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| | import os
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| | import sys
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| | import json
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| | import random
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| | import time
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| | import pickle
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| | import math
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| | from enum import Enum
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| | from typing import Dict, List, Tuple, Optional, Any, Callable
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| | from dataclasses import dataclass, asdict
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| | import colorama
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| | from colorama import Fore, Back, Style
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| |
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| |
|
| | colorama.init()
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| |
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| |
|
| | GAME_VERSION = "1.0.0"
|
| | GAME_TITLE = "TextWorld Adventure"
|
| | SAVE_FILE = "textworld_save.pkl"
|
| | CONFIG_FILE = "textworld_config.json"
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| |
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| |
|
| | class ItemType(Enum):
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| | WEAPON = "weapon"
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| | ARMOR = "armor"
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| | CONSUMABLE = "consumable"
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| | QUEST = "quest"
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| | MISC = "misc"
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| |
|
| | class SkillType(Enum):
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| | COMBAT = "combat"
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| | MAGIC = "magic"
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| | STEALTH = "stealth"
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| | SOCIAL = "social"
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| |
|
| | class DamageType(Enum):
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| | PHYSICAL = "physical"
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| | FIRE = "fire"
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| | ICE = "ice"
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| | LIGHTNING = "lightning"
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| | POISON = "poison"
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| |
|
| | class QuestStatus(Enum):
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| | NOT_STARTED = "not_started"
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| | IN_PROGRESS = "in_progress"
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| | COMPLETED = "completed"
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| | FAILED = "failed"
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| |
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| |
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| | @dataclass
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| | class Item:
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| | id: str
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| | name: str
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| | description: str
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| | item_type: ItemType
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| | value: int
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| | rarity: str
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| | stats: Dict[str, int]
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| | consumable: bool = False
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| | stackable: bool = False
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| | max_stack: int = 1
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| |
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| | def use(self, player):
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| | if self.consumable:
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| | if "heal" in self.stats:
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| | player.health = min(player.max_health, player.health + self.stats["heal"])
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| | return f"You used {self.name} and restored {self.stats['heal']} health."
|
| | elif "mana" in self.stats:
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| | player.mana = min(player.max_mana, player.mana + self.stats["mana"])
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| | return f"You used {self.name} and restored {self.stats['mana']} mana."
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| | return f"You can't use {self.name}."
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| |
|
| | @dataclass
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| | class Skill:
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| | id: str
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| | name: str
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| | description: str
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| | skill_type: SkillType
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| | level: int = 1
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| | experience: int = 0
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| | max_experience: int = 100
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| |
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| | def add_experience(self, amount):
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| | self.experience += amount
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| | leveled_up = False
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| | while self.experience >= self.max_experience:
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| | self.experience -= self.max_experience
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| | self.level += 1
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| | self.max_experience = int(self.max_experience * 1.5)
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| | leveled_up = True
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| | return leveled_up
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| |
|
| | @dataclass
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| | class Quest:
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| | id: str
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| | name: str
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| | description: str
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| | objectives: List[str]
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| | rewards: Dict[str, Any]
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| | status: QuestStatus = QuestStatus.NOT_STARTED
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| | progress: Dict[str, int] = None
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| |
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| | def __post_init__(self):
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| | if self.progress is None:
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| | self.progress = {obj: 0 for obj in self.objectives}
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| |
|
| | @dataclass
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| | class NPC:
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| | id: str
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| | name: str
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| | description: str
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| | dialogue: Dict[str, List[str]]
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| | quests: List[str]
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| | friendly: bool = True
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| | shop_items: List[Item] = None
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| |
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| | def get_dialogue(self, topic="default"):
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| | return self.dialogue.get(topic, self.dialogue.get("default", ["I have nothing to say."]))
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| |
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| | @dataclass
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| | class Location:
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| | id: str
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| | name: str
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| | description: str
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| | exits: Dict[str, str]
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| | npcs: List[str]
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| | items: List[str]
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| | enemies: List[str]
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| | visited: bool = False
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| |
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| | def get_description(self, game):
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| | desc = f"{self.name}\n{'='*len(self.name)}\n{self.description}\n\n"
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| |
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| | if self.exits:
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| | desc += "Exits: " + ", ".join(self.exits.keys()) + "\n"
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| |
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| | if self.npcs:
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| | npcs = [game.npcs[npc_id] for npc_id in self.npcs]
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| | desc += "People here: " + ", ".join([npc.name for npc in npcs]) + "\n"
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| |
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| | if self.items:
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| | items = [game.items[item_id] for item_id in self.items]
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| | desc += "Items here: " + ", ".join([item.name for item in items]) + "\n"
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| |
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| | if self.enemies:
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| | enemies = [game.enemies[enemy_id] for enemy_id in self.enemies]
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| | desc += "Enemies here: " + ", ".join([enemy.name for enemy in enemies]) + "\n"
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| |
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| | return desc
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| |
|
| | @dataclass
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| | class Enemy:
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| | id: str
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| | name: str
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| | description: str
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| | level: int
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| | health: int
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| | max_health: int
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| | attack: int
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| | defense: int
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| | experience: int
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| | gold: int
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| | loot: List[str]
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| | abilities: List[str]
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| |
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| | def take_damage(self, damage):
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| | actual_damage = max(1, damage - self.defense)
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| | self.health -= actual_damage
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| | return actual_damage
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| |
|
| | def is_alive(self):
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| | return self.health > 0
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| |
|
| | @dataclass
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| | class Player:
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| | name: str
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| | level: int = 1
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| | experience: int = 0
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| | max_experience: int = 100
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| | health: int = 100
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| | max_health: int = 100
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| | mana: int = 50
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| | max_mana: int = 50
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| | attack: int = 10
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| | defense: int = 5
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| | gold: int = 50
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| | inventory: List[Dict[str, Any]] = None
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| | equipment: Dict[str, str] = None
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| | skills: Dict[str, Skill] = None
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| | quests: Dict[str, Quest] = None
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| | current_location: str = "town_square"
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| |
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| | def __post_init__(self):
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| | if self.inventory is None:
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| | self.inventory = []
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| | if self.equipment is None:
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| | self.equipment = {"weapon": None, "armor": None, "accessory": None}
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| | if self.skills is None:
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| | self.skills = {
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| | "combat": Skill("combat", "Combat", "Your skill in fighting", SkillType.COMBAT),
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| | "magic": Skill("magic", "Magic", "Your skill in casting spells", SkillType.MAGIC),
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| | "stealth": Skill("stealth", "Stealth", "Your skill in moving unseen", SkillType.STEALTH),
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| | "social": Skill("social", "Social", "Your skill in interacting with others", SkillType.SOCIAL)
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| | }
|
| | if self.quests is None:
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| | self.quests = {}
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| |
|
| | def add_experience(self, amount):
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| | self.experience += amount
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| | leveled_up = False
|
| | while self.experience >= self.max_experience:
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| | self.experience -= self.max_experience
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| | self.level += 1
|
| | self.max_experience = int(self.max_experience * 1.5)
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| | self.max_health += 10
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| | self.health = self.max_health
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| | self.max_mana += 5
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| | self.mana = self.max_mana
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| | self.attack += 2
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| | self.defense += 1
|
| | leveled_up = True
|
| | return leveled_up
|
| |
|
| | def add_item(self, item, quantity=1):
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| | for inv_item in self.inventory:
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| | if inv_item["item"].id == item.id and item.stackable:
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| | inv_item["quantity"] += quantity
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| | return True
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| |
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| | self.inventory.append({"item": item, "quantity": quantity})
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| | return True
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| |
|
| | def remove_item(self, item_id, quantity=1):
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| | for i, inv_item in enumerate(self.inventory):
|
| | if inv_item["item"].id == item_id:
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| | if inv_item["quantity"] <= quantity:
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| | self.inventory.pop(i)
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| | return True
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| | else:
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| | inv_item["quantity"] -= quantity
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| | return True
|
| | return False
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| |
|
| | def get_item(self, item_id):
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| | for inv_item in self.inventory:
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| | if inv_item["item"].id == item_id:
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| | return inv_item["item"]
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| | return None
|
| |
|
| | def equip_item(self, item_id):
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| | item = self.get_item(item_id)
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| | if not item:
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| | return False, "You don't have that item."
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| |
|
| | if item.item_type == ItemType.WEAPON:
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| | if self.equipment["weapon"]:
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| | self.add_item(self.get_item(self.equipment["weapon"]))
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| | self.equipment["weapon"] = item_id
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| | self.attack += item.stats.get("attack", 0)
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| | return True, f"You equipped {item.name}."
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| |
|
| | elif item.item_type == ItemType.ARMOR:
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| | if self.equipment["armor"]:
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| | self.add_item(self.get_item(self.equipment["armor"]))
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| | self.equipment["armor"] = item_id
|
| | self.defense += item.stats.get("defense", 0)
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| | return True, f"You equipped {item.name}."
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| |
|
| | return False, "You can't equip that item."
|
| |
|
| | def get_total_attack(self):
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| | total = self.attack
|
| | if self.equipment["weapon"]:
|
| | weapon = self.get_item(self.equipment["weapon"])
|
| | if weapon:
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| | total += weapon.stats.get("attack", 0)
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| | return total
|
| |
|
| | def get_total_defense(self):
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| | total = self.defense
|
| | if self.equipment["armor"]:
|
| | armor = self.get_item(self.equipment["armor"])
|
| | if armor:
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| | total += armor.stats.get("defense", 0)
|
| | return total
|
| |
|
| |
|
| | class GameConfig:
|
| | def __init__(self):
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| | self.settings = {
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| | "text_speed": 0.03,
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| | "auto_save": True,
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| | "auto_save_interval": 300,
|
| | "color_scheme": "default",
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| | "difficulty": "normal",
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| | "debug_mode": False
|
| | }
|
| | self.load_config()
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| |
|
| | def load_config(self):
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| | try:
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| | if os.path.exists(CONFIG_FILE):
|
| | with open(CONFIG_FILE, 'r') as f:
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| | self.settings.update(json.load(f))
|
| | except Exception as e:
|
| | print(f"Error loading config: {e}")
|
| |
|
| | def save_config(self):
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| | try:
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| | with open(CONFIG_FILE, 'w') as f:
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| | json.dump(self.settings, f, indent=2)
|
| | except Exception as e:
|
| | print(f"Error saving config: {e}")
|
| |
|
| | def get_setting(self, key, default=None):
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| | return self.settings.get(key, default)
|
| |
|
| | def set_setting(self, key, value):
|
| | self.settings[key] = value
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| | self.save_config()
|
| |
|
| |
|
| | class PluginManager:
|
| | def __init__(self, game):
|
| | self.game = game
|
| | self.plugins = {}
|
| | self.hooks = {
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| | "on_command": [],
|
| | "on_move": [],
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| | "on_combat": [],
|
| | "on_level_up": [],
|
| | "on_quest_complete": [],
|
| | "on_item_pickup": []
|
| | }
|
| |
|
| | def load_plugin(self, plugin_name):
|
| | try:
|
| |
|
| |
|
| | if plugin_name == "debug":
|
| | self.plugins[plugin_name] = DebugPlugin(self.game)
|
| | elif plugin_name == "hardcore":
|
| | self.plugins[plugin_name] = HardcorePlugin(self.game)
|
| | return True
|
| | except Exception as e:
|
| | print(f"Error loading plugin {plugin_name}: {e}")
|
| | return False
|
| |
|
| | def register_hook(self, hook_name, callback):
|
| | if hook_name in self.hooks:
|
| | self.hooks[hook_name].append(callback)
|
| |
|
| | def trigger_hook(self, hook_name, *args, **kwargs):
|
| | if hook_name in self.hooks:
|
| | for callback in self.hooks[hook_name]:
|
| | try:
|
| | callback(*args, **kwargs)
|
| | except Exception as e:
|
| | print(f"Error in hook {hook_name}: {e}")
|
| |
|
| |
|
| | class BasePlugin:
|
| | def __init__(self, game):
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| | self.game = game
|
| | self.name = "Base Plugin"
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| | self.version = "1.0.0"
|
| | self.description = "Base plugin class"
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| | self.enabled = True
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| |
|
| | def initialize(self):
|
| | pass
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| |
|
| | def on_command(self, command, args):
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| | pass
|
| |
|
| | def on_move(self, from_location, to_location):
|
| | pass
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| |
|
| | def on_combat(self, player, enemy):
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| | pass
|
| |
|
| | def on_level_up(self, player):
|
| | pass
|
| |
|
| | def on_quest_complete(self, quest):
|
| | pass
|
| |
|
| | def on_item_pickup(self, item):
|
| | pass
|
| |
|
| |
|
| | class DebugPlugin(BasePlugin):
|
| | def __init__(self, game):
|
| | super().__init__(game)
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| | self.name = "Debug Plugin"
|
| | self.description = "Adds debug commands to the game"
|
| |
|
| | def initialize(self):
|
| | self.game.register_command("debug", self.debug_command)
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| |
|
| | def debug_command(self, args):
|
| | if len(args) < 1:
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| | return "Usage: debug <command>"
|
| |
|
| | cmd = args[0].lower()
|
| | if cmd == "teleport":
|
| | if len(args) < 2:
|
| | return "Usage: debug teleport <location_id>"
|
| | location_id = args[1]
|
| | if location_id in self.game.locations:
|
| | self.game.player.current_location = location_id
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| | return f"Teleported to {self.game.locations[location_id].name}"
|
| | return "Location not found"
|
| |
|
| | elif cmd == "give":
|
| | if len(args) < 2:
|
| | return "Usage: debug give <item_id>"
|
| | item_id = args[1]
|
| | if item_id in self.game.items:
|
| | self.game.player.add_item(self.game.items[item_id])
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| | return f"Gave {self.game.items[item_id].name}"
|
| | return "Item not found"
|
| |
|
| | elif cmd == "level":
|
| | if len(args) < 2:
|
| | return "Usage: debug level <amount>"
|
| | try:
|
| | amount = int(args[1])
|
| | if self.game.player.add_experience(amount):
|
| | return f"Gained {amount} experience and leveled up!"
|
| | return f"Gained {amount} experience"
|
| | except ValueError:
|
| | return "Invalid amount"
|
| |
|
| | elif cmd == "heal":
|
| | self.game.player.health = self.game.player.max_health
|
| | self.game.player.mana = self.game.player.max_mana
|
| | return "Fully healed"
|
| |
|
| | return "Unknown debug command"
|
| |
|
| | class HardcorePlugin(BasePlugin):
|
| | def __init__(self, game):
|
| | super().__init__(game)
|
| | self.name = "Hardcore Mode"
|
| | self.description = "Makes the game more challenging"
|
| |
|
| | def initialize(self):
|
| | self.game.register_hook("on_combat", self.on_combat)
|
| | self.game.register_hook("on_level_up", self.on_level_up)
|
| |
|
| | def on_combat(self, player, enemy):
|
| | enemy.attack = int(enemy.attack * 1.5)
|
| | enemy.health = int(enemy.health * 1.5)
|
| | enemy.max_health = enemy.health
|
| |
|
| | def on_level_up(self, player):
|
| | player.max_health = int(player.max_health * 0.8)
|
| | player.health = player.max_health
|
| |
|
| |
|
| | class TextWorldGame:
|
| | def __init__(self):
|
| | self.config = GameConfig()
|
| | self.plugin_manager = PluginManager(self)
|
| | self.player = None
|
| | self.locations = {}
|
| | self.items = {}
|
| | self.npcs = {}
|
| | self.enemies = {}
|
| | self.quests = {}
|
| | self.running = True
|
| | self.commands = {}
|
| | self.combat_active = False
|
| | self.current_enemy = None
|
| |
|
| | self.initialize_game_data()
|
| | self.register_commands()
|
| | self.load_plugins()
|
| |
|
| | def initialize_game_data(self):
|
| |
|
| | self.items = {
|
| | "sword": Item("sword", "Iron Sword", "A simple iron sword", ItemType.WEAPON, 50, "common", {"attack": 5}),
|
| | "shield": Item("shield", "Wooden Shield", "A basic wooden shield", ItemType.ARMOR, 30, "common", {"defense": 3}),
|
| | "potion": Item("potion", "Health Potion", "A red potion that restores health", ItemType.CONSUMABLE, 10, "common", {"heal": 25}, consumable=True, stackable=True, max_stack=10),
|
| | "mana_potion": Item("mana_potion", "Mana Potion", "A blue potion that restores mana", ItemType.CONSUMABLE, 15, "common", {"mana": 15}, consumable=True, stackable=True, max_stack=10),
|
| | "leather_armor": Item("leather_armor", "Leather Armor", "Basic leather armor", ItemType.ARMOR, 40, "common", {"defense": 5}),
|
| | "magic_scroll": Item("magic_scroll", "Magic Scroll", "A scroll containing a magic spell", ItemType.MISC, 100, "rare", {"magic_power": 10}),
|
| | "gold_coin": Item("gold_coin", "Gold Coin", "A shiny gold coin", ItemType.MISC, 1, "common", {}, stackable=True, max_stack=999),
|
| | "dragon_sword": Item("dragon_sword", "Dragon Sword", "A legendary sword forged from dragon scales", ItemType.WEAPON, 1000, "legendary", {"attack": 20, "fire_damage": 10}),
|
| | "dragon_armor": Item("dragon_armor", "Dragon Armor", "Legendary armor made from dragon scales", ItemType.ARMOR, 1500, "legendary", {"defense": 15, "fire_resistance": 20}),
|
| | }
|
| |
|
| |
|
| | self.enemies = {
|
| | "goblin": Enemy("goblin", "Goblin", "A small green creature with sharp teeth", 1, 30, 30, 8, 2, 20, 10, ["potion"], ["bite"]),
|
| | "orc": Enemy("orc", "Orc", "A large green brute with a club", 3, 60, 60, 15, 5, 50, 25, ["sword", "potion"], ["smash"]),
|
| | "dragon": Enemy("dragon", "Dragon", "A massive fire-breathing dragon", 10, 200, 200, 30, 15, 200, 500, ["dragon_sword", "dragon_armor"], ["fire_breath", "tail_swipe"]),
|
| | "skeleton": Enemy("skeleton", "Skeleton", "An undead warrior with rusty armor", 2, 40, 40, 12, 4, 30, 15, ["gold_coin"], ["bone_throw"]),
|
| | "dark_wizard": Enemy("dark_wizard", "Dark Wizard", "A powerful spellcaster in dark robes", 5, 80, 80, 20, 8, 100, 100, ["magic_scroll", "mana_potion"], ["fireball", "lightning"]),
|
| | }
|
| |
|
| |
|
| | self.npcs = {
|
| | "merchant": NPC("merchant", "Merchant", "A friendly merchant selling various items", {
|
| | "default": ["Welcome to my shop! What can I get for you?", "I have the finest items in town!"],
|
| | "buy": ["What would you like to buy?"],
|
| | "sell": ["What would you like to sell?"],
|
| | "quest": ["I have a quest for you if you're interested."]
|
| | }, ["merchant_quest"], True, [self.items["potion"], self.items["sword"], self.items["shield"]]),
|
| |
|
| | "guard": NPC("guard", "Town Guard", "A brave guard protecting the town", {
|
| | "default": ["Halt! State your business.", "The town is safe under my watch."],
|
| | "dragon": ["A dragon has been spotted in the mountains! Be careful if you go there."],
|
| | "quest": ["We need help dealing with the goblins in the forest."]
