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AdvantureGame (v1.1).pybakbak
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AdvantureGame (v1.1).pybakbak
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#Section Six Labs
#LAB 12
import random
#
#CLASS GAME ITEMS
#
class gameItems:
class Weapon:
def __init__(self):
raise NotImplementedError("No we cannot make it in to the weapon")
def __str__(self):
return self.name+": "+self.description
class Spear(Weapon):
def __init__(self):
self.name = "Spear"
self.description = "A razor tipped polearm. The shaft is wooden, and the tip is worked steel "
self.damage = 10
class pistol223(Weapon):
def __init__(self):
self.name = ".223 pistol"
self.description = "A .223 rifle modified and cut down to a pistol. This is a one-of-a-kind firearm, obviously made with love and skill."
self.damage = 50
self.rounds = 5
class pistol223Empty(Weapon):
def __init__(self):
self.name = "Empty .223 pistol"
self.description = "A .223 rifle modified and cut down to a pistol. This is a one-of-a-kind firearm, obviously made with love and skill. No rounds Left"
self.damage = 5
class Explosives(Weapon):
def __init__(self):
self.name = "Explosives"
self.description = "A chunk of Cordex, a military brand of plastic explosives. Highly stable, very destructive. Includes a timer."
self.damage = 1000
class Consumable:
def __init__(self):
raise NotImplementedError("Do not create raw Consumable objects.")
def __str__(self):
return self.name+" (+"+str(self.healing_value)+" HP)"
class HealingPouder(Consumable):
def __init__(self):
self.name = "Healing Pouder"
self.healing_value = 25
class Misc:
def __init__(self):
raise NotImplementedError("Do not create raw Consumable objects.")
def __str__(self):
return self.name+" - "+str(self.description)
class Book(Misc):
def __init__(self):
self.name = "Ready Player One"
self.description = "It?s the year 2044, and the real world is an ugly place..."
#
#CLASS NPS's Not Implemented Fully
#
class NonPlayableCharacter(object):
def __init__(self):
raise NotImplementedError("Do not create raw NPC objects.")
def __str__(self):
return self.name
class Chest(NonPlayableCharacter):
def __init__(self):
self.name = "Chest"
self.h = 100
self.inventory = [gameItems.Explosives()]
#
#CLASS ENEMIES
#
class enemies:
class Enemy:
def __init__(self):
raise NotImplementedError("Do not create raw Enemy objects.")
def __str__(self):
return self.name
def is_alive(self):
return self.hp > 0
class GiantAnt(Enemy):
def __init__(self):
self.name = "Giant Ant"
self.hp = 10
self.damage = 2
class RadScorpion(Enemy):
def __init__(self):
self.name = "Rad Scorpion"
self.hp = 20
self.damage = 5
class Cameron(Enemy):
def __init__(self):
self.name = "Cameron"
self.hp = 80
self.damage = 15
class Centaur(Enemy):
def __init__(self):
self.init = "Centeur"
self.hp = 2000
self.damage = 100
class Door(Enemy):
def __init__(self):
self.name = "Door"
self.hp = 1000
#
#CLASS WORLD
#
class world(object):
class MapTile(object):
def __init__(self, x, y):
self.x = x
self.y = y
def intro_text(self):
raise NotImplementedError("Create a subclass instead!")
def modify_player(self, player):
pass
class StartTile(MapTile):
def intro_text(self):
return """
You find yourself at the entrance of a temple.
You look around and find that only path you have is to go inside,
as other paths are blocked by the palicade and sharpened stakes.
"""
class VictoryTile(MapTile):
def modify_player(self, player):
player.victory = True
def intro_text(self):
return """
You see a bright light in the distance...
... it grows as you get closer! It's sunlight!
It is puring down on the blue and yellow jumpsuit!
You take it and turn it over, it reads:
VAULT 101
You realise that you are in Fallout 2 Universe.
Congradulations - now go and buy the game if you want to continue
"""
class DoorTile(MapTile):
def __init__(self, x, y):
self.door_opened = False
self.enemy = enemies.Door()
super(world.DoorTile,self).__init__(x, y)
self.alive_text = """
You can see a big door with a big lock.
