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| import os
|
| import sys
|
| import json
|
| import random
|
| import time
|
| import pickle
|
| import math
|
| from enum import Enum
|
| from typing import Dict, List, Tuple, Optional, Any, Callable
|
| from dataclasses import dataclass, asdict
|
| import colorama
|
| from colorama import Fore, Back, Style
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|
|
|
|
| colorama.init()
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|
|
|
|
| GAME_VERSION = "1.0.0"
|
| GAME_TITLE = "TextWorld Adventure"
|
| SAVE_FILE = "textworld_save.pkl"
|
| CONFIG_FILE = "textworld_config.json"
|
|
|
|
|
| class ItemType(Enum):
|
| WEAPON = "weapon"
|
| ARMOR = "armor"
|
| CONSUMABLE = "consumable"
|
| QUEST = "quest"
|
| MISC = "misc"
|
|
|
| class SkillType(Enum):
|
| COMBAT = "combat"
|
| MAGIC = "magic"
|
| STEALTH = "stealth"
|
| SOCIAL = "social"
|
|
|
| class DamageType(Enum):
|
| PHYSICAL = "physical"
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| FIRE = "fire"
|
| ICE = "ice"
|
| LIGHTNING = "lightning"
|
| POISON = "poison"
|
|
|
| class QuestStatus(Enum):
|
| NOT_STARTED = "not_started"
|
| IN_PROGRESS = "in_progress"
|
| COMPLETED = "completed"
|
| FAILED = "failed"
|
|
|
|
|
| @dataclass
|
| class Item:
|
| id: str
|
| name: str
|
| description: str
|
| item_type: ItemType
|
| value: int
|
| rarity: str
|
| stats: Dict[str, int]
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| consumable: bool = False
|
| stackable: bool = False
|
| max_stack: int = 1
|
|
|
| def use(self, player):
|
| if self.consumable:
|
| if "heal" in self.stats:
|
| player.health = min(player.max_health, player.health + self.stats["heal"])
|
| return f"You used {self.name} and restored {self.stats['heal']} health."
|
| elif "mana" in self.stats:
|
| player.mana = min(player.max_mana, player.mana + self.stats["mana"])
|
| return f"You used {self.name} and restored {self.stats['mana']} mana."
|
| return f"You can't use {self.name}."
|
|
|
| @dataclass
|
| class Skill:
|
| id: str
|
| name: str
|
| description: str
|
| skill_type: SkillType
|
| level: int = 1
|
| experience: int = 0
|
| max_experience: int = 100
|
|
|
| def add_experience(self, amount):
|
| self.experience += amount
|
| leveled_up = False
|
| while self.experience >= self.max_experience:
|
| self.experience -= self.max_experience
|
| self.level += 1
|
| self.max_experience = int(self.max_experience * 1.5)
|
| leveled_up = True
|
| return leveled_up
|
|
|
| @dataclass
|
| class Quest:
|
| id: str
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| name: str
|
| description: str
|
| objectives: List[str]
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| rewards: Dict[str, Any]
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| status: QuestStatus = QuestStatus.NOT_STARTED
|
| progress: Dict[str, int] = None
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|
|
| def __post_init__(self):
|
| if self.progress is None:
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| self.progress = {obj: 0 for obj in self.objectives}
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|
|
| @dataclass
|
| class NPC:
|
| id: str
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| name: str
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| description: str
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| dialogue: Dict[str, List[str]]
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| quests: List[str]
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| friendly: bool = True
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| shop_items: List[Item] = None
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|
|
| def get_dialogue(self, topic="default"):
|
| return self.dialogue.get(topic, self.dialogue.get("default", ["I have nothing to say."]))
|
|
|
| @dataclass
|
| class Location:
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| id: str
|
| name: str
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| description: str
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| exits: Dict[str, str]
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| npcs: List[str]
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| items: List[str]
|
| enemies: List[str]
|
| visited: bool = False
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|
|
| def get_description(self, game):
|
| desc = f"{self.name}\n{'='*len(self.name)}\n{self.description}\n\n"
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|
|
| if self.exits:
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| desc += "Exits: " + ", ".join(self.exits.keys()) + "\n"
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|
|
| if self.npcs:
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| npcs = [game.npcs[npc_id] for npc_id in self.npcs]
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| desc += "People here: " + ", ".join([npc.name for npc in npcs]) + "\n"
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|
|
| if self.items:
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| items = [game.items[item_id] for item_id in self.items]
|
| desc += "Items here: " + ", ".join([item.name for item in items]) + "\n"
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|
|
| if self.enemies:
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| enemies = [game.enemies[enemy_id] for enemy_id in self.enemies]
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| desc += "Enemies here: " + ", ".join([enemy.name for enemy in enemies]) + "\n"
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|
|
| return desc
|
|
|
| @dataclass
|
| class Enemy:
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| id: str
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| name: str
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| description: str
|
| level: int
|
| health: int
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| max_health: int
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| attack: int
|
| defense: int
|
| experience: int
|
| gold: int
|
| loot: List[str]
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| abilities: List[str]
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|
|
| def take_damage(self, damage):
|
| actual_damage = max(1, damage - self.defense)
|
| self.health -= actual_damage
|
| return actual_damage
|
|
|
| def is_alive(self):
|
| return self.health > 0
|
|
|
| @dataclass
|
| class Player:
|
| name: str
|
| level: int = 1
|
| experience: int = 0
|
| max_experience: int = 100
|
| health: int = 100
|
| max_health: int = 100
|
| mana: int = 50
|
| max_mana: int = 50
|
| attack: int = 10
|
| defense: int = 5
|
| gold: int = 50
|
| inventory: List[Dict[str, Any]] = None
|
| equipment: Dict[str, str] = None
|
| skills: Dict[str, Skill] = None
|
| quests: Dict[str, Quest] = None
|
| current_location: str = "town_square"
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|
|
| def __post_init__(self):
|
| if self.inventory is None:
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| self.inventory = []
|
| if self.equipment is None:
|
| self.equipment = {"weapon": None, "armor": None, "accessory": None}
|
| if self.skills is None:
|
| self.skills = {
|
| "combat": Skill("combat", "Combat", "Your skill in fighting", SkillType.COMBAT),
|
| "magic": Skill("magic", "Magic", "Your skill in casting spells", SkillType.MAGIC),
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| "stealth": Skill("stealth", "Stealth", "Your skill in moving unseen", SkillType.STEALTH),
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| "social": Skill("social", "Social", "Your skill in interacting with others", SkillType.SOCIAL)
|
| }
|
| if self.quests is None:
|
| self.quests = {}
|
|
|
| def add_experience(self, amount):
|
| self.experience += amount
|
| leveled_up = False
|
| while self.experience >= self.max_experience:
|
| self.experience -= self.max_experience
|
| self.level += 1
|
| self.max_experience = int(self.max_experience * 1.5)
|
| self.max_health += 10
|
| self.health = self.max_health
|
| self.max_mana += 5
|
| self.mana = self.max_mana
|
| self.attack += 2
|
| self.defense += 1
|
| leveled_up = True
|
| return leveled_up
|
|
|
| def add_item(self, item, quantity=1):
|
| for inv_item in self.inventory:
|
| if inv_item["item"].id == item.id and item.stackable:
|
| inv_item["quantity"] += quantity
|
| return True
|
|
|
| self.inventory.append({"item": item, "quantity": quantity})
|
| return True
|
|
|
| def remove_item(self, item_id, quantity=1):
|
| for i, inv_item in enumerate(self.inventory):
|
| if inv_item["item"].id == item_id:
|
| if inv_item["quantity"] <= quantity:
|
| self.inventory.pop(i)
|
| return True
|
| else:
|
| inv_item["quantity"] -= quantity
|
| return True
|
| return False
|
|
|
| def get_item(self, item_id):
|
| for inv_item in self.inventory:
|
| if inv_item["item"].id == item_id:
|
| return inv_item["item"]
|
| return None
|
|
|
| def equip_item(self, item_id):
|
| item = self.get_item(item_id)
|
| if not item:
|
| return False, "You don't have that item."