|
| | }, ["goblin_quest"], True),
|
| |
|
| | "wizard": NPC("wizard", "Wizard", "A mysterious wizard with powerful magic", {
|
| | "default": ["Greetings, traveler. I sense great potential in you.", "Magic flows through the world like a river."],
|
| | "magic": ["Magic is the art of manipulating reality itself.", "Would you like to learn some spells?"],
|
| | "quest": ["I need someone to retrieve a rare artifact for me."]
|
| | }, ["wizard_quest"], True),
|
| | }
|
| |
|
| |
|
| | self.locations = {
|
| | "town_square": Location("town_square", "Town Square", "The central square of the town. People are bustling about.", {
|
| | "north": "town_gate",
|
| | "east": "market",
|
| | "west": "tavern",
|
| | "south": "temple"
|
| | }, ["guard"], [], []),
|
| |
|
| | "town_gate": Location("town_gate", "Town Gate", "The main entrance to the town. A large wooden gate stands open.", {
|
| | "south": "town_square",
|
| | "north": "forest_entrance"
|
| | }, [], [], []),
|
| |
|
| | "market": Location("market", "Market", "A busy market with merchants selling their wares.", {
|
| | "west": "town_square"
|
| | }, ["merchant"], [], []),
|
| |
|
| | "tavern": Location("tavern", "Tavern", "A cozy tavern with a warm fireplace and friendly patrons.", {
|
| | "east": "town_square"
|
| | }, [], ["potion"], []),
|
| |
|
| | "temple": Location("temple", "Temple", "A peaceful temple where people come to pray and heal.", {
|
| | "north": "town_square"
|
| | }, [], [], []),
|
| |
|
| | "forest_entrance": Location("forest_entrance", "Forest Entrance", "The edge of a dark forest. You can hear strange noises from within.", {
|
| | "south": "town_gate",
|
| | "north": "deep_forest",
|
| | "east": "river",
|
| | "west": "cave_entrance"
|
| | }, [], [], ["goblin"]),
|
| |
|
| | "deep_forest": Location("deep_forest", "Deep Forest", "A dense forest with tall trees and little light.", {
|
| | "south": "forest_entrance",
|
| | "north": "mountain_base"
|
| | }, [], [], ["goblin", "skeleton"]),
|
| |
|
| | "river": Location("river", "River", "A wide river flowing from the mountains.", {
|
| | "west": "forest_entrance",
|
| | "east": "bridge"
|
| | }, [], [], []),
|
| |
|
| | "bridge": Location("bridge", "Bridge", "An old stone bridge crossing the river.", {
|
| | "west": "river",
|
| | "east": "abandoned_tower"
|
| | }, [], [], ["orc"]),
|
| |
|
| | "cave_entrance": Location("cave_entrance", "Cave Entrance", "The entrance to a dark cave. You can feel cold air coming from inside.", {
|
| | "east": "forest_entrance",
|
| | "west": "cave_depths"
|
| | }, [], [], ["skeleton"]),
|
| |
|
| | "cave_depths": Location("cave_depths", "Cave Depths", "The deepest part of the cave. It's dark and damp here.", {
|
| | "east": "cave_entrance"
|
| | }, [], ["magic_scroll"], ["dark_wizard"]),
|
| |
|
| | "mountain_base": Location("mountain_base", "Mountain Base", "The base of a tall mountain. A path leads up.", {
|
| | "south": "deep_forest",
|
| | "north": "mountain_path"
|
| | }, [], [], []),
|
| |
|
| | "mountain_path": Location("mountain_path", "Mountain Path", "A narrow path winding up the mountain.", {
|
| | "south": "mountain_base",
|
| | "north": "dragon_lair"
|
| | }, [], [], ["orc"]),
|
| |
|
| | "dragon_lair": Location("dragon_lair", "Dragon Lair", "A massive cave where a dragon lives. You can feel the heat.", {
|
| | "south": "mountain_path"
|
| | }, [], [], ["dragon"]),
|
| |
|
| | "abandoned_tower": Location("abandoned_tower", "Abandoned Tower", "An old tower that was once home to a powerful wizard.", {
|
| | "west": "bridge"
|
| | }, ["wizard"], [], []),
|
| | }
|
| |
|
| |
|
| | self.quests = {
|
| | "merchant_quest": Quest("merchant_quest", "Merchant's Request", "The merchant needs you to deliver a package to the wizard.",
|
| | ["Deliver package to wizard"], {"experience": 100, "gold": 50}),
|
| |
|
| | "goblin_quest": Quest("goblin_quest", "Goblin Problem", "The town guard needs help dealing with goblins in the forest.",
|
| | ["Defeat 3 goblins"], {"experience": 150, "gold": 75}),
|
| |
|
| | "wizard_quest": Quest("wizard_quest", "Wizard's Artifact", "The wizard needs you to retrieve a magic scroll from the cave depths.",
|
| | ["Find magic scroll in cave depths"], {"experience": 200, "gold": 100, "item": "mana_potion"}),
|
| |
|
| | "dragon_quest": Quest("dragon_quest", "Dragon Slayer", "A dragon terrorizes the mountains. Someone needs to defeat it.",
|
| | ["Defeat the dragon"], {"experience": 500, "gold": 500, "item": "dragon_sword"}),
|
| | }
|
| |
|
| | def register_commands(self):
|
| | self.commands = {
|
| | "help": self.cmd_help,
|
| | "look": self.cmd_look,
|
| | "go": self.cmd_go,
|
| | "move": self.cmd_go,
|
| | "inventory": self.cmd_inventory,
|
| | "inv": self.cmd_inventory,
|
| | "equip": self.cmd_equip,
|
| | "unequip": self.cmd_unequip,
|
| | "use": self.cmd_use,
|
| | "take": self.cmd_take,
|
| | "get": self.cmd_take,
|
| | "drop": self.cmd_drop,
|
| | "talk": self.cmd_talk,
|
| | "attack": self.cmd_attack,
|
| | "fight": self.cmd_attack,
|
| | "quests": self.cmd_quests,
|
| | "status": self.cmd_status,
|
| | "save": self.cmd_save,
|
| | "load": self.cmd_load,
|
| | "quit": self.cmd_quit,
|
| | "exit": self.cmd_quit,
|
| | "rest": self.cmd_rest,
|
| | "skills": self.cmd_skills,
|
| | "shop": self.cmd_shop,
|
| | "buy": self.cmd_buy,
|
| | "sell": self.cmd_sell,
|
| | "map": self.cmd_map,
|
| | "clear": self.cmd_clear,
|
| | "version": self.cmd_version,
|
| | "config": self.cmd_config,
|
| | }
|
| |
|
| | def load_plugins(self):
|
| |
|
| | if self.config.get_setting("debug_mode", False):
|
| | self.plugin_manager.load_plugin("debug")
|
| |
|
| |
|
| | for plugin in self.plugin_manager.plugins.values():
|
| | plugin.initialize()
|
| |
|
| | def register_command(self, command, callback):
|
| | self.commands[command] = callback
|
| |
|
| | def register_hook(self, hook_name, callback):
|
| | self.plugin_manager.register_hook(hook_name, callback)
|
| |
|
| | def start(self):
|
| | self.clear_screen()
|
| | self.print_title()
|
| |
|
| |
|
| | if os.path.exists(SAVE_FILE):
|
| | choice = self.get_input("A save file exists. Do you want to load it? (y/n): ").lower()
|
| | if choice == 'y':
|
| | self.load_game()
|
| | self.print_slow("Game loaded successfully!")
