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