|
|
|
| if item.item_type == ItemType.WEAPON:
|
| if self.equipment["weapon"]:
|
| self.add_item(self.get_item(self.equipment["weapon"]))
|
| self.equipment["weapon"] = item_id
|
| self.attack += item.stats.get("attack", 0)
|
| return True, f"You equipped {item.name}."
|
|
|
| elif item.item_type == ItemType.ARMOR:
|
| if self.equipment["armor"]:
|
| self.add_item(self.get_item(self.equipment["armor"]))
|
| self.equipment["armor"] = item_id
|
| self.defense += item.stats.get("defense", 0)
|
| return True, f"You equipped {item.name}."
|
|
|
| return False, "You can't equip that item."
|
|
|
| def get_total_attack(self):
|
| total = self.attack
|
| if self.equipment["weapon"]:
|
| weapon = self.get_item(self.equipment["weapon"])
|
| if weapon:
|
| total += weapon.stats.get("attack", 0)
|
| return total
|
|
|
| def get_total_defense(self):
|
| total = self.defense
|
| if self.equipment["armor"]:
|
| armor = self.get_item(self.equipment["armor"])
|
| if armor:
|
| total += armor.stats.get("defense", 0)
|
| return total
|
|
|
|
|
| class GameConfig:
|
| def __init__(self):
|
| self.settings = {
|
| "text_speed": 0.03,
|
| "auto_save": True,
|
| "auto_save_interval": 300,
|
| "color_scheme": "default",
|
| "difficulty": "normal",
|
| "debug_mode": False
|
| }
|
| self.load_config()
|
|
|
| def load_config(self):
|
| try:
|
| if os.path.exists(CONFIG_FILE):
|
| with open(CONFIG_FILE, 'r') as f:
|
| self.settings.update(json.load(f))
|
| except Exception as e:
|
| print(f"Error loading config: {e}")
|
|
|
| def save_config(self):
|
| try:
|
| with open(CONFIG_FILE, 'w') as f:
|
| json.dump(self.settings, f, indent=2)
|
| except Exception as e:
|
| print(f"Error saving config: {e}")
|
|
|
| def get_setting(self, key, default=None):
|
| return self.settings.get(key, default)
|
|
|
| def set_setting(self, key, value):
|
| self.settings[key] = value
|
| self.save_config()
|
|
|
|
|
| class PluginManager:
|
| def __init__(self, game):
|
| self.game = game
|
| self.plugins = {}
|
| self.hooks = {
|
| "on_command": [],
|
| "on_move": [],
|
| "on_combat": [],
|
| "on_level_up": [],
|
| "on_quest_complete": [],
|
| "on_item_pickup": []
|
| }
|
|
|
| def load_plugin(self, plugin_name):
|
| try:
|
|
|
|
|
| if plugin_name == "debug":
|
| self.plugins[plugin_name] = DebugPlugin(self.game)
|
| elif plugin_name == "hardcore":
|
| self.plugins[plugin_name] = HardcorePlugin(self.game)
|
| return True
|
| except Exception as e:
|
| print(f"Error loading plugin {plugin_name}: {e}")
|
| return False
|
|
|
| def register_hook(self, hook_name, callback):
|
| if hook_name in self.hooks:
|
| self.hooks[hook_name].append(callback)
|
|
|
| def trigger_hook(self, hook_name, *args, **kwargs):
|
| if hook_name in self.hooks:
|
| for callback in self.hooks[hook_name]:
|
| try:
|
| callback(*args, **kwargs)
|
| except Exception as e:
|
| print(f"Error in hook {hook_name}: {e}")
|
|
|
|
|
| class BasePlugin:
|
| def __init__(self, game):
|
| self.game = game
|
| self.name = "Base Plugin"
|
| self.version = "1.0.0"
|
| self.description = "Base plugin class"
|
| self.enabled = True
|
|
|
| def initialize(self):
|
| pass
|
|
|
| def on_command(self, command, args):
|
| pass
|
|
|
| def on_move(self, from_location, to_location):
|
| pass
|
|
|
| def on_combat(self, player, enemy):
|
| pass
|
|
|
| def on_level_up(self, player):
|
| pass
|
|
|
| def on_quest_complete(self, quest):
|
| pass
|
|
|
| def on_item_pickup(self, item):
|
| pass
|
|
|
|
|
| class DebugPlugin(BasePlugin):
|
| def __init__(self, game):
|
| super().__init__(game)
|
| self.name = "Debug Plugin"
|
| self.description = "Adds debug commands to the game"
|
|
|
| def initialize(self):
|
| self.game.register_command("debug", self.debug_command)
|
|
|
| def debug_command(self, args):
|
| if len(args) < 1:
|
| return "Usage: debug <command>"
|
|
|
| cmd = args[0].lower()
|
| if cmd == "teleport":
|
| if len(args) < 2:
|
| return "Usage: debug teleport <location_id>"
|
| location_id = args[1]
|
| if location_id in self.game.locations:
|
| self.game.player.current_location = location_id
|
| return f"Teleported to {self.game.locations[location_id].name}"
|
| return "Location not found"
|
|
|
| elif cmd == "give":
|
| if len(args) < 2:
|
| return "Usage: debug give <item_id>"
|
| item_id = args[1]
|
| if item_id in self.game.items:
|
| self.game.player.add_item(self.game.items[item_id])
|
| return f"Gave {self.game.items[item_id].name}"
|
| return "Item not found"
|
|
|
| elif cmd == "level":
|
| if len(args) < 2:
|
| return "Usage: debug level <amount>"
|
| try:
|
| amount = int(args[1])
|
| if self.game.player.add_experience(amount):
|
| return f"Gained {amount} experience and leveled up!"
|
| return f"Gained {amount} experience"
|
| except ValueError:
|
| return "Invalid amount"
|
|
|
| elif cmd == "heal":
|
| self.game.player.health = self.game.player.max_health
|
| self.game.player.mana = self.game.player.max_mana
|
| return "Fully healed"
|
|
|
| return "Unknown debug command"
|
|
|
| class HardcorePlugin(BasePlugin):
|
| def __init__(self, game):
|
| super().__init__(game)
|
| self.name = "Hardcore Mode"
|
| self.description = "Makes the game more challenging"
|
|
|
| def initialize(self):
|
| self.game.register_hook("on_combat", self.on_combat)
|
| self.game.register_hook("on_level_up", self.on_level_up)
|
|
|
| def on_combat(self, player, enemy):
|
| enemy.attack = int(enemy.attack * 1.5)
|
| enemy.health = int(enemy.health * 1.5)
|
| enemy.max_health = enemy.health
|
|
|
| def on_level_up(self, player):
|
| player.max_health = int(player.max_health * 0.8)
|
| player.health = player.max_health
|
|
|
|
|
| class TextWorldGame:
|
| def __init__(self):
|
| self.config = GameConfig()
|
| self.plugin_manager = PluginManager(self)
|
| self.player = None
|
| self.locations = {}
|
| self.items = {}
|
| self.npcs = {}
|
| self.enemies = {}
|
| self.quests = {}
|
| self.running = True
|
| self.commands = {}
|
| self.combat_active = False
|
| self.current_enemy = None
|
|
|
| self.initialize_game_data()
|
| self.register_commands()
|
| self.load_plugins()
|
|
|
| def initialize_game_data(self):
|
|
|
| self.items = {
|
| "sword": Item("sword", "Iron Sword", "A simple iron sword", ItemType.WEAPON, 50, "common", {"attack": 5}),
|
| "shield": Item("shield", "Wooden Shield", "A basic wooden shield", ItemType.ARMOR, 30, "common", {"defense": 3}),
|
| "potion": Item("potion", "Health Potion", "A red potion that restores health", ItemType.CONSUMABLE, 10, "common", {"heal": 25}, consumable=True, stackable=True, max_stack=10),
|
| "mana_potion": Item("mana_potion", "Mana Potion", "A blue potion that restores mana", ItemType.CONSUMABLE, 15, "common", {"mana": 15}, consumable=True, stackable=True, max_stack=10),
|
| "leather_armor": Item("leather_armor", "Leather Armor", "Basic leather armor", ItemType.ARMOR, 40, "common", {"defense": 5}),
|
| "magic_scroll": Item("magic_scroll", "Magic Scroll", "A scroll containing a magic spell", ItemType.MISC, 100, "rare", {"magic_power": 10}),
|
| "gold_coin": Item("gold_coin", "Gold Coin", "A shiny gold coin", ItemType.MISC, 1, "common", {}, stackable=True, max_stack=999),
|
| "dragon_sword": Item("dragon_sword", "Dragon Sword", "A legendary sword forged from dragon scales", ItemType.WEAPON, 1000, "legendary", {"attack": 20, "fire_damage": 10}),
|
| "dragon_armor": Item("dragon_armor", "Dragon Armor", "Legendary armor made from dragon scales", ItemType.ARMOR, 1500, "legendary", {"defense": 15, "fire_resistance": 20}),
|
| }
|
|
|
|
|
| self.enemies = {
|
| "goblin": Enemy("goblin", "Goblin", "A small green creature with sharp teeth", 1, 30, 30, 8, 2, 20, 10, ["potion"], ["bite"]),
|
| "orc": Enemy("orc", "Orc", "A large green brute with a club", 3, 60, 60, 15, 5, 50, 25, ["sword", "potion"], ["smash"]),
|
| "dragon": Enemy("dragon", "Dragon", "A massive fire-breathing dragon", 10, 200, 200, 30, 15, 200, 500, ["dragon_sword", "dragon_armor"], ["fire_breath", "tail_swipe"]),
|
| "skeleton": Enemy("skeleton", "Skeleton", "An undead warrior with rusty armor", 2, 40, 40, 12, 4, 30, 15, ["gold_coin"], ["bone_throw"]),
|
| "dark_wizard": Enemy("dark_wizard", "Dark Wizard", "A powerful spellcaster in dark robes", 5, 80, 80, 20, 8, 100, 100, ["magic_scroll", "mana_potion"], ["fireball", "lightning"]),
|
| }
|
|
|
|
|
| self.npcs = {
|
| "merchant": NPC("merchant", "Merchant", "A friendly merchant selling various items", {
|
| "default": ["Welcome to my shop! What can I get for you?", "I have the finest items in town!"],
|
| "buy": ["What would you like to buy?"],
|
| "sell": ["What would you like to sell?"],
|
| "quest": ["I have a quest for you if you're interested."]
|
| }, ["merchant_quest"], True, [self.items["potion"], self.items["sword"], self.items["shield"]]),
|
|
|
| "guard": NPC("guard", "Town Guard", "A brave guard protecting the town", {
|
| "default": ["Halt! State your business.", "The town is safe under my watch."],
|
| "dragon": ["A dragon has been spotted in the mountains! Be careful if you go there."],
|
| "quest": ["We need help dealing with the goblins in the forest."]
|
| }, ["goblin_quest"], True),
|
|
|
| "wizard": NPC("wizard", "Wizard", "A mysterious wizard with powerful magic", {
|
| "default": ["Greetings, traveler. I sense great potential in you.", "Magic flows through the world like a river."],
|
| "magic": ["Magic is the art of manipulating reality itself.", "Would you like to learn some spells?"],
|
| "quest": ["I need someone to retrieve a rare artifact for me."]
|
| }, ["wizard_quest"], True),
|
| }
|
|
|
|
|
| self.locations = {
|
| "town_square": Location("town_square", "Town Square", "The central square of the town. People are bustling about.", {
|
| "north": "town_gate",
|
| "east": "market",
|
| "west": "tavern",
|
| "south": "temple"
|
| }, ["guard"], [], []),
|
|
|
| "town_gate": Location("town_gate", "Town Gate", "The main entrance to the town. A large wooden gate stands open.", {
|
| "south": "town_square",
|
| "north": "forest_entrance"
|
| }, [], [], []),
|
|
|
| "market": Location("market", "Market", "A busy market with merchants selling their wares.", {
|
| "west": "town_square"
|
| }, ["merchant"], [], []),
|
|
|
| "tavern": Location("tavern", "Tavern", "A cozy tavern with a warm fireplace and friendly patrons.", {
|
| "east": "town_square"
|
| }, [], ["potion"], []),
|
|
|
| "temple": Location("temple", "Temple", "A peaceful temple where people come to pray and heal.", {
|
| "north": "town_square"
|
| }, [], [], []),
|
|
|
| "forest_entrance": Location("forest_entrance", "Forest Entrance", "The edge of a dark forest. You can hear strange noises from within.", {
|
| "south": "town_gate",
|
| "north": "deep_forest",
|
| "east": "river",
|
| "west": "cave_entrance"
|
| }, [], [], ["goblin"]),
|
|
|
| "deep_forest": Location("deep_forest", "Deep Forest", "A dense forest with tall trees and little light.", {
|
| "south": "forest_entrance",
|
| "north": "mountain_base"
|
| }, [], [], ["goblin", "skeleton"]),
|
|
|
| "river": Location("river", "River", "A wide river flowing from the mountains.", {
|
| "west": "forest_entrance",
|
| "east": "bridge"
|
| }, [], [], []),
|
|
|
| "bridge": Location("bridge", "Bridge", "An old stone bridge crossing the river.", {
|
| "west": "river",
|
| "east": "abandoned_tower"
|
| }, [], [], ["orc"]),
|
|
|
| "cave_entrance": Location("cave_entrance", "Cave Entrance", "The entrance to a dark cave. You can feel cold air coming from inside.", {
|
| "east": "forest_entrance",
|
| "west": "cave_depths"
|
| }, [], [], ["skeleton"]),
|
|
|
| "cave_depths": Location("cave_depths", "Cave Depths", "The deepest part of the cave. It's dark and damp here.", {
|
| "east": "cave_entrance"
|
| }, [], ["magic_scroll"], ["dark_wizard"]),
|
|
|
| "mountain_base": Location("mountain_base", "Mountain Base", "The base of a tall mountain. A path leads up.", {
|
| "south": "deep_forest",
|
| "north": "mountain_path"
|
| }, [], [], []),
|
|
|
| "mountain_path": Location("mountain_path", "Mountain Path", "A narrow path winding up the mountain.", {
|
| "south": "mountain_base",
|
| "north": "dragon_lair"
|
| }, [], [], ["orc"]),
|
|
|
| "dragon_lair": Location("dragon_lair", "Dragon Lair", "A massive cave where a dragon lives. You can feel the heat.", {
|
| "south": "mountain_path"
|
| }, [], [], ["dragon"]),
|
|
|
| "abandoned_tower": Location("abandoned_tower", "Abandoned Tower", "An old tower that was once home to a powerful wizard.", {
|
| "west": "bridge"
|
| }, ["wizard"], [], []),
|
| }
|
|
|
|
|
| self.quests = {
|
| "merchant_quest": Quest("merchant_quest", "Merchant's Request", "The merchant needs you to deliver a package to the wizard.",
|
| ["Deliver package to wizard"], {"experience": 100, "gold": 50}),
|
|
|
| "goblin_quest": Quest("goblin_quest", "Goblin Problem", "The town guard needs help dealing with goblins in the forest.",
|
| ["Defeat 3 goblins"], {"experience": 150, "gold": 75}),
|
|
|
| "wizard_quest": Quest("wizard_quest", "Wizard's Artifact", "The wizard needs you to retrieve a magic scroll from the cave depths.",
|
| ["Find magic scroll in cave depths"], {"experience": 200, "gold": 100, "item": "mana_potion"}),
|
|
|
| "dragon_quest": Quest("dragon_quest", "Dragon Slayer", "A dragon terrorizes the mountains. Someone needs to defeat it.",
|
| ["Defeat the dragon"], {"experience": 500, "gold": 500, "item": "dragon_sword"}),
|
| }
|
|
|
| def register_commands(self):
|
| self.commands = {
|
| "help": self.cmd_help,
|
| "look": self.cmd_look,
|
| "go": self.cmd_go,
|
| "move": self.cmd_go,
|
| "inventory": self.cmd_inventory,
|
| "inv": self.cmd_inventory,
|
| "equip": self.cmd_equip,
|
| "unequip": self.cmd_unequip,
|
| "use": self.cmd_use,
|
| "take": self.cmd_take,
|
| "get": self.cmd_take,
|
| "drop": self.cmd_drop,
|
| "talk": self.cmd_talk,
|
| "attack": self.cmd_attack,
|
| "fight": self.cmd_attack,
|
| "quests": self.cmd_quests,
|
| "status": self.cmd_status,
|
| "save": self.cmd_save,
|
| "load": self.cmd_load,
|
| "quit": self.cmd_quit,
|
| "exit": self.cmd_quit,
|
| "rest": self.cmd_rest,
|
| "skills": self.cmd_skills,
|
| "shop": self.cmd_shop,
|
| "buy": self.cmd_buy,
|
| "sell": self.cmd_sell,
|
| "map": self.cmd_map,
|
| "clear": self.cmd_clear,
|
| "version": self.cmd_version,
|
| "config": self.cmd_config,
|
| }
|
|
|
| def load_plugins(self):
|
|
|
| if self.config.get_setting("debug_mode", False):
|
| self.plugin_manager.load_plugin("debug")
|
|
|
|
|
| for plugin in self.plugin_manager.plugins.values():
|
| plugin.initialize()
|
|
|
| def register_command(self, command, callback):
|
| self.commands[command] = callback
|
|
|
| def register_hook(self, hook_name, callback):
|
| self.plugin_manager.register_hook(hook_name, callback)
|
|
|
| def start(self):
|
| self.clear_screen()
|
| self.print_title()
|
|
|
|
|
| if os.path.exists(SAVE_FILE):
|
| choice = self.get_input("A save file exists. Do you want to load it? (y/n): ").lower()
|
| if choice == 'y':
|
| self.load_game()
|
| self.print_slow("Game loaded successfully!")