|
| | self.game_loop()
|
| | return
|
| |
|
| |
|
| | self.print_slow("Welcome to TextWorld Adventure!")
|
| | self.print_slow("Let's create your character...")
|
| |
|
| | name = self.get_input("Enter your character's name: ")
|
| | while not name:
|
| | name = self.get_input("Please enter a valid name: ")
|
| |
|
| | self.player = Player(name)
|
| | self.player.add_item(self.items["potion"], 3)
|
| | self.player.add_item(self.items["gold_coin"], 50)
|
| |
|
| | self.print_slow(f"\nWelcome, {self.player.name}!")
|
| | self.print_slow("Your adventure begins in the Town Square.")
|
| | self.print_slow("Type 'help' for a list of commands.")
|
| |
|
| | self.game_loop()
|
| |
|
| | def game_loop(self):
|
| | last_auto_save = time.time()
|
| |
|
| | while self.running:
|
| |
|
| | if self.config.get_setting("auto_save", True):
|
| | if time.time() - last_auto_save > self.config.get_setting("auto_save_interval", 300):
|
| | self.save_game(silent=True)
|
| | last_auto_save = time.time()
|
| |
|
| |
|
| | if self.combat_active:
|
| | prompt = f"{Fore.RED}[COMBAT]{Style.RESET_ALL} What do you do? > "
|
| | else:
|
| | location = self.locations[self.player.current_location]
|
| | prompt = f"{Fore.GREEN}[{location.name}]{Style.RESET_ALL} What do you do? > "
|
| |
|
| | command_input = self.get_input(prompt).strip().lower()
|
| |
|
| |
|
| | if not command_input:
|
| | continue
|
| |
|
| | parts = command_input.split()
|
| | command = parts[0]
|
| | args = parts[1:] if len(parts) > 1 else []
|
| |
|
| |
|
| | self.plugin_manager.trigger_hook("on_command", command, args)
|
| |
|
| |
|
| | if command in self.commands:
|
| | try:
|
| | result = self.commands[command](args)
|
| | if result:
|
| | self.print_slow(result)
|
| | except Exception as e:
|
| | self.print_slow(f"Error executing command: {e}")
|
| | else:
|
| | self.print_slow(f"Unknown command: {command}. Type 'help' for available commands.")
|
| |
|
| | def cmd_help(self, args):
|
| | help_text = f"""
|
| | {Fore.CYAN}=== TextWorld Adventure Commands ==={Style.RESET_ALL}
|
| |
|
| | {Fore.YELLOW}Movement:{Style.RESET_ALL}
|
| | go/move <direction> - Move in a direction (north, south, east, west)
|
| | look - Look around the current location
|
| | map - Show a simple map of the area
|
| |
|
| | {Fore.YELLOW}Inventory:{Style.RESET_ALL}
|
| | inventory/inv - Show your inventory
|
| | equip <item> - Equip an item
|
| | unequip <item> - Unequip an item
|
| | use <item> - Use an item
|
| | take/get <item> - Pick up an item
|
| | drop <item> - Drop an item
|
| |
|
| | {Fore.YELLOW}Combat:{Style.RESET_ALL}
|
| | attack/fight <enemy> - Attack an enemy
|
| | rest - Rest to restore health and mana
|
| |
|
| | {Fore.YELLOW}NPCs:{Style.RESET_ALL}
|
| | talk <npc> - Talk to an NPC
|
| | shop - Open shop interface (if available)
|
| | buy <item> - Buy an item from shop
|
| | sell <item> - Sell an item to shop
|
| |
|
| | {Fore.YELLOW}Character:{Style.RESET_ALL}
|
| | status - Show your character status
|
| | skills - Show your skills
|
| | quests - Show your active quests
|
| |
|
| | {Fore.YELLOW}System:{Style.RESET_ALL}
|
| | save - Save the game
|
| | load - Load a saved game
|
| | config <setting> <value> - Change game settings
|
| | clear - Clear the screen
|
| | version - Show game version
|
| | quit/exit - Quit the game
|
| | """
|
| | return help_text
|
| |
|
| | def cmd_look(self, args):
|
| | location = self.locations[self.player.current_location]
|
| | location.visited = True
|
| | return location.get_description(self)
|
| |
|
| | def cmd_go(self, args):
|
| | if not args:
|
| | return "Go where? Specify a direction (north, south, east, west)."
|
| |
|
| | direction = args[0].lower()
|
| | location = self.locations[self.player.current_location]
|
| |
|
| | if direction not in location.exits:
|
| | return f"You can't go {direction} from here."
|
| |
|
| | new_location_id = location.exits[direction]
|
| | new_location = self.locations[new_location_id]
|
| |
|
| |
|
| | self.plugin_manager.trigger_hook("on_move", self.player.current_location, new_location_id)
|
| |
|
| | self.player.current_location = new_location_id
|
| |
|
| |
|
| | if new_location.enemies and random.random() < 0.5:
|
| | enemy_id = random.choice(new_location.enemies)
|
| | enemy = Enemy(**asdict(self.enemies[enemy_id]))
|
| | self.start_combat(enemy)
|
| |
|
| | return new_location.get_description(self)
|
| |
|
| | def cmd_inventory(self, args):
|
| | if not self.player.inventory:
|
| | return "Your inventory is empty."
