class World: def run(self): self.player = Monster(name='Player') self._load_history(self.player) monster = random.choice(list(monsters.viewkeys())) self.monster = Monster(monsters[monster][0], monster, description=monsters[monster][1]) self.ui = UI(self.player) self.ui.monster = self.monster self.ui.welcome() a = 1 while a != 0: self._load_history(self.monster) a = self.run_loop() if a != 0: self.ui.update_display() self._save_history(self.player) self._save_history(self.monster) monster = random.choice(list(monsters.viewkeys())) self.monster = Monster(monsters[monster][0], monster, description=monsters[monster][1]) self.ui.monster = self.monster def run_loop(self): player_move = "Run" while player_move.lower() != ACTION_QUIT: if self.player.offbalance: moves = [MOVE_BASH, MOVE_DEFEND] else: moves = [MOVE_ATTACK, MOVE_BASH, MOVE_DEFEND] if self.monster.offbalance: monster_moves = [MOVE_BASH, MOVE_DEFEND] else: monster_moves = [MOVE_ATTACK, MOVE_BASH, MOVE_DEFEND] player_move = self.ui.player_move(moves) if player_move == ACTION_QUIT: break if player_move not in moves: self.ui.msg = "I don't understand your input, try again." self.ui.update_display() continue monster_move = self.monster.attack(monster_moves, self.player) self.ui.monster.move = monster_move self.ui.player.move = player_move if player_move + monster_move in action_table: outcome = action_table[player_move + monster_move] self.monster.take_damage(outcome[2]) self.monster.offbalance = outcome[3] self.player.take_damage(outcome[0]) self.player.offbalance = outcome[1] else: outcome = action_table[monster_move + player_move] self.monster.take_damage(outcome[0]) self.monster.offbalance = outcome[1] self.player.take_damage(outcome[2]) self.player.offbalance = outcome[3] # record the moves just made for the AI self.player.history.append(player_move) self.monster.history.append(monster_move) self.ui.update_display() if self.player.is_dead() and self.monster.is_dead(): self.ui.msg = "You have slain the foul " + self.monster.name + ", but it appears that, in its dying throes, the " + self.monster.name + "has also slain you." return 0 elif self.player.is_dead(): self.ui.msg = "Oh no! You seem to have perished!" return 0 elif self.monster.is_dead(): self.ui.msg = "You have slain the " + self.monster.name + "." return 1 return 0 def _load_history(self, monster): name = 'player' if monster.name.lower() != 'player': name = 'monster' try: f = open(name + '.moves', 'r+') monster.history = pickle.load(f) f.close() except Exception: pass def _save_history(self, monster): name = 'player' if monster.name.lower() != 'player': name = 'monster' try: f = open(name + '.moves', 'w+') print monster.name print len(monster.history) pickle.dump(monster.history, f) f.close() except Exception: pass