|
| self.game_loop()
|
| return
|
|
|
|
|
| self.print_slow("Welcome to TextWorld Adventure!")
|
| self.print_slow("Let's create your character...")
|
|
|
| name = self.get_input("Enter your character's name: ")
|
| while not name:
|
| name = self.get_input("Please enter a valid name: ")
|
|
|
| self.player = Player(name)
|
| self.player.add_item(self.items["potion"], 3)
|
| self.player.add_item(self.items["gold_coin"], 50)
|
|
|
| self.print_slow(f"\nWelcome, {self.player.name}!")
|
| self.print_slow("Your adventure begins in the Town Square.")
|
| self.print_slow("Type 'help' for a list of commands.")
|
|
|
| self.game_loop()
|
|
|
| def game_loop(self):
|
| last_auto_save = time.time()
|
|
|
| while self.running:
|
|
|
| if self.config.get_setting("auto_save", True):
|
| if time.time() - last_auto_save > self.config.get_setting("auto_save_interval", 300):
|
| self.save_game(silent=True)
|
| last_auto_save = time.time()
|
|
|
|
|
| if self.combat_active:
|
| prompt = f"{Fore.RED}[COMBAT]{Style.RESET_ALL} What do you do? > "
|
| else:
|
| location = self.locations[self.player.current_location]
|
| prompt = f"{Fore.GREEN}[{location.name}]{Style.RESET_ALL} What do you do? > "
|
|
|
| command_input = self.get_input(prompt).strip().lower()
|
|
|
|
|
| if not command_input:
|
| continue
|
|
|
| parts = command_input.split()
|
| command = parts[0]
|
| args = parts[1:] if len(parts) > 1 else []
|
|
|
|
|
| self.plugin_manager.trigger_hook("on_command", command, args)
|
|
|
|
|
| if command in self.commands:
|
| try:
|
| result = self.commands[command](args)
|
| if result:
|
| self.print_slow(result)
|
| except Exception as e:
|
| self.print_slow(f"Error executing command: {e}")
|
| else:
|
| self.print_slow(f"Unknown command: {command}. Type 'help' for available commands.")
|
|
|
| def cmd_help(self, args):
|
| help_text = f"""
|
| {Fore.CYAN}=== TextWorld Adventure Commands ==={Style.RESET_ALL}
|
|
|
| {Fore.YELLOW}Movement:{Style.RESET_ALL}
|
| go/move <direction> - Move in a direction (north, south, east, west)
|
| look - Look around the current location
|
| map - Show a simple map of the area
|
|
|
| {Fore.YELLOW}Inventory:{Style.RESET_ALL}
|
| inventory/inv - Show your inventory
|
| equip <item> - Equip an item
|
| unequip <item> - Unequip an item
|
| use <item> - Use an item
|
| take/get <item> - Pick up an item
|
| drop <item> - Drop an item
|
|
|
| {Fore.YELLOW}Combat:{Style.RESET_ALL}
|
| attack/fight <enemy> - Attack an enemy
|
| rest - Rest to restore health and mana
|
|
|
| {Fore.YELLOW}NPCs:{Style.RESET_ALL}
|
| talk <npc> - Talk to an NPC
|
| shop - Open shop interface (if available)
|
| buy <item> - Buy an item from shop
|
| sell <item> - Sell an item to shop
|
|
|
| {Fore.YELLOW}Character:{Style.RESET_ALL}
|
| status - Show your character status
|
| skills - Show your skills
|
| quests - Show your active quests
|
|
|
| {Fore.YELLOW}System:{Style.RESET_ALL}
|
| save - Save the game
|
| load - Load a saved game
|
| config <setting> <value> - Change game settings
|
| clear - Clear the screen
|
| version - Show game version
|
| quit/exit - Quit the game
|
| """
|
| return help_text
|
|
|
| def cmd_look(self, args):
|
| location = self.locations[self.player.current_location]
|
| location.visited = True
|
| return location.get_description(self)
|
|
|
| def cmd_go(self, args):
|
| if not args:
|
| return "Go where? Specify a direction (north, south, east, west)."
|
|
|
| direction = args[0].lower()
|
| location = self.locations[self.player.current_location]
|
|
|
| if direction not in location.exits:
|
| return f"You can't go {direction} from here."
|
|
|
| new_location_id = location.exits[direction]
|
| new_location = self.locations[new_location_id]
|
|
|
|
|
| self.plugin_manager.trigger_hook("on_move", self.player.current_location, new_location_id)
|
|
|
| self.player.current_location = new_location_id
|
|
|
|
|
| if new_location.enemies and random.random() < 0.5:
|
| enemy_id = random.choice(new_location.enemies)
|
| enemy = Enemy(**asdict(self.enemies[enemy_id]))
|
| self.start_combat(enemy)
|
|
|
| return new_location.get_description(self)
|
|
|
| def cmd_inventory(self, args):
|
| if not self.player.inventory:
|
| return "Your inventory is empty."
