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import os
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import sys
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import json
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import random
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import time
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import pickle
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import math
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from enum import Enum
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from typing import Dict, List, Tuple, Optional, Any, Callable
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from dataclasses import dataclass, asdict
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import colorama
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from colorama import Fore, Back, Style
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colorama.init()
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GAME_VERSION = "1.0.0"
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GAME_TITLE = "TextWorld Adventure"
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SAVE_FILE = "textworld_save.pkl"
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CONFIG_FILE = "textworld_config.json"
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class ItemType(Enum):
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WEAPON = "weapon"
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ARMOR = "armor"
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CONSUMABLE = "consumable"
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QUEST = "quest"
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MISC = "misc"
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class SkillType(Enum):
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COMBAT = "combat"
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MAGIC = "magic"
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STEALTH = "stealth"
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SOCIAL = "social"
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class DamageType(Enum):
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PHYSICAL = "physical"
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FIRE = "fire"
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ICE = "ice"
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LIGHTNING = "lightning"
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POISON = "poison"
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class QuestStatus(Enum):
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NOT_STARTED = "not_started"
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IN_PROGRESS = "in_progress"
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COMPLETED = "completed"
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FAILED = "failed"
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@dataclass
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class Item:
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id: str
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name: str
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description: str
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item_type: ItemType
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value: int
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rarity: str
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stats: Dict[str, int]
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consumable: bool = False
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stackable: bool = False
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max_stack: int = 1
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def use(self, player):
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if self.consumable:
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if "heal" in self.stats:
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player.health = min(player.max_health, player.health + self.stats["heal"])
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return f"You used {self.name} and restored {self.stats['heal']} health."
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elif "mana" in self.stats:
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player.mana = min(player.max_mana, player.mana + self.stats["mana"])
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return f"You used {self.name} and restored {self.stats['mana']} mana."
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return f"You can't use {self.name}."
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@dataclass
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class Skill:
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id: str
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name: str
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description: str
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skill_type: SkillType
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level: int = 1
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experience: int = 0
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max_experience: int = 100
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def add_experience(self, amount):
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self.experience += amount
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leveled_up = False
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while self.experience >= self.max_experience:
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self.experience -= self.max_experience
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self.level += 1
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self.max_experience = int(self.max_experience * 1.5)
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leveled_up = True
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return leveled_up
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@dataclass
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class Quest:
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id: str
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name: str
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description: str
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objectives: List[str]
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rewards: Dict[str, Any]
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status: QuestStatus = QuestStatus.NOT_STARTED
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progress: Dict[str, int] = None
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def __post_init__(self):
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if self.progress is None:
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self.progress = {obj: 0 for obj in self.objectives}
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@dataclass
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class NPC:
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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"):
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return self.dialogue.get(topic, self.dialogue.get("default", ["I have nothing to say."]))
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@dataclass
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class Location:
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id: str
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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]
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enemies: List[str]
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visited: bool = False
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def get_description(self, game):
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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]
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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
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@dataclass
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class Enemy:
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id: str
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name: str
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description: str
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level: int
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health: int
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max_health: int
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attack: int
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defense: int
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experience: int
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gold: int
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loot: List[str]
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abilities: List[str]
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def take_damage(self, damage):
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actual_damage = max(1, damage - self.defense)
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self.health -= actual_damage
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return actual_damage
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def is_alive(self):
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return self.health > 0
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@dataclass
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class Player:
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name: str
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level: int = 1
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experience: int = 0
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max_experience: int = 100
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health: int = 100
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max_health: int = 100
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mana: int = 50
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max_mana: int = 50
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attack: int = 10
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defense: int = 5
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gold: int = 50
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inventory: List[Dict[str, Any]] = None
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equipment: Dict[str, str] = None
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skills: Dict[str, Skill] = None
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quests: Dict[str, Quest] = None
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current_location: str = "town_square"
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def __post_init__(self):
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if self.inventory is None:
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self.inventory = []
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if self.equipment is None:
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self.equipment = {"weapon": None, "armor": None, "accessory": None}
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if self.skills is None:
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self.skills = {
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"combat": Skill("combat", "Combat", "Your skill in fighting", SkillType.COMBAT),
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"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)
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}
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if self.quests is None:
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self.quests = {}
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def add_experience(self, amount):
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self.experience += amount
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leveled_up = False
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while self.experience >= self.max_experience:
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self.experience -= self.max_experience
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self.level += 1
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self.max_experience = int(self.max_experience * 1.5)
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self.max_health += 10
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self.health = self.max_health
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self.max_mana += 5
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self.mana = self.max_mana
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self.attack += 2
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self.defense += 1
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leveled_up = True
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return leveled_up
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def add_item(self, item, quantity=1):
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for inv_item in self.inventory:
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if inv_item["item"].id == item.id and item.stackable:
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inv_item["quantity"] += quantity
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return True
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self.inventory.append({"item": item, "quantity": quantity})
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return True
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def remove_item(self, item_id, quantity=1):
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for i, inv_item in enumerate(self.inventory):
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if inv_item["item"].id == item_id:
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if inv_item["quantity"] <= quantity:
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self.inventory.pop(i)
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return True
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else:
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inv_item["quantity"] -= quantity
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return True
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return False
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def get_item(self, item_id):
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for inv_item in self.inventory:
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if inv_item["item"].id == item_id:
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return inv_item["item"]
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return None
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def equip_item(self, item_id):
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item = self.get_item(item_id)
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if not item:
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return False, "You don't have that item."
