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import os
import sys
import json
import random
import time
import math
import pickle
import importlib
from enum import Enum
from dataclasses import dataclass, field
from typing import Dict, List, Optional, Tuple, Callable, Any, Union
from abc import ABC, abstractmethod
# Color codes for terminal output
class Colors:
RESET = '\033[0m'
BLACK = '\033[30m'
RED = '\033[31m'
GREEN = '\033[32m'
YELLOW = '\033[33m'
BLUE = '\033[34m'
MAGENTA = '\033[35m'
CYAN = '\033[36m'
WHITE = '\033[37m'
BRIGHT_BLACK = '\033[90m'
BRIGHT_RED = '\033[91m'
BRIGHT_GREEN = '\033[92m'
BRIGHT_YELLOW = '\033[93m'
BRIGHT_BLUE = '\033[94m'
BRIGHT_MAGENTA = '\033[95m'
BRIGHT_CYAN = '\033[96m'
BRIGHT_WHITE = '\033[97m'
BG_BLACK = '\033[40m'
BG_RED = '\033[41m'
BG_GREEN = '\033[42m'
BG_YELLOW = '\033[43m'
BG_BLUE = '\033[44m'
BG_MAGENTA = '\033[45m'
BG_CYAN = '\033[46m'
BG_WHITE = '\033[47m'
# Game Enums
class Direction(Enum):
NORTH = "north"
SOUTH = "south"
EAST = "east"
WEST = "west"
NORTHEAST = "northeast"
NORTHWEST = "northwest"
SOUTHEAST = "southeast"
SOUTHWEST = "southwest"
UP = "up"
DOWN = "down"
class SkillType(Enum):
COMBAT = "combat"
MAGIC = "magic"
STEALTH = "stealth"
CRAFTING = "crafting"
SOCIAL = "social"
SURVIVAL = "survival"
class Weather(Enum):
CLEAR = "clear"
CLOUDY = "cloudy"
RAINY = "rainy"
STORMY = "stormy"
SNOWY = "snowy"
FOGGY = "foggy"
class TimeOfDay(Enum):
DAWN = "dawn"
MORNING = "morning"
NOON = "noon"
AFTERNOON = "afternoon"
DUSK = "dusk"
EVENING = "evening"
NIGHT = "night"
MIDNIGHT = "midnight"
# Data Classes
@dataclass
class Position:
x: int = 0
y: int = 0
z: int = 0
@dataclass
class Stats:
health: int = 100
max_health: int = 100
mana: int = 50
max_mana: int = 50
stamina: int = 100
max_stamina: int = 100
hunger: int = 100
max_hunger: int = 100
thirst: int = 100
max_thirst: int = 100
experience: int = 0
level: int = 1
def level_up(self):
self.level += 1
self.experience = 0
self.max_health += 10
self.health = self.max_health
self.max_mana += 5
self.mana = self.max_mana
self.max_stamina += 5
self.stamina = self.max_stamina
@dataclass
class Skill:
name: str
type: SkillType
level: int = 1
experience: int = 0
max_experience: int = 100
def gain_experience(self, amount: int):
self.experience += amount
while self.experience >= self.max_experience:
self.experience -= self.max_experience
self.level += 1
self.max_experience = int(self.max_experience * 1.5)
return True # Leveled up
return False
@dataclass
class Item:
id: str
name: str
description: str
value: int = 0
weight: float = 1.0
consumable: bool = False
equippable: bool = False
stackable: bool = True
max_stack: int = 99
effects: Dict[str, Any] = field(default_factory=dict)
def use(self, player):
if self.consumable:
for stat, value in self.effects.items():
if hasattr(player.stats, stat):
current = getattr(player.stats, stat)
max_stat = getattr(player.stats, f"max_{stat}")
setattr(player.stats, stat, min(max_stat, current + value))
return True
return False
@dataclass
class Weapon(Item):
damage: int = 10
damage_type: str = "physical"
two_handed: bool = False
range: int = 1
def __post_init__(self):
self.equippable = True
@dataclass
class Armor(Item):
defense: int = 5
armor_type: str = "light"
slot: str = "chest"
def __post_init__(self):
self.equippable = True
@dataclass
class Quest:
id: str
name: str
description: str
objectives: List[str]
rewards: Dict[str, Any]
completed: bool = False
active: bool = False
@dataclass
class NPC:
id: str
name: str
description: str
dialogue: Dict[str, List[str]]
location_id: str
hostile: bool = False
stats: Stats = field(default_factory=Stats)
inventory: List[Item] = field(default_factory=list)
quests: List[Quest] = field(default_factory=list)
faction: str = "neutral"
def talk(self, topic="greeting"):
if topic in self.dialogue:
return random.choice(self.dialogue[topic])
return "I don't have anything to say about that."
