#!/usr/bin/env python3 # TextWorld Adventure - A Complete Text-Based RPG Game # Author: YSNRFD # Version: 1.0.0 import os import sys import json import random import time import pickle import math from enum import Enum from typing import Dict, List, Tuple, Optional, Any, Callable from dataclasses import dataclass, asdict import colorama from colorama import Fore, Back, Style # Initialize colorama for cross-platform colored text colorama.init() # Game Constants GAME_VERSION = "1.0.0" GAME_TITLE = "TextWorld Adventure" SAVE_FILE = "textworld_save.pkl" CONFIG_FILE = "textworld_config.json" # Game Enums class ItemType(Enum): WEAPON = "weapon" ARMOR = "armor" CONSUMABLE = "consumable" QUEST = "quest" MISC = "misc" class SkillType(Enum): COMBAT = "combat" MAGIC = "magic" STEALTH = "stealth" SOCIAL = "social" class DamageType(Enum): PHYSICAL = "physical" FIRE = "fire" ICE = "ice" LIGHTNING = "lightning" POISON = "poison" class QuestStatus(Enum): NOT_STARTED = "not_started" IN_PROGRESS = "in_progress" COMPLETED = "completed" FAILED = "failed" # Game Data Classes @dataclass class Item: id: str name: str description: str item_type: ItemType value: int rarity: str stats: Dict[str, int] consumable: bool = False stackable: bool = False max_stack: int = 1 def use(self, player): if self.consumable: if "heal" in self.stats: player.health = min(player.max_health, player.health + self.stats["heal"]) return f"You used {self.name} and restored {self.stats['heal']} health." elif "mana" in self.stats: player.mana = min(player.max_mana, player.mana + self.stats["mana"]) return f"You used {self.name} and restored {self.stats['mana']} mana." return f"You can't use {self.name}." @dataclass class Skill: id: str name: str description: str skill_type: SkillType level: int = 1 experience: int = 0 max_experience: int = 100 def add_experience(self, amount): self.experience += amount leveled_up = False while self.experience >= self.max_experience: self.experience -= self.max_experience self.level += 1 self.max_experience = int(self.max_experience * 1.5) leveled_up = True return leveled_up @dataclass class Quest: id: str name: str description: str objectives: List[str] rewards: Dict[str, Any] status: QuestStatus = QuestStatus.NOT_STARTED progress: Dict[str, int] = None def __post_init__(self): if self.progress is None: self.progress = {obj: 0 for obj in self.objectives} @dataclass class NPC: id: str name: str description: str dialogue: Dict[str, List[str]] quests: List[str] friendly: bool = True shop_items: List[Item] = None def get_dialogue(self, topic="default"): return self.dialogue.get(topic, self.dialogue.get("default", ["I have nothing to say."])) @dataclass class Location: id: str name: str description: str exits: Dict[str, str] npcs: List[str] items: List[str] enemies: List[str] visited: bool = False def get_description(self, game): desc = f"{self.name}\n{'='*len(self.name)}\n{self.description}\n\n" if self.exits: desc += "Exits: " + ", ".join(self.exits.keys()) + "\n" if self.npcs: npcs = [game.npcs[npc_id] for npc_id in self.npcs] desc += "People here: " + ", ".join([npc.name for npc in npcs]) + "\n" if self.items: items = [game.items[item_id] for item_id in self.items] desc += "Items here: " + ", ".join([item.name for item in items]) + "\n" if self.enemies: enemies = [game.enemies[enemy_id] for enemy_id in self.enemies] desc += "Enemies here: " + ", ".join([enemy.name for enemy in enemies]) + "\n" return desc @dataclass class Enemy: id: str name: str description: str level: int health: int max_health: int attack: int defense: int experience: int gold: int loot: List[str] abilities: List[str] def take_damage(self, damage): actual_damage = max(1, damage - self.defense) self.health -= actual_damage return actual_damage def is_alive(self): return self.health > 0 @dataclass class Player: name: str level: int = 1 experience: int = 0 max_experience: int = 100 health: int = 100 max_health: int = 100 mana: int = 50 max_mana: int = 50 attack: int = 10 defense: int = 5 gold: int = 50 inventory: List[Dict[str, Any]] = None equipment: Dict[str, str] = None skills: Dict[str, Skill] = None quests: Dict[str, Quest] = None current_location: str = "town_square" def __post_init__(self): if self.inventory is None: self.inventory = [] if self.equipment is None: self.equipment = {"weapon": None, "armor": None, "accessory": None} if self.skills is None: self.skills = { "combat": Skill("combat", "Combat", "Your skill in fighting", SkillType.COMBAT), "magic": Skill("magic", "Magic", "Your skill in casting spells", SkillType.MAGIC), "stealth": Skill("stealth", "Stealth", "Your skill in moving unseen", SkillType.STEALTH), "social": Skill("social", "Social", "Your skill in interacting with others", SkillType.SOCIAL) } if self.quests is None: self.quests = {} def add_experience(self, amount): self.experience += amount leveled_up = False while self.experience >= self.max_experience: self.experience -= self.max_experience self.level += 1 self.max_experience = int(self.max_experience * 1.5) self.max_health += 10 self.health = self.max_health self.max_mana += 5 self.mana = self.max_mana self.attack += 2 self.defense += 1 leveled_up = True return leveled_up def add_item(self, item, quantity=1): for inv_item in self.inventory: if inv_item["item"].id == item.id and item.stackable: inv_item["quantity"] += quantity return True self.inventory.append({"item": item, "quantity": quantity}) return True def remove_item(self, item_id, quantity=1): for i, inv_item in enumerate(self.inventory): if inv_item["item"].id == item_id: if inv_item["quantity"] <= quantity: self.inventory.pop(i) return True else: inv_item["quantity"] -= quantity return True return False def get_item(self, item_id): for inv_item in self.inventory: if inv_item["item"].id == item_id: return inv_item["item"] return None def equip_item(self, item_id): item = self.get_item(item_id) if not item: return False, "You don't have that item." if item.item_type == ItemType.WEAPON: if self.equipment["weapon"]: self.add_item(self.get_item(self.equipment["weapon"])) self.equipment["weapon"] = item_id self.attack += item.stats.get("attack", 0) return True, f"You equipped {item.name}." elif item.item_type == ItemType.ARMOR: if self.equipment["armor"]: self.add_item(self.get_item(self.equipment["armor"])) self.equipment["armor"] = item_id self.defense += item.stats.get("defense", 0) return True, f"You equipped {item.name}." return False, "You can't equip that item." def get_total_attack(self): total = self.attack if self.equipment["weapon"]: weapon = self.get_item(self.equipment["weapon"]) if weapon: total += weapon.stats.get("attack", 0) return total def get_total_defense(self): total = self.defense if self.equipment["armor"]: armor = self.get_item(self.equipment["armor"]) if armor: total += armor.stats.get("defense", 0) return total # Game Configuration class GameConfig: def __init__(self): self.settings = { "text_speed": 0.03, "auto_save": True, "auto_save_interval": 300, # seconds "color_scheme": "default", "difficulty": "normal", "debug_mode": False } self.load_config() def load_config(self): try: if os.path.exists(CONFIG_FILE): with open(CONFIG_FILE, 'r') as f: self.settings.update(json.load(f)) except Exception as e: print(f"Error loading config: {e}") def save_config(self): try: with open(CONFIG_FILE, 'w') as f: json.dump(self.settings, f, indent=2) except Exception as e: print(f"Error saving config: {e}") def get_setting(self, key, default=None): return self.settings.get(key, default) def set_setting(self, key, value): self.settings[key] = value self.save_config() # Plugin System class PluginManager: def __init__(self, game): self.game = game self.plugins = {} self.hooks = { "on_command": [], "on_move": [], "on_combat": [], "on_level_up": [], "on_quest_complete": [], "on_item_pickup": [] } def load_plugin(self, plugin_name): try: # This is a simplified plugin loader # In a real implementation, you'd load from files if plugin_name == "debug": self.plugins[plugin_name] = DebugPlugin(self.game) elif plugin_name == "hardcore": self.plugins[plugin_name] = HardcorePlugin(self.game) return True except Exception as e: print(f"Error loading plugin {plugin_name}: {e}") return False def register_hook(self, hook_name, callback): if hook_name in self.hooks: self.hooks[hook_name].append(callback) def trigger_hook(self, hook_name, *args, **kwargs): if hook_name in self.hooks: for callback in self.hooks[hook_name]: try: callback(*args, **kwargs) except Exception as e: print(f"Error in hook {hook_name}: {e}") # Base Plugin Class class BasePlugin: def __init__(self, game): self.game = game self.name = "Base Plugin" self.version = "1.0.0" self.description = "Base plugin class" self.enabled = True def initialize(self): pass def on_command(self, command, args): pass def on_move(self, from_location, to_location): pass def on_combat(self, player, enemy): pass def on_level_up(self, player): pass def on_quest_complete(self, quest): pass def on_item_pickup(self, item): pass # Example Plugins class DebugPlugin(BasePlugin): def __init__(self, game): super().__init__(game) self.name = "Debug Plugin" self.description = "Adds debug commands to the game" def initialize(self): self.game.register_command("debug", self.debug_command) def debug_command(self, args): if len(args) < 1: return "Usage: debug " cmd = args[0].lower() if cmd == "teleport": if len(args) < 2: return "Usage: debug teleport " location_id = args[1] if location_id in self.game.locations: self.game.player.current_location = location_id return f"Teleported to {self.game.locations[location_id].name}" return "Location not found" elif cmd == "give": if len(args) < 2: return "Usage: debug give " item_id = args[1] if item_id in self.game.items: self.game.player.add_item(self.game.items[item_id]) return f"Gave {self.game.items[item_id].name}" return "Item not found" elif cmd == "level": if len(args) < 2: return "Usage: debug level " try: amount = int(args[1]) if self.game.player.add_experience(amount): return f"Gained {amount} experience and leveled up!" return f"Gained {amount} experience" except ValueError: return "Invalid amount" elif cmd == "heal": self.game.player.health = self.game.player.max_health self.game.player.mana = self.game.player.max_mana return "Fully healed" return "Unknown debug command" class HardcorePlugin(BasePlugin): def __init__(self, game): super().