|
| |
|
| | inv_text = f"{Fore.CYAN}=== Inventory ==={Style.RESET_ALL}\n"
|
| |
|
| | for inv_item in self.player.inventory:
|
| | item = inv_item["item"]
|
| | quantity = inv_item["quantity"]
|
| | if quantity > 1:
|
| | inv_text += f"{item.name} x{quantity} - {item.description}\n"
|
| | else:
|
| | inv_text += f"{item.name} - {item.description}\n"
|
| |
|
| |
|
| | inv_text += f"\n{Fore.YELLOW}=== Equipped Items ==={Style.RESET_ALL}\n"
|
| | for slot, item_id in self.player.equipment.items():
|
| | if item_id:
|
| | item = self.player.get_item(item_id)
|
| | if item:
|
| | inv_text += f"{slot.capitalize()}: {item.name}\n"
|
| |
|
| | return inv_text
|
| |
|
| | def cmd_equip(self, args):
|
| | if not args:
|
| | return "Equip what? Specify an item name."
|
| |
|
| | item_name = " ".join(args).lower()
|
| | item = None
|
| |
|
| | for inv_item in self.player.inventory:
|
| | if inv_item["item"].name.lower() == item_name:
|
| | item = inv_item["item"]
|
| | break
|
| |
|
| | if not item:
|
| | return f"You don't have a {item_name}."
|
| |
|
| | success, message = self.player.equip_item(item.id)
|
| | return message
|
| |
|
| | def cmd_unequip(self, args):
|
| | if not args:
|
| | return "Unequip what? Specify 'weapon' or 'armor'."
|
| |
|
| | slot = args[0].lower()
|
| | if slot not in self.player.equipment:
|
| | return "You can only unequip 'weapon' or 'armor'."
|
| |
|
| | if not self.player.equipment[slot]:
|
| | return f"You don't have anything equipped in your {slot} slot."
|
| |
|
| | item_id = self.player.equipment[slot]
|
| | item = self.player.get_item(item_id)
|
| |
|
| | if item:
|
| | self.player.add_item(item)
|
| | if slot == "weapon":
|
| | self.player.attack -= item.stats.get("attack", 0)
|
| | elif slot == "armor":
|
| | self.player.defense -= item.stats.get("defense", 0)
|
| |
|
| | self.player.equipment[slot] = None
|
| | return f"You unequipped {item.name}."
|
| |
|
| | def cmd_use(self, args):
|
| | if not args:
|
| | return "Use what? Specify an item name."
|
| |
|
| | item_name = " ".join(args).lower()
|
| | item = None
|
| |
|
| | for inv_item in self.player.inventory:
|
| | if inv_item["item"].name.lower() == item_name:
|
| | item = inv_item["item"]
|
| | break
|
| |
|
| | if not item:
|
| | return f"You don't have a {item_name}."
|
| |
|
| | if not item.consumable:
|
| | return f"You can't use {item.name}."
|
| |
|
| | result = item.use(self.player)
|
| |
|
| |
|
| | self.plugin_manager.trigger_hook("on_item_pickup", item)
|
| |
|
| | if item.consumable:
|
| | self.player.remove_item(item.id)
|
| |
|
| | return result
|
| |
|
| | def cmd_take(self, args):
|
| | if not args:
|
| | return "Take what? Specify an item name."
|
| |
|
| | item_name = " ".join(args).lower()
|
| | location = self.locations[self.player.current_location]
|
| |
|
| | for item_id in location.items[:]:
|
| | item = self.items[item_id]
|
| | if item.name.lower() == item_name:
|
| | self.player.add_item(item)
|
| | location.items.remove(item_id)
|
| |
|
| |
|
| | self.plugin_manager.trigger_hook("on_item_pickup", item)
|
| |
|
| | return f"You took {item.name}."
|
| |
|
| | return f"There's no {item_name} here."
|
| |
|
| | def cmd_drop(self, args):
|
| | if not args:
|
| | return "Drop what? Specify an item name."
|
| |
|
| | item_name = " ".join(args).lower()
|
| | location = self.locations[self.player.current_location]
|
| |
|
| | for inv_item in self.player.inventory[:]:
|
| | item = inv_item["item"]
|
| | if item.name.lower() == item_name:
|
| | self.player.remove_item(item.id)
|
| | location.items.append(item.id)
|
| | return f"You dropped {item.name}."
|
| |
|
| | return f"You don't have a {item_name}."
|
| |
|
| | def cmd_talk(self, args):
|
| | if not args:
|
| | return "Talk to whom? Specify an NPC name."
|
| |
|
| | npc_name = " ".join(args).lower()
|
| | location = self.locations[self.player.current_location]
|
| |
|
| | for npc_id in location.npcs:
|
| | npc = self.npcs[npc_id]
|
| | if npc.name.lower() == npc_name:
|
| | dialogue = npc.get_dialogue()
|
| | return f"{npc.name}: {random.choice(dialogue)}"
|
| |
|
| | return f"There's no one named {npc_name} here."
|
| |
|
| | def cmd_attack(self, args):
|
| | if not self.combat_active:
|
| | return "There's nothing to attack here."
|
| |
|
| | if not self.current_enemy:
|
| | self.combat_active = False
|
| | return "The enemy has disappeared."
|
| |
|
| |
|
| | player_damage = self.player.get_total_attack()
|
| | actual_damage = self.current_enemy.take_damage(player_damage)
|
| |
|
| | result = f"You attack {self.current_enemy.name} for {actual_damage} damage!\n"
|
| |
|
| |
|
| | self.plugin_manager.trigger_hook("on_combat", self.player, self.current_enemy)
|
| |
|
| | if not self.current_enemy.is_alive():
|
| | result += f"You defeated {self.current_enemy.name}!\n"
|
| | result += f"You gained {self.current_enemy.experience} experience and {self.current_enemy.gold} gold!\n"
|
| |
|
| |
|
| | if self.player.add_experience(self.current_enemy.experience):
|
| | result += f"LEVEL UP! You are now level {self.player.level}!\n"
|
| |
|
| | self.plugin_manager.trigger_hook("on_level_up", self.player)
|
| |
|
| | self.player.gold += self.current_enemy.gold
|
| |
|
| |
|
| | if self.current_enemy.loot:
|
| | loot_item = random.choice(self.current_enemy.loot)
|
| | if loot_item in self.items:
|
| | item = self.items[loot_item]
|
| | self.player.add_item(item)
|
| | result += f"You found {item.name}!\n"
|
| |
|
| | self.combat_active = False
|
| | self.current_enemy = None
|
| |
|
| |
|
| | self.update_quest_progress("defeat", self.current_enemy.id if self.current_enemy else "unknown")
|
| |
|
| | return result
|
| |
|
| |
|
| | enemy_damage = max(1, self.current_enemy.attack - self.player.get_total_defense())
|
| | self.player.health -= enemy_damage
|
| | result += f"{self.current_enemy.name} attacks you for {enemy_damage} damage!\n"
|
| |
|
| | if self.player.health <= 0:
|
| | result += f"{Fore.RED}You have been defeated! Game Over.{Style.RESET_ALL}\n"
|
| | self.running = False
|
| |
|
| | return result
|
| |
|
| | def cmd_quests(self, args):
|
| | if not self.player.quests:
|
| | return "You don't have any active quests."
