677 lines
24 KiB
Plaintext
677 lines
24 KiB
Plaintext
import time
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from functions import startGame, wait, parse, get_instructions, query_equip, error_message, change_equip
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from random import randint
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from enum import Enum, auto
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# pyinstaller --onefile --paths=C:\Users\kasai\PycharmProjects\pythonProject\Kanjin\KanjinEngine.py
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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.seed = None
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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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while current_scene != 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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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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#
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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 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.hitDie = randint(1, 6)
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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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paper: {"Count": 1,
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"object": Weapon,
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"equipped": False
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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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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_race(self):
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if self.race.lower() == "human":
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self.stats["Strength"] += 1,
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self.stats["Dexterity"] += 1,
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self.stats["Constitution"] += 1,
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self.stats["Intelligence"] += 1,
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self.stats["Wisdom"] += 1,
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self.stats["Charisma"] += 1
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elif self.race.lower() == "elf":
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self.stats["Dexterity"] += 2
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self.stats["Intelligence"] += 1
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elif self.race.lower() == "dwarf":
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self.stats["Constitution"] += 2
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self.stats["Wisdom"] += 1
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def set_stats_job(self):
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if self.job.lower() == "warrior":
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self.hitDie = randint(1, 12)
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self.maxHP = (12 + self.mods["Constitution"])
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self.currentHP = (12 + self.mods["Constitution"])
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elif self.job.lower() == "ranger":
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self.hitDie = randint(1, 10)
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self.maxHP = (10 + self.mods["Constitution"])
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self.currentHP = (10 + self.mods["Constitution"])
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elif self.job.lower() == "mage":
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self.hitDie = randint(1, 8)
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self.maxHP = (8 + self.mods["Constitution"])
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self.currentHP = (8 + self.mods["Constitution"])
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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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print("Your current stats are:")
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print(f'Hit Points: {self.currentHP}/{self.maxHP}')
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print(f'Strength: {self.stats["Strength"]}')
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print(f'Dexterity: {self.stats["Dexterity"]}')
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print(f'Constitution: {self.stats["Constitution"]}')
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print(f'Intelligence: {self.stats["Intelligence"]}')
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print(f'Wisdom: {self.stats["Wisdom"]}')
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print(f'Charisma: {self.stats["Charisma"]}')
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def current_equip(self):
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"""Prints a list of items currently equipped."""
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print(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")
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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'In your rucksack you have:')
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for item_key, item_value in self.inventory.items(): # string, dictionary
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for key, value in item_value.items(): # variable/object, integer
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if (key == "equipped") and not value: # if equipped = False
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values = item_value.values() # make a variable of all values
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values_list = list(values) # turn variable into a list
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count_value = values_list[0] # take the first value from list - why?
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print(f'{item_key.name} x {count_value}\n'
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f' {item_key.description}')
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def drop_item(self, object1):
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pass
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def loot_object(self, object1):
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for scene, room in Map.scenes.items(): # iterate map scenes
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if Engine.seed == scene: # set new Engine seed in each room.enter()
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for list_key, list_value in room.lootable_items.items(): # string, dictionary
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if object1 in list_key: # if user input is in the lootable items
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for var, count in list_value.items(): # variable/object, integer
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if var in self.inventory: # if object is in inventory
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self.inventory[var]["Count"] += count # increase item count
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print(f'{var.name} x {count} has been added to your existing stack.')
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elif var not in self.inventory[var]: # if variable not in inventory
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self.inventory[var] = {"Count": count, # add it in
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"object": var.type,
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"equipped": False}
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print(f'{var.name} x {count} has been added to your rucksack.')
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del room.lootable_items[object1] # remove item from lootable list
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break
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else:
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print("You don't see one of those to loot.")
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break
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def add_inventory(self, object1):
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for scene, room in Map.scenes.items(): # iterate map scenes
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if Engine.seed == scene: # set new Engine seed in each room.enter()
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for list_key, list_value in room.available_items.items(): # string, dictionary
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if object1 in list_key: # if user input is in the available items
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for var, count in list_value.items(): # variable/object, integer
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if var in self.inventory: # if object is in inventory
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self.inventory[var]["Count"] += count # increase item count
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print(f'{var.name} x {count} has been added to your existing stack.')
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elif var not in self.inventory[var]: # if variable not in inventory
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self.inventory[var] = {"Count": count, # add it in
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"object": var.type,
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"equipped": False}
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print(f'{var.name} x {count} has been added to your rucksack.')
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del room.available_items[object1] # remove item from available list
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break
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elif object1 not in list_key:
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print("You don't see any lying around..")
