Exemplo n.º 1
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 def __init__(self, x, y):
     super().__init__(x, y, items.Dagger(), "It's a dagger!")
Exemplo n.º 2
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 def __init__(self):
     self.inventory = [items.Rock(), items.Dagger(), items.Crusty_Bread()]
     self.gold = 5
     self.hp = 100
     self.x = 2
     self.y = 3
Exemplo n.º 3
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import time
import re
import creatures as cr
import items as it
import objects as ob
import random

brokenSword = it.Longsword('Broken Sword', 'Longsword', 'common', 1, 1, 3,
                           0.05, 0, 1)
dagger = it.Dagger('Dagger', 'Dagger', 'Common', 3, 2, 4, 0.2, 0, 2)
axe = it.SmallAxe('Axe', 'Small Axe', 'Common', 5, 3, 6, 0.1, 0, 5)
longsword = it.Longsword('Longsword', 'Longsword', 'Common', 5, 4, 7, 0.05, 0,
                         4)
greatsword = it.Greatsword('Greatsword', 'Greatsword', 'Common', 8, 6, 10,
                           0.1, 0.5, 8)
greataxe = it.Greataxe('Greataxe', 'Greataxe', 'Common', 9, 5, 11, 0.15, 0.5,
                       10)
swiftDagger = it.Dagger('Swift Dagger', 'Dagger', 'Uncommon', 7, 3, 7, 0.2, 0,
                        2)
battleAxe = it.SmallAxe('Battle Axe', 'Small Axe', 'Uncommon', 8, 4, 9, 0.1, 0,
                        5)
noblemansSword = it.Longsword('Nobleman\'s sword', 'Longsword', 'Uncommon', 8,
                              6, 11, 0.05, 0, 4)
balancedGreatSword = it.Greatsword('Balanced Greatsword', 'Greatsword',
                                   'Uncommon', 13, 9, 15, 0.1, 0.5, 8)
chieftainsGreataxe = it.Greataxe('Chieftain\'s Greataxe', 'Greataxe',
                                 'Uncommon', 12, 8, 14, 0.15, 0.5, 10)
shadowStrike = it.Dagger('Shadow Strike', 'Dagger', 'Rare', 23, 8, 14,
                         0.2, 0, 2)
peaceMaker = it.SmallAxe('Peace Maker', 'Small Axe', 'Rare', 28, 11, 17,
                         0.1, 0, 6)
Exemplo n.º 4
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 def __init__(self, x, y):
     super().__init__(x, y, items.Dagger())
Exemplo n.º 5
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 def __init__(self, x, y):
    #self.beenThere = False
     super().__init__(x, y, items.Dagger(), beenThere = False)
class Player:
    def_init_(self):
        self.inventory = [items.Rock(),
                          items.Dagger(),
                          items.CrustyBread()]
        self.x = world.start_tile_location[0]
        self.y = world.start_tile_location[1]
        self.hp = 100
        self.gold = 5
        self.victory = False

        def is_alive(self):
            return self.hp > 0

        def print_inventory(self):
            print("Inventory:")
            for item in self.inventory:
                print("Gold: {}".format(self.gold))

        def heal(self):
            consumables = [item for item in self.inventory
                           if isinstance(iitem, dict_items.Consumable)]
            if not consumables:
                print("You don't have any items to heal you!")
                return

            for i, item in enumerate(consumables, 1):
                print("Choose an item to use to heal:")
                print("{}.{}".format(i,item))

            valid = False
            while not valid:
                choice = input("")
                try:
                    to_eat = consumables[int(choice) - 1]
                    self.hp = min(100, self.hp + to_eat.healing_value)
                    self.inventory.remove(to eat)
                    print("Current HP:{}".format(self.hp))
                    valid = True
                    except (ValueError, IndexError):
                        print("Invalid choice, try again.")

            def most_powerful_weapon(self):
                max_damage = 0
                best_weapon = None
                for item in self.inventory:
                    try:
                        if dict_items.damage > max_damage:
                            best_weapon = item
                            max_damage = item.damage
                    except AttributeError:
                        pass

                return best_weapon

            def move(self, dx, dy):
                self.x += dx
                self.y += dy

            def move_north(self):
                self.move(dx=0, dy=-1)

            def move_south(self):
                self.move(dx=0, dy=-1)

            def move_east(self):
                self.move(dx=1, dy=0)

            def move_west(self):
                self.move(dx=-1, dy=0)

            def attack(self):
                best_weapon = self.most_powerful_weapon()
                room = world.tile_at(self.x, self.y)
                enemy = room.enemy
                print("You use{} against {}!".format(best_weapon.name, enemy.name))
                enemy.hp -= best_weapon.damage
                if not enemy.is_alive():
                    print("{} HP is {}.".format(enemy.name, enemy.hp))