@dataclass
class Location:
id: str
name: str
description: str
exits: Dict[Direction, str] = field(default_factory=dict)
items: List[Item] = field(default_factory=list)
npcs: List[NPC] = field(default_factory=list)
discovered: bool = False
indoor: bool = False
position: Position = field(default_factory=Position)
def add_exit(self, direction: Direction, location_id: str):
self.exits[direction] = location_id
def add_item(self, item: Item):
self.items.append(item)
def add_npc(self, npc: NPC):
self.npcs.append(npc)
def remove_item(self, item: Item):
if item in self.items:
self.items.remove(item)
return True
return False
def remove_npc(self, npc: NPC):
if npc in self.npcs:
self.npcs.remove(npc)
return True
return False
# Plugin System
class Plugin(ABC):
@abstractmethod
def initialize(self, game):
pass
@abstractmethod
def get_commands(self) -> Dict[str, Callable]:
return {}
# Game Classes
class GameWorld:
def __init__(self):
self.locations: Dict[str, Location] = {}
self.global_time: int = 0 # Game time in minutes
self.weather: Weather = Weather.CLEAR
self.time_of_day: TimeOfDay = TimeOfDay.MORNING
self.day_count: int = 1
def add_location(self, location: Location):
self.locations[location.id] = location
def get_location(self, location_id: str) -> Optional[Location]:
return self.locations.get(location_id)
def update_time(self, minutes: int = 1):
self.global_time += minutes
# Update day count (each day is 1440 minutes)
self.day_count = (self.global_time // 1440) + 1
# Update time of day (each period is 3 hours = 180 minutes)
time_periods = list(TimeOfDay)
period_index = (self.global_time // 180) % len(time_periods)
self.time_of_day = time_periods[period_index]
# Randomly change weather
if random.random() < 0.05: # 5% chance of weather change
self.weather = random.choice(list(Weather))
def get_time_description(self) -> str:
return f"Day {self.day_count}, {self.time_of_day.value.capitalize()}, Weather: {self.weather.value.capitalize()}"
class Player:
def __init__(self, name: str):
self.name: str = name
self.location_id: str = "start"
self.stats: Stats = Stats()
self.inventory: Dict[str, Tuple[Item, int]] = {} # item_id: (item, quantity)
self.equipped: Dict[str, Item] = {} # slot: item
self.skills: Dict[str, Skill] = {
"combat": Skill("Combat", SkillType.COMBAT),
"magic": Skill("Magic", SkillType.MAGIC),
"stealth": Skill("Stealth", SkillType.STEALTH),
"crafting": Skill("Crafting", SkillType.CRAFTING),
"social": Skill("Social", SkillType.SOCIAL),
"survival": Skill("Survival", SkillType.SURVIVAL)
}
self.quests: List[Quest] = []
self.known_locations: List[str] = ["start"]
self.faction_reputation: Dict[str, int] = {}
def add_item(self, item: Item, quantity: int = 1):
if item.id in self.inventory:
current_item, current_quantity = self.inventory[item.id]
if item.stackable:
new_quantity = min(current_quantity + quantity, item.max_stack)
self.inventory[item.id] = (current_item, new_quantity)
return quantity - (new_quantity - current_quantity) # Return leftover quantity
else:
# For non-stackable items, add multiple entries
for _ in range(quantity):
self.inventory[f"{item.id}_{len(self.inventory)}"] = (item, 1)
return 0
else:
self.inventory[item.id] = (item, quantity)
return 0
def remove_item(self, item_id: str, quantity: int = 1) -> bool:
if item_id in self.inventory:
item, current_quantity = self.inventory[item_id]
if current_quantity <= quantity:
del self.inventory[item_id]
return True
else:
self.inventory[item_id] = (item, current_quantity - quantity)
return True
return False
def has_item(self, item_id: str, quantity: int = 1) -> bool:
if item_id in self.inventory:
_, current_quantity = self.inventory[item_id]
return current_quantity >= quantity
return False
def equip_item(self, item_id: str) -> bool:
if item_id in self.inventory:
item, _ = self.inventory[item_id]
if item.equippable:
# Determine slot based on item type
if isinstance(item, Weapon):
slot = "weapon"
elif isinstance(item, Armor):
slot = item.slot
else:
slot = "accessory"
# Unequip current item if any
if slot in self.equipped:
self.add_item(self.equipped[slot])
# Equip new item
self.equipped[slot] = item
self.remove_item(item_id)
return True
return False
def unequip_item(self, slot: str) -> bool:
if slot in self.equipped:
item = self.equipped[slot]
self.add_item(item)
del self.equipped[slot]
return True
return False
def get_total_defense(self) -> int:
defense = 0
for item in self.equipped.values():
if isinstance(item, Armor):
defense += item.defense
return defense
def get_total_damage(self) -> int:
damage = 5 # Base damage
if "weapon" in self.equipped:
weapon = self.equipped["weapon"]
if isinstance(weapon, Weapon):
damage = weapon.damage
return damage
def gain_experience(self, amount: int):
self.stats.experience += amount
exp_needed = self.stats.level * 100 # Simple formula
while self.stats.experience >= exp_needed:
self.stats.experience -= exp_needed
self.stats.level_up()
exp_needed = self.stats.level * 100
return True # Leveled up
return False
def add_quest(self, quest: Quest):
self.quests.append(quest)
quest.active = True
def complete_quest(self, quest_id: str) -> bool:
for quest in self.quests:
if quest.id == quest_id and quest.active and not quest.completed:
quest.completed = True
# Apply rewards
if "experience" in quest.rewards:
self.gain_experience(quest.rewards["experience"])
if "items" in quest.rewards:
for item_id, quantity in quest.rewards["items"].items():
# This would need a reference to the game world to get the actual item
pass
if "reputation" in quest.rewards:
for faction, amount in quest.rewards["reputation"].items():
if faction in self.faction_reputation:
self.faction_reputation[faction] += amount
else:
self.faction_reputation[faction] = amount
return True
return False
def update_vitals(self):
# Decrease hunger and thirst over time
self.stats.hunger = max(0, self.stats.hunger - 1)
self.stats.thirst = max(0, self.stats.thirst - 1)
# Apply effects of hunger and thirst
if self.stats.hunger == 0:
self.stats.health = max(0, self.stats.health - 2)
if self.stats.thirst == 0:
self.stats.health = max(0, self.stats.health - 3)
# Regenerate health, mana, and stamina slowly
if self.stats.health < self.stats.max_health:
self.stats.health = min(self.stats.max_health, self.stats.health + 1)
if self.stats.mana < self.stats.max_mana:
self.stats.mana = min(self.stats.max_mana, self.stats.mana + 1)
if self.stats.stamina < self.stats.max_stamina:
self.stats.stamina = min(self.stats.max_stamina, self.stats.stamina + 2)