You can try and pick the lock or
You can try and destroy it
"""
self.dead_text = """Pass is open now
"""
super(world.DoorTile,self).__init__(x,y)
def intro_text(self):
if self.enemy.is_alive():
text = self.alive_text
else:
text = self.dead_text
return text
class EnemyTile(MapTile):
def __init__(self, x, y):
r = random.random()
if r < 0.80:
self.enemy = enemies.GiantAnt()
self.alive_text ="""
A giant ant toward you
its pincers snap at you! """
self.dead_text = """
The corpse of a dead ant
disolves on the ground. you sing
Dead Ant, Ded Ant, Tad-Da-Da-Da"""
else:
self.enemy = enemies.RadScorpion()
self.alive_text = """
A giant Scorpion crols toward you
its stinger lashes at you!"""
self.dead_text = """
The corpse of a dead scorpion
disolves on the ground. You Exclaim
Whisky Tango Foxtrot was that thing?"""
super(world.EnemyTile,self).__init__(x, y)
def intro_text(self):
if self.enemy.is_alive():
text = self.alive_text
else:
text = self.dead_text
return text
def modify_player(self, player):
if self.enemy.is_alive():
player.hp = player.hp - self.enemy.damage
printNow("Enemy does "+str(self.enemy.damage)+" damage. You have "+str(player.hp)+" HP remaining.")
class EnemyLootTile(MapTile):
def __init__(self, x, y,name):
self.name=name
self.item_claimed = False
#Random Item Drop
r = random.random()
if r < 0.01:
self.item = gameItems.pistol223()
elif r < 0.80:
self.item = gameItems.HealingPouder()
else:
self.item_claimed = True
super(world.EnemyLootTile,self).__init__(x, y)
def intro_text(self):
if self.item_claimed:
return self.name+" body decomposing on the ground"
else:
return self.name+" dropped some "+self.item.name
def modifyPlayer(self, player):
if not self.item_claimed:
self.item_claimed = True
item = self.item
player.inventory.append(item)
printNow(item.name+" added to your inventory.")
class BossTile(MapTile):
def __init__(self, x, y):
self.enemy = enemies.Cameron()
self.alive_text = """
A man yels at you:
My Name is Cameron!!!
"You Shell Not Pass" and launges at you!
"""
self.dead_text = """
The corpse of a dead man disolves on the ground. you sing
Dead Ant, Ded Ant, Tad-Da-Da-Da"""
super(world.BossTile,self).__init__(x,y)
def intro_text(self):
if self.enemy.is_alive():
text = self.alive_text
else:
text = self.dead_text
return text
def modify_player(self, player):
if self.enemy.is_alive():
player.hp = player.hp - self.enemy.damage
printNow("Enemy does "+str(self.enemy.damage)+" damage. You have "+str(player.hp)+" HP remaining.")
class SecretTile(MapTile):
def __init__(self, x, y):
self.enemy = enemies.Centaur()
self.item_claimed = False
self.item = gameItems.Book()
self.alive_text = """
Statue of the Colosus Comes to life
"Only who without hate should pass"
"""
self.dead_text = """
You strol around the statue of Colosus
It reminds you of John Cena for some reason
"""
super(world.SecretTile,self).__init__(x,y)
def intro_text(self):
if self.enemy.is_alive():
text = self.alive_text
else:
text = self.dead_text
return text
def modify_player(self, player):
has_weapons = False
for item in player.inventory:
has_weapons = isinstance(item, gameItems.Weapon)
if not has_weapons:
self.enemy.hp=-1
if self.enemy.is_alive():
player.hp = player.hp - self.enemy.damage
printNow("Enemy does "+str(self.enemy.damage)+" damage. You have "+str(player.hp)+" HP remaining.")
else:
if not self.item_claimed:
self.item_claimed = True
item = self.item
player.inventory.append(item)
printNow(item.name+" added to your inventory.")