            def trade(self):
                room = world.tile_at(self.x, self.y)
                room.check_if_trade(self)
Exemplo n.º 7
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 def __init__(self):
     self.inventory = [
         items.Rock(),
         items.Dagger(), 'Gold(5)', 'Crusty Bread'
     ]
Exemplo n.º 8
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 def __init__(self):
     self.name = "Blacksmith"
     self.gold = 100
     self.inventory = [items.Dagger(), items.RustySword(), items.Axe()]
Exemplo n.º 9
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 def __init__(self):
     self.weapon = items.Dagger()
     self.health = 30
     self.name = ork
Exemplo n.º 10
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 def __init__(self, x, y):
     super().__init__(x, y, enemies.Goblin(), items.Dagger())
Exemplo n.º 11
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 def __init__(self):
     self.name = "Blacksmith"
     self.gold = 120
     self.inventory = [items.Dagger(), items.Bow(), items.LongSword()]
Exemplo n.º 12
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class SlimeTile(MapTile):
    description = "You enter a dimly lit room with a goo that looks like...slime?"
    enemies = [enemies.BossSlime('e')]


class FinalBattle(MapTile):
    description = "You enter a room that looks to be an arena."
    enemies = [enemies.BossElf('w', 'e')]


normalChest = items.Old_Chest()
goldCoins = items.Gold_Coins()
goldCoins.Gold_Amount(5)
normalChest.contents = [items.Dagger(), goldCoins]
bossChest1 = items.Locked_Chest()
bossChest1.contents = [items.Flame_Sword(), items.Red_Potion()]


class World:  # I choose to define the world as a class. This makes it more straightforward to import into the game.
    map = [
        [
            SlimeTile(),
            FinalBattle(),
            NearVictory(), None, None,
            FalseVictory(enemies=[enemies.BossOgre('e')], items=[bossChest1]),
            NearFalseVictory(), None
        ],
        [
            Corridor(), None,
Exemplo n.º 13
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 def __init__(self, name, current_room):
     super().__init__(name, current_room)
     self.inventory = [items.Book('red book'),
                       items.Dagger('obsidian dagger'),
                       items.Dagger('silver dagger')]
Exemplo n.º 14
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 def __init__(self, game):
     super().__init__(game, items.Dagger(game))
Exemplo n.º 15
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 def __init__(self):
     self.inventory = [items.Gold(15), items.Dagger()]
     self.hp = 100
     self.location_x, self.location_y = world.starting_position
     self.outofcave = False
     self.victory = False
Exemplo n.º 16
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 def __init__(self):
     self.inventory = [items.Rock(), items.Dagger(), items.CrustyBread()]
     self.x = world.start_tile_location[0]
     self.y = world.start_tile_location[1]
     self.hp = 100
     self.gold = 5
Exemplo n.º 17
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    def enter(self, character):
        print("As you enter the general store, the sign says:")
        print("Daggers: 6 coins. Swords: 6 coins. Health potion: 3 coins.")
        print(
            "The dagger seems to be fast, but do less damage, where-as the sword is slow but does far greater damage."
        )
        print("The health potions looks like it'll heal you 30hp.")
        print("Would you like to buy anyting?\n1. Yes\n2. No")
        user_input = input('> ')

        if user_input == '1':
            print(
                "What would you like to buy?\n1. Sword\n2. Dagger\n3. Health Potion"
            )
            choice = input('> ')

            if choice == '1':
                #checks if the character has sufficient coins to purchase the item
                if character.coins > 5:
                    #if they do have enough, buy the item and remove coins. then add the sword to the characters inventory.
                    character.coins -= 5
                    print(
                        f"You purchase the sword. You have {character.coins} coins left."
                    )
                    character.inventory['sword'] = items.Sword()
                    print(
                        "You walk back to the sign to see if there's anything else you want."
                    )
                    return 'general_store'
                else:
                    print("Sorry, you can't afford that!")
                    return 'general_store'
            elif choice == '2':
                if character.coins > 5:
                    character.coins -= 5
                    print(
                        f"You purchase the dagger. You have {character.coins} coins left."
                    )
                    character.inventory['dagger'] = items.Dagger()
                    print(
                        "You walk back to the sign to see if there's anything else you want."
                    )
                    return 'general_store'
                else:
                    print("Sorry, you can't afford that!")
                    return 'general_store'
            elif choice == '3':
                if character.coins > 2:
                    character.coin -= 2
                    print(
                        f"You purchase the health potion. You have {character.coins} coins left."
                    )
                    character.inventory['health-potion'] = items.HealthPotion()
                    print(
                        "You walk back to the sign to see if there's anything else you want."
                    )
                    return 'general_store'
                else:
                    print("Sorry, you can't afford that!")
                    return 'general_store'
            else:
                print("Not a valid choice, you head back to try again.")
                return 'general_store'

