Пример #1
0
def treasure_generator(maxloops, maxitem_lvl, item_gen, hero):
    '''
    generates list with random items, maxloops - max number of generated items,
    maxitem_lvl = max item level (from "items Class")
    that is allowed (if None - filter is off)
    item_gen = allowed item genre from "items Class"
    (ex. "weapon", if None - filter is off)
    '''
    if maxloops != 0:
        treasure_list = []
        if maxitem_lvl is None:
            maxitem_lvl = 1
        if maxloops is None:
            maxloops = 1
        if maxloops > 0:
            for i in range(random.randint(1, maxloops)):
                # randomly generates item level for each loop:
                random_level = random.randint(1, maxitem_lvl)
                generated_item = import_item(lvl=random_level, gen=item_gen)
                if generated_item.genre != "quest":  # block quest items
                    treasure_list.append(generated_item.name)

        # transform treasure list to dict:
        # then update hero's inventory:
        add_remove_items_dict = mod_hero.items_list_to_dict(treasure_list)
        mod_hero.inventory_update(hero, add_remove_items_dict)
        mod_display.display_looted_items(add_remove_items_dict)
        mod_display.pause()

        return hero

    else:  # if nothing added to hero inventory (bag)
        print('\n- więcej skarbów nie znaleziono...')
        mod_display.pause()
Пример #2
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def win_fight(hero, enemy):
    print(
        "Zwycięstwo,", enemy.name,
        "został pokonany! Sława i doświadczenie są Twoje,\
        \n...a może jeszcze jakiś łup bitewny?")

    # check if there are some treasures in enemy inventory:
    if len(enemy.treasure_dict) > 0:
        mod_display.pause()
        print("\nTak!\n")
        add_remove_items_dict = enemy.treasure_dict
        # display treasures from enemy inventory:
        mod_display.display_looted_items(add_remove_items_dict)
        mod_hero.inventory_update(hero, add_remove_items_dict)
        mod_display.pause()
    mod_display.clear_screen()
    print("Może coś jeszcze?", end=''), mod_display.dot_loop()
    looted_gold = mod_enemy.enemy_gold_reward(enemy)
    if looted_gold > 0:
        print("\n\nzdobyto", looted_gold, "sztuk złota\n")
        hero.gold += looted_gold
    # and some random generated items:
    mod_items.treasure_generator(
        maxloops=enemy.maxdrop, maxitem_lvl=enemy.maxdrop_lvl,
        item_gen=None, hero=hero
        )
    mod_display.display_info_about_next_map_portal(hero=hero)

    return hero
Пример #3
0
def quest_neutral_hostile_npc(hero, npc_name=None):
    '''
    event with npc, which can turn into enemy
    during the second meeting
    if hero doesn't fulfill quest condition
    '''
    # first check if NPC not dead already:
    if npc_name not in hero.enemy_killed:
        # check if hero has met npc before, import npc by name:
        npc = mod_npc.npc_settings(name=npc_name, loc=None, gen=None)
        # if hero has npc statement in quest_blocked_list
        # (which stores heard npc statement)..
        # means that hero has met npc before
        if npc.quest_list[0] in hero.quest_blocked_list:
            # check if hero has items to finish quest
            # (if it is quest condition):
            mod_hero.check_item_condition_quest(hero, npc=npc)
            # second meeting without quest condition fulfilled means that
            # NPC transform to enemy:
            if npc.quest_condition not in hero.quest_condition_list:
                # call fight function
                event_fight_spec_enemy(enemy=npc_name, hero=hero)

            # second meeting with npc, but hero..
            # has fulfilled quest condition
            # npc is friendly/neutral:
            else:
                event_quest(npc=npc_name, hero=hero)
                mod_display.pause()

