| | import os
|
| | import sys
|
| | import json
|
| | import random
|
| | import time
|
| | import math
|
| | import pickle
|
| | import importlib
|
| | from enum import Enum
|
| | from dataclasses import dataclass, field
|
| | from typing import Dict, List, Optional, Tuple, Callable, Any, Union
|
| | from abc import ABC, abstractmethod
|
| |
|
| |
|
| | class Colors:
|
| | RESET = '\033[0m'
|
| | BLACK = '\033[30m'
|
| | RED = '\033[31m'
|
| | GREEN = '\033[32m'
|
| | YELLOW = '\033[33m'
|
| | BLUE = '\033[34m'
|
| | MAGENTA = '\033[35m'
|
| | CYAN = '\033[36m'
|
| | WHITE = '\033[37m'
|
| | BRIGHT_BLACK = '\033[90m'
|
| | BRIGHT_RED = '\033[91m'
|
| | BRIGHT_GREEN = '\033[92m'
|
| | BRIGHT_YELLOW = '\033[93m'
|
| | BRIGHT_BLUE = '\033[94m'
|
| | BRIGHT_MAGENTA = '\033[95m'
|
| | BRIGHT_CYAN = '\033[96m'
|
| | BRIGHT_WHITE = '\033[97m'
|
| | BG_BLACK = '\033[40m'
|
| | BG_RED = '\033[41m'
|
| | BG_GREEN = '\033[42m'
|
| | BG_YELLOW = '\033[43m'
|
| | BG_BLUE = '\033[44m'
|
| | BG_MAGENTA = '\033[45m'
|
| | BG_CYAN = '\033[46m'
|
| | BG_WHITE = '\033[47m'
|
| |
|
| |
|
| | class Direction(Enum):
|
| | NORTH = "north"
|
| | SOUTH = "south"
|
| | EAST = "east"
|
| | WEST = "west"
|
| | NORTHEAST = "northeast"
|
| | NORTHWEST = "northwest"
|
| | SOUTHEAST = "southeast"
|
| | SOUTHWEST = "southwest"
|
| | UP = "up"
|
| | DOWN = "down"
|
| |
|
| | class SkillType(Enum):
|
| | COMBAT = "combat"
|
| | MAGIC = "magic"
|
| | STEALTH = "stealth"
|
| | CRAFTING = "crafting"
|
| | SOCIAL = "social"
|
| | SURVIVAL = "survival"
|
| |
|
| | class Weather(Enum):
|
| | CLEAR = "clear"
|
| | CLOUDY = "cloudy"
|
| | RAINY = "rainy"
|
| | STORMY = "stormy"
|
| | SNOWY = "snowy"
|
| | FOGGY = "foggy"
|
| |
|
| | class TimeOfDay(Enum):
|
| | DAWN = "dawn"
|
| | MORNING = "morning"
|
| | NOON = "noon"
|
| | AFTERNOON = "afternoon"
|
| | DUSK = "dusk"
|
| | EVENING = "evening"
|
| | NIGHT = "night"
|
| | MIDNIGHT = "midnight"
|
| |
|
| |
|
| | @dataclass
|
| | class Position:
|
| | x: int = 0
|
| | y: int = 0
|
| | z: int = 0
|
| |
|
| | @dataclass
|
| | class Stats:
|
| | health: int = 100
|
| | max_health: int = 100
|
| | mana: int = 50
|
| | max_mana: int = 50
|
| | stamina: int = 100
|
| | max_stamina: int = 100
|
| | hunger: int = 100
|
| | max_hunger: int = 100
|
| | thirst: int = 100
|
| | max_thirst: int = 100
|
| | experience: int = 0
|
| | level: int = 1
|
| |
|
| | def level_up(self):
|
| | self.level += 1
|
| | self.experience = 0
|
| | self.max_health += 10
|
| | self.health = self.max_health
|
| | self.max_mana += 5
|
| | self.mana = self.max_mana
|
| | self.max_stamina += 5
|
| | self.stamina = self.max_stamina
|
| |
|
| | @dataclass
|
| | class Skill:
|
| | name: str
|
| | type: SkillType
|
| | level: int = 1
|
| | experience: int = 0
|
| | max_experience: int = 100
|
| |
|
| | def gain_experience(self, amount: int):
|
| | self.experience += amount
|
| | while self.experience >= self.max_experience:
|
| | self.experience -= self.max_experience
|
| | self.level += 1
|
| | self.max_experience = int(self.max_experience * 1.5)
|
| | return True
|
| | return False
|
| |
|
| | @dataclass
|
| | class Item:
|
| | id: str
|
| | name: str
|
| | description: str
|
| | value: int = 0
|
| | weight: float = 1.0
|
| | consumable: bool = False
|
| | equippable: bool = False
|
| | stackable: bool = True
|
| | max_stack: int = 99
|
| | effects: Dict[str, Any] = field(default_factory=dict)
|
| |
|
| | def use(self, player):
|
| | if self.consumable:
|
| | for stat, value in self.effects.items():
|
| | if hasattr(player.stats, stat):
|
| | current = getattr(player.stats, stat)
|
| | max_stat = getattr(player.stats, f"max_{stat}")
|
| | setattr(player.stats, stat, min(max_stat, current + value))
|
| | return True
|
| | return False
|
| |
|
| | @dataclass
|
| | class Weapon(Item):
|
| | damage: int = 10
|
| | damage_type: str = "physical"
|
| | two_handed: bool = False
|
| | range: int = 1
|
| |
|
| | def __post_init__(self):
|
| | self.equippable = True
|
| |
|
| | @dataclass
|
| | class Armor(Item):
|
| | defense: int = 5
|
| | armor_type: str = "light"
|
| | slot: str = "chest"
|
| |
|
| | def __post_init__(self):
|
| | self.equippable = True
|
| |
|
| | @dataclass
|
| | class Quest:
|
| | id: str
|
| | name: str
|
| | description: str
|
| | objectives: List[str]
|
| | rewards: Dict[str, Any]
|
| | completed: bool = False
|
| | active: bool = False
|
| |
|
| | @dataclass
|
| | class NPC:
|
| | id: str
|
| | name: str
|
| | description: str
|
| | dialogue: Dict[str, List[str]]
|
| | location_id: str
|
| | hostile: bool = False
|
| | stats: Stats = field(default_factory=Stats)
|
| | inventory: List[Item] = field(default_factory=list)
|
| | quests: List[Quest] = field(default_factory=list)
|
| | faction: str = "neutral"
|
| |
|
| | def talk(self, topic="greeting"):
|
| | if topic in self.dialogue:
|
| | return random.choice(self.dialogue[topic])
|
| | return "I don't have anything to say about that."