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break
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def new_char(self):
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"""Outputs final stats, armour, and inventory"""
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self.allocation()
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self.set_stats_race()
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self.set_stats_job()
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self.getModifier()
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self.current_stats()
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print(' ')
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time.sleep(1)
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self.current_equip()
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print(' ')
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self.current_inventory()
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print(' ')
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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 allocation(self):
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rolls = []
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stats = []
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attributes = ["Strength", "Dexterity", "Constitution", "Intelligence", "Wisdom", "Charisma"]
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while len(stats) != 6:
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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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if r < 6:
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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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stats.append(str(val))
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rolls = []
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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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print("Please select a stat and an attribute.\n\n")
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print("Your rolled stats are:\n" + ', '.join(stats) + "\n\n")
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print("Your attributes are:\n" + ', '.join(attributes) + "\n\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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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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if len(stats) == 0:
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print("")
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break
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print("The remaining options are:\n")
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print(', '.join(stats))
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print(', '.join(attributes))
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else:
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print("Error. Input was not recognised. Please try again with 'Number' + 'Attribute'.")
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continue
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class Scene(object):
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def __init__(self):
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self.objects = []
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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 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 ItemType(Enum):
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ARMOR = auto()
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WEAPON = auto()
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MONEY = auto()
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ITEM = 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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self.type = Item
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self.count = 1
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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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self.type = ItemType.MONEY
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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, versatile, 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.versatile = versatile
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self.thrown = thrown
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self.type = Weapon
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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=====" \
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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: Two Handed - {self.damage2H}" \
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f"\nDamage Type: {self.dmgType}" \
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f"\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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self.type = Armor
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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" \
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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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def process_command(command, object1):
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output = None
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if command == "help":
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output = get_instructions()
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elif command == "inventory":
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user.current_inventory()
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elif command == "equipment":
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response = query_equip()
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if response == "view":
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user.current_equip()
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elif response == "change":
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output = change_equip()
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elif command == "examine":
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for item_key, item_value in user.inventory.items():
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if object1 == item_key.name.lower():
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print(item_key)
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else:
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output = "Unable to examine that."
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elif command == "take":
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user.add_inventory(object1)
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elif command == "loot":
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user.loot_object(object1)
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elif command == "error":
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output = error_message()
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return output
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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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# 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="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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versatile=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="No Value",
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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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paper = Item(
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name="Paper",
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description="A blank piece of paper",
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value=0,
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magical=False
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)
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user = Player("Jamie", "Male", 29, "Elf", "Mage")
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# user = Player(*startGame())
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# enter() needs to return a map name.
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class Tutorial(Scene):
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available_items = {
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"rock": {rock: 12},
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"paper": {paper: 3}
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}
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lootable_items = {
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"chest": {GP1: 5, rock: 1},
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"corpse": {GP1: 100}
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}
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name = "Tutorial Level"
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# descrip = ("There are certain commands that will be available almost anytime you are able to type,\n"
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# "such as viewing your inventory, checking your equipped items, and also changing them.\n"
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# "You can also view your stats including your current and max hp.\n"
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# "Give it a go starting with 'Check inventory', 'Check equipment', and 'View stats'.\n"
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# "See what else you can do, then enter 'continue' to move to the next step.")
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descrip = f'Scattered around the room you see {available_items["rock"][rock]}x rock.'
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has_visited = False
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current_seed = "tutorial"
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def enter(self):
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Engine.seed = "tutorial"
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if not self.has_visited:
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print("===========")
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print(self.name)
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print("===========")
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print(self.descrip)
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else:
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print("Welcome back to the tutorial.")
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self.has_visited = True
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action = input(">> ").lower()
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while action not in ("continue", "scene"): # move scene to parser
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process_command(*parse(action))
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action = input(">> ").lower()
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else:
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|
if action == "continue":
|
|
return "begin"
|
|
elif action == "scene":
|
|
print(self.available_items)
|
|
return self.current_seed
|
|
|
|
def action(self):
|
|
pass
|
|
|
|
|
|
class Begin(Scene):
|
|
available_items = {
|
|
"rock": {rock: 10},
|
|
"paper": {paper: 13}}
|
|
name = "Kanjin - An RPG Text Adventure"
|
|
descrip = "Welcome to Kanjin.\nThis game is based off of the D&D SRD ruleset, and will see you, our adventurer, " \
|
|
"exploring, adventuring, and plundering.\n\nTo play Kanjin is very simple.\nRead the instructions, " \
|
|
"understand the scene, and take control.\nAll directional cues will be given and clear but you " \
|
|
"can also use specific commands at almost anytime when you give your input.\n" \
|
|
"After character creation, type 'Help' to view a list of commands and explanations.\n"
|
|
has_visited = False
|
|
current_seed = "begin"
|
|
|
|
def enter(self):
|
|
Engine.seed = "begin"
|
|
if not self.has_visited:
|
|
print("===========")
|
|
print(self.name)
|
|
print("===========")
|
|
print(self.descrip)
|
|
wait()
|
|
# user.new_char()
|
|
else:
|
|
print("Welcome back to the beginning")
|
|
self.has_visited = True
|
|
action = input(">> ").lower()
|
|
|
|
while action not in ("continue", "scene", "back"):
|
|
process_command(*parse(action))
|
|
action = input(">> ").lower()
|
|
else:
|
|
if action == "continue":
|
|
return "cave entrance"
|
|
elif action == "back":
|
|
return "tutorial"
|
|
elif action == "scene":
|
|
print(self.descrip)
|
|
return self.current_seed
|
|
return "Cave entrance"
|
|
|
|
def action(self):
|
|
pass
|
|
|
|
|
|
class CaveEntrance(Scene):
|
|
available_items = {}
|
|
name = "Cave Entrance"
|
|
descrip = "A small broken statue at the mouth of a cave marks the entrance to a dungeon.\n" \
|
|
"Beyond the broken statue lies a massive, rugged room, too dark to see into.\n" \
|
|
"You make out the silhouette of broken pottery sprawled around.\n" \
|
|
"\nBehind you is the forest you traversed through to get here, about 1500m away from the road.\n" \
|
|
"To the east, a canyon. Too wide to cross and too deep to see the bottom.\n" \
|
|
"On the west is a mountain face. You are not prepared to take that on.\n"
|
|
descFalse = "You return to the cave entrance with the road behind you, a canyon to the east, " \
|
|
"and a mountain face on the right."