class CombatSystem:
@staticmethod
def attack(attacker, defender):
# Calculate damage
base_damage = attacker.get_total_damage() if hasattr(attacker, 'get_total_damage') else 10
# Add some randomness
damage = max(1, base_damage + random.randint(-2, 2))
# Apply defense
defense = defender.get_total_defense() if hasattr(defender, 'get_total_defense') else 0
damage = max(1, damage - defense // 2)
# Apply damage
defender.stats.health = max(0, defender.stats.health - damage)
return damage
@staticmethod
def check_flee(player, npc) -> bool:
# Base chance to flee is 50%, modified by player's level vs NPC's level
base_chance = 0.5
level_diff = player.stats.level - npc.stats.level
chance = base_chance + (level_diff * 0.1)
chance = max(0.1, min(0.9, chance)) # Clamp between 10% and 90%
return random.random() < chance
class Game:
def __init__(self):
self.world = GameWorld()
self.player = None
self.running = True
self.plugins: Dict[str, Plugin] = {}
self.commands: Dict[str, Callable] = {}
self.combat = CombatSystem()
self.in_combat = False
self.current_opponent = None
# Initialize core commands
self.register_command("help", self.cmd_help)
self.register_command("quit", self.cmd_quit)
self.register_command("look", self.cmd_look)
self.register_command("go", self.cmd_go)
self.register_command("take", self.cmd_take)
self.register_command("inventory", self.cmd_inventory)
self.register_command("use", self.cmd_use)
self.register_command("equip", self.cmd_equip)
self.register_command("unequip", self.cmd_unequip)
self.register_command("talk", self.cmd_talk)
self.register_command("attack", self.cmd_attack)
self.register_command("flee", self.cmd_flee)
self.register_command("quests", self.cmd_quests)
self.register_command("skills", self.cmd_skills)
self.register_command("time", self.cmd_time)
self.register_command("save", self.cmd_save)
self.register_command("load", self.cmd_load)
self.register_command("wait", self.cmd_wait)
self.register_command("status", self.cmd_status)
self.register_command("drop", self.cmd_drop)
self.register_command("examine", self.cmd_examine)
self.register_command("map", self.cmd_map)
self.register_command("rest", self.cmd_rest)
self.register_command("plugins", self.cmd_plugins)
# Initialize the game world
self.initialize_world()
def register_command(self, name: str, func: Callable):
self.commands[name] = func
def load_plugin(self, plugin_path: str):
try:
spec = importlib.util.spec_from_file_location("plugin", plugin_path)
plugin_module = importlib.util.module_from_spec(spec)
spec.loader.exec_module(plugin_module)
# Get plugin class (should be named "Plugin")
if hasattr(plugin_module, "Plugin"):
plugin_class = getattr(plugin_module, "Plugin")
plugin = plugin_class()
plugin.initialize(self)
# Register plugin commands
plugin_commands = plugin.get_commands()
for name, func in plugin_commands.items():
self.register_command(name, func)
self.plugins[plugin_path] = plugin
return True
except Exception as e:
print(f"{Colors.RED}Error loading plugin: {e}{Colors.RESET}")
return False
def unload_plugin(self, plugin_path: str):
if plugin_path in self.plugins:
plugin = self.plugins[plugin_path]
plugin_commands = plugin.get_commands()
# Unregister plugin commands
for name in plugin_commands:
if name in self.commands:
del self.commands[name]
del self.plugins[plugin_path]
return True
return False
def initialize_world(self):
# Create starting location
start_location = Location(
id="start",
name="Starting Village",
description="A small village surrounded by forests and mountains. There's a path leading north to the forest and east to the mountains.",
position=Position(0, 0, 0)
)
# Create forest location
forest_location = Location(
id="forest",
name="Dark Forest",
description="A dense forest with tall trees and little light. You can hear strange sounds in the distance.",
position=Position(0, 1, 0)
)
# Create mountain location
mountain_location = Location(
id="mountain",
name="Mountain Pass",
description="A narrow path through the mountains. It's cold and windy here.",
position=Position(1, 0, 0)
)
# Create cave location
cave_location = Location(
id="cave",
name="Mysterious Cave",
description="A dark cave with glowing crystals on the walls. You can hear dripping water.",
position=Position(0, 0, -1),
indoor=True
)
# Create village shop
shop_location = Location(
id="shop",
name="Village Shop",
description="A small shop with various items for sale. The shopkeeper looks friendly.",
position=Position(-1, 0, 0),
indoor=True
)
# Connect locations
start_location.add_exit(Direction.NORTH, "forest")
start_location.add_exit(Direction.EAST, "mountain")
start_location.add_exit(Direction.WEST, "shop")
forest_location.add_exit(Direction.SOUTH, "start")
forest_location.add_exit(Direction.DOWN, "cave")
mountain_location.add_exit(Direction.WEST, "start")
cave_location.add_exit(Direction.UP, "forest")
shop_location.add_exit(Direction.EAST, "start")
# Add items to locations
# Starting village items
start_location.add_item(Item(
id="apple",
name="Apple",
description="A fresh red apple. Looks delicious.",
value=5,
consumable=True,
effects={"hunger": 20}
))
start_location.add_item(Item(
id="bread",
name="Bread",
description="A loaf of bread. Still warm.",
value=10,
consumable=True,
effects={"hunger": 40}
))
# Forest items
forest_location.add_item(Weapon(
id="sword",
name="Rusty Sword",
description="An old rusty sword. Better than nothing.",
value=25,
damage=15,
weight=3.0
))
forest_location.add_item(Item(
id="herb",
name="Healing Herb",
description="A green herb with medicinal properties.",
value=15,
consumable=True,
effects={"health": 20}
))
# Cave items
cave_location.add_item(Item(
id="crystal",
name="Magic Crystal",
description="A glowing crystal that hums with magical energy.",
value=100,
consumable=True,
effects={"mana": 50}
))
# Shop items
shop_location.add_item(Weapon(
id="dagger",
name="Dagger",
description="A sharp dagger. Good for quick attacks.",
value=30,
damage=10,
weight=1.0
))
shop_location.add_item(Armor(
id="leather_armor",
name="Leather Armor",
description="Simple armor made of leather. Provides basic protection.",
value=50,
defense=10,
armor_type="light",
slot="chest"
))
# Add NPCs
# Village elder
elder = NPC(
id="elder",
name="Village Elder",
description="An old man with a long white beard and wise eyes.",
dialogue={
"greeting": [
"Welcome to our humble village, young adventurer.",
"Ah, a new face. What brings you to our village?"
],
"quest": [
"We have a problem with wolves in the forest. Could you help us?",
"The forest to the north has become dangerous. Please investigate."
],
"help": [
"You can use 'go [direction]' to move around.",
"Try 'talk [npc]' to interact with people."
]
},
location_id="start"
)
# Add quest to elder
wolf_quest = Quest(
id="wolf_problem",
name="Wolf Problem",
description="Deal with the wolves in the forest.",
objectives=["Kill 5 wolves"],
rewards={
"experience": 100,
"items": {"gold": 50}
}
)
elder.quests.append(wolf_quest)
# Shopkeeper
shopkeeper = NPC(
id="shopkeeper",
name="Shopkeeper",
description="A friendly-looking person with a big smile.",
dialogue={
"greeting": [
"Welcome to my shop! Feel free to browse.",
"Hello! Looking for something special?"
],
"buy": [
"What would you like to buy?",
"Everything here is for sale, just name it."
],
"sell": [
"What do you want to sell me?",
"I'll give you a fair price for your items."
]
},
location_id="shop"
)
# Forest wolf
wolf = NPC(
id="wolf",
name="Wolf",
description="A wild wolf with sharp teeth and hungry eyes.",
dialogue={},
location_id="forest",
hostile=True,
stats=Stats(health=50, max_health=50)
)
# Add NPCs to locations
start_location.add_npc(elder)
shop_location.add_npc(shopkeeper)
forest_location.add_npc(wolf)
# Add locations to world
self.world.add_location(start_location)
self.world.add_location(forest_location)
self.world.add_location(mountain_location)
self.world.add_location(cave_location)
self.world.add_location(shop_location)
def start(self):
self.clear_screen()
self.print_title()
# Character creation
name = input(f"{Colors.CYAN}Enter your character's name: {Colors.RESET}")
self.player = Player(name)
# Welcome message
self.print_wrapped(f"{Colors.GREEN}Welcome, {self.player.name}!{Colors.RESET}")
self.print_wrapped("You find yourself in a small village. Your adventure begins here.")
self.print_wrapped("Type 'help' for a list of commands.")
self.print_separator()
# Main game loop
while self.running:
if not self.in_combat:
# Update game world
self.world.update_time()
self.player.update_vitals()
# Check if player is dead
if self.player.stats.health <= 0:
self.game_over()
break
# Display location
self.display_location()
# Get player input
try:
command_input = input(f"{Colors.YELLOW}> {Colors.RESET}").strip().lower()
if not command_input:
continue
# Parse command
parts = command_input.split()
command = parts[0]
args = parts[1:] if len(parts) > 1 else []
# Execute command
if command in self.commands:
self.commands[command](args)
else:
print(f"{Colors.RED}Unknown command: {command}{Colors.RESET}")
print(f"{Colors.CYAN}Type 'help' for a list of commands.{Colors.RESET}")
except KeyboardInterrupt:
print("\nGoodbye!")
self.running = False
except EOFError:
print("\nGoodbye!")
self.running = False
except Exception as e:
print(f"{Colors.RED}Error: {e}{Colors.RESET}")
def game_over(self):
self.clear_screen()
print(f"{Colors.RED}========================================{Colors.RESET}")
print(f"{Colors.RED} GAME OVER{Colors.RESET}")
print(f"{Colors.RED}========================================{Colors.RESET}")
print(f"{Colors.WHITE}You have died.{Colors.RESET}")
print(f"{Colors.WHITE}Level reached: {self.player.stats.level}{Colors.RESET}")
print(f"{Colors.WHITE}Experience gained: {self.player.stats.experience}{Colors.RESET}")
print(f"{Colors.RED}========================================{Colors.RESET}")
self.running = False
def clear_screen(self):
os.system('cls' if os.name == 'nt' else 'clear')
def print_title(self):
print(f"{Colors.BRIGHT_CYAN}")
print("========================================")
print(" ULTIMATE OPEN WORLD GAME ")
print("========================================")
print(f"{Colors.RESET}")
def print_separator(self):
print(f"{Colors.BRIGHT_BLACK}----------------------------------------{Colors.RESET}")
def print_wrapped(self, text, width=80):
words = text.split()
lines = []
current_line = []
current_length = 0
for word in words:
if current_length + len(word) + 1 <= width:
current_line.append(word)
current_length += len(word) + 1
else:
lines.append(' '.join(current_line))
current_line = [word]
current_length = len(word)
if current_line:
lines.append(' '.join(current_line))
for line in lines:
print(line)
def display_location(self):
location = self.world.get_location(self.player.location_id)
if not location:
return
# Mark location as discovered
if not location.discovered:
location.discovered = True
if location.id not in self.player.known_locations:
self.player.known_locations.append(location.id)
# Display location name
print(f"{Colors.BRIGHT_GREEN}{location.name}{Colors.RESET}")
# Display location description
self.print_wrapped(f"{Colors.WHITE}{location.description}{Colors.RESET}")
# Display time and weather
print(f"{Colors.CYAN}{self.world.get_time_description()}{Colors.RESET}")
# Display exits
if location.exits:
exits = ", ".join([d.value for d in location.exits.keys()])
print(f"{Colors.YELLOW}Exits: {exits}{Colors.RESET}")
# Display items
if location.items:
item_names = [f"{item.name} ({quantity})" if item.stackable else item.name
for item, quantity in [(item, 1) for item in location.items]]
print(f"{Colors.GREEN}Items: {', '.join(item_names)}{Colors.RESET}")
# Display NPCs
if location.npcs:
npc_names = [npc.name for npc in location.npcs]
print(f"{Colors.MAGENTA}People: {', '.join(npc_names)}{Colors.RESET}")
self.print_separator()
# Command implementations
def cmd_help(self, args):
print(f"{Colors.CYAN}Available commands:{Colors.RESET}")
for command in sorted(self.commands.keys()):
print(f" {Colors.YELLOW}{command}{Colors.RESET}")
print(f"\n{Colors.CYAN}For more information on a command, type: help [command]{Colors.RESET}")
def cmd_quit(self, args):
print(f"{Colors.YELLOW}Are you sure you want to quit? (y/n){Colors.RESET}")
response = input("> ").strip().lower()
if response == 'y':
self.running = False
def cmd_look(self, args):
self.display_location()
def cmd_go(self, args):
if not args:
print(f"{Colors.RED}Go where?{Colors.RESET}")
return
direction_str = args[0]
try:
direction = Direction(direction_str)
except ValueError:
print(f"{Colors.RED}Invalid direction: {direction_str}{Colors.RESET}")
return
location = self.world.get_location(self.player.location_id)
if not location:
return
if direction in location.exits:
# Check for hostile NPCs that might block the way
for npc in location.npcs:
if npc.hostile and npc.stats.health > 0:
print(f"{Colors.RED}{npc.name} blocks your path!{Colors.RESET}")
self.start_combat(npc)
return
# Move to the new location
self.player.location_id = location.exits[direction]
print(f"{Colors.GREEN}You go {direction.value}.{Colors.RESET}")
# Update time (movement takes time)
self.world.update_time(5)
# Consume stamina
self.player.stats.stamina = max(0, self.player.stats.stamina - 5)
# Check for random encounters
if random.random() < 0.1: # 10% chance of random encounter
self.random_encounter()
else:
print(f"{Colors.RED}You can't go {direction.value} from here.{Colors.RESET}")
def cmd_take(self, args):
if not args:
print(f"{Colors.RED}Take what?{Colors.RESET}")
return
item_name = ' '.join(args)
location = self.world.get_location(self.player.location_id)
if not location:
return
# Find the item
for item in location.items:
if item.name.lower() == item_name.lower():
# Add to player inventory
leftover = self.player.add_item(item)
if leftover == 0:
location.remove_item(item)
print(f"{Colors.GREEN}You take the {item.name}.{Colors.RESET}")
else:
print(f"{Colors.YELLOW}You can only carry {item.max_stack} {item.name}s.{Colors.RESET}")
return
print(f"{Colors.RED}There is no {item_name} here.{Colors.RESET}")
def cmd_inventory(self, args):
if not self.player.inventory:
print(f"{Colors.YELLOW}Your inventory is empty.{Colors.RESET}")
return
print(f"{Colors.CYAN}Inventory:{Colors.RESET}")
for item_id, (item, quantity) in self.player.inventory.items():
if item.stackable:
print(f" {Colors.GREEN}{item.name} x{quantity}{Colors.RESET} - {item.description}")
else:
print(f" {Colors.GREEN}{item.name}{Colors.RESET} - {item.description}")
# Show equipped items
if self.player.equipped:
print(f"\n{Colors.CYAN}Equipped:{Colors.RESET}")
for slot, item in self.player.equipped.items():
print(f" {Colors.YELLOW}{slot}: {item.name}{Colors.RESET}")
def cmd_use(self, args):
if not args:
print(f"{Colors.RED}Use what?{Colors.RESET}")
return
item_name = ' '.join(args)
# Find the item in inventory
for item_id, (item, quantity) in self.player.inventory.items():
if item.name.lower() == item_name.lower():
if item.use(self.player):
if item.consumable:
if quantity > 1:
self.player.inventory[item_id] = (item, quantity - 1)
else:
self.player.remove_item(item_id)
print(f"{Colors.GREEN}You use the {item.name}.{Colors.RESET}")
else:
print(f"{Colors.RED}You can't use the {item.name}.{Colors.RESET}")
return
print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
def cmd_equip(self, args):
if not args:
print(f"{Colors.RED}Equip what?{Colors.RESET}")
return
item_name = ' '.join(args)
# Find the item in inventory
for item_id, (item, quantity) in self.player.inventory.items():
if item.name.lower() == item_name.lower():
if self.player.equip_item(item_id):
print(f"{Colors.GREEN}You equip the {item.name}.{Colors.RESET}")
else:
print(f"{Colors.RED}You can't equip the {item.name}.{Colors.RESET}")
return
print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
def cmd_unequip(self, args):
if not args:
print(f"{Colors.RED}Unequip what?{Colors.RESET}")
return
slot = args[0].lower()
if self.player.unequip_item(slot):
print(f"{Colors.GREEN}You unequip your {slot}.{Colors.RESET}")
else:
print(f"{Colors.RED}You don't have anything equipped in that slot.{Colors.RESET}")
def cmd_talk(self, args):
if not args:
print(f"{Colors.RED}Talk to whom?{Colors.RESET}")
return
npc_name = ' '.join(args)
location = self.world.get_location(self.player.location_id)
if not location:
return
# Find the NPC
for npc in location.npcs:
if npc.name.lower() == npc_name.lower():
# Get dialogue topic
topic = "greeting"
if len(args) > 1:
topic = ' '.join(args[1:])
# Get dialogue
dialogue = npc.talk(topic)
print(f"{Colors.MAGENTA}{npc.name}: {dialogue}{Colors.RESET}")
# Check for quests
if topic == "quest" and npc.quests:
for quest in npc.quests:
if not quest.completed and not any(q.id == quest.id for q in self.player.quests):
self.player.add_quest(quest)
print(f"{Colors.GREEN}New quest: {quest.name}{Colors.RESET}")
print(f"{Colors.WHITE}{quest.description}{Colors.RESET}")
return
print(f"{Colors.RED}There is no one named {npc_name} here.{Colors.RESET}")
def cmd_attack(self, args):
if not args:
print(f"{Colors.RED}Attack whom?{Colors.RESET}")
return
npc_name = ' '.join(args)