|
| |
|
| | @dataclass
|
| | class Location:
|
| | id: str
|
| | name: str
|
| | description: str
|
| | exits: Dict[Direction, str] = field(default_factory=dict)
|
| | items: List[Item] = field(default_factory=list)
|
| | npcs: List[NPC] = field(default_factory=list)
|
| | discovered: bool = False
|
| | indoor: bool = False
|
| | position: Position = field(default_factory=Position)
|
| |
|
| | def add_exit(self, direction: Direction, location_id: str):
|
| | self.exits[direction] = location_id
|
| |
|
| | def add_item(self, item: Item):
|
| | self.items.append(item)
|
| |
|
| | def add_npc(self, npc: NPC):
|
| | self.npcs.append(npc)
|
| |
|
| | def remove_item(self, item: Item):
|
| | if item in self.items:
|
| | self.items.remove(item)
|
| | return True
|
| | return False
|
| |
|
| | def remove_npc(self, npc: NPC):
|
| | if npc in self.npcs:
|
| | self.npcs.remove(npc)
|
| | return True
|
| | return False
|
| |
|
| |
|
| | class Plugin(ABC):
|
| | @abstractmethod
|
| | def initialize(self, game):
|
| | pass
|
| |
|
| | @abstractmethod
|
| | def get_commands(self) -> Dict[str, Callable]:
|
| | return {}
|
| |
|
| |
|
| | class GameWorld:
|
| | def __init__(self):
|
| | self.locations: Dict[str, Location] = {}
|
| | self.global_time: int = 0
|
| | self.weather: Weather = Weather.CLEAR
|
| | self.time_of_day: TimeOfDay = TimeOfDay.MORNING
|
| | self.day_count: int = 1
|
| |
|
| | def add_location(self, location: Location):
|
| | self.locations[location.id] = location
|
| |
|
| | def get_location(self, location_id: str) -> Optional[Location]:
|
| | return self.locations.get(location_id)
|
| |
|
| | def update_time(self, minutes: int = 1):
|
| | self.global_time += minutes
|
| |
|
| | self.day_count = (self.global_time // 1440) + 1
|
| |
|
| |
|
| | time_periods = list(TimeOfDay)
|
| | period_index = (self.global_time // 180) % len(time_periods)
|
| | self.time_of_day = time_periods[period_index]
|
| |
|
| |
|
| | if random.random() < 0.05:
|
| | self.weather = random.choice(list(Weather))
|
| |
|
| | def get_time_description(self) -> str:
|
| | return f"Day {self.day_count}, {self.time_of_day.value.capitalize()}, Weather: {self.weather.value.capitalize()}"
|
| |
|
| | class Player:
|
| | def __init__(self, name: str):
|
| | self.name: str = name
|
| | self.location_id: str = "start"
|
| | self.stats: Stats = Stats()
|
| | self.inventory: Dict[str, Tuple[Item, int]] = {}
|
| | self.equipped: Dict[str, Item] = {}
|
| | self.skills: Dict[str, Skill] = {
|
| | "combat": Skill("Combat", SkillType.COMBAT),
|
| | "magic": Skill("Magic", SkillType.MAGIC),
|
| | "stealth": Skill("Stealth", SkillType.STEALTH),
|
| | "crafting": Skill("Crafting", SkillType.CRAFTING),
|
| | "social": Skill("Social", SkillType.SOCIAL),
|
| | "survival": Skill("Survival", SkillType.SURVIVAL)
|
| | }
|
| | self.quests: List[Quest] = []
|
| | self.known_locations: List[str] = ["start"]
|
| | self.faction_reputation: Dict[str, int] = {}
|
| |
|
| | def add_item(self, item: Item, quantity: int = 1):
|
| | if item.id in self.inventory:
|
| | current_item, current_quantity = self.inventory[item.id]
|
| | if item.stackable:
|
| | new_quantity = min(current_quantity + quantity, item.max_stack)
|
| | self.inventory[item.id] = (current_item, new_quantity)
|
| | return quantity - (new_quantity - current_quantity)
|
| | else:
|
| |
|
| | for _ in range(quantity):
|
| | self.inventory[f"{item.id}_{len(self.inventory)}"] = (item, 1)
|
| | return 0
|
| | else:
|
| | self.inventory[item.id] = (item, quantity)
|
| | return 0
|
| |
|
| | def remove_item(self, item_id: str, quantity: int = 1) -> bool:
|
| | if item_id in self.inventory:
|
| | item, current_quantity = self.inventory[item_id]
|
| | if current_quantity <= quantity:
|
| | del self.inventory[item_id]
|
| | return True
|
| | else:
|
| | self.inventory[item_id] = (item, current_quantity - quantity)
|
| | return True
|
| | return False
|
| |
|
| | def has_item(self, item_id: str, quantity: int = 1) -> bool:
|
| | if item_id in self.inventory:
|
| | _, current_quantity = self.inventory[item_id]
|
| | return current_quantity >= quantity
|
| | return False
|
| |
|
| | def equip_item(self, item_id: str) -> bool:
|
| | if item_id in self.inventory:
|
| | item, _ = self.inventory[item_id]
|
| | if item.equippable:
|
| |
|
| | if isinstance(item, Weapon):
|
| | slot = "weapon"
|
| | elif isinstance(item, Armor):
|
| | slot = item.slot
|
| | else:
|
| | slot = "accessory"
|
| |
|
| |
|
| | if slot in self.equipped:
|
| | self.add_item(self.equipped[slot])
|
| |
|
| |
|
| | self.equipped[slot] = item
|
| | self.remove_item(item_id)
|
| | return True
|
| | return False
|
| |
|
| | def unequip_item(self, slot: str) -> bool:
|
| | if slot in self.equipped:
|
| | item = self.equipped[slot]
|
| | self.add_item(item)
|
| | del self.equipped[slot]
|
| | return True
|
| | return False
|
| |
|
| | def get_total_defense(self) -> int:
|
| | defense = 0
|
| | for item in self.equipped.values():
|
| | if isinstance(item, Armor):
|
| | defense += item.defense
|
| | return defense
|
| |
|
| | def get_total_damage(self) -> int:
|
| | damage = 5
|
| | if "weapon" in self.equipped:
|
| | weapon = self.equipped["weapon"]
|
| | if isinstance(weapon, Weapon):
|
| | damage = weapon.damage
|
| | return damage
|
| |
|
| | def gain_experience(self, amount: int):
|
| | self.stats.experience += amount
|
| | exp_needed = self.stats.level * 100
|
| | while self.stats.experience >= exp_needed:
|
| | self.stats.experience -= exp_needed
|
| | self.stats.level_up()
|
| | exp_needed = self.stats.level * 100
|
| | return True
|
| | return False
|
| |
|
| | def add_quest(self, quest: Quest):
|
| | self.quests.append(quest)
|
| | quest.active = True
|
| |
|
| | def complete_quest(self, quest_id: str) -> bool:
|
| | for quest in self.quests:
|
| | if quest.id == quest_id and quest.active and not quest.completed:
|
| | quest.completed = True
|
| |
|
| | if "experience" in quest.rewards:
|
| | self.gain_experience(quest.rewards["experience"])
|
| | if "items" in quest.rewards:
|
| | for item_id, quantity in quest.rewards["items"].items():
|
| |
|
| | pass
|
| | if "reputation" in quest.rewards:
|
| | for faction, amount in quest.rewards["reputation"].items():
|
| | if faction in self.faction_reputation:
|
| | self.faction_reputation[faction] += amount
|
| | else:
|
| | self.faction_reputation[faction] = amount
|
| | return True
|
| | return False
|
| |
|
| | def update_vitals(self):
|
| |
|
| | self.stats.hunger = max(0, self.stats.hunger - 1)
|
| | self.stats.thirst = max(0, self.stats.thirst - 1)
|
| |
|
| |
|
| | if self.stats.hunger == 0:
|
| | self.stats.health = max(0, self.stats.health - 2)
|
| | if self.stats.thirst == 0:
|
| | self.stats.health = max(0, self.stats.health - 3)
|
| |
|
| |
|
| | if self.stats.health < self.stats.max_health:
|
| | self.stats.health = min(self.stats.max_health, self.stats.health + 1)
|
| | if self.stats.mana < self.stats.max_mana:
|
| | self.stats.mana = min(self.stats.max_mana, self.stats.mana + 1)
|
| | if self.stats.stamina < self.stats.max_stamina:
|
| | self.stats.stamina = min(self.stats.max_stamina, self.stats.stamina + 2)
|
| |
|
| | class CombatSystem:
|
| | @staticmethod
|
| | def attack(attacker, defender):
|
| |
|
| | base_damage = attacker.get_total_damage() if hasattr(attacker, 'get_total_damage') else 10
|
| |
|
| |
|
| | damage = max(1, base_damage + random.randint(-2, 2))
|
| |
|
| |
|
| | defense = defender.get_total_defense() if hasattr(defender, 'get_total_defense') else 0
|
| | damage = max(1, damage - defense // 2)
|
| |
|
| |
|
| | defender.stats.health = max(0, defender.stats.health - damage)
|
| |
|
| | return damage
|
| |
|
| | @staticmethod
|
| | def check_flee(player, npc) -> bool:
|
| |
|
| | base_chance = 0.5
|
| | level_diff = player.stats.level - npc.stats.level
|
| | chance = base_chance + (level_diff * 0.1)
|
| | chance = max(0.1, min(0.9, chance))
|
| |
|
| | return random.random() < chance
|
| |
|
| | class Game:
|
| | def __init__(self):
|
| | self.world = GameWorld()
|
| | self.player = None
|
| | self.running = True
|
| | self.plugins: Dict[str, Plugin] = {}
|
| | self.commands: Dict[str, Callable] = {}
|
| | self.combat = CombatSystem()
|
| | self.in_combat = False
|
| | self.current_opponent = None
|
| |
|
| |
|
| | self.register_command("help", self.cmd_help)
|