class TrapTile(MapTile):
def __init__(self, x, y):
self.alive_text = """
You notice some strange patterns on the floor, but you barge in anyway
"""
super(world.TrapTile,self).__init__(x, y)
def intro_text(self):
text = self.alive_text
return text
def modify_player(self, player):
r = random.random()
if r <0.5:
self.modify_player(player)
damage = int(random.random()*10)
player.hp = player.hp - damage
printNow("Trap does "+str(damage)+" damage. You have "+str(player.hp)+" HP remaining.")
else:
printNow ("You figure that there is a trap somwhere in the room but it seam you go lucky or...")
class LootTile(MapTile):
def __init__(self, x, y):
#Random Item Drop
r = random.random()
self.item_claimed = False
if r < 0.10:
self.item = gameItems.pistol223()
elif r < 0.80:
self.item = gameItems.HealingPouder()
else:
self.item = gameItems.pistol223()
super(world.LootTile,self).__init__(x, y)
def intro_text(self):
if self.item_claimed:
return """
Another unremarkable part of the tample. You must forge onwards.
"""
else:
return "Someone dropped some "+self.item.name
def modifyPlayer(self, player):
if not self.item_claimed:
self.item_claimed = True
item = self.item
player.inventory.append(item)
printNow(item.name+" added to your inventory.")
class PassageTile(MapTile):
def intro_text(self):
roomDesc = ["""
You are in a dark, musty temple.
The shadows seem to play tricks with your eyes,
and you can hear the faint sound of movement.
""","""
You see a coridor draped in darkness in front of you
What does this darknes holds for you?
""","""
You see skatered pieces of cealing on the flor.
Watch your steps.
""","""
You can see body lying on the floor, you get closer.
Name tag reads "Parzeval"
You find the bloody message close to the corps.
BeWare they are working for IOI, they are sixers!
Don't trust them!
""","""
You start seeing strang glowing symbols in the dark.
Sudenly you relise what they are saying:
Peace of Eden belongs to us!
""","""
On the walls you can read the big sign:
"Save Chear Leader - Save the World"
""","""
A crack in the ceiling above the middle of the north wall
allows a trickle of water to flow down to the floor.
The water pools near the base of the wall,
and a rivulet runs along the wall an out into the hall.
The water smells fresh
""","""
A large arched niche pierces one wall of this chamber.
Filled with rotting wood and rubble the niche appears
to be a dumping ground of sorts. Elsewhere in the room,
several sections of floor are cracked and pitted.
""", """
This irregularly-shaped room has an uneven floor.
Several small puddles have gathered in the deeper depressions.
Elsewhere, small pieces of rubble litter the floor.
""","""
The arched ceiling of this chamber rises to a height of 20 ft.
In the centre of the room, but is barely man-high where it meets the walls.
The arches holding the ceiling aloft are carved to represent writhing tentacles;
a few have been defaced but the upper portions of all remain untouched.
""","""
A pile of rotting wood, rubbish and other detritus partially obscures one wall of this chamber.
Clearly used as a rubbish dump, the stench of decay and rot hangs heavily in the air
""","""
This large chamber was the scene of an ancient battle.
Skeletal remains of at least a dozen humanoids lie scattered about the room where they fell.
Several rusting broken spears and shattered, rotting shields lie among the fallen.
""","""
Part of one wall of this room has collapsed, revealing the natural rock behind the dressed stone wall.
The rubble has been moved to create a breastwork across one of the room's exits.
Splatters of old, dried blood decorate the top of the breastwork.
""","""
The remains of a cold camp are evident here.
A tattered cloak-sized for a gnome or halfling?-along with two empty wineskins and the stripped bones
of a chicken and crusts of mouldy bread bear testimony to an explorer's rest.
""","""
A gaping open pit in one of this chamber-s doorways blocks access to the area beyond.
Two skeletons, pierced by dozens of tiny stone spikes, lie in the pit.
The chamber beyond boasts a stone plinth and altar set in a semi-circular niche.
The chamber's other doorway-twice the width of the trapped one appears unprotected.