|
|
has_visited = False
|
|
current_seed = "cave entrance"
|
|
|
|
def enter(self):
|
|
Engine.seed = "cave entrance"
|
|
if not self.has_visited:
|
|
print("===========")
|
|
print(self.name)
|
|
print("===========")
|
|
print(self.descrip)
|
|
else:
|
|
print("Welcome back to the cave")
|
|
self.has_visited = True
|
|
action = input(">> ").lower()
|
|
|
|
while action not in ("continue", "scene", "back"):
|
|
process_command(*parse(action))
|
|
action = input(">> ").lower()
|
|
else:
|
|
if action == "continue":
|
|
return "begin"
|
|
elif action == "back":
|
|
return "begin"
|
|
elif action == "scene":
|
|
print(self.descrip)
|
|
return "Cave entrance"
|
|
|
|
def action(self):
|
|
pass
|
|
|
|
|
|
class A1(Scene):
|
|
available_items = {}
|
|
name = "Laser Weapon Armory"
|
|
descrip = "Shelves and cases line the walls of this room. Weapons of every description " \
|
|
"fill the shelves and cases. There is a digital keypad set into the wall."
|
|
current_seed = "A1"
|
|
|
|
def enter(self):
|
|
print("===========")
|
|
print(self.name)
|
|
print("===========")
|
|
print(self.descrip)
|
|
|
|
def action(self):
|
|
pass
|
|
|
|
|
|
# class Death(Scene):
|
|
#
|
|
# def __init__(self):
|
|
# self.name = "You have died!"
|
|
# self.descrip = "Your spirit leaves swiftly as your body collapses."
|
|
#
|
|
# quips = [
|
|
# "You died. You kinda suck at this.",
|
|
# "Your Mom would be proud...if she were smarter.",
|
|
# "Such a loser.",
|
|
# "I have a small puppy that's better at this.",
|
|
# "You're worse than your Dad's jokes."
|
|
# ]
|
|
#
|
|
# def enter(self):
|
|
# print(Death.quips[randint(0, len(self.quips) - 1)])
|
|
# exit(1)
|
|
#
|
|
# def action(self):
|
|
# pass
|
|
|
|
|
|
# Map tells us where we are and where we can go
|
|
# it does not make us move - Engine does that
|
|
class Map(object):
|
|
scenes = {
|
|
'tutorial': Tutorial(),
|
|
"begin": Begin(),
|
|
'cave entrance': CaveEntrance(),
|
|
'A1': A1(),
|
|
# 'death': Death(),
|
|
# 'finished': Finished()
|
|
}
|
|
|
|
def __init__(self, start_scene_key):
|
|
self.start_scene_key = start_scene_key
|
|
# above we make a local var named start_scene_key
|
|
# start_scene_key remains unchanged throughout the game
|
|
|
|
@staticmethod
|
|
def next_scene(scene_name):
|
|
val = Map.scenes.get(scene_name)
|
|
# above is how we get value out of the dictionary named scenes
|
|
return val
|
|
# this function can be called repeatedly in the game,
|
|
# unlike opening_scene, which is called only ONCE
|
|
|
|
def opening_scene(self):
|
|
return self.next_scene(self.start_scene_key)
|
|
|
|
|
|
seed = "tutorial" # starts the game
|
|
myMap = Map(seed) # instantiate a new Map object w/ one arg
|
|
myGame = Engine(myMap) # instantiate a new Engine object w/ one arg
|
|
myGame.play() # call function from that Engine instance
|