location = self.world.get_location(self.player.location_id)
if not location:
return
# Find the NPC
for npc in location.npcs:
if npc.name.lower() == npc_name.lower():
if not npc.hostile:
print(f"{Colors.RED}You can't attack {npc.name}.{Colors.RESET}")
return
self.start_combat(npc)
return
print(f"{Colors.RED}There is no one named {npc_name} here.{Colors.RESET}")
def cmd_flee(self, args):
if not self.in_combat:
print(f"{Colors.RED}You're not in combat.{Colors.RESET}")
return
if self.combat.check_flee(self.player, self.current_opponent):
print(f"{Colors.GREEN}You successfully flee from combat.{Colors.RESET}")
self.end_combat()
# Move to a random adjacent location
location = self.world.get_location(self.player.location_id)
if location and location.exits:
directions = list(location.exits.keys())
random_direction = random.choice(directions)
self.player.location_id = location.exits[random_direction]
print(f"{Colors.GREEN}You run away to the {random_direction.value}.{Colors.RESET}")
else:
print(f"{Colors.RED}You fail to flee!{Colors.RESET}")
# Enemy gets a free attack
damage = self.combat.attack(self.current_opponent, self.player)
print(f"{Colors.RED}{self.current_opponent.name} attacks you for {damage} damage!{Colors.RESET}")
if self.player.stats.health <= 0:
self.game_over()
def cmd_quests(self, args):
if not self.player.quests:
print(f"{Colors.YELLOW}You don't have any active quests.{Colors.RESET}")
return
print(f"{Colors.CYAN}Active Quests:{Colors.RESET}")
for quest in self.player.quests:
if quest.active and not quest.completed:
print(f" {Colors.YELLOW}{quest.name}{Colors.RESET}")
print(f" {quest.description}")
print(f" Objectives: {', '.join(quest.objectives)}")
print(f"\n{Colors.CYAN}Completed Quests:{Colors.RESET}")
for quest in self.player.quests:
if quest.completed:
print(f" {Colors.GREEN}{quest.name}{Colors.RESET}")
def cmd_skills(self, args):
print(f"{Colors.CYAN}Skills:{Colors.RESET}")
for skill_name, skill in self.player.skills.items():
print(f" {Colors.YELLOW}{skill.name}: Level {skill.level} ({skill.experience}/{skill.max_experience} XP){Colors.RESET}")
def cmd_time(self, args):
print(f"{Colors.CYAN}{self.world.get_time_description()}{Colors.RESET}")
def cmd_save(self, args):
save_name = args[0] if args else "save1"
save_data = {
"player": self.player,
"world": self.world,
"in_combat": self.in_combat,
"current_opponent": self.current_opponent
}
try:
with open(f"{save_name}.sav", "wb") as f:
pickle.dump(save_data, f)
print(f"{Colors.GREEN}Game saved as {save_name}.{Colors.RESET}")
except Exception as e:
print(f"{Colors.RED}Failed to save game: {e}{Colors.RESET}")
def cmd_load(self, args):
save_name = args[0] if args else "save1"
try:
with open(f"{save_name}.sav", "rb") as f:
save_data = pickle.load(f)
self.player = save_data["player"]
self.world = save_data["world"]
self.in_combat = save_data["in_combat"]
self.current_opponent = save_data["current_opponent"]
print(f"{Colors.GREEN}Game loaded from {save_name}.{Colors.RESET}")
except Exception as e:
print(f"{Colors.RED}Failed to load game: {e}{Colors.RESET}")
def cmd_wait(self, args):
minutes = 30 # Default wait time
if args:
try:
minutes = int(args[0])
except ValueError:
print(f"{Colors.RED}Invalid time: {args[0]}{Colors.RESET}")
return
print(f"{Colors.YELLOW}You wait for {minutes} minutes...{Colors.RESET}")
self.world.update_time(minutes)
self.player.update_vitals()
# Random events while waiting
if random.random() < 0.2: # 20% chance of something happening
self.random_event()
def cmd_status(self, args):
print(f"{Colors.CYAN}Character Status:{Colors.RESET}")
print(f" Name: {self.player.name}")
print(f" Level: {self.player.stats.level}")
print(f" Experience: {self.player.stats.experience}")
print(f" Health: {self.player.stats.health}/{self.player.stats.max_health}")
print(f" Mana: {self.player.stats.mana}/{self.player.stats.max_mana}")
print(f" Stamina: {self.player.stats.stamina}/{self.player.stats.max_stamina}")
print(f" Hunger: {self.player.stats.hunger}/{self.player.stats.max_hunger}")
print(f" Thirst: {self.player.stats.thirst}/{self.player.stats.max_thirst}")
print(f" Defense: {self.player.get_total_defense()}")
print(f" Damage: {self.player.get_total_damage()}")
def cmd_drop(self, args):
if not args:
print(f"{Colors.RED}Drop what?{Colors.RESET}")
return
item_name = ' '.join(args)
location = self.world.get_location(self.player.location_id)
if not location:
return
# Find the item in inventory
for item_id, (item, quantity) in self.player.inventory.items():
if item.name.lower() == item_name.lower():
# Remove from player inventory
if self.player.remove_item(item_id):
# Add to location
location.add_item(item)
print(f"{Colors.GREEN}You drop the {item.name}.{Colors.RESET}")
return
print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
def cmd_examine(self, args):
if not args:
print(f"{Colors.RED}Examine what?{Colors.RESET}")
return
target_name = ' '.join(args)
location = self.world.get_location(self.player.location_id)
if not location:
return
# Check items
for item in location.items:
if item.name.lower() == target_name.lower():
print(f"{Colors.GREEN}{item.name}: {item.description}{Colors.RESET}")
if isinstance(item, Weapon):
print(f" Damage: {item.damage}, Type: {item.damage_type}")
elif isinstance(item, Armor):
print(f" Defense: {item.defense}, Type: {item.armor_type}, Slot: {item.slot}")
return