|
|
|
| inv_text = f"{Fore.CYAN}=== Inventory ==={Style.RESET_ALL}\n"
|
|
|
| for inv_item in self.player.inventory:
|
| item = inv_item["item"]
|
| quantity = inv_item["quantity"]
|
| if quantity > 1:
|
| inv_text += f"{item.name} x{quantity} - {item.description}\n"
|
| else:
|
| inv_text += f"{item.name} - {item.description}\n"
|
|
|
|
|
| inv_text += f"\n{Fore.YELLOW}=== Equipped Items ==={Style.RESET_ALL}\n"
|
| for slot, item_id in self.player.equipment.items():
|
| if item_id:
|
| item = self.player.get_item(item_id)
|
| if item:
|
| inv_text += f"{slot.capitalize()}: {item.name}\n"
|
|
|
| return inv_text
|
|
|
| def cmd_equip(self, args):
|
| if not args:
|
| return "Equip what? Specify an item name."
|
|
|
| item_name = " ".join(args).lower()
|
| item = None
|
|
|
| for inv_item in self.player.inventory:
|
| if inv_item["item"].name.lower() == item_name:
|
| item = inv_item["item"]
|
| break
|
|
|
| if not item:
|
| return f"You don't have a {item_name}."
|
|
|
| success, message = self.player.equip_item(item.id)
|
| return message
|
|
|
| def cmd_unequip(self, args):
|
| if not args:
|
| return "Unequip what? Specify 'weapon' or 'armor'."
|
|
|
| slot = args[0].lower()
|
| if slot not in self.player.equipment:
|
| return "You can only unequip 'weapon' or 'armor'."
|
|
|
| if not self.player.equipment[slot]:
|
| return f"You don't have anything equipped in your {slot} slot."
|
|
|
| item_id = self.player.equipment[slot]
|
| item = self.player.get_item(item_id)
|
|
|
| if item:
|
| self.player.add_item(item)
|
| if slot == "weapon":
|
| self.player.attack -= item.stats.get("attack", 0)
|
| elif slot == "armor":
|
| self.player.defense -= item.stats.get("defense", 0)
|
|
|
| self.player.equipment[slot] = None
|
| return f"You unequipped {item.name}."
|
|
|
| def cmd_use(self, args):
|
| if not args:
|
| return "Use what? Specify an item name."
|
|
|
| item_name = " ".join(args).lower()
|
| item = None
|
|
|
| for inv_item in self.player.inventory:
|
| if inv_item["item"].name.lower() == item_name:
|
| item = inv_item["item"]
|
| break
|
|
|
| if not item:
|
| return f"You don't have a {item_name}."
|
|
|
| if not item.consumable:
|
| return f"You can't use {item.name}."
|
|
|
| result = item.use(self.player)
|
|
|
|
|
| self.plugin_manager.trigger_hook("on_item_pickup", item)
|
|
|
| if item.consumable:
|
| self.player.remove_item(item.id)
|
|
|
| return result
|
|
|
| def cmd_take(self, args):
|
| if not args:
|
| return "Take what? Specify an item name."
|
|
|
| item_name = " ".join(args).lower()
|
| location = self.locations[self.player.current_location]
|
|
|
| for item_id in location.items[:]:
|
| item = self.items[item_id]
|
| if item.name.lower() == item_name:
|
| self.player.add_item(item)
|
| location.items.remove(item_id)
|
|
|
|
|
| self.plugin_manager.trigger_hook("on_item_pickup", item)
|
|
|
| return f"You took {item.name}."
|
|
|
| return f"There's no {item_name} here."
|
|
|
| def cmd_drop(self, args):
|
| if not args:
|
| return "Drop what? Specify an item name."
|
|
|
| item_name = " ".join(args).lower()
|
| location = self.locations[self.player.current_location]
|
|
|
| for inv_item in self.player.inventory[:]:
|
| item = inv_item["item"]
|
| if item.name.lower() == item_name:
|
| self.player.remove_item(item.id)
|
| location.items.append(item.id)
|
| return f"You dropped {item.name}."
|
|
|
| return f"You don't have a {item_name}."
|
|
|
| def cmd_talk(self, args):
|
| if not args:
|
| return "Talk to whom? Specify an NPC name."
|
|
|
| npc_name = " ".join(args).lower()
|
| location = self.locations[self.player.current_location]
|
|
|
| for npc_id in location.npcs:
|
| npc = self.npcs[npc_id]
|
| if npc.name.lower() == npc_name:
|
| dialogue = npc.get_dialogue()
|
| return f"{npc.name}: {random.choice(dialogue)}"
|
|
|
| return f"There's no one named {npc_name} here."
|
|
|
| def cmd_attack(self, args):
|
| if not self.combat_active:
|
| return "There's nothing to attack here."
|
|
|
| if not self.current_enemy:
|
| self.combat_active = False
|
| return "The enemy has disappeared."
|
|
|
|
|
| player_damage = self.player.get_total_attack()
|
| actual_damage = self.current_enemy.take_damage(player_damage)
|
|
|
| result = f"You attack {self.current_enemy.name} for {actual_damage} damage!\n"
|
|
|
|
|
| self.plugin_manager.trigger_hook("on_combat", self.player, self.current_enemy)
|
|
|
| if not self.current_enemy.is_alive():
|
| result += f"You defeated {self.current_enemy.name}!\n"
|
| result += f"You gained {self.current_enemy.experience} experience and {self.current_enemy.gold} gold!\n"
|
|
|
|
|
| if self.player.add_experience(self.current_enemy.experience):
|
| result += f"LEVEL UP! You are now level {self.player.level}!\n"
|
|
|
| self.plugin_manager.trigger_hook("on_level_up", self.player)
|
|
|
| self.player.gold += self.current_enemy.gold
|
|
|
|
|
| if self.current_enemy.loot:
|
| loot_item = random.choice(self.current_enemy.loot)
|
| if loot_item in self.items:
|
| item = self.items[loot_item]
|
| self.player.add_item(item)
|
| result += f"You found {item.name}!\n"
|
|
|
| self.combat_active = False
|
| self.current_enemy = None
|
|
|
|
|
| self.update_quest_progress("defeat", self.current_enemy.id if self.current_enemy else "unknown")
|
|
|
| return result
|
|
|
|
|
| enemy_damage = max(1, self.current_enemy.attack - self.player.get_total_defense())
|
| self.player.health -= enemy_damage
|
| result += f"{self.current_enemy.name} attacks you for {enemy_damage} damage!\n"
|
|
|
| if self.player.health <= 0:
|
| result += f"{Fore.RED}You have been defeated! Game Over.{Style.RESET_ALL}\n"
|
| self.running = False
|
|
|
| return result
|
|
|
| def cmd_quests(self, args):
|
| if not self.player.quests:
|
| return "You don't have any active quests."