| | self.register_command("quit", self.cmd_quit)
|
| | self.register_command("look", self.cmd_look)
|
| | self.register_command("go", self.cmd_go)
|
| | self.register_command("take", self.cmd_take)
|
| | self.register_command("inventory", self.cmd_inventory)
|
| | self.register_command("use", self.cmd_use)
|
| | self.register_command("equip", self.cmd_equip)
|
| | self.register_command("unequip", self.cmd_unequip)
|
| | self.register_command("talk", self.cmd_talk)
|
| | self.register_command("attack", self.cmd_attack)
|
| | self.register_command("flee", self.cmd_flee)
|
| | self.register_command("quests", self.cmd_quests)
|
| | self.register_command("skills", self.cmd_skills)
|
| | self.register_command("time", self.cmd_time)
|
| | self.register_command("save", self.cmd_save)
|
| | self.register_command("load", self.cmd_load)
|
| | self.register_command("wait", self.cmd_wait)
|
| | self.register_command("status", self.cmd_status)
|
| | self.register_command("drop", self.cmd_drop)
|
| | self.register_command("examine", self.cmd_examine)
|
| | self.register_command("map", self.cmd_map)
|
| | self.register_command("rest", self.cmd_rest)
|
| | self.register_command("plugins", self.cmd_plugins)
|
| |
|
| |
|
| | self.initialize_world()
|
| |
|
| | def register_command(self, name: str, func: Callable):
|
| | self.commands[name] = func
|
| |
|
| | def load_plugin(self, plugin_path: str):
|
| | try:
|
| | spec = importlib.util.spec_from_file_location("plugin", plugin_path)
|
| | plugin_module = importlib.util.module_from_spec(spec)
|
| | spec.loader.exec_module(plugin_module)
|
| |
|
| |
|
| | if hasattr(plugin_module, "Plugin"):
|
| | plugin_class = getattr(plugin_module, "Plugin")
|
| | plugin = plugin_class()
|
| | plugin.initialize(self)
|
| |
|
| |
|
| | plugin_commands = plugin.get_commands()
|
| | for name, func in plugin_commands.items():
|
| | self.register_command(name, func)
|
| |
|
| | self.plugins[plugin_path] = plugin
|
| | return True
|
| | except Exception as e:
|
| | print(f"{Colors.RED}Error loading plugin: {e}{Colors.RESET}")
|
| | return False
|
| |
|
| | def unload_plugin(self, plugin_path: str):
|
| | if plugin_path in self.plugins:
|
| | plugin = self.plugins[plugin_path]
|
| | plugin_commands = plugin.get_commands()
|
| |
|
| |
|
| | for name in plugin_commands:
|
| | if name in self.commands:
|
| | del self.commands[name]
|
| |
|
| | del self.plugins[plugin_path]
|
| | return True
|
| | return False
|
| |
|
| | def initialize_world(self):
|
| |
|
| | start_location = Location(
|
| | id="start",
|
| | name="Starting Village",
|
| | description="A small village surrounded by forests and mountains. There's a path leading north to the forest and east to the mountains.",
|
| | position=Position(0, 0, 0)
|
| | )
|
| |
|
| |
|
| | forest_location = Location(
|
| | id="forest",
|
| | name="Dark Forest",
|
| | description="A dense forest with tall trees and little light. You can hear strange sounds in the distance.",
|
| | position=Position(0, 1, 0)
|
| | )
|
| |
|
| |
|
| | mountain_location = Location(
|
| | id="mountain",
|
| | name="Mountain Pass",
|
| | description="A narrow path through the mountains. It's cold and windy here.",
|
| | position=Position(1, 0, 0)
|
| | )
|
| |
|
| |
|
| | cave_location = Location(
|
| | id="cave",
|
| | name="Mysterious Cave",
|
| | description="A dark cave with glowing crystals on the walls. You can hear dripping water.",
|
| | position=Position(0, 0, -1),
|
| | indoor=True
|
| | )
|
| |
|
| |
|
| | shop_location = Location(
|
| | id="shop",
|
| | name="Village Shop",
|
| | description="A small shop with various items for sale. The shopkeeper looks friendly.",
|
| | position=Position(-1, 0, 0),
|
| | indoor=True
|
| | )
|
| |
|
| |
|
| | start_location.add_exit(Direction.NORTH, "forest")
|
| | start_location.add_exit(Direction.EAST, "mountain")
|
| | start_location.add_exit(Direction.WEST, "shop")
|
| |
|
| | forest_location.add_exit(Direction.SOUTH, "start")
|
| | forest_location.add_exit(Direction.DOWN, "cave")
|
| |
|
| | mountain_location.add_exit(Direction.WEST, "start")
|
| |
|
| | cave_location.add_exit(Direction.UP, "forest")
|
| |
|
| | shop_location.add_exit(Direction.EAST, "start")
|
| |
|
| |
|
| |
|
| | start_location.add_item(Item(
|
| | id="apple",
|
| | name="Apple",
|
| | description="A fresh red apple. Looks delicious.",
|
| | value=5,
|
| | consumable=True,
|
| | effects={"hunger": 20}
|
| | ))
|
| |
|
| | start_location.add_item(Item(
|
| | id="bread",
|
| | name="Bread",
|
| | description="A loaf of bread. Still warm.",
|
| | value=10,
|
| | consumable=True,
|
| | effects={"hunger": 40}
|
| | ))
|
| |
|
| |
|
| | forest_location.add_item(Weapon(
|
| | id="sword",
|
| | name="Rusty Sword",
|
| | description="An old rusty sword. Better than nothing.",
|
| | value=25,
|
| | damage=15,
|
| | weight=3.0
|
| | ))
|
| |
|
| | forest_location.add_item(Item(
|
| | id="herb",
|
| | name="Healing Herb",
|
| | description="A green herb with medicinal properties.",
|
| | value=15,
|
| | consumable=True,
|
| | effects={"health": 20}
|
| | ))
|
| |
|
| |
|
| | cave_location.add_item(Item(
|
| | id="crystal",
|
| | name="Magic Crystal",
|
| | description="A glowing crystal that hums with magical energy.",
|
| | value=100,
|
| | consumable=True,
|
| | effects={"mana": 50}
|
| | ))
|
| |
|
| |
|
| | shop_location.add_item(Weapon(
|
| | id="dagger",
|
| | name="Dagger",
|
| | description="A sharp dagger. Good for quick attacks.",
|
| | value=30,
|
| | damage=10,
|
| | weight=1.0
|
| | ))
|
| |
|
| | shop_location.add_item(Armor(
|
| | id="leather_armor",
|
| | name="Leather Armor",
|
| | description="Simple armor made of leather. Provides basic protection.",
|
| | value=50,
|
| | defense=10,
|
| | armor_type="light",
|
| | slot="chest"
|
| | ))
|
| |
|
| |
|
| |
|
| | elder = NPC(
|
| | id="elder",
|
| | name="Village Elder",
|
| | description="An old man with a long white beard and wise eyes.",
|
| | dialogue={
|
| | "greeting": [
|
| | "Welcome to our humble village, young adventurer.",
|
| | "Ah, a new face. What brings you to our village?"
|
| | ],
|
| | "quest": [
|
| | "We have a problem with wolves in the forest. Could you help us?",
|
| | "The forest to the north has become dangerous. Please investigate."
|
| | ],
|
| | "help": [
|
| | "You can use 'go [direction]' to move around.",
|
| | "Try 'talk [npc]' to interact with people."
|
| | ]
|
| | },
|
| | location_id="start"
|
| | )
|
| |
|
| |
|
| | wolf_quest = Quest(
|
| | id="wolf_problem",
|
| | name="Wolf Problem",
|
| | description="Deal with the wolves in the forest.",
|
| | objectives=["Kill 5 wolves"],
|
| | rewards={
|
| | "experience": 100,
|
| | "items": {"gold": 50}
|
| | }
|
| | )
|
| | elder.quests.append(wolf_quest)
|
| |
|
| |
|
| | shopkeeper = NPC(
|
| | id="shopkeeper",
|
| | name="Shopkeeper",
|
| | description="A friendly-looking person with a big smile.",
|
| | dialogue={
|
| | "greeting": [
|
| | "Welcome to my shop! Feel free to browse.",
|
| | "Hello! Looking for something special?"
|
| | ],
|
| | "buy": [
|
| | "What would you like to buy?",
|
| | "Everything here is for sale, just name it."
|
| | ],
|
| | "sell": [
|
| | "What do you want to sell me?",
|
| | "I'll give you a fair price for your items."
|
| | ]
|
| | },
|
| | location_id="shop"
|
| | )
|
| |
|
| |
|
| | wolf = NPC(
|
| | id="wolf",
|
| | name="Wolf",
|
| | description="A wild wolf with sharp teeth and hungry eyes.",
|
| | dialogue={},
|
| | location_id="forest",
|
| | hostile=True,
|
| | stats=Stats(health=50, max_health=50)
|
| | )
|
| |
|
| |
|
| | start_location.add_npc(elder)
|
| | shop_location.add_npc(shopkeeper)
|
| | forest_location.add_npc(wolf)
|
| |
|
| |
|
| | self.world.add_location(start_location)
|
| | self.world.add_location(forest_location)
|
| | self.world.add_location(mountain_location)
|
| | self.world.add_location(cave_location)
|
| | self.world.add_location(shop_location)
|
| |
|
| | def start(self):
|
| | self.clear_screen()
|
| | self.print_title()
|
| |
|
| |
|
| | name = input(f"{Colors.CYAN}Enter your character's name: {Colors.RESET}")
|
| | self.player = Player(name)
|
| |
|
| |
|
| | self.print_wrapped(f"{Colors.GREEN}Welcome, {self.player.name}!{Colors.RESET}")
|
| | self.print_wrapped("You find yourself in a small village. Your adventure begins here.")
|
| | self.print_wrapped("Type 'help' for a list of commands.")
|
| | self.print_separator()
|
| |
|
| |
|
| | while self.running:
|
| | if not self.in_combat:
|
| |
|
| | self.world.update_time()
|
| | self.player.update_vitals()
|
| |
|
| |
|
| | if self.player.stats.health <= 0:
|
| | self.game_over()
|
| | break
|
| |
|
| |
|
| | self.display_location()
|
| |
|
| |
|
| | try:
|
| | command_input = input(f"{Colors.YELLOW}> {Colors.RESET}").strip().lower()
|
| | if not command_input:
|
| | continue
|
| |
|
| |
|
| | parts = command_input.split()
|
| | command = parts[0]
|
| | args = parts[1:] if len(parts) > 1 else []
|
| |
|
| |
|
| | if command in self.commands:
|
| | self.commands[command](args)
|
| | else:
|
| | print(f"{Colors.RED}Unknown command: {command}{Colors.RESET}")
|
| | print(f"{Colors.CYAN}Type 'help' for a list of commands.{Colors.RESET}")
|
| |
|
| | except KeyboardInterrupt:
|
| | print("\nGoodbye!")
|
| | self.running = False
|
| | except EOFError:
|
| | print("\nGoodbye!")
|
| | self.running = False
|
| | except Exception as e:
|
| | print(f"{Colors.RED}Error: {e}{Colors.RESET}")
|
| |
|
| | def game_over(self):
|
| | self.clear_screen()
|
| | print(f"{Colors.RED}========================================{Colors.RESET}")
|
| | print(f"{Colors.RED} GAME OVER{Colors.RESET}")
|
| | print(f"{Colors.RED}========================================{Colors.RESET}")
|
| | print(f"{Colors.WHITE}You have died.{Colors.RESET}")
|
| | print(f"{Colors.WHITE}Level reached: {self.player.stats.level}{Colors.RESET}")
|
| | print(f"{Colors.WHITE}Experience gained: {self.player.stats.experience}{Colors.RESET}")
|
| | print(f"{Colors.RED}========================================{Colors.RESET}")
|
| | self.running = False
|
| |
|
| | def clear_screen(self):
|
| | os.system('cls' if os.name == 'nt' else 'clear')
|
| |
|
| | def print_title(self):
|
| | print(f"{Colors.BRIGHT_CYAN}")
|
| | print("========================================")
|
| | print(" ULTIMATE OPEN WORLD GAME ")
|
| | print("========================================")
|
| | print(f"{Colors.RESET}")
|
| |
|
| | def print_separator(self):
|
| | print(f"{Colors.BRIGHT_BLACK}----------------------------------------{Colors.RESET}")
|
| |
|
| | def print_wrapped(self, text, width=80):
|
| | words = text.split()
|
| | lines = []
|
| | current_line = []
|
| | current_length = 0
|
| |
|
| | for word in words:
|
| | if current_length + len(word) + 1 <= width:
|
| | current_line.append(word)
|
| | current_length += len(word) + 1
|
| | else:
|
| | lines.append(' '.join(current_line))
|
| | current_line = [word]
|
| | current_length = len(word)
|
| |
|
| | if current_line:
|
| | lines.append(' '.join(current_line))
|
| |
|
| | for line in lines:
|
| | print(line)
|
| |
|
| | def display_location(self):
|
| | location = self.world.get_location(self.player.location_id)
|
| | if not location:
|
| | return
|
| |
|
| |
|
| | if not location.discovered:
|
| | location.discovered = True
|
| | if location.id not in self.player.known_locations:
|
| | self.player.known_locations.append(location.id)
|
| |
|
| |
|
| | print(f"{Colors.BRIGHT_GREEN}{location.name}{Colors.RESET}")
|
| |
|
| |
|
| | self.print_wrapped(f"{Colors.WHITE}{location.description}{Colors.RESET}")
|
| |
|
| |
|
| | print(f"{Colors.CYAN}{self.world.get_time_description()}{Colors.RESET}")
|
| |
|
| |
|
| | if location.exits:
|
| | exits = ", ".join([d.value for d in location.exits.keys()])
|
| | print(f"{Colors.YELLOW}Exits: {exits}{Colors.RESET}")
|
| |
|
| |
|
| | if location.items:
|
| | item_names = [f"{item.name} ({quantity})" if item.stackable else item.name
|
| | for item, quantity in [(item, 1) for item in location.items]]
|
| | print(f"{Colors.GREEN}Items: {', '.join(item_names)}{Colors.RESET}")
|
| |
|
| |
|
| | if location.npcs:
|
| | npc_names = [npc.name for npc in location.npcs]
|
| | print(f"{Colors.MAGENTA}People: {', '.join(npc_names)}{Colors.RESET}")
|
| |
|
| | self.print_separator()
|
| |
|
| |
|
| | def cmd_help(self, args):
|
| | print(f"{Colors.CYAN}Available commands:{Colors.RESET}")
|
| | for command in sorted(self.commands.keys()):
|
| | print(f" {Colors.YELLOW}{command}{Colors.RESET}")
|
| | print(f"\n{Colors.CYAN}For more information on a command, type: help [command]{Colors.RESET}")
|
| |
|
| | def cmd_quit(self, args):
|
| | print(f"{Colors.YELLOW}Are you sure you want to quit? (y/n){Colors.RESET}")
|
| | response = input("> ").strip().lower()
|
| | if response == 'y':
|
| | self.running = False
|
| |
|
| | def cmd_look(self, args):
|
| | self.display_location()
|
| |
|
| | def cmd_go(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Go where?{Colors.RESET}")
|
| | return
|
| |
|
| | direction_str = args[0]
|
| | try:
|
| | direction = Direction(direction_str)
|
| | except ValueError:
|
| | print(f"{Colors.RED}Invalid direction: {direction_str}{Colors.RESET}")
|
| | return
|
| |
|
| | location = self.world.get_location(self.player.location_id)
|
| | if not location:
|
| | return
|
| |
|
| | if direction in location.exits:
|
| |
|
| | for npc in location.npcs:
|
| | if npc.hostile and npc.stats.health > 0:
|
| | print(f"{Colors.RED}{npc.name} blocks your path!{Colors.RESET}")
|
| | self.start_combat(npc)
|
| | return
|
| |
|
| |
|
| | self.player.location_id = location.exits[direction]
|
| | print(f"{Colors.GREEN}You go {direction.value}.{Colors.RESET}")
|
| |
|
| |
|
| | self.world.update_time(5)
|
| |
|
| |
|
| | self.player.stats.stamina = max(0, self.player.stats.stamina - 5)
|
| |
|
| |
|
| | if random.random() < 0.1:
|
| | self.random_encounter()
|
| | else:
|
| | print(f"{Colors.RED}You can't go {direction.value} from here.{Colors.RESET}")
|
| |
|
| | def cmd_take(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Take what?{Colors.RESET}")
|
| | return
|
| |
|
| | item_name = ' '.join(args)
|
| | location = self.world.get_location(self.player.location_id)
|
| | if not location:
|
| | return
|
| |
|
| |
|
| | for item in location.items:
|
| | if item.name.lower() == item_name.lower():
|
| |
|
| | leftover = self.player.add_item(item)
|
| | if leftover == 0:
|
| | location.remove_item(item)
|
| | print(f"{Colors.GREEN}You take the {item.name}.{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.YELLOW}You can only carry {item.max_stack} {item.name}s.{Colors.RESET}")
|
| | return
|
| |
|
| | print(f"{Colors.RED}There is no {item_name} here.{Colors.RESET}")
|
| |
|
| | def cmd_inventory(self, args):
|
| | if not self.player.inventory:
|
| | print(f"{Colors.YELLOW}Your inventory is empty.{Colors.RESET}")
|
| | return
|
| |
|
| | print(f"{Colors.CYAN}Inventory:{Colors.RESET}")
|
| | for item_id, (item, quantity) in self.player.inventory.items():
|
| | if item.stackable:
|
| | print(f" {Colors.GREEN}{item.name} x{quantity}{Colors.RESET} - {item.description}")
|
| | else:
|
| | print(f" {Colors.GREEN}{item.name}{Colors.RESET} - {item.description}")
|
| |
|
| |
|
| | if self.player.equipped:
|
| | print(f"\n{Colors.CYAN}Equipped:{Colors.RESET}")
|
| | for slot, item in self.player.equipped.items():
|
| | print(f" {Colors.YELLOW}{slot}: {item.name}{Colors.RESET}")
|
| |
|
| | def cmd_use(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Use what?{Colors.RESET}")
|
| | return
|
| |
|
| | item_name = ' '.join(args)
|
| |
|
| |
|
| | for item_id, (item, quantity) in self.player.inventory.items():
|
| | if item.name.lower() == item_name.lower():
|
| | if item.use(self.player):
|
| | if item.consumable:
|
| | if quantity > 1:
|
| | self.player.inventory[item_id] = (item, quantity - 1)
|
| | else:
|
| | self.player.remove_item(item_id)
|
| | print(f"{Colors.GREEN}You use the {item.name}.{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}You can't use the {item.name}.{Colors.RESET}")
|
| | return
|
| |
|
| | print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
|
| |
|
| | def cmd_equip(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Equip what?{Colors.RESET}")
|
| | return
|
| |
|
| | item_name = ' '.join(args)
|
| |
|
| |
|
| | for item_id, (item, quantity) in self.player.inventory.items():
|
| | if item.name.lower() == item_name.lower():
|
| | if self.player.equip_item(item_id):
|
| | print(f"{Colors.GREEN}You equip the {item.name}.{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}You can't equip the {item.name}.{Colors.RESET}")
|
| | return
|
| |
|
| | print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
|
| |
|
| | def cmd_unequip(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Unequip what?{Colors.RESET}")
|
| | return
|
| |
|
| | slot = args[0].lower()
|
| |
|
| | if self.player.unequip_item(slot):
|
| | print(f"{Colors.GREEN}You unequip your {slot}.{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}You don't have anything equipped in that slot.{Colors.RESET}")
|
| |
|
| | def cmd_talk(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Talk to whom?{Colors.RESET}")
|
| | return
|
| |
|
| | npc_name = ' '.join(args)
|
| | location = self.world.get_location(self.player.location_id)
|
| | if not location:
|
| | return
|
| |
|
| |
|
| | for npc in location.npcs:
|
| | if npc.name.lower() == npc_name.lower():
|
| |
|
| | topic = "greeting"
|
| | if len(args) > 1:
|
| | topic = ' '.join(args[1:])
|
| |
|
| |
|
| | dialogue = npc.talk(topic)
|
| | print(f"{Colors.MAGENTA}{npc.name}: {dialogue}{Colors.RESET}")
|
| |
|
| |
|
| | if topic == "quest" and npc.quests:
|
| | for quest in npc.quests:
|
| | if not quest.completed and not any(q.id == quest.id for q in self.player.quests):
|
| | self.player.add_quest(quest)
|
| | print(f"{Colors.GREEN}New quest: {quest.name}{Colors.RESET}")
|
| | print(f"{Colors.WHITE}{quest.description}{Colors.RESET}")
|
| |
|
| | return
|
| |
|
| | print(f"{Colors.RED}There is no one named {npc_name} here.{Colors.RESET}")
|
| |
|
| | def cmd_attack(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Attack whom?{Colors.RESET}")
|
| | return
|
| |
|
| | npc_name = ' '.join(args)
|
| | location = self.world.get_location(self.player.location_id)
|
| | if not location:
|
| | return
|
| |
|
| |
|
| | for npc in location.npcs:
|
| | if npc.name.lower() == npc_name.lower():
|
| | if not npc.hostile:
|
| | print(f"{Colors.RED}You can't attack {npc.name}.{Colors.RESET}")
|
| | return
|
| |
|
| | self.start_combat(npc)
|
| | return
|
| |
|
| | print(f"{Colors.RED}There is no one named {npc_name} here.{Colors.RESET}")
|
| |
|
| | def cmd_flee(self, args):
|
| | if not self.in_combat:
|
| | print(f"{Colors.RED}You're not in combat.{Colors.RESET}")
|
| | return
|
| |
|
| | if self.combat.check_flee(self.player, self.current_opponent):
|
| | print(f"{Colors.GREEN}You successfully flee from combat.{Colors.RESET}")
|
| | self.end_combat()
|
| |
|
| |
|
| | location = self.world.get_location(self.player.location_id)
|
| | if location and location.exits:
|
| | directions = list(location.exits.keys())
|
| | random_direction = random.choice(directions)
|
| | self.player.location_id = location.exits[random_direction]
|
| | print(f"{Colors.GREEN}You run away to the {random_direction.value}.{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}You fail to flee!{Colors.RESET}")
|
| |
|
| | damage = self.combat.attack(self.current_opponent, self.player)
|
| | print(f"{Colors.RED}{self.current_opponent.name} attacks you for {damage} damage!{Colors.RESET}")
|
| |
|
| | if self.player.stats.health <= 0:
|
| | self.game_over()
|
| |
|
| | def cmd_quests(self, args):
|
| | if not self.player.quests:
|
| | print(f"{Colors.YELLOW}You don't have any active quests.{Colors.RESET}")
|
| | return
|
| |
|
| | print(f"{Colors.CYAN}Active Quests:{Colors.RESET}")
|
| | for quest in self.player.quests:
|
| | if quest.active and not quest.completed:
|
| | print(f" {Colors.YELLOW}{quest.name}{Colors.RESET}")
|
| | print(f" {quest.description}")
|
| | print(f" Objectives: {', '.join(quest.objectives)}")
|
| |
|
| | print(f"\n{Colors.CYAN}Completed Quests:{Colors.RESET}")
|
| | for quest in self.player.quests:
|
| | if quest.completed:
|
| | print(f" {Colors.GREEN}{quest.name}{Colors.RESET}")
|
| |
|
| | def cmd_skills(self, args):
|
| | print(f"{Colors.CYAN}Skills:{Colors.RESET}")
|
| | for skill_name, skill in self.player.skills.items():
|
| | print(f" {Colors.YELLOW}{skill.name}: Level {skill.level} ({skill.experience}/{skill.max_experience} XP){Colors.RESET}")
|
| |
|
| | def cmd_time(self, args):
|
| | print(f"{Colors.CYAN}{self.world.get_time_description()}{Colors.RESET}")
|
| |
|
| | def cmd_save(self, args):
|
| | save_name = args[0] if args else "save1"
|
| | save_data = {
|
| | "player": self.player,
|
| | "world": self.world,
|
| | "in_combat": self.in_combat,
|
| | "current_opponent": self.current_opponent
|
| | }
|
| |
|
| | try:
|
| | with open(f"{save_name}.sav", "wb") as f:
|
| | pickle.dump(save_data, f)
|
| | print(f"{Colors.GREEN}Game saved as {save_name}.{Colors.RESET}")
|
| | except Exception as e:
|
| | print(f"{Colors.RED}Failed to save game: {e}{Colors.RESET}")
|
| |
|
| | def cmd_load(self, args):
|
| | save_name = args[0] if args else "save1"
|
| |
|
| | try:
|
| | with open(f"{save_name}.sav", "rb") as f:
|
| | save_data = pickle.load(f)
|
| |
|
| | self.player = save_data["player"]
|
| | self.world = save_data["world"]
|
| | self.in_combat = save_data["in_combat"]
|
| | self.current_opponent = save_data["current_opponent"]
|
| |
|
| | print(f"{Colors.GREEN}Game loaded from {save_name}.{Colors.RESET}")
|
| | except Exception as e:
|
| | print(f"{Colors.RED}Failed to load game: {e}{Colors.RESET}")
|
| |
|
| | def cmd_wait(self, args):
|
| | minutes = 30
|
| | if args:
|
| | try:
|
| | minutes = int(args[0])
|
| | except ValueError:
|
| | print(f"{Colors.RED}Invalid time: {args[0]}{Colors.RESET}")
|
| | return
|
| |
|
| | print(f"{Colors.YELLOW}You wait for {minutes} minutes...{Colors.RESET}")
|
| | self.world.update_time(minutes)
|
| | self.player.update_vitals()
|
| |
|
| |
|
| | if random.random() < 0.2:
|
| | self.random_event()
|
| |
|
| | def cmd_status(self, args):
|
| | print(f"{Colors.CYAN}Character Status:{Colors.RESET}")
|
| | print(f" Name: {self.player.name}")
|
| | print(f" Level: {self.player.stats.level}")
|
| | print(f" Experience: {self.player.stats.experience}")
|
| | print(f" Health: {self.player.stats.health}/{self.player.stats.max_health}")
|
| | print(f" Mana: {self.player.stