Exemple #1
0
def map2_action(char_alloved, board, x, y):
    print(x, y)
    board, x, y, button = get_action(char_alloved, board, x, y, "maps/map2.txt")
    inv = change_files.import_inventory('test_inventory.csv')
    stats = change_files.import_stats('stats.csv')
    change_files.level_up(stats['Exp'], stats['Level'])

    if board[y][x] == char_alloved[11]:
        print('Stay there, kurwa!')
        sleep(0.5)
        enemy_health = fight.fight(25, 25, 5, 5, 25, x, y)
        if enemy_health <= 0:
            board[y][x] = 'x'
            board_change('maps/map2.txt', x, y)
            print('enemy is beaten \n plus 75XP')
            sleep(0.5)
        x, y = back(button, x, y)
        board_change('maps/map2.txt', x, y)

    if board[y][x] == 'x':
        x, y = back(button, x, y)
        board_change('maps/map2.txt', x, y)
        print('Im sorry, dont kill me!')
        sleep(0.5)

    if board[y][x] == '⚗':
        x, y = back(button, x, y)
        board_change('maps/map2.txt', x, y)
        print('good luck')
        sleep(0.5)

    if board[y][x] == char_alloved[13] or board[y][x] == char_alloved[14]:
        stats['Health'] = stats['Max health']
        change_files.add_to_stats(stats, 0, 0, 0, 0, 0, 0)
        print('Health is back')
        sleep(0.2)

    if board[y][x] == '&':
        x, y = back(button, x, y)
        board_change('maps/map2.txt', x, y)
        print('I have to drink...')
        sleep(0.5)

    if board[y][x] == char_alloved[10]:
        return 3, x, y
    else:
        return 2, x, y
Exemple #2
0
def get_action(char_alloved, board, x, y, map_file):
    button = getch.getch()
    if button == 'w':
        y = y - 1
        if board[y][x] not in char_alloved:
            y = y + 1
        move(x, y, map_file)

    elif button == 's':
        y = y + 1
        if board[y][x] not in char_alloved:
            y = y - 1
        move(x, y, map_file)

    elif button == 'a':
        x = x - 1
        if board[y][x] not in char_alloved:
            x = x + 1
        move(x, y, map_file)

    elif button == 'd':
        x = x + 1
        if board[y][x] not in char_alloved:
            x = x - 1
        move(x, y, map_file)

    elif button == 'i':
        inv = change_files.import_inventory('test_inventory.csv')
        stats = change_files.import_stats('stats.csv')
        print_functions.display_stats(stats)
        print_functions.print_table(inv, order=None)
        while (getch.getch()).lower() != 'i':
            sleep(0.1)
        board_change(map_file, x, y)

    elif button == "x":
        quit()

    return board, x, y, button
Exemple #3
0
def map4_action(char_alloved, board, x, y):
    print(x, y)
    board, x, y, button = get_action(char_alloved, board, x, y, "maps/map4.txt")
    inv = change_files.import_inventory('test_inventory.csv')
    stats = change_files.import_stats('stats.csv')
    change_files.level_up(stats['Exp'], stats['Level'])

    if board[y][x] == '⚗':
        x, y = back(button, x, y)
        board_change('maps/map4.txt', x, y)

        if 'coin' not in inv and 'permit' not in inv:
            print('I dont have time for you now!!! Help my soldiers in rescuing our town from barbarians if u want this stupid conduct pass!')
            sleep(1)
            coin = ['coin']*120
            change_files.add_to_inventory(inv, coin)

        elif 'coin'in inv and 'bandit head' not in inv:
            print('They are dying there! Just go!!!')
            sleep(0.5)

        elif 'coin'in inv and inv['bandit head'] < 4:
            print('This is not all of them yet!')
            sleep(0.5)

        elif 'coin' in inv and inv['bandit head'] == 4:
            print('Thank you for your help. Here is your conduct pass.')
            sleep(1)
            del inv['bandit head']
            del inv['coin']
            permit = ['permit']
            change_files.add_to_inventory(inv, permit)
            change_files.add_to_stats(stats, 0, 0, 0, 0, 250, 0)

        elif 'permit' in inv:
            print("I have no time, bye!")
            sleep(0.5)

    if board[y][x] == char_alloved[11]:
        print('F**k you!!!')
        sleep(0.5)
        enemy_health = fight.fight(75, 75, 13, 13, 75, x, y)
        if enemy_health <= 0:
            board[y][x] = '&'
            board_change('maps/map4.txt', x, y)
            print('enemy is beaten \n plus 75XP')
            sleep(0.5)
            bandit_head = ['bandit head']
            change_files.add_to_inventory(inv, bandit_head)
            print('+1 bandit head')
            sleep(0.25)
        x, y = back(button, x, y)
        board_change('maps/map4.txt', x, y)

    if board[y][x] == '&':
        x, y = back(button, x, y)
        board_change('maps/map4.txt', x, y)
        print('Dead body.')
        sleep(0.5)

    if board[y][x] == '⯂':
        if 'permit' not in inv:
            x, y = back(button, x, y)
            board_change('maps/map4.txt', x, y)
            print('You need conduct pass to meet the king.')
            sleep(0.5)
        elif 'permit' in inv:
            board[y][x] = " "
            print('King is waiting for you, my lord. Better hurry.')
            sleep(0.5)

    if board[y][x] == 'x':
        if "permit" not in inv:
            x, y = back(button, x, y)
            board_change('maps/map4.txt', x, y)
            print('You need conduct pass to meet the king.')
            sleep(0.5)
        elif "permit" in inv:
            board[y][x] = " "
            print('King is waiting for you, my lord. Better hurry.')
            sleep(0.5)

    if board[y][x] == char_alloved[13] or board[y][x] == char_alloved[14]:
        stats['Health'] = stats['Max health']
        change_files.add_to_stats(stats, 0, 0, 0, 0, 0, 0)
        print('Full heal')
        sleep(0.2)

    if board[y][x] == char_alloved[10]:
        return 5, x, y
    else:
        return 4, x, y
Exemple #4
0
def map3_action(char_alloved, board, x, y):
    print(x, y)
    board, x, y, button = get_action(char_alloved, board, x, y, "maps/map3.txt")
    inv = change_files.import_inventory('test_inventory.csv')
    stats = change_files.import_stats('stats.csv')
    change_files.level_up(stats['Exp'], stats['Level'])

    if board[y][x] == '~':
        if 'bucket' in inv:
            material = ['material']
            change_files.add_to_inventory(inv, material)
            print('+1 material')
            sleep(0.5)
            board[y][x] = ','

    if board[y][x] == '⚗':
        x, y = back(button, x, y)
        board_change('maps/map3.txt', x, y)

        if 'bucket' not in inv and 'robe' not in inv:
            print('Im a local tailor. If you want me to make something for you, you have to take some materials for me! On the west you can find cotton field. Please bring to me some cotton!')
            sleep(1)
            bucket = ['bucket']
            change_files.add_to_inventory(inv, bucket)

        elif 'bucket'in inv and 'material' not in inv:
            print('Cotton field is on the west.')
            sleep(0.5)

        elif 'bucket'in inv and inv['material'] < 5:
            print('Its not enough')
            sleep(0.5)

        elif 'bucket' in inv and inv['material'] == 5:
            print('You did it!')
            sleep(0.5)
            del inv['material']
            del inv['bucket']
            robe = ['robe']
            change_files.add_to_inventory(inv, robe)
            change_files.add_to_stats(stats, 0, 10, 0, 2, 80, 0)

        elif 'robe' in inv:
            print('With this robe even those brain-dead knights wont notice you arent from town!')
            sleep(0.5)

    if board[y][x] == char_alloved[11]:
        print('Come on, little bitch!')
        sleep(0.5)
        enemy_health = fight.fight(50, 50, 10, 10, 50, x, y)
        if enemy_health <= 0:
            board[y][x] = '&'
            board_change('maps/map3.txt', x, y)
            print('enemy is beaten \n plus 75XP')
            sleep(0.5)
        x, y = back(button, x, y)
        board_change('maps/map3.txt', x, y)