"""]
#print (self.x, self.y)
roomDesc= random.choice(roomDesc)
printNow (roomDesc)
return ""
class ChestTile(MapTile):
def __init__(self, x, y):
self.chest = Chest()
super(world.ChestTile,self).__init__(x, y)
def check_chest(self, player):
while True:
user_input = requestString("Would you like to (T)cake, (P)lace, or (C)ancel?")
if user_input.find('C')==0 or user_input.find('c')==0:
return
elif user_input.find('T')==0 or user_input.find('t')==0:
printNow("Here's whats in the chest: ")
self.take_item(inv2=player, inv1=self.chest)
elif user_input.find('P')==0 or user_input.find('p')==0:
printNow("Here's whats you can place in the chest: ")
self.take_item(inv2=self.chest, inv1=player)
else:
print("Invalid choice!")
def take_item(self, inv1, inv2):
for i, item in enumerate(inv1.inventory):
i=i+1
printNow(str(i)+". "+item.name+" ")
while True:
user_input = requestString("Choose an item or press C to exit: ")
if user_input.find('C')==0 or user_input.find('c')==0:
return
else:
try:
choice = int(user_input)
if choice>0 and len(inv1.inventory)>=choice:
to_swap = inv1.inventory[choice - 1]
self.swap(inv1, inv2, to_swap)
for n, item in enumerate(inv1.inventory):
n=n+1
printNow(str(n)+". "+item.name+" ")
else:
printNow("Invalid choice!")
except ValueError:
printNow("Invalid choice!")
def swap(self, inventory1, inventory2, item):
inventory1.inventory.remove(item)
inventory2.inventory.append(item)
printNow(" "+item.name+" was transfered")
def intro_text(self):
return """
A sturdy chest tucked in the corner of the room.
Maybe you should check what is inside.
"""
#Game World Main functions
worldLocations = """
|VT|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
|FB|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
|PS|LT|__|__|__|LT|__|__|__|__|__|__|__|__|__|__|__|__|
|__|PS|EN|LT|EN|LT|__|__|__|__|__|__|__|__|__|__|__|__|
|__|TR|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
|__|PS|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
|__|LT|PS|EN|LT|__|__|__|__|__|__|__|__|__|__|__|__|__|
|__|EN|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
|__|PS|TR|EN|LT|__|__|__|__|__|__|__|__|__|__|__|__|__|
|__|__|EN|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
|__|__|DT|__|__|__|__|SR|__|__|__|__|__|__|__|__|__|__|
|__|__|EN|PS|__|__|LT|CH|__|__|__|__|__|__|__|__|__|__|
|__|__|__|TR|EN|EN|PS|__|__|__|__|__|__|__|__|__|__|__|
|__|__|__|__|EN|__|EN|__|__|__|__|__|__|__|__|__|__|__|
|__|__|__|__|TR|__|__|__|__|__|__|__|__|__|__|__|__|__|
|__|__|LT|EN|EN|__|EN|LT|__|__|__|__|__|__|__|__|__|__|
|__|__|__|__|EN|EN|PS|__|__|__|__|__|__|__|__|__|__|__|
|__|__|__|__|ST|__|__|__|__|__|__|__|__|__|__|__|__|__|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
"""
def get():
return self
def is_locations_valid(object,locations):
if locations.count("|ST|") != 1:
return False
if locations.count("|VT|") == 0:
return False
lines = locations.splitlines()
lines = [l for l in lines if l]
pipe_counts = [line.count("|") for line in lines]
for count in pipe_counts:
if count != pipe_counts[0]:
return False
return True
tile_type_dict = {"VT": VictoryTile,
"FB": BossTile,
"EN": EnemyTile,
"PS": PassageTile,
"ST": StartTile,
"LT": LootTile,
"TR": TrapTile,
"SR": SecretTile,
"CH": ChestTile,
"DT": DoorTile,
"__": None}
world_map = []
start_tile_location = None
def parse_world_locations(object):
if not world.is_locations_valid(object,world.worldLocations):
raise SyntaxError("Thi location is invalid!")
locations_lines = world.worldLocations.splitlines()
#print (locations_lines)
locations_lines = [x for x in locations_lines if x]
#print (len(locations_lines))
for y, locations_row in enumerate(locations_lines):
row = []
locations_cells = locations_row.split("|")
#print (locations_cells)
locations_cells = [c for c in locations_cells if c]
#print (len(locations_cells))
for x, locations_cell in enumerate(locations_cells):
#print (str(x)+":Cell: |"+locations_cell+"|")
tile_type = world.tile_type_dict[locations_cell]
if tile_type == world.StartTile:
global start_tile_location
start_tile_location = x, y
if tile_type :
row.append(tile_type(x, y))
else:
row.append(None )
world.world_map.append(row)
def tile_at(self,x, y):
if x < 0 or y < 0:
return None
try:
return world.world_map[y][x]
except IndexError:
return None
#
#CLASS Player
#
class player:
class Player:
def __init__(self):
self.inventory = [gameItems.Spear(),gameItems.Explosives() ]
self.x = start_tile_location[0]
self.y = start_tile_location[1]
self.hp = 100
self.victory = False
self.name = "Player One"
def is_alive(self):
return self.hp > 0
def print_inventory(self):
printNow("Inventory:")
for item in self.inventory:
printNow('* ' + str(item))
def senpokku(self):
self.hp = self.hp-self.hp
printNow("""You commit Seppuku""")
def heal(self):
consumables = [item for item in self.inventory
if isinstance(item, gameItems.Consumable)]
if not consumables:
printNow("You don't have any items to heal you!")
return
i=0
for i,item in enumerate(consumables):
i=i+1
printNow("Choose an item to use to heal:")
printNow(str(int(i))+". "+str(item.name))
valid = False
while not valid:
choice = requestNumber("")
try:
to_eat = consumables[int(choice) - 1]
self.hp = min(100, self.hp + to_eat.healing_value)
self.inventory.remove(to_eat)
printNow("Current HP: "+str(self.hp))
valid = True
except (ValueError, IndexError):
printNow("Invalid choice, try again.")
def most_powerful_weapon(self):
max_damage = 0
best_weapon = None
for item in self.inventory:
try:
if item.damage > max_damage:
best_weapon = item
max_damage = item.damage
except AttributeError:
pass
return best_weapon
def move(self, dx, dy):
self.x += dx
self.y += dy
def move_north(self):
self.move(dx=0, dy=-1)
def move_south(self):
self.move(dx=0, dy=1)
def move_east(self):
self.move(dx=1, dy=0)
def move_west(self):
self.move(dx=-1, dy=0)
def attack(self,w):
best_weapon = self.most_powerful_weapon()
room = w.tile_at(self.x, self.y)
enemy = room.enemy
printNow("You use "+best_weapon.name+" against "+enemy.name+"!")
enemy.hp -= best_weapon.damage
if isinstance(best_weapon, gameItems.Explosives):
self.inventory.remove(best_weapon)
if isinstance(best_weapon, gameItems.pistol223):
best_weapon.rounds-=1
printNow("Rounds Left: "+str(best_weapon.rounds))
if best_weapon.rounds<=0:
self.inventory.remove(best_weapon)
self.inventory.append(gameItems.pistol223Empty())
if not enemy.is_alive():
printNow("You killed "+enemy.name+"!")
w.world_map[room.y][room.x]=w.EnemyLootTile(room.x,room.y,enemy.name)
else:
printNow(enemy.name+" HP is "+str(enemy.hp))
def loot(self,w):
room = w.tile_at(self.x, self.y)
room.modifyPlayer(self)
def lockpic (self,w):
r = random.random()
printNow(r)
room = w.tile_at(self.x, self.y)
if r<0.1:
room.door_opened=True
room.enemy.hp=-1
def check(self,w):
room = w.tile_at(self.x, self.y)
room.check_chest(self)
def quit(self):
self.hp=-1
#
#MAIN Game loop
#
#Global Variables and Arrays
WELCOME = """
===================================================================================
| Sectioin Six Labs
| Presents
| "Escape from Temple of Terror!"