        elif user_input == '2':
            print("You head back out into the town center.")
            return 'town_center'

        else:
            print(
                'The shop owner catches you loitering and kicks you out into the town center.'
            )
            return 'town_center'
Exemplo n.º 18
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#setup_world.py

import rooms
import items
import persons

#Room A
A = rooms.Room('Testroom A')

#Room B
B = rooms.Room('Testroom B')
B.desc = 'Testroom B is kind of an empty test room.'
B.items = [items.Dagger('rusty dagger'), items.Ring("white gold ring")]

#Room C
C = rooms.Room('Testroom C')

#Room D
D = rooms.Room('Testroom D')

#Exits
A.exits = {B: ['forest', 'east'], C: ['river', 'north']}
B.exits = {A: ['house', 'west'], D: ['shed', 'south']}
C.exits = [B, D]
D.exits = [A, B, C, D]

#Set of rooms in game
roomset = {A, B, C, D}

#Startroom
startroom = B
Exemplo n.º 19
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 def modify_player(self, player):
     player.inventory.append(items.Dagger())
     print("Picked up {}".format(items.Dagger()))
Exemplo n.º 20
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 def __init__(self, item=items.Dagger(1)):
     self.item = item
     super().__init__(item)
Exemplo n.º 21
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 def __init__(self, x, y):
     super(FindDaggerRoom, self).__init__(x, y, items.Dagger())
Exemplo n.º 22
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class OldMan(NPC):
    name = "Old Man"
    goods = [
        items.Dagger(),
        items.Red_Potion(value=50),
        items.Crusty_Bread(value=5)
    ]
    quantities = [1, -1,
                  2]  # Set quantity to -1 if you want it to be infinite.

    description = "An old man in a red robe is standing in the middle of the room."

    def talk(
        self
    ):  # Add to this method if you want to be able to talk to your NPC.
        print(
            "The old man says: I can sell you an item or two, if you are interested:"
        )
        for item in self.goods:
            if item.value > 0:
                if (self.quantities[self.goods.index(item)] > 0):
                    quantity = "quantity = %d" % self.quantities[
                        self.goods.index(item)]
                else:
                    quantity = "quantity = unlimited"
                print("* " + item.name.title() + " (" + str(item.value) +
                      " gold, " + quantity + ")")
        return ""

    def give(self, item, inventory):
        for good in self.goods:
            if (good == item):
                inventory.append(good)
                if (self.quantities[self.goods.index(good)] > 0):
                    self.quantities[self.goods.index(good)] -= 1
        for index in reversed(range(len(
                self.quantities))):  # Get rid of items with zero quantity.
            if (self.quantities[index] == 0):
                self.quantities.pop(index)
                self.goods.pop(index)
        return inventory

    def first_time(
        self
    ):  # Used to have your NPC do something different the first time you see them.
        self.first_encounter = False
        text = self.description
        text += " As he holds out a dagger, he says: 'It is dangerous to go alone... take this.'"
        return text

    def handle_input(self, verb, noun1, noun2, inventory):
        if (noun1 == 'old man' or noun1 == 'man'):
            if (verb == 'check'):
                return [True, self.check_text(), inventory]
            elif (verb == 'talk'):
                text = self.talk()
                return [True, text, inventory]
        elif (verb == 'take'):
            for good in self.goods:
                if (good.name.lower() == noun1):
                    if (good.value == 0):
                        inventory = self.give(good, inventory)
                        return [
                            True,
                            "The old man gave you the %s." % good.name,
                            inventory
                        ]
                    else:
                        return [
                            True,
                            "'Hey, what are you trying to pull? If you want that, the cost is %d gold.'"
                            % good.value, inventory
                        ]
        return [False, "", inventory]
Exemplo n.º 23
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 def __init__(self, x, y):
     super(FindDaggerRoom, self).__init__(x, y, items.Dagger())
     self.id = "Treasure: Dagger"
Exemplo n.º 24
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import items

player_inventory = [
    items.Rock(),
    items.WoodenShield(),
    items.Dagger(),
    items.Fist(),
    items.CrustyBread(),
    items.CrustyBread(),
    items.Apple(),
    items.StickWand()
]


def get_inventory():
    return player_inventory


def get_player_inventory(item):
    player_inventory.append(item)