{count})")
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# Display lootable containers
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if self.current_scene.lootable_items:
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print("\nYou also notice:")
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for container_name, items_in_container in self.current_scene.lootable_items.items():
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if any(count > 0 for count in items_in_container.values()): # Check if container has any items left
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print(f" - {container_name.title()}")
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def move_to_scene(self, direction):
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"""
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Attempts to move the player to a new scene based on the direction.
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:param direction: The direction to move (e.g., "north", "east").
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"""
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next_scene = self.current_scene.get_exit(direction)
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if next_scene:
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self.current_scene = next_scene
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self.seed = self.current_scene.name # Update the seed for the new scene
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self.display_current_scene()
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else:
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print("You can't go that way.")
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def examine_object(self, object_name):
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"""
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Examines an object, either in the player's inventory or in the current scene.
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:param object_name: The name of the object to examine.
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"""
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# Check player's inventory first
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found_in_inventory = False
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for item_obj, item_data in self.player.inventory.items.items():
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if object_name.lower() in item_obj.name.lower():
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print(f"\n--- {item_obj.name} ---")
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print(item_obj.description)
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if isinstance(item_obj, Weapon):
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print(f"Damage: {item_obj.damage1H or item_obj.damage2H or item_obj.versatiledmg}")
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print(f"Damage Type: {item_obj.dmgType.name.title()}")
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elif isinstance(item_obj, Armor):
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print(f"AC: {item_obj.ac}")
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print(f"Grade: {item_obj.grade}")
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print(f"Value: {item_obj.value if item_obj.value is not None else 'N/A'}")
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print(f"Magical: {item_obj.magical}")
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print(f"Attunement: {'Required' if item_obj.attunement else 'Not Required'}")
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found_in_inventory = True
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break
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if not found_in_inventory:
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# Check available items in the current scene
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found_in_scene = False
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for item_obj, count in self.current_scene.available_items.items():
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if object_name.lower() in item_obj.name.lower() and count > 0:
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print(f"\n--- {item_obj.name} ---")
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print(item_obj.description)
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if isinstance(item_obj, Weapon):
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print(f"Damage: {item_obj.damage1H or item_obj.damage2H or item_obj.versatiledmg}")
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print(f"Damage Type: {item_obj.dmgType.name.title()}")
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elif isinstance(item_obj, Armor):
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print(f"AC: {item_obj.ac}")
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print(f"Grade: {item_obj.grade}")
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print(f"Value: {item_obj.value if item_obj.value is not None else 'No value'}")
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print(f"Magical: {item_obj.magical}")
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print(f"Attunement: {'Required' if item_obj.attunement else 'Not Required'}")
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found_in_scene = True
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break
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if not found_in_scene:
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# Check lootable containers in the current scene
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found_in_loot = False
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for container_name, items_in_container in self.current_scene.lootable_items.items():
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if object_name.lower() in container_name.lower(): # If user tries to examine the container itself
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print(f"\nYou examine the {container_name}. Inside, you see:")
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if items_in_container:
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for item_obj, count in items_in_container.items():
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if count > 0:
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print(f" - {item_obj.name} (x{count})")
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else:
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print("It appears to be empty.")
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found_in_loot = True
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break # Exit after examining the container
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for item_obj, count in items_in_container.items():
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if object_name.lower() in item_obj.name.lower() and count > 0:
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print(f"\n--- {item_obj.name} ---")
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print(item_obj.description)
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if isinstance(item_obj, Weapon):
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print(f"Damage: {item_obj.damage1H or item_obj.damage2H or item_obj.versatiledmg}")
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print(f"Damage Type: {item_obj.dmgType.name.title()}")
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elif isinstance(item_obj, Armor):
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print(f"AC: {item_obj.ac}")
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print(f"Grade: {item_obj.grade}")
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print(f"Value: {item_obj.value if item_obj.value is not None else 'N/A'}")
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print(f"Magical: {item_obj.magical}")
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print(f"Attunement: {'Required' if item_obj.attunement else 'Not Required'}")
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found_in_loot = True
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break
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if found_in_loot:
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break
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if not found_in_loot:
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print(f"You don't see or have '{object_name}' to examine.")
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def take_item(self, item_name):
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"""
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Attempts to take an item from the current scene and add it to the player's inventory.
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:param item_name: The name of the item to take.
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"""
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found_item = False
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item_to_take = None
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for item_obj, count in self.current_scene.available_items.items():
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if item_name.lower() in item_obj.name.lower() and count > 0:
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item_to_take = item_obj
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found_item = True
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break
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if found_item:
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response = input(f'There are {self.current_scene.available_items[item_to_take]} {item_to_take.name} available.\n'
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f'How many will you take? (enter "all" or a number)\n>> ').lower()
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if response == "0" or response == "none":
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print("You decide not to take any.")
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elif response == "all":
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self.player.inventory.add_item(item_to_take, self.current_scene.available_items[item_to_take])
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self.current_scene.remove_available_item(item_to_take, self.current_scene.available_items[item_to_take])
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elif response.isdigit():
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num_to_take = int(response)
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if num_to_take <= self.current_scene.available_items[item_to_take]:
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self.player.inventory.add_item(item_to_take, num_to_take)
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self.current_scene.remove_available_item(item_to_take, num_to_take)
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else:
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print("You can't take more than exist.")
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else:
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print("Invalid input. Please enter 'all' or a number.")
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else:
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print("You don't see any of those lying around to take.")
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def loot_container(self, container_name):
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"""Allows the player to loot items from a specified container."""
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container_found = False
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for current_container_name, items_in_container in list(self.current_scene.lootable_items.items()):
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if current_container_name.lower() == container_name.lower():
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container_found = True
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if not items_in_container:
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print(f"The {container_name} is empty.")
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return
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print(f"You look inside the {container_name}. You see:")
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loot_list = list(items_in_container.items())
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while True:
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for i, (item_obj, count) in enumerate(loot_list, 1):
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print(f"{i}) {item_obj.name} (x{count})")
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take_all_option = len(loot_list) + 1
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leave_option = len(loot_list) + 2
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print(f"{take_all_option}) Take all")
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print(f"{leave_option}) Leave")
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choice = input("What would you like to take? (number or 'take all'/'leave')\n>> ").lower().strip()
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if choice == "take all" or (choice.isdigit() and int(choice) == take_all_option):
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for item_obj, count in list(items_in_container.items()):
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self.player.inventory.add_item(item_obj, count)
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print(f"- Took {count} {item_obj.name}")
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del items_in_container[item_obj]
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print(f"The {container_name} is now empty.")
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return
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elif choice == "leave" or (choice.isdigit() and int(choice) == leave_option):
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print(f"You leave the {container_name} untouched.")
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return
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else:
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try:
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selection_index = int(choice) - 1
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if 0 <= selection_index < len(loot_list):
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item_obj, current_count = loot_list[selection_index]
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take_count_input = input(
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f"How many {item_obj.name} will you take? (enter 'all' or a number)\n>> ").lower().strip()
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if take_count_input == "all":
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take_count = current_count
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else:
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try:
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take_count = int(take_count_input)
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except ValueError:
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print("Invalid amount. Please enter 'all' or a number.")
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continue
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if 0 < take_count <= current_count:
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self.player.inventory.add_item(item_obj, take_count)
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items_in_container[item_obj] -= take_count
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print(f"You took {take_count} {item_obj.name}.")
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if items_in_container[item_obj] <= 0:
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del items_in_container[item_obj]
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loot_list = list(items_in_container.items())
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if not items_in_container:
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print(f"The {container_name} is now empty.")
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return
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elif not loot_list:
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print(f"The {container_name} is now empty.")
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return
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else:
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print("Invalid amount or not enough items.")
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else:
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print("Invalid selection. Please choose a valid item number, 'take all', or 'leave'.")
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except ValueError:
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print("Invalid selection. Please enter a number, 'take all', or 'leave'.")
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return
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if not container_found:
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print(f"You don't see a '{container_name}' here to loot.")
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# Initialize the game engine
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game_engine = Engine()
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def main_game_loop():
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"""
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The main loop for the game, handling character creation and continuous gameplay.
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"""
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# Character Creation
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name, gender, age, race, job, pre_allocated_stats = startGame()
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# Create player instance
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player = Player(name, gender, age, race, job)
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game_engine.set_player(player) # Set the player in the game engine
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# Display initial character summary
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if pre_allocated_stats is None:
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# For 'Create New Character' or 'Quick Set Up'
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game_engine.player.new_char()
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else:
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# For 'Pre-generated Character'
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game_engine.player.stats = pre_allocated_stats
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game_engine.player.getModifier()
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game_engine.player.set_stats_job() # Still need to set HP based on job and Con modifier
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game_engine.player.current_stats() # Display stats after setting them
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print(' ')
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game_engine.player.inventory.current_equipment()
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print(' ')
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game_engine.player.inventory.current_inventory()
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print(' ')
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wait()
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print("\nYour adventure begins...")
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game_engine.display_current_scene() # Display the starting scene
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# Game loop
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while True:
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user_input = input("\nWhat do you do? >> ").lower()
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command, obj1 = parse(user_input)
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if command == "help":
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get_instructions()
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elif command == "scene":
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game_engine.display_current_scene()
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elif command == "look_around":
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game_engine.look_around()
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elif command == "inventory":
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game_engine.player.inventory.current_inventory()
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elif command == "equipment":
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game_engine.player.inventory.current_equipment()
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elif command == "stats":
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game_engine.player.current_stats()
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elif command == "hp":
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game_engine.player.health_check()
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elif command == "examine":
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if obj1:
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game_engine.examine_object(obj1)
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else:
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print("What would you like to examine?")
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elif command == "take":
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if obj1:
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game_engine.take_item(obj1)
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else:
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print("What would you like to take?")
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elif command == "loot":
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if obj1:
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game_engine.loot_container(obj1)
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else:
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print("What would you like to loot?")
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elif command == "drop":
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if obj1:
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game_engine.player.drop_item(obj1)
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else:
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print("What would you like to drop?")
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elif command == "go":
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direction = obj1
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game_engine.move_to_scene(direction)
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elif command == "quit":
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print("Thanks for playing!")
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break
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elif command == "error":
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error_message()
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else:
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print("Command not recognized. Type 'help' for a list of commands.")
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if __name__ == "__main__":
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main_game_loop()
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