| In each room you will be told which directions you can go
| You'll be able to go north, south, east or west by typing that direction
| Follow on screen instructions to play the game
| You can go in any avaliable direction
| (I)nventory, (H)eal , (A)tack,(L)oot
| Go: (N)orth, (S)outh, (W)est or (E)ast
| Type /h for Help or you can type /q to Quit
===================================================================================
"""
#from collections import OrderedDict
def play():
w=world()
w.parse_world_locations()
printNow(WELCOME)
p = player.Player()
while p.is_alive() and not p.victory:
room = w.tile_at(p.x, p.y)
printNow(room.intro_text())
room.modify_player(p)
if p.is_alive() and not p.victory:
choose_action(w,room, p)
elif not p.is_alive():
printNow("Your journey has come to an early end!")
def choose_action(w,room, player):
action = None
while not action:
available_actions = get_available_actions(w,room, player)
action_input = requestString("Action: ")
NoneType = type(None)
if action_input is None:
return
elif action_input.find("/quit")==0 or action_input.find("/q")==0 or action_input.find("/Q")==0 or action_input.find("quit")==0:
action=player.senpokku
else:
action = available_actions.get(action_input)
if action and action_input:
if action =="loot":
player.loot(w)
elif action =="attack":
player.attack(w)
elif action =="lockpic":
player.lockpic(w)
elif action =="check":
player.check(w)
else:
action()
elif action_input.find("/help")==0 or action_input.find("/h")==0 or action_input.find("/H")==0:
printNow(WELCOME)
else:
printNow("Invalid action!")
def get_available_actions(w,room, player):
actions = {}
printNow("Choose an action: ")
if player.inventory:
action_adder(actions, 'i', player.print_inventory, "Inventory")
if isinstance(room, world.LootTile) or isinstance(room, world.EnemyLootTile):
if room.item_claimed == False:
action_adder(actions, 'l', "loot", "Loot")
if isinstance(room, world.EnemyTile) and room.enemy.is_alive():
action_adder(actions, 'a', "attack", "Attack")
if isinstance(room, world.ChestTile):
action_adder(actions, 'c', "check", "Check")
if isinstance(room, world.BossTile) and room.enemy.is_alive():
action_adder(actions, 'a', "attack", "Attack")
if isinstance(room, world.DoorTile) and room.enemy.is_alive():
action_adder(actions, 'a', "attack", "Attack")
if room.door_opened ==False:
action_adder(actions, 'p', "lockpic", "Pick a lock")
else:
if w.tile_at(room.x, room.y - 1):
if (isinstance(room, world.DoorTile) or isinstance(room, world.BossTile) or isinstance(room, world.SecretTile))and room.enemy.is_alive():
pass
else:
action_adder(actions, 'n', player.move_north, "Go north")
if w.tile_at(room.x, room.y + 1):
if (isinstance(room, world.DoorTile) or isinstance(room, world.BossTile) or isinstance(room, world.SecretTile))and room.enemy.is_alive():
pass
else:
action_adder(actions, 's', player.move_south, "Go south")
if w.tile_at(room.x + 1, room.y):
if (isinstance(room, world.DoorTile) or isinstance(room, world.BossTile) or isinstance(room, world.SecretTile))and room.enemy.is_alive():
pass
else:
action_adder(actions, 'e', player.move_east, "Go east")
if w.tile_at(room.x - 1, room.y):
if (isinstance(room, world.DoorTile) or isinstance(room, world.BossTile) or isinstance(room, world.SecretTile))and room.enemy.is_alive():
pass
else:
action_adder(actions, 'w', player.move_west, "Go west")
if player.hp < 100:
action_adder(actions, 'h', player.heal, "Heal")
return actions
def action_adder(action_dict, hotkey,action, name):
action_dict[hotkey.lower()] = action
action_dict[hotkey.upper()] = action
action_dict[name.upper()] = action
action_dict[name.lower()] = action
printNow(hotkey+": "+name)
play()