|
|
|
| quest_text = f"{Fore.CYAN}=== Active Quests ==={Style.RESET_ALL}\n"
|
|
|
| for quest_id, quest in self.player.quests.items():
|
| if quest.status == QuestStatus.IN_PROGRESS:
|
| quest_text += f"{Fore.YELLOW}{quest.name}{Style.RESET_ALL}\n"
|
| quest_text += f" {quest.description}\n"
|
| quest_text += " Objectives:\n"
|
| for obj, progress in quest.progress.items():
|
| quest_text += f" - {obj}: {progress}\n"
|
| quest_text += "\n"
|
|
|
| return quest_text
|
|
|
| def cmd_status(self, args):
|
| status_text = f"""
|
| {Fore.CYAN}=== Character Status ==={Style.RESET_ALL}
|
| Name: {self.player.name}
|
| Level: {self.player.level} ({self.player.experience}/{self.player.max_experience} XP)
|
| Health: {self.player.health}/{self.player.max_health}
|
| Mana: {self.player.mana}/{self.player.max_mana}
|
| Attack: {self.player.get_total_attack()} (Base: {self.player.attack})
|
| Defense: {self.player.get_total_defense()} (Base: {self.player.defense})
|
| Gold: {self.player.gold}
|
| Location: {self.locations[self.player.current_location].name}
|
| """
|
| return status_text
|
|
|
| def cmd_save(self, args):
|
| return self.save_game()
|
|
|
| def cmd_load(self, args):
|
| return self.load_game()
|
|
|
| def cmd_quit(self, args):
|
| choice = self.get_input("Are you sure you want to quit? (y/n): ").lower()
|
| if choice == 'y':
|
| self.save_game()
|
| self.running = False
|
| return "Thanks for playing TextWorld Adventure!"
|
| return "Continuing game..."
|
|
|
| def cmd_rest(self, args):
|
| if self.combat_active:
|
| return "You can't rest during combat!"
|
|
|
| location = self.locations[self.player.current_location]
|
|
|
|
|
| if location.id in ["town_square", "tavern", "temple"]:
|
| self.player.health = self.player.max_health
|
| self.player.mana = self.player.max_mana
|
| return "You rest and recover your health and mana."
|
|
|
|
|
| if random.random() < 0.3:
|
| if location.enemies:
|
| enemy_id = random.choice(location.enemies)
|
| enemy = Enemy(**asdict(self.enemies[enemy_id]))
|
| self.start_combat(enemy)
|
| return "While resting, you were ambushed!"
|
|
|
|
|
| heal_amount = int(self.player.max_health * 0.3)
|
| mana_amount = int(self.player.max_mana * 0.3)
|
| self.player.health = min(self.player.max_health, self.player.health + heal_amount)
|
| self.player.mana = min(self.player.max_mana, self.player.mana + mana_amount)
|
| return f"You rest and recover {heal_amount} health and {mana_amount} mana."
|
|
|
| def cmd_skills(self, args):
|
| skills_text = f"{Fore.CYAN}=== Skills ==={Style.RESET_ALL}\n"
|
|
|
| for skill_id, skill in self.player.skills.items():
|
| skills_text += f"{Fore.YELLOW}{skill.name}{Style.RESET_ALL} (Level {skill.level})\n"
|
| skills_text += f" {skill.description}\n"
|
| skills_text += f" Experience: {skill.experience}/{skill.max_experience}\n\n"
|
|
|
| return skills_text
|
|
|
| def cmd_shop(self, args):
|
| location = self.locations[self.player.current_location]
|
|
|
|
|
| merchant = None
|
| for npc_id in location.npcs:
|
| npc = self.npcs[npc_id]
|
| if npc.shop_items:
|
| merchant = npc
|
| break
|
|
|
| if not merchant:
|
| return "There's no shop here."
|
|
|
| shop_text = f"{Fore.CYAN}=== {merchant.name}'s Shop ==={Style.RESET_ALL}\n"
|
| shop_text += "Items for sale:\n"
|
|
|
| for item in merchant.shop_items:
|
| shop_text += f" {item.name} - {item.value} gold\n"
|
|
|
| shop_text += "\nType 'buy <item>' to purchase or 'sell <item>' to sell."
|
| return shop_text
|
|
|
| def cmd_buy(self, args):
|
| if not args:
|
| return "Buy what? Specify an item name."
|
|
|
| item_name = " ".join(args).lower()
|
| location = self.locations[self.player.current_location]
|
|
|
|
|
| merchant = None
|
| for npc_id in location.npcs:
|
| npc = self.npcs[npc_id]
|
| if npc.shop_items:
|
| merchant = npc
|
| break
|
|
|
| if not merchant:
|
| return "There's no shop here."
|
|
|
|
|
| for item in merchant.shop_items:
|
| if item.name.lower() == item_name:
|
| if self.player.gold >= item.value:
|
| self.player.gold -= item.value
|
| self.player.add_item(item)
|
| return f"You bought {item.name} for {item.value} gold."
|
| else:
|
| return f"You don't have enough gold to buy {item.name}."
|
|
|
| return f"{merchant.name} doesn't have {item_name} for sale."
|
|
|
| def cmd_sell(self, args):
|
| if not args:
|
| return "Sell what? Specify an item name."
|
|
|
| item_name = " ".join(args).lower()
|
| location = self.locations[self.player.current_location]
|
|
|
|
|
| merchant = None
|
| for npc_id in location.npcs:
|
| npc = self.npcs[npc_id]
|
| if npc.shop_items:
|
| merchant = npc
|
| break
|
|
|
| if not merchant:
|
| return "There's no shop here."
|
|
|
|
|
| for inv_item in self.player.inventory[:]:
|
| item = inv_item["item"]
|
| if item.name.lower() == item_name:
|
| sell_price = int(item.value * 0.5)
|
| self.player.gold += sell_price
|
| self.player.remove_item(item.id)
|
| return f"You sold {item.name} for {sell_price} gold."