        # it is first meeting with npc, NPC is neutral:
        else:
            event_quest(npc=npc_name, hero=hero)
            mod_display.pause()
Пример #4
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def event_fight(hero, enemy):
    '''
    event == fight with random enemy
    '''
    # random generate enemy (using filters):
    enemy = mod_enemy.summon_enemy(
        name=None, loc=hero.location, lvl=None, gen=None
        )
    print("\n\nZaraz, zaraz... Coś się dzieje!\n"), time.sleep(.3)
    print("Twój przeciwnik to", end=''), mod_display.dot_loop()
    print(' ', enemy.name.upper()+'!', '\n')
    mod_display.pause()
    mod_display.clear_screen()
    # pętla walki:
    combat_end = 0
    while combat_end == 0 and hero.actual_life > 0 and enemy.actual_life > 0:
        # initiative test:
        attacker = priority_test(hero, enemy=enemy)
        attacker_change = 0
        # if attacker_change == 1,
        # loop is break and we repeat initiative test

        while True:
            mod_display.display_enemy_vs_hero(
                hero, enemy=enemy, attacker=attacker
                )
            attacker_change = fight(hero, enemy, attacker)
            mod_display.pause()
            mod_display.clear_screen()
            if hero.actual_life < 1:
                combat_end = 1
                hero.actual_life = 0
                break

            elif enemy.actual_life < 1:
                win_fight(hero, enemy)
                combat_end = 1
                break

            elif attacker_change == 1:
                break

    return hero
Пример #5
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def priority_test(hero, enemy=None):
    '''
    who's attacker, who's defender
    '''
    mod_display.clear_screen()
    mod_display.display_enemy_vs_hero(hero, enemy=enemy, attacker=None)
    # zwinność, percepcja i inteligencja have influence on this test:
    hero_test_stats = (
        int(hero.attrib_dict["zwinność"]) +
        int(hero.attrib_dict["percepcja"]) +
        int(hero.attrib_dict["inteligencja"]))
    enem_test_stats = (
        int(enemy.attrib_dict["zwinność"]) +
        int(enemy.attrib_dict["percepcja"]) +
        int(enemy.attrib_dict["inteligencja"]))
    print("\nKto uzyskał inicjatywę? (test inicjatywy)\n")

    while True:
        test_var1 = hero_test_stats + enem_test_stats
        test_var2 = random.randint(1, test_var1) 
        print('\r\r'+hero.name+":", hero_test_stats)
        print('\r\r'+enemy.name+":", test_var2)
        if hero_test_stats > test_var2:
            print("\nRezultat:", end=''), mod_display.dot_loop()
            print("\n\natakuje", hero.name+'!')
            attacker = hero
            break

        elif hero_test_stats < test_var2:
            print("\nRezultat:", end=''), mod_display.dot_loop()
            print("\n\natakuje", enemy.name+'!')
            attacker = enemy
            break

    mod_display.pause()
    mod_display.clear_screen()

    return attacker
Пример #6
0
def event_question_mark(hero):
    '''
    event == random event when hero on '?' mark on the map
    small chance to win gold, huge chance to fight with random enemy
    '''
    print("\n\nOtwierasz puszczkę Pandory.. Czy Ci się udało?..\n")
    mod_display.pause()
    chance_factor = random.randint(1, 100)
    if chance_factor < 90:
        enemy = mod_enemy.summon_enemy(loc=hero.location)
        event_fight(hero, enemy)

    else:
        # looted gold depends on luck, hero level and hero location
        # (higher level, higher location number == more gold to gain)
        looted_gold = random.randint(5, 50)*hero.level*hero.location
        print(
            '\n\n'+hero.name+", udało Ci się! Zdobywasz:",
            looted_gold, "sztuk złota\n"
            )
        mod_display.pause()

    return hero
Пример #7
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def event_well_of_life(hero=None):
    '''
    full life regeneration event (healer)
    '''
    # price is 1 gold for every 1 life point to recover
    price = hero.max_life - hero.actual_life
    print("Witaj,", hero.name+", jestem uzdrowicielem.")
    if hero.actual_life == hero.max_life:  # ckeck if hero need 'health care'
        print(
            "\nWidzę, że nie potrzebujesz leczenia! Nie trwoń mojego czasu.."
            )
        mod_display.pause()
    else:
        print("\n\nZa cenę", price, "sztuk złota w pełni Cię uleczę.. ")

        if hero.gold >= price:
            while True:
                player_choice = input(
                    "Jeśli chcesz skorzystać, wpisz 't',\
                    \njeśli nie, wpisz 'n' i zatwierdź <enter> -->"
                    )

                try:
                    if player_choice == 't' or player_choice == 'n':
                        if player_choice == 't':
                            print("Uzupełniono życie!")
                            hero.actual_life = hero.max_life
                            hero.gold -= price
                            mod_display.pause()
                        elif player_choice == 'n':
                            print("Bywaj zatem!")
                            mod_display.pause()
                        break

                except:
                    pass  # just wonna ignore error

        else:
            print("\n\nNie posiadasz wystarczającej ilości złota..\n")
            mod_display.pause()

        return hero
Пример #8
0
def next_level_promotion(hero):
    '''
    check if there is hero level promotion
    allows to player modify one of hero attributes
    displays result
    '''
    if hero.actualExp > ((50 * hero.level) * 2 * hero.level):

        while True:
            player_choice = mod_display.display_next_level_promotion(hero)
            mod_display.display_hero_chart(hero)
            print("Awansujesz na kolejny poziom doświadczenia!\n")

            if player_choice == '1':
                hero.attrib_dict["siła"] += 1
                print("Gratulacje! Wzrosła siła i życie")
                mod_display.pause()
                break
            elif player_choice == '2':
                hero.attrib_dict["zwinność"] += 1
                print("Gratulacje! Wzrosła zwinność i życie")
                mod_display.pause()
                break
            elif player_choice == '3':
                hero.attrib_dict["percepcja"] += 1
                print("Gratulacje! Wzrosła percepcja i życie")
                mod_display.pause()
                break
            elif player_choice == '4':
                hero.attrib_dict["inteligencja"] += 1
                print("Gratulacje! Wzrosła inteligencja i życie")
                mod_display.pause()
                break
            elif player_choice == '5':
                hero.attrib_dict["siła woli"] += 1
                print("Gratulacje! Wzrosła siła woli i życie")
                mod_display.pause()
                break
            else:
                print("Wybierz numer atrybutu, spróbuj jeszcze raz.. ")
                mod_display.pause()
                continue

        hero.level += 1
        hero.max_life += 30  # buff to max life
        hero.actual_life = hero.max_life  # full life regeneration

    return hero
Пример #9
0
def event_fight_spec_enemy(enemy=None, hero=None):
    '''
    event == fight with special (quest) enemy
    '''

    # random generate enemy (using filters):
    enemy = mod_enemy.summon_enemy(name=enemy)
    if enemy.name not in hero.enemy_killed:
        print("\n\nZaraz, zaraz... Coś się dzieje!\n"), time.sleep(.3)
        print(
            "Szykuj się do walki. Twój przeciwnik to", end=''
            ), mod_display.dot_loop()

        print(' ', enemy.name.upper()+'!', '\n')
        mod_display.pause()
        mod_display.clear_screen()
        # fight loop:
        combat_end = 0
        while (
            combat_end == 0 and
            hero.actual_life > 0 and
            enemy.actual_life > 0
        ):
            # initiative test:
            attacker = priority_test(hero, enemy=enemy)
            # if attacker_change == 1:
            # loop is break and repeat initiative test
            attacker_change = 0
            while True:
                mod_display.display_enemy_vs_hero(
                    hero, enemy=enemy, attacker=attacker
                    )
                attacker_change = fight(hero, enemy, attacker)
                mod_display.pause()
                mod_display.clear_screen()
                if hero.actual_life < 1:
                    hero.actual_life = 0
                    combat_end = 1
                    break
         
                elif enemy.actual_life < 1:
                    # enemy is dead:
                    enemy.actual_life = 0
                    hero.quest_condition_list.append(enemy.quest_condition)
                    if enemy.genre == "quest":  # quest enemies are unique
                        # block enemy for future:
                        hero.enemy_killed.append(enemy.name)
                    # if it is quest enemy (is either enemy and quest npc):
                    try:
                        # import npc by enemy name (if it is quest enemy):
                        npc = mod_npc.npc_settings(
                            name=enemy.name, loc=None, gen=None
                            )
                        # info in hero attribute, that quest is completed:
                        hero.quest_completed_list.append(npc.quest_name)
                        # update quest info to display:
                        if npc.quest_name not in hero.quest_info.keys():
                            hero.quest_info.update(
                                {npc.quest_name: [enemy.quest_info]}
                                ) 
                        else:
                            hero.quest_info[npc.quest_name][0] += (
                                '\n'+str(enemy.quest_info))
                        # check if there is special reward for quest
                        # (teleport to next level (map))
                        # if True: return updated hero.new_location
                        # (signal to display info about portal)
                        check_if_portal(hero, npc=npc)
                    except:
                        pass  # I just want to ignore potential error

                    if enemy.quest_info:
                        # display statment about quest
                        # (element of enemy quest list):
                        print(enemy.quest_info)

                    win_fight(hero, enemy)
                    combat_end = 1  # combat_end == 1: break fight loop
                    break

                elif attacker_change == 1:
                    break

    return hero
Пример #10
0
def fight(hero, enemy, attacker):
    '''
    fight mechanic = hit
    '''

    # define attacker and defender:
    if attacker == hero:
        defender = enemy
    elif attacker == enemy:
        defender = hero

    attacker_change = 0

    attack_result = 0
    defend_result = 0
    print(
        '\n'+attacker.name, "atakuje: rzuca",
        attacker.attrib_dict[str(attacker.combat_attribute)],
        "razy kością K4:"
        )
    for i in range(int(attacker.attrib_dict[str(attacker.combat_attribute)])):
        attack_var = random.randint(1, 4)
        print(
            (str(attack_var)), "      ", sep='', end='', flush=True
            ), time.sleep(0.3)
        attack_result += attack_var
    time.sleep(0.3)
    print(
        '\n'+defender.name, "broni się: rzuca",
        str(defender.attrib_dict["zwinność"]), "razy kością K4:"
        )
    for i in range(int(defender.attrib_dict["zwinność"])):
        defend_var = random.randint(1, 4)
        print(
            (str(attack_var)), "      ", sep='', end='', flush=True
            ), time.sleep(0.3)
        defend_result += defend_var
        
    print("\n\nRezultat:", end=''), mod_display.dot_loop()
    print(
        '\n\n'+attacker.name+':', attack_result, '+',
        attacker.attack, "(atak):", attack_result+attacker.attack
        )
    print(
        defender.name+':', defend_result, '+',
        defender.defend, "(obrona):", defend_result+defender.defend
        )
    if attack_result+attacker.attack <= defend_result+defender.defend:
        print('\n'+defender.name, "obronił się!")
        mod_display.pause()
        attacker_change = 1
        attack = int(attack_result+attacker.attack)
        counterattack(enemy=enemy, hero=hero, attacker=attacker, attack=attack)

        return attacker_change

    else:
        damage = random.randint(attacker.dmg_list[0], attacker.dmg_list[1])
        if damage > defender.actual_life:
            damage = defender.actual_life
        print(
            '\n'+attacker.name, "zadał obrażenia:",
            defender.name, "stracił", damage, "pkt. życia"
            )
        time.sleep(0.3)      
        defender.actual_life -= damage
        if attacker == hero:
            hero.actualExp += damage
            print(hero.name+", zdobyto doświadczenie:", damage)
        if defender.actual_life < 0:
            defender.actual_life = 0
            combat_end = 1
            time.sleep(0.3)

            return combat_end