    if board[y][x] == '&':
        x, y = back(button, x, y)
        board_change('maps/map3.txt', x, y)
        print('Enough for me...')
        sleep(0.5)

    if board[y][x] == '⍑':
        x, y = back(button, x, y)
        board_change('maps/map3.txt', x, y)
        print('This is FIGHT CLUB. Here you can fight with great oponnents to improve your battling skills!')
        sleep(0.5)

    if board[y][x] == '⯂':
        if 'robe' not in inv:
            x, y = back(button, x, y)
            board_change('maps/map3.txt', x, y)
            print('What are you looking for, beggar? Get the f**k off!')
            sleep(0.5)
        elif 'robe' in inv:
            print('You are welcome, my lord.')
            board[y][x] = " "
            sleep(0.5)

    if board[y][x] == char_alloved[13] or board[y][x] == char_alloved[14]:
        stats['Health'] = stats['Max health']
        change_files.add_to_stats(stats, 0, 0, 0, 0, 0, 0)
        print('Full health')
        sleep(0.2)

    if board[y][x] == 'x':
        if "robe" not in inv:
            x, y = back(button, x, y)
            board_change('maps/map3.txt', x, y)
            print('What are you looking for, beggar? Get the f**k off!')
            sleep(0.5)
        elif "robe" in inv:
            board[y][x] = " "

    if board[y][x] == char_alloved[10]:
        return 4, x, y
    else:
        return 3, x, y
Exemple #5
0
def map1_action(char_alloved, board, x, y):
    print(x, y)
    board, x, y, button = get_action(char_alloved, board, x, y, "maps/map1.txt")
    inv = change_files.import_inventory('test_inventory.csv')
    stats = change_files.import_stats('stats.csv')
    change_files.level_up(stats['Exp'], stats['Level'])

    if board[y][x] == '♺':
        if 'pickaxe' not in inv:
            print('You need a pickaxe to gather this.')
            sleep(0.5)

        elif 'pickaxe' in inv or 'sword' in inv:
            iron_ore = ['iron ore']
            change_files.add_to_inventory(inv, iron_ore)
            print('+1 iron ore')
            sleep(0.5)
            board[y][x] = ','

    # smith quest
    if board[y][x] == '⚗':
        x, y = back(button, x, y)

        if 'pickaxe' not in inv and 'sword' not in inv:
            print('Hello traveler! I am blacksmith John. Our bridge has been ruined by vandals few days ago. If you won to go further, you have to bring to me some iron ore. With this I can repair the bridge for you!')
            sleep(1)
            pickaxe = ['pickaxe']
            print("+1 pickaxe")
            sleep(0.5)
            change_files.add_to_inventory(inv, pickaxe)

        elif 'pickaxe'in inv and 'iron ore' not in inv:
            print('Please, hurry up!')
            sleep(0.5)

        elif 'pickaxe'in inv and inv['iron ore'] < 5:
            print('I need 5 ores!')
            sleep(0.5)

        elif 'pickaxe' in inv and inv['iron ore'] == 5:
            print('Thank  you for your help! Please, take this sword as a reward. Now I can repair the bridge!')
            del inv['iron ore']
            del inv['pickaxe']
            sword = ['sword']
            change_files.add_to_inventory(inv, sword)
            change_files.add_to_stats(stats, 0, 0, 2, 0, 40, 0)

        elif 'sword' in inv:
            print('I wish you good luck!')
            sleep(0.5)

    if board[y][x] == ',':
        print('You have already gathered ore from this one.')
        sleep(0.5)

    if board[y][x] == '(' or board[y][x] == ')':
        stats['Health'] = stats['Max health']
        change_files.add_to_stats(stats, 0, 0, 0, 0, 0, 0)
        print('Health is back')
        sleep(0.2)

    if board[y][x] == '&':
        x, y = back(button, x, y)
        print('In our kingdom, we have special hot springs, which can heal you! One of these is behind me, check this out!')
        sleep(1)

    if 'sword' in inv:
        return 2, x, y
    else:
        return 1, x, y