Esempio n. 1
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def junction():
    t3 = "Which room would you to enter?" + "\n"
    print_slow(t3, 0.03)

    while len(junction_history) > 0:
        if "1" in junction_history:
            print("Press 1 to enter the Battle Room")
        if "2" in junction_history:
            print("Press 2 to enter the Trap Room")
        if "3" in junction_history:
            print("Press 3 to enter the Aeon Chamber")
        room_choice = input("->")
        if room_choice == "1":
            junction_history.pop(0)
            battleroom()
            break
        elif room_choice == "2":
            junction_history.pop(1)
            break
            # call trap room function
        elif room_choice == "3":
            junction_history.pop(2)
            break
            # call Aeon chamber function
        else:
            print("You walk into a wall and hurt yourself..." + "\n")
            hero.health -= 1
Esempio n. 2
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 def _options(self, item, category, action):
     options_map = {1: "equip", 2: "drop", 3: "back"}
     while True:
         old_item = self.get_equipped(category)
         print_slow("Currently equipped: {} \n".format(old_item))
         print_slow("Selected item : {} \n".format(item))
         print_options(options_map)
         answer = options_map[input_int()]
         if answer == "equip":
             self.equip(item, category, old_item)
             self.view_category(action, category)
             break
         elif answer == "drop":
             while True:
                 print_slow("Are you sure you want to drop item? \n")
                 print_slow("1. Yes \n" + "2. No \n")
                 answer = input_int()
                 if answer == 1:
                     self.drop(item, category)
                     self._options(item, category, action)
                 elif answer == 2:
                     self._options(item, category, action)
                     break
                 else:
                     print_slow("Please choose a valid option")
                     continue
Esempio n. 3
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def main_game_loop(hero):
    print(hero.name)
    game_levels = ("room", "boss", "room", "room", "boss", "end")
    for level in range(len(game_levels)):
        # cause everything is zero index
        LEVEL = level + 1
        game_level = game_levels[level]
        print("You are at level {}: {}".format(LEVEL, game_level))
        print_slow("What would you like to do?" + "\n")
        choice = base_choices()
        while choice != "explore":
            if choice == "inventory":
                hero.view_inventory()
                choice = base_choices()
            if choice == "quit":
                quit("Only cowards run from glory...")

        room(hero, LEVEL, game_level)
        hero.level_up()
        LEVEL += 1
        # proceed to junction

        # handle room should not proceed if inventory option chosen

        if hero.health <= 0:
            break
    print("Well played! Game over...")
Esempio n. 4
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def battle_room_success(hero, enemy):
    level = LEVEL
    t5 = "You have cleared the level" + "\n"
    print_slow(t5, 0.02)
    print(" ")
    input("Press any key to continue...")
    hero.greed += 10
    print("\n" + "Greed bonus has increased! You have higher chances of finding wealth...")
    monster_drop(enemy,hero)  # done for coins and wealth
    hero.print_status()
Esempio n. 5
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 def death(self):
     os.system("clear")
     print("  =   =  ====  =  =   ===  =  ===  ===")
     print("  =====  =  =  =  =   = =  =  ===  = =")
     print("      =  =  =  =  =   = =  =  =    = =")
     print("      =  ====  ====   ===  =  ===  ===")
     print("")
     print(self.name + " the " + self.hero_class)
     print_slow("Your greed has lead to your downfall...", 0.05)
     print("\n" + "Wealth = " + str(self.wealth))
     print("\n" + "Coins = " + str(self.coins))
Esempio n. 6
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    def _get_hero_info(cls):
        # assigning the hero class based on user input
        print_slow("Choose from any of the below roles for today!\n")

        print_options(cls._hero_options)
        while True:
            char_class = cls._hero_options.get(input_int())
            if char_class:
                break
            print("Please choose from the available roles!\n")

        return char_class
Esempio n. 7
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def room(hero, level, game_level):
    junction_map = {1: "battle room", 2: "trap room", 3: "aeon chamber"}

    if game_level == "room":
        room_choice = 0
        print_slow("Which room would you to enter?\n")

        while room_choice not in junction_map.keys():
            print_options(junction_map)
            choice = input_int()
            room_choice = junction_map.get(choice)
            if room_choice == "battle room":
                enemy = Monster.monster_spawn(level)
                print_slow("You encounter some dangerous looking"
                           " {}\n".format(enemy.name))
                battle_choices(hero, enemy)
                junction_map.pop(choice)
                break
            elif room_choice == "trap room":
                junction_map.pop(choice)
                print("Trap room coming soon...")
                continue
                # call trap room function
            elif room_choice == "aeon chamber":
                junction_map.pop(choice)
                print("Aeon Chamber coming soon...")
                # call Aeon chamber function
                continue
            else:
                print("Please choose a valid input...")
    if game_level == "boss":
        print_slow("You've entered the lair of a dangerous boss!")
        print_slow("Boss content coming soon...")
Esempio n. 8
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 def view_category(self, action, category):
     self.print_inventory(category)
     # Need to better understand what the point of this
     # function is, the current implementation is still messy
     # Also, this should just be a function in the hero class
     # Since you're making a view of a hero attribute
     n_invent = self.get_n_inventory(category) + 1
     while True:
         response = input_int()
         if response < n_invent:
             item = self.inventory[category][response - 1]
             clear_screen()
             self._options(item, category, action)
             break
         elif response == n_invent:
             clear_screen()
             self.view_inventory()
             break
         else:
             print_slow("Choose valid option")
             continue
Esempio n. 9
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def flee(hero, enemy):
    t6 = "Trying to escape the room..."
    print_slow(t6, 0.02)
    flee_roll = 50 + hero.agility
    if roll() < flee_roll:
        print("You successfully escape from the " + enemy.name)
        junction()
    else:
        print("You can't find a way out!")
        enemy_hit = roll()
        if enemy_hit < (
            enemy.hit_chance - hero.defense
        ):  # factors if the hit is successful based on hit chance and hero defense
            crit_enemy = enemy.crit_check(
                enemy
            )  # should have been a common function in parent class
            enemy_damage = int(
                random.randint(
                    int(0.8 * enemy.damage),
                    int((enemy.damage) * crit_enemy),
                )
            )
            print(
                "The "
                + enemy.name
                + " attack you for "
                + str(enemy_damage)
                + " damage"
            )
            hero.hp -= enemy_damage
            hero.print_status()
            battle_choices(hero, enemy)
            if hero.hp <= 0:
                hero.death()
        else:
            print("You dodge an incoming attack" + "\n")
            battle_choices(hero, enemy)
Esempio n. 10
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    def print_inventory(self, category):
        inventory = self.get_inventory(category)
        if not inventory:
            print_slow(" You currently have no items for this slot \n")
            return

        for i, item in enumerate(inventory, 1):
            print_slow("{} : {} \n".format(i, item))

        print_slow("{} : Back".format(len(inventory) + 1))
Esempio n. 11
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 def view_inventory(self):
     while True:
         clear_screen()
         print("Inventory:")
         print_options(self._inventory_options)
         action = input_int()
         if action == 1:
             print_slow("You have {} Coins in your purse\n".format(
                 self.inventory["Coins"]))
             break
         elif action > 1 and action < 7:
             clear_screen()
             print_slow("You have chosen to see {} : {} \n".format(
                 action, self._inventory_options.get(action)))
             self.view_category(action, self._inventory_options.get(action))
         elif action == 7:
             clear_screen()
             break
         else:
             print_slow("Choose valid option")
             continue
Esempio n. 12
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 def _get_player_name(cls):
     print_slow("What is your ancient name?\n")
     return input_str()
Esempio n. 13
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 def drop(self, item, category):
     self.inventory.get(category).remove(item)
     print_slow("Dropped:", item)
Esempio n. 14
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 def pick_up(self, item, category):
     # item is the return value from each individual loot (name)
     self.inventory.get(category).append(item)
     print_slow("Picked up:".format(item))
Esempio n. 15
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def battleroom():
    t4 = "You enter a dim cave and hear something sinister stir in the shadows..."
    print_slow(t4, 0.02)
    enemy = (Monster.monster_spawn(level))  #stored the return value (class object) of the function in a new variale to be reused in fight function
    print("\n" + "You encounter some dangerous looking " + enemy.name)
    battle_choices(hero, enemy)