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if item.item_type == ItemType.WEAPON:
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if self.equipment["weapon"]:
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self.add_item(self.get_item(self.equipment["weapon"]))
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self.equipment["weapon"] = item_id
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self.attack += item.stats.get("attack", 0)
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return True, f"You equipped {item.name}."
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elif item.item_type == ItemType.ARMOR:
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if self.equipment["armor"]:
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self.add_item(self.get_item(self.equipment["armor"]))
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self.equipment["armor"] = item_id
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self.defense += item.stats.get("defense", 0)
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return True, f"You equipped {item.name}."
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return False, "You can't equip that item."
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def get_total_attack(self):
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total = self.attack
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if self.equipment["weapon"]:
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weapon = self.get_item(self.equipment["weapon"])
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if weapon:
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total += weapon.stats.get("attack", 0)
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return total
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def get_total_defense(self):
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total = self.defense
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if self.equipment["armor"]:
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armor = self.get_item(self.equipment["armor"])
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if armor:
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total += armor.stats.get("defense", 0)
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return total
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class GameConfig:
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def __init__(self):
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self.settings = {
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"text_speed": 0.03,
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"auto_save": True,
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"auto_save_interval": 300,
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"color_scheme": "default",
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"difficulty": "normal",
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"debug_mode": False
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}
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self.load_config()
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def load_config(self):
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try:
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if os.path.exists(CONFIG_FILE):
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with open(CONFIG_FILE, 'r') as f:
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self.settings.update(json.load(f))
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except Exception as e:
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print(f"Error loading config: {e}")
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def save_config(self):
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try:
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with open(CONFIG_FILE, 'w') as f:
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json.dump(self.settings, f, indent=2)
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except Exception as e:
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print(f"Error saving config: {e}")
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def get_setting(self, key, default=None):
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return self.settings.get(key, default)
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def set_setting(self, key, value):
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self.settings[key] = value
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self.save_config()
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class PluginManager:
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def __init__(self, game):
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self.game = game
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self.plugins = {}
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self.hooks = {
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"on_command": [],
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"on_move": [],
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"on_combat": [],
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"on_level_up": [],
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"on_quest_complete": [],
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"on_item_pickup": []
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}
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def load_plugin(self, plugin_name):
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try:
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if plugin_name == "debug":
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self.plugins[plugin_name] = DebugPlugin(self.game)
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elif plugin_name == "hardcore":
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self.plugins[plugin_name] = HardcorePlugin(self.game)
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return True
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except Exception as e:
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print(f"Error loading plugin {plugin_name}: {e}")
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return False
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def register_hook(self, hook_name, callback):
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if hook_name in self.hooks:
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self.hooks[hook_name].append(callback)
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def trigger_hook(self, hook_name, *args, **kwargs):
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if hook_name in self.hooks:
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for callback in self.hooks[hook_name]:
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try:
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callback(*args, **kwargs)
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except Exception as e:
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print(f"Error in hook {hook_name}: {e}")
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class BasePlugin:
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def __init__(self, game):
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self.game = game
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self.name = "Base Plugin"
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self.version = "1.0.0"
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self.description = "Base plugin class"
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self.enabled = True
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def initialize(self):
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pass
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def on_command(self, command, args):
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pass
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def on_move(self, from_location, to_location):
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pass
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def on_combat(self, player, enemy):
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pass
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def on_level_up(self, player):
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pass
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def on_quest_complete(self, quest):
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pass
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def on_item_pickup(self, item):
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pass
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class DebugPlugin(BasePlugin):
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def __init__(self, game):
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super().__init__(game)
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self.name = "Debug Plugin"
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self.description = "Adds debug commands to the game"
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def initialize(self):
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self.game.register_command("debug", self.debug_command)
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def debug_command(self, args):
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if len(args) < 1:
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return "Usage: debug <command>"
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cmd = args[0].lower()
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if cmd == "teleport":
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if len(args) < 2:
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return "Usage: debug teleport <location_id>"
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location_id = args[1]
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if location_id in self.game.locations:
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self.game.player.current_location = location_id
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return f"Teleported to {self.game.locations[location_id].name}"
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return "Location not found"
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elif cmd == "give":
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if len(args) < 2:
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return "Usage: debug give <item_id>"
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item_id = args[1]
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if item_id in self.game.items:
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self.game.player.add_item(self.game.items[item_id])
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return f"Gave {self.game.items[item_id].name}"
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return "Item not found"
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|
|
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elif cmd == "level":
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if len(args) < 2:
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|
return "Usage: debug level <amount>"
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try:
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amount = int(args[1])
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|
|
if self.game.player.add_experience(amount):
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|
return f"Gained {amount} experience and leveled up!"
|
|
|
return f"Gained {amount} experience"
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|
|
except ValueError:
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|
|
return "Invalid amount"
|
|
|
|
|
|
elif cmd == "heal":
|
|
|
self.game.player.health = self.game.player.max_health
|
|
|
self.game.player.mana = self.game.player.max_mana
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|
|
return "Fully healed"
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|
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|
return "Unknown debug command"
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|
|
|
class HardcorePlugin(BasePlugin):
|
|
|
def __init__(self, game):
|
|
|
super().__init__(game)
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|
|
self.name = "Hardcore Mode"
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|
|
self.description = "Makes the game more challenging"
|
|
|
|
|
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def initialize(self):
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|
self.game.register_hook("on_combat", self.on_combat)
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|
|
self.game.register_hook("on_level_up", self.on_level_up)
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|
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|
|
def on_combat(self, player, enemy):
|
|
|
enemy.attack = int(enemy.attack * 1.5)
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|
|
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() |