__init__(game) self.name = "Hardcore Mode" self.description = "Makes the game more challenging" def initialize(self): self.game.register_hook("on_combat", self.on_combat) self.game.register_hook("on_level_up", self.on_level_up) def on_combat(self, player, enemy): enemy.attack = int(enemy.attack * 1.5) enemy.health = int(enemy.health * 1.5) enemy.max_health = enemy.health def on_level_up(self, player): player.max_health = int(player.max_health * 0.8) player.health = player.max_health # Main Game Class 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): # Initialize Items 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}), } # Initialize Enemies 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"]), } # Initialize NPCs 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), } # Initialize Locations 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"], [], []), } # Initialize Quests 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): # Load default plugins if self.config.get_setting("debug_mode", False): self.plugin_manager.load_plugin("debug") # Initialize all loaded plugins 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() # Check for save file 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 # Character creation 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: # Auto-save check 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() # Get player input 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() # Parse command if not command_input: continue parts = command_input.split() command = parts[0] args = parts[1:] if len(parts) > 1 else [] # Trigger command hook self.plugin_manager.trigger_hook("on_command", command, args) # Execute command 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 - 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 - Equip an item unequip - Unequip an item use - Use an item take/get - Pick up an item drop - Drop an item {Fore.YELLOW}Combat:{Style.RESET_ALL} attack/fight - Attack an enemy rest - Rest to restore health and mana {Fore.YELLOW}NPCs:{Style.RESET_ALL} talk - Talk to an NPC shop - Open shop interface (if available) buy - Buy an item from shop sell - 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 - 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] # Trigger move hook self.plugin_manager.trigger_hook("on_move", self.player.current_location, new_location_id) self.player.current_location = new_location_id # Check for enemies in new location 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" # Show equipped items 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) # Trigger item pickup hook (for use as well) 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) # Trigger item pickup hook 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 attacks 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" # Trigger combat hook 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" # Level up check if self.player.add_experience(self.current_enemy.experience): result += f"LEVEL UP! You are now level {self.player.level}!\n" # Trigger level up hook self.plugin_manager.trigger_hook("on_level_up", self.player) self.player.gold += self.current_enemy.gold # Loot 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 # Update quest progress self.update_quest_progress("defeat", self.current_enemy.id if self.current_enemy else "unknown") return result # Enemy attacks 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] # Can only rest in safe locations 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." # Resting in dangerous locations has a chance of encounter 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!" # Partial rest 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] # Find merchant in 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 ' to purchase or 'sell ' 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] # Find merchant in 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." # Find item in shop 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] # Find merchant in 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." # Find item in inventory for inv_item in self.player.inventory[:]: item = inv_item["item"] if item.name.lower() == item_name: sell_price = int(item.value * 0.5) # Sell for half the value 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] # Simple ASCII map map_text = f"{Fore.CYAN}=== Map ==={Style.RESET_ALL}\n" map_text += "You are here: *\n\n" # Show connected locations 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 = 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 # Check if quest is complete 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}") # Give rewards 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}!") # Trigger quest complete hook 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') # Main execution if __name__ == "__main__": game = TextWorldGame() game.start()