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