|
|
|
| return f"You don't have a {item_name} to sell."
|
|
|
| def cmd_map(self, args):
|
| location = self.locations[self.player.current_location]
|
|
|
|
|
| map_text = f"{Fore.CYAN}=== Map ==={Style.RESET_ALL}\n"
|
| map_text += "You are here: *\n\n"
|
|
|
|
|
| for direction, loc_id in location.exits.items():
|
| loc = self.locations[loc_id]
|
| map_text += f"{direction.capitalize()}: {loc.name}\n"
|
|
|
| return map_text
|
|
|
| def cmd_clear(self, args):
|
| self.clear_screen()
|
| return ""
|
|
|
| def cmd_version(self, args):
|
| return f"{GAME_TITLE} v{GAME_VERSION}"
|
|
|
| def cmd_config(self, args):
|
| if len(args) < 2:
|
| return "Usage: config <setting> <value>"
|
|
|
| setting = args[0]
|
| value = args[1]
|
|
|
| if setting == "text_speed":
|
| try:
|
| self.config.set_setting(setting, float(value))
|
| return f"Text speed set to {value}"
|
| except ValueError:
|
| return "Invalid value for text_speed"
|
|
|
| elif setting == "auto_save":
|
| if value.lower() in ["true", "false"]:
|
| self.config.set_setting(setting, value.lower() == "true")
|
| return f"Auto-save set to {value}"
|
| return "Value must be 'true' or 'false'"
|
|
|
| elif setting == "difficulty":
|
| if value in ["easy", "normal", "hard"]:
|
| self.config.set_setting(setting, value)
|
| return f"Difficulty set to {value}"
|
| return "Difficulty must be 'easy', 'normal', or 'hard'"
|
|
|
| elif setting == "debug_mode":
|
| if value.lower() in ["true", "false"]:
|
| self.config.set_setting(setting, value.lower() == "true")
|
| if value.lower() == "true":
|
| self.plugin_manager.load_plugin("debug")
|
| return f"Debug mode set to {value}"
|
| return "Value must be 'true' or 'false'"
|
|
|
| return f"Unknown setting: {setting}"
|
|
|
| def start_combat(self, enemy):
|
| self.combat_active = True
|
| self.current_enemy = enemy
|
| self.print_slow(f"{Fore.RED}Combat started with {enemy.name}!{Style.RESET_ALL}")
|
| self.print_slow(f"{enemy.description}")
|
| self.print_slow(f"{enemy.name} - HP: {enemy.health}/{enemy.max_health}")
|
|
|
| def update_quest_progress(self, action, target):
|
| for quest_id, quest in self.player.quests.items():
|
| if quest.status == QuestStatus.IN_PROGRESS:
|
| for obj in quest.objectives:
|
| if action in obj.lower() and target.lower() in obj.lower():
|
| quest.progress[obj] += 1
|
|
|
|
|
| if all(progress > 0 for progress in quest.progress.values()):
|
| quest.status = QuestStatus.COMPLETED
|
| self.complete_quest(quest)
|
|
|
| def complete_quest(self, quest):
|
| self.print_slow(f"{Fore.GREEN}Quest Completed: {quest.name}{Style.RESET_ALL}")
|
|
|
|
|
| if "experience" in quest.rewards:
|
| self.player.add_experience(quest.rewards["experience"])
|
| self.print_slow(f"You gained {quest.rewards['experience']} experience!")
|
|
|
| if "gold" in quest.rewards:
|
| self.player.gold += quest.rewards["gold"]
|
| self.print_slow(f"You gained {quest.rewards['gold']} gold!")
|
|
|
| if "item" in quest.rewards:
|
| item_id = quest.rewards["item"]
|
| if item_id in self.items:
|
| self.player.add_item(self.items[item_id])
|
| self.print_slow(f"You received {self.items[item_id].name}!")
|
|
|
|
|
| self.plugin_manager.trigger_hook("on_quest_complete", quest)
|
|
|
| def save_game(self, silent=False):
|
| try:
|
| save_data = {
|
| "player": self.player,
|
| "locations": self.locations,
|
| "config": self.config.settings
|
| }
|
|
|
| with open(SAVE_FILE, 'wb') as f:
|
| pickle.dump(save_data, f)
|
|
|
| if not silent:
|
| return "Game saved successfully!"
|
| except Exception as e:
|
| return f"Error saving game: {e}"
|
|
|
| def load_game(self):
|
| try:
|
| with open(SAVE_FILE, 'rb') as f:
|
| save_data = pickle.load(f)
|
|
|
| self.player = save_data["player"]
|
| self.locations = save_data["locations"]
|
| self.config.settings = save_data["config"]
|
|
|
| return True
|
| except Exception as e:
|
| self.print_slow(f"Error loading game: {e}")
|
| return False
|
|
|
| def print_slow(self, text, delay=None):
|
| if delay is None:
|
| delay = self.config.get_setting("text_speed", 0.03)
|
|
|
| for char in text:
|
| sys.stdout.write(char)
|
| sys.stdout.flush()
|
| time.sleep(delay)
|
| print()
|
|
|
| def get_input(self, prompt):
|
| return input(prompt)
|
|
|
| def print_title(self):
|
| title = f"""
|
| {Fore.CYAN}
|
| _____ _ _ _ _ _ _ _ ____ _____ ____
|
| | ____| \ | | | | | / \ | \ | |/ ___| ____| _ \
|
| | _| | \| | |_| | / _ \ | \| | | | _| | | | |
|
| | |___| |\ | _ |/ ___ \| |\ | |___| |___| |_| |
|
| |_____|_| \_|_| |_/_/ \_\_| \_|\____|_____|____/
|
| {Style.RESET_ALL}
|
| {Fore.YELLOW} A Text-Based RPG Adventure{Style.RESET_ALL}
|
| {Fore.GREEN} Version {GAME_VERSION}{Style.RESET_ALL}
|
| """
|
| print(title)
|
| time.sleep(2)
|
|
|
| def clear_screen(self):
|
| os.system('cls' if os.name == 'nt' else 'clear')
|
|
|
|
|
| if __name__ == "__main__":
|
| game = TextWorldGame()
|
| game.start() |