|
| |
|
| | quest_text = f"{Fore.CYAN}=== Active Quests ==={Style.RESET_ALL}\n"
|
| |
|
| | for quest_id, quest in self.player.quests.items():
|
| | if quest.status == QuestStatus.IN_PROGRESS:
|
| | quest_text += f"{Fore.YELLOW}{quest.name}{Style.RESET_ALL}\n"
|
| | quest_text += f" {quest.description}\n"
|
| | quest_text += " Objectives:\n"
|
| | for obj, progress in quest.progress.items():
|
| | quest_text += f" - {obj}: {progress}\n"
|
| | quest_text += "\n"
|
| |
|
| | return quest_text
|
| |
|
| | def cmd_status(self, args):
|
| | status_text = f"""
|
| | {Fore.CYAN}=== Character Status ==={Style.RESET_ALL}
|
| | Name: {self.player.name}
|
| | Level: {self.player.level} ({self.player.experience}/{self.player.max_experience} XP)
|
| | Health: {self.player.health}/{self.player.max_health}
|
| | Mana: {self.player.mana}/{self.player.max_mana}
|
| | Attack: {self.player.get_total_attack()} (Base: {self.player.attack})
|
| | Defense: {self.player.get_total_defense()} (Base: {self.player.defense})
|
| | Gold: {self.player.gold}
|
| | Location: {self.locations[self.player.current_location].name}
|
| | """
|
| | return status_text
|
| |
|
| | def cmd_save(self, args):
|
| | return self.save_game()
|
| |
|
| | def cmd_load(self, args):
|
| | return self.load_game()
|
| |
|
| | def cmd_quit(self, args):
|
| | choice = self.get_input("Are you sure you want to quit? (y/n): ").lower()
|
| | if choice == 'y':
|
| | self.save_game()
|
| | self.running = False
|
| | return "Thanks for playing TextWorld Adventure!"
|
| | return "Continuing game..."
|
| |
|
| | def cmd_rest(self, args):
|
| | if self.combat_active:
|
| | return "You can't rest during combat!"
|
| |
|
| | location = self.locations[self.player.current_location]
|
| |
|
| |
|
| | if location.id in ["town_square", "tavern", "temple"]:
|
| | self.player.health = self.player.max_health
|
| | self.player.mana = self.player.max_mana
|
| | return "You rest and recover your health and mana."
|
| |
|
| |
|
| | if random.random() < 0.3:
|
| | if location.enemies:
|
| | enemy_id = random.choice(location.enemies)
|
| | enemy = Enemy(**asdict(self.enemies[enemy_id]))
|
| | self.start_combat(enemy)
|
| | return "While resting, you were ambushed!"
|
| |
|
| |
|
| | heal_amount = int(self.player.max_health * 0.3)
|
| | mana_amount = int(self.player.max_mana * 0.3)
|
| | self.player.health = min(self.player.max_health, self.player.health + heal_amount)
|
| | self.player.mana = min(self.player.max_mana, self.player.mana + mana_amount)
|
| | return f"You rest and recover {heal_amount} health and {mana_amount} mana."
|
| |
|
| | def cmd_skills(self, args):
|
| | skills_text = f"{Fore.CYAN}=== Skills ==={Style.RESET_ALL}\n"
|
| |
|
| | for skill_id, skill in self.player.skills.items():
|
| | skills_text += f"{Fore.YELLOW}{skill.name}{Style.RESET_ALL} (Level {skill.level})\n"
|
| | skills_text += f" {skill.description}\n"
|
| | skills_text += f" Experience: {skill.experience}/{skill.max_experience}\n\n"
|
| |
|
| | return skills_text
|
| |
|
| | def cmd_shop(self, args):
|
| | location = self.locations[self.player.current_location]
|
| |
|
| |
|
| | merchant = None
|
| | for npc_id in location.npcs:
|
| | npc = self.npcs[npc_id]
|
| | if npc.shop_items:
|
| | merchant = npc
|
| | break
|
| |
|
| | if not merchant:
|
| | return "There's no shop here."
|
| |
|
| | shop_text = f"{Fore.CYAN}=== {merchant.name}'s Shop ==={Style.RESET_ALL}\n"
|
| | shop_text += "Items for sale:\n"
|
| |
|
| | for item in merchant.shop_items:
|
| | shop_text += f" {item.name} - {item.value} gold\n"
|
| |
|
| | shop_text += "\nType 'buy <item>' to purchase or 'sell <item>' to sell."
|
| | return shop_text
|
| |
|
| | def cmd_buy(self, args):
|
| | if not args:
|
| | return "Buy what? Specify an item name."
|
| |
|
| | item_name = " ".join(args).lower()
|
| | location = self.locations[self.player.current_location]
|
| |
|
| |
|
| | merchant = None
|
| | for npc_id in location.npcs:
|
| | npc = self.npcs[npc_id]
|
| | if npc.shop_items:
|
| | merchant = npc
|
| | break
|
| |
|
| | if not merchant:
|
| | return "There's no shop here."
|
| |
|
| |
|
| | for item in merchant.shop_items:
|
| | if item.name.lower() == item_name:
|
| | if self.player.gold >= item.value:
|
| | self.player.gold -= item.value
|
| | self.player.add_item(item)
|
| | return f"You bought {item.name} for {item.value} gold."
|
| | else:
|
| | return f"You don't have enough gold to buy {item.name}."
|
| |
|
| | return f"{merchant.name} doesn't have {item_name} for sale."
|
| |
|
| | def cmd_sell(self, args):
|
| | if not args:
|
| | return "Sell what? Specify an item name."
|
| |
|
| | item_name = " ".join(args).lower()
|
| | location = self.locations[self.player.current_location]
|
| |
|
| |
|
| | merchant = None
|
| | for npc_id in location.npcs:
|
| | npc = self.npcs[npc_id]
|
| | if npc.shop_items:
|
| | merchant = npc
|
| | break
|
| |
|
| | if not merchant:
|
| | return "There's no shop here."
|
| |
|
| |
|
| | for inv_item in self.player.inventory[:]:
|
| | item = inv_item["item"]
|
| | if item.name.lower() == item_name:
|
| | sell_price = int(item.value * 0.5)
|
| | self.player.gold += sell_price
|
| | self.player.remove_item(item.id)
|
| | return f"You sold {item.name} for {sell_price} gold."
|
| |
|
| | return f"You don't have a {item_name} to sell."
|
| |
|
| | def cmd_map(self, args):
|
| | location = self.locations[self.player.current_location]
|
| |
|
| |
|
| | map_text = f"{Fore.CYAN}=== Map ==={Style.RESET_ALL}\n"
|
| | map_text += "You are here: *\n\n"
|
| |
|
| |
|
| | for direction, loc_id in location.exits.items():
|
| | loc = self.locations[loc_id]
|
| | map_text += f"{direction.capitalize()}: {loc.name}\n"
|
| |
|
| | return map_text
|
| |
|
| | def cmd_clear(self, args):
|
| | self.clear_screen()
|
| | return ""
|
| |
|
| | def cmd_version(self, args):
|
| | return f"{GAME_TITLE} v{GAME_VERSION}"
|
| |
|
| | def cmd_config(self, args):
|
| | if len(args) < 2:
|
| | return "Usage: config <setting> <value>"
|
| |
|
| | setting = args[0]
|
| | value = args[1]
|
| |
|
| | if setting == "text_speed":
|
| | try:
|
| | self.config.set_setting(setting, float(value))
|
| | return f"Text speed set to {value}"
|
| | except ValueError:
|
| | return "Invalid value for text_speed"
|
| |
|
| | elif setting == "auto_save":
|
| | if value.lower() in ["true", "false"]:
|
| | self.config.set_setting(setting, value.lower() == "true")
|
| | return f"Auto-save set to {value}"
|
| | return "Value must be 'true' or 'false'"
|
| |
|
| | elif setting == "difficulty":
|
| | if value in ["easy", "normal", "hard"]:
|
| | self.config.set_setting(setting, value)
|
| | return f"Difficulty set to {value}"
|
| | return "Difficulty must be 'easy', 'normal', or 'hard'"
|
| |
|
| | elif setting == "debug_mode":
|
| | if value.lower() in ["true", "false"]:
|
| | self.config.set_setting(setting, value.lower() == "true")
|
| | if value.lower() == "true":
|
| | self.plugin_manager.load_plugin("debug")
|
| | return f"Debug mode set to {value}"
|
| | return "Value must be 'true' or 'false'"
|
| |
|
| | return f"Unknown setting: {setting}"
|
| |
|
| | def start_combat(self, enemy):
|
| | self.combat_active = True
|
| | self.current_enemy = enemy
|
| | self.print_slow(f"{Fore.RED}Combat started with {enemy.name}!{Style.RESET_ALL}")
|
| | self.print_slow(f"{enemy.description}")
|
| | self.print_slow(f"{enemy.name} - HP: {enemy.health}/{enemy.max_health}")
|
| |
|
| | def update_quest_progress(self, action, target):
|
| | for quest_id, quest in self.player.quests.items():
|
| | if quest.status == QuestStatus.IN_PROGRESS:
|
| | for obj in quest.objectives:
|
| | if action in obj.lower() and target.lower() in obj.lower():
|
| | quest.progress[obj] += 1
|
| |
|
| |
|
| | if all(progress > 0 for progress in quest.progress.values()):
|
| | quest.status = QuestStatus.COMPLETED
|
| | self.complete_quest(quest)
|
| |
|
| | def complete_quest(self, quest):
|
| | self.print_slow(f"{Fore.GREEN}Quest Completed: {quest.name}{Style.RESET_ALL}")
|
| |
|
| |
|
| | if "experience" in quest.rewards:
|
| | self.player.add_experience(quest.rewards["experience"])
|
| | self.print_slow(f"You gained {quest.rewards['experience']} experience!")
|
| |
|
| | if "gold" in quest.rewards:
|
| | self.player.gold += quest.rewards["gold"]
|
| | self.print_slow(f"You gained {quest.rewards['gold']} gold!")
|
| |
|
| | if "item" in quest.rewards:
|
| | item_id = quest.rewards["item"]
|
| | if item_id in self.items:
|
| | self.player.add_item(self.items[item_id])
|
| | self.print_slow(f"You received {self.items[item_id].name}!")
|
| |
|
| |
|
| | self.plugin_manager.trigger_hook("on_quest_complete", quest)
|
| |
|
| | def save_game(self, silent=False):
|
| | try:
|
| | save_data = {
|
| | "player": self.player,
|
| | "locations": self.locations,
|
| | "config": self.config.settings
|
| | }
|
| |
|
| | with open(SAVE_FILE, 'wb') as f:
|
| | pickle.dump(save_data, f)
|
| |
|
| | if not silent:
|
| | return "Game saved successfully!"
|
| | except Exception as e:
|
| | return f"Error saving game: {e}"
|
| |
|
| | def load_game(self):
|
| | try:
|
| | with open(SAVE_FILE, 'rb') as f:
|
| | save_data = pickle.load(f)
|
| |
|
| | self.player = save_data["player"]
|
| | self.locations = save_data["locations"]
|
| | self.config.settings = save_data["config"]
|
| |
|
| | return True
|
| | except Exception as e:
|
| | self.print_slow(f"Error loading game: {e}")
|
| | return False
|
| |
|
| | def print_slow(self, text, delay=None):
|
| | if delay is None:
|
| | delay = self.config.get_setting("text_speed", 0.03)
|
| |
|
| | for char in text:
|
| | sys.stdout.write(char)
|
| | sys.stdout.flush()
|
| | time.sleep(delay)
|
| | print()
|
| |
|
| | def get_input(self, prompt):
|
| | return input(prompt)
|
| |
|
| | def print_title(self):
|
| | title = f"""
|
| | {Fore.CYAN}
|
| | _____ _ _ _ _ _ _ _ ____ _____ ____
|
| | | ____| \ | | | | | / \ | \ | |/ ___| ____| _ \
|
| | | _| | \| | |_| | / _ \ | \| | | | _| | | | |
|
| | | |___| |\ | _ |/ ___ \| |\ | |___| |___| |_| |
|
| | |_____|_| \_|_| |_/_/ \_\_| \_|\____|_____|____/
|
| | {Style.RESET_ALL}
|
| | {Fore.YELLOW} A Text-Based RPG Adventure{Style.RESET_ALL}
|
| | {Fore.GREEN} Version {GAME_VERSION}{Style.RESET_ALL}
|
| | """
|
| | print(title)
|
| | time.sleep(2)
|
| |
|
| | def clear_screen(self):
|
| | os.system('cls' if os.name == 'nt' else 'clear')
|
| |
|
| |
|
| | if __name__ == "__main__":
|
| | game = TextWorldGame()
|
| | game.start() |