# Check NPCs
for npc in location.npcs:
if npc.name.lower() == target_name.lower():
print(f"{Colors.MAGENTA}{npc.name}: {npc.description}{Colors.RESET}")
if npc.hostile:
print(f" {Colors.RED}Hostile{Colors.RESET}")
print(f" Health: {npc.stats.health}/{npc.stats.max_health}")
return
print(f"{Colors.RED}There is no {target_name} here.{Colors.RESET}")
def cmd_map(self, args):
print(f"{Colors.CYAN}Map of Known Locations:{Colors.RESET}")
# Get all known locations
known_locations = [self.world.get_location(loc_id) for loc_id in self.player.known_locations]
if not known_locations:
print(f"{Colors.YELLOW}You haven't discovered any locations yet.{Colors.RESET}")
return
# Find min and max coordinates
min_x = min(loc.position.x for loc in known_locations)
max_x = max(loc.position.x for loc in known_locations)
min_y = min(loc.position.y for loc in known_locations)
max_y = max(loc.position.y for loc in known_locations)
# Create map grid
grid_width = max_x - min_x + 1
grid_height = max_y - min_y + 1
grid = [[' ' for _ in range(grid_width)] for _ in range(grid_height)]
# Place locations on grid
for loc in known_locations:
x = loc.position.x - min_x
y = loc.position.y - min_y
if loc.id == self.player.location_id:
grid[y][x] = 'X' # Player's current location
else:
grid[y][x] = 'O' # Other known locations
# Print map
print(f"{Colors.BRIGHT_BLACK}+{'-' * grid_width}+{Colors.RESET}")
for row in grid:
print(f"{Colors.BRIGHT_BLACK}|{Colors.RESET}", end="")
for cell in row:
if cell == 'X':
print(f"{Colors.GREEN}{cell}{Colors.RESET}", end="")
elif cell == 'O':
print(f"{Colors.YELLOW}{cell}{Colors.RESET}", end="")
else:
print(cell, end="")
print(f"{Colors.BRIGHT_BLACK}|{Colors.RESET}")
print(f"{Colors.BRIGHT_BLACK}+{'-' * grid_width}+{Colors.RESET}")
print(f"{Colors.GREEN}X = Your location{Colors.RESET}")
print(f"{Colors.YELLOW}O = Known location{Colors.RESET}")
def cmd_rest(self, args):
if self.in_combat:
print(f"{Colors.RED}You can't rest during combat!{Colors.RESET}")
return
location = self.world.get_location(self.player.location_id)
if location and not location.indoor:
print(f"{Colors.YELLOW}Resting outdoors is not safe. You might be attacked.{Colors.RESET}")
response = input("Continue anyway? (y/n) ").strip().lower()
if response != 'y':
return
print(f"{Colors.YELLOW}You rest for a while...{Colors.RESET}")
# Restore health, mana, and stamina
self.player.stats.health = self.player.stats.max_health
self.player.stats.mana = self.player.stats.max_mana
self.player.stats.stamina = self.player.stats.max_stamina
# Advance time
self.world.update_time(60) # Rest for 1 hour
# Random event chance
if random.random() < 0.3: # 30% chance of something happening
self.random_event()
def cmd_plugins(self, args):
if not args:
print(f"{Colors.CYAN}Loaded plugins:{Colors.RESET}")
for plugin_path in self.plugins:
print(f" {plugin_path}")
return
command = args[0].lower()
if command == "load" and len(args) > 1:
plugin_path = args[1]
if self.load_plugin(plugin_path):
print(f"{Colors.GREEN}Plugin loaded: {plugin_path}{Colors.RESET}")
else:
print(f"{Colors.RED}Failed to load plugin: {plugin_path}{Colors.RESET}")
elif command == "unload" and len(args) > 1:
plugin_path = args[1]
if self.unload_plugin(plugin_path):
print(f"{Colors.GREEN}Plugin unloaded: {plugin_path}{Colors.RESET}")
else:
print(f"{Colors.RED}Failed to unload plugin: {plugin_path}{Colors.RESET}")
else:
print(f"{Colors.RED}Usage: plugins [load|unload] [path]{Colors.RESET}")
# Combat methods
def start_combat(self, opponent):
self.in_combat = True
self.current_opponent = opponent
print(f"{Colors.RED}Combat started with {opponent.name}!{Colors.RESET}")
# Combat loop
while self.in_combat:
# Display combat status
print(f"{Colors.RED}{opponent.name}: {opponent.stats.health}/{opponent.stats.max_health} HP{Colors.RESET}")
print(f"{Colors.GREEN}You: {self.player.stats.health}/{self.player.stats.max_health} HP{Colors.RESET}")
# Get player action
try:
action = input(f"{Colors.YELLOW}What do you do? (attack/flee/use/item): {Colors.RESET}").strip().lower()
if action == "attack":
# Player attacks
damage = self.combat.attack(self.player, opponent)
print(f"{Colors.GREEN}You attack {opponent.name} for {damage} damage!{Colors.RESET}")
# Check if opponent is defeated
if opponent.stats.health <= 0:
print(f"{Colors.GREEN}You defeated {opponent.name}!{Colors.RESET}")
# Gain experience
exp_gained = opponent.stats.level * 20
leveled_up = self.player.gain_experience(exp_gained)
print(f"{Colors.GREEN}You gained {exp_gained} experience!{Colors.RESET}")
if leveled_up:
print(f"{Colors.BRIGHT_GREEN}You leveled up! You are now level {self.player.stats.level}.{Colors.RESET}")
# Loot opponent
if opponent.inventory:
for item in opponent.inventory:
self.player.add_item(item)
print(f"{Colors.GREEN}You looted: {item.name}{Colors.RESET}")
self.end_combat()
continue
# Opponent attacks
damage = self.combat.attack(opponent, self.player)
print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
# Check if player is defeated
if self.player.stats.health <= 0:
self.game_over()
break
elif action == "flee":
if self.combat.check_flee(self.player, opponent):
print(f"{Colors.GREEN}You successfully flee from combat.{Colors.RESET}")
self.end_combat()
# Move to a random adjacent location
location = self.world.get_location(self.player.location_id)
if location and location.exits:
directions = list(location.exits.keys())
random_direction = random.choice(directions)
self.player.location_id = location.exits[random_direction]
print(f"{Colors.GREEN}You run away to the {random_direction.value}.{Colors.RESET}")
else:
print(f"{Colors.RED}You fail to flee!{Colors.RESET}")
# Opponent gets a free attack
damage = self.combat.attack(opponent, self.player)
print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
if self.player.stats.health <= 0:
self.game_over()
break
elif action == "use":
item_name = input(f"{Colors.YELLOW}Use what item? {Colors.RESET}").strip().lower()
# Find the item in inventory
for item_id, (item, quantity) in self.player.inventory.items():
if item.name.lower() == item_name.lower():
if item.use(self.player):
if item.consumable:
if quantity > 1:
self.player.inventory[item_id] = (item, quantity - 1)
else:
self.player.remove_item(item_id)
print(f"{Colors.GREEN}You use the {item.name}.{Colors.RESET}")
else:
print(f"{Colors.RED}You can't use the {item.name}.{Colors.RESET}")
break
else:
print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
# Opponent attacks
damage = self.combat.attack(opponent, self.player)
print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
if self.player.stats.health <= 0:
self.game_over()
break
elif action == "item":
# Use an item (same as "use")
item_name = input(f"{Colors.YELLOW}Use what item? {Colors.RESET}").strip().lower()
# Find the item in inventory
for item_id, (item, quantity) in self.player.inventory.items():
if item.name.lower() == item_name.lower():
if item.use(self.player):
if item.consumable:
if quantity > 1:
self.player.inventory[item_id] = (item, quantity - 1)
else:
self.player.remove_item(item_id)
print(f"{Colors.GREEN}You use the {item.name}.{Colors.RESET}")
else:
print(f"{Colors.RED}You can't use the {item.name}.{Colors.RESET}")
break
else:
print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
# Opponent attacks
damage = self.combat.attack(opponent, self.player)
print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
if self.player.stats.health <= 0:
self.game_over()
break
else:
print(f"{Colors.RED}Invalid action!{Colors.RESET}")
# Opponent gets a free attack
damage = self.combat.attack(opponent, self.player)
print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
if self.player.stats.health <= 0:
self.game_over()
break
except KeyboardInterrupt:
print("\nGoodbye!")
self.running = False
break
except EOFError:
print("\nGoodbye!")
self.running = False
break
except Exception as e:
print(f"{Colors.RED}Error: {e}{Colors.RESET}")
def end_combat(self):
self.in_combat = False
self.current_opponent = None
def random_encounter(self):
encounters = [
{
"message": "You encounter a wandering merchant.",
"type": "npc",
"npc": NPC(
id="merchant",
name="Wandering Merchant",
description="A traveling merchant with a cart full of goods.",
dialogue={
"greeting": [
"Hello, traveler! Care to buy something?",
"Greetings! I have many fine wares for sale."
]
},
location_id=self.player.location_id
)
},
{
"message": "You find a treasure chest!",
"type": "item",
"items": [
Item(
id="gold",
name="Gold",
description="Shiny gold coins.",
value=50,
stackable=True
)
]
},
{
"message": "You are ambushed by bandits!",
"type": "combat",
"npc": NPC(
id="bandit",
name="Bandit",
description="A dangerous-looking bandit with a weapon.",
dialogue={},
location_id=self.player.location_id,
hostile=True,
stats=Stats(health=40, max_health=40)
)
},
{
"message": "You discover a hidden path!",
"type": "location",
"location": Location(
id="hidden_path",
name="Hidden Path",
description="A secret path that few know about.",
position=Position(0, 0, 0)
)
}
]
encounter = random.choice(encounters)
print(f"{Colors.YELLOW}{encounter['message']}{Colors.RESET}")
if encounter["type"] == "npc":
location = self.world.get_location(self.player.location_id)
if location:
location.add_npc(encounter["npc"])
elif encounter["type"] == "item":
location = self.world.get_location(self.player.location_id)
if location:
for item in encounter["items"]:
location.add_item(item)
elif encounter["type"] == "combat":
self.start_combat(encounter["npc"])
elif encounter["type"] == "location":
self.world.add_location(encounter["location"])
self.player.known_locations.append(encounter["location"].id)
def random_event(self):
events = [
{
"message": "It starts to rain.",
"effect": lambda: setattr(self.world, "weather", Weather.RAINY)
},
{
"message": "The clouds part and the sun shines through.",
"effect": lambda: setattr(self.world, "weather", Weather.CLEAR)
},
{
"message": "You feel a bit hungry.",
"effect": lambda: setattr(self.player.stats, "hunger", max(0, self.player.stats.hunger - 10))
},
{
"message": "You feel a bit thirsty.",
"effect": lambda: setattr(self.player.stats, "thirst", max(0, self.player.stats.thirst - 10))
},
{
"message": "You feel refreshed.",
"effect": lambda: setattr(self.player.stats, "stamina", min(self.player.stats.max_stamina, self.player.stats.stamina + 20))
},
{
"message": "You find a coin on the ground.",
"effect": lambda: self.player.add_item(Item(
id="gold",
name="Gold",
description="A single gold coin.",
value=1,
stackable=True
))
}
]
event = random.choice(events)
print(f"{Colors.YELLOW}{event['message']}{Colors.RESET}")
event["effect"]()
# Main function
def main():
game = Game()
game.start()
if __name__ == "__main__":
main() |