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main.py
225 lines (188 loc) · 8.36 KB
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main.py
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from game import Person, bcolors
from magic import Spell
from inventory import Item
import random
print("\n")
print(bcolors.FAIL + bcolors.BOLD + "An Enemy Attacks!!" + bcolors.ENDC)
print(bcolors.OKBLUE,bcolors.BOLD, "NAME HP MP", bcolors.ENDC)
# print("\n\n")
"""magic = [{"name": "Fire", "cost": 10, "dmg": 100},
{"name": "Thunder", "cost": 10, "dmg": 120},
{"name": "Blizzard", "cost": 10, "dmg": 80}]
"""
# Instantiate Black magic
# (self, name, cost, dmg, type_spell):
fire = Spell("Fire", 30, 332, "black")
thunder = Spell("Thunder", 40, 488, "black")
blizzard = Spell("Blizzard", 10, 145, "black")
meteor = Spell("Meteor", 50, 650, "black")
quake = Spell("Quake", 20, 256, "black")
# Instantiate White Magic
cure = Spell("Cure", 80, 1000, "white")
cura = Spell("Cura", 100, 1500, "white")
# Instantiate Inventory
# (self, name, types, description, prop)
potion = Item("Potion", "potion", "Heals 50 HP", 50)
hipotion = Item("Hi-Potion", "potion", "Heals 100 HP", 100)
superpotion = Item("Super-Potion", "potion", "Heals 150 HP", 150)
elixer = Item("Elixer", "elixer", "Fully restores HP/MP", 99999)
hielixer = Item("MegaElixer", "elixer", "Fully restores HP/MP of every player", 99999)
grenade = Item("Grenade", "attack", "Deals 500 damage", 500)
player_spells = [fire, thunder, blizzard, meteor, quake, cure, cura]
# player_items = [potion, hipotion, superpotion, elixer, hielixer, grenade])
player_items = [{"name": potion, "quantity": 15},
{"name": hipotion, "quantity": 10},
{"name": superpotion, "quantity": 5},
{"name": elixer, "quantity": 5},
{"name": hielixer, "quantity": 3},
{"name": grenade, "quantity": 2}]
enemy_spells = [fire, meteor, cure]
enemy_items = [{"name": superpotion, "quantity": 5},
{"name": elixer, "quantity": 5},
{"name": hielixer, "quantity": 3},
{"name": grenade, "quantity": 2}]
# Instantiate People
# (self, name, hp, mp, atk, df, magic, items):
player1 = Person("Valos: ", 5600, 165, 235, 34, player_spells, player_items)
player2 = Person("Nick: ", 6500, 165, 307, 34, player_spells, player_items)
player3 = Person("Robot: ", 4400, 165, 468, 34, player_spells, player_items)
enemy1 = Person("Mega: ", 10800, 165, 540, 25, enemy_spells, enemy_items)
enemy2 = Person("Hela: ", 4600, 165, 326, 25, enemy_spells, enemy_items)
enemy3 = Person("Inox: ", 3800, 165, 432, 25, enemy_spells, enemy_items)
players = [player1, player2, player3]
enemies = [enemy1, enemy2, enemy3]
# just for stats
running = True
i = 0
""" if enemy1.hp == 0 and enemy1.hp == 0 and enemy3.hp == 0:
print("Player Won")
running = False
# for player in players:
if player1.hp == 0 and player1.hp == 0 and player1.hp == 0:
print("Enemy Won")
running = False
"""
"""print(enemy.name, "remaining health is", enemy.get_hp())
print(player1.name, player1.hp)
print(player2.name, player2.hp)
print(player3.name, player3.hp)"""
while running:
for player in players:
player.players_get_stats()
# print('\n')
for enemy in enemies:
enemy.enemy_get_stats()
for player in players:
# print("==============================")
player.choose_action()
choice = int(input("Choose action:-"))
index = choice - 1
x = player.actions
# =========================================================================================================
# PLAYER
# NORMAL ATTACK
if index == -1:
continue
if index == 0 or not x:
dmg = player.generate_damage()
enemy = player.choose_target(enemies)
enemies[enemy].take_damage(dmg)
# print("======================================")
print(player.name, "attacked for", dmg, "to", enemies[enemy].name)
if enemies[enemy].get_hp() == 0:
del enemies[enemy]
# "points of damage. enemy HP:", enemy.get_hp(), 'Player HP', player.get_hp())
# =========================================================================================================
# MAGIC
elif index == 1:
player.choose_magic()
magic_choice = int(input("Choose magic:--")) - 1
"""magic_dmg = player.generate_spell_damage(magic_choice)
enemy.take_damage(magic_dmg)
spell = player.get_spell_name(magic_choice)
magic_cost = player.get_spell_cost(magic_choice)"""
current_mp = player.get_mp()
spell = player.magic[magic_choice]
magic_dmg = spell.generate_spell_damage()
if magic_choice == -1:
continue
if spell.cost > current_mp:
print("\nLow Mp, You cannot use the magic\n")
continue
if spell.type_spell == "white":
player.reduce_mp(spell.cost)
magic_heal = spell.generate_heal()
a = player.take_heal(magic_heal)
print("Player used ", spell.name, "top heal for", magic_heal, "to", enemy.name)
elif spell.type_spell == "black":
player.reduce_mp(spell.cost)
spell_damage = spell.generate_spell_damage()
enemy = player.choose_target(enemies)
enemies[enemy].take_damage(spell_damage)
print(player.name, "attacked with", spell.name, "damage of", spell_damage, "to", enemies[enemy].name)
if enemies[enemy].get_hp() == 0:
del enemies[enemy]
# elif magic_choice == 6 or magic_choice == 7:
# =========================================================================================================
# ITEMS
elif index == 2:
player.choose_item()
choice_item = int(input("Choose Item:- ")) - 1
item = player.items[choice_item]['name']
if choice_item == -1:
continue
if player.items[choice_item]['quantity'] == 0:
print("Out off Items.....")
continue
player.items[choice_item]['quantity'] -= 1
if item.types == "potion":
player.take_heal(item.prop)
print("Player used ", item.name, "and healed by", item.prop, "HP")
elif item.types == "elixer":
if item.name == "MegaElixer":
for i in players:
i.hp = i.maxhp
i.mp = i.maxmp
print("All Players Hp/Mp restored")
else:
player.hp = player.maxhp
player.mp = player.maxmp
print(player.name, "HP/Mp fully restored")
elif item.types == "attack":
enemy = player.choose_target(enemies)
enemies[enemy].take_damage(item.prop)
print(player.name, "used", item.name, "and enemy lost", item.prop, "HP to", enemies[enemy].name)
if enemies[enemy].get_hp() == 0:
del enemies[enemy]
# =========================================================================================================
# ENEMY PARTx
print(bcolors.FAIL, bcolors.BOLD, "ENEMY'S TURN", bcolors.ENDC)
for enemy in enemies:
target = random.randrange(0, 3)
x = players[target]
enemy_damage = enemy.generate_damage()
x.take_damage(enemy_damage)
print(enemy.name, "attacked", x.name, "for", enemy_damage)
defeated_enemies = 0
for i in enemies:
if i.get_hp() == 0:
defeated_enemies += 1
defeated_players = 0
for j in players:
if j.get_hp() == 0:
defeated_players += 1
if defeated_enemies == 3:
print("Players Won")
running = False
if defeated_players == 3:
print("Enemies Won")
running = False
""" if enemy1.hp == 0 and enemy2.hp == 0 and enemy3.hp == 0:
print("Player Win")
x.players_get_stats()
running = False
elif player1.hp == 0 and player3.hp == 0 and player2.hp == 0:
print("Enemy Win")
running = False
"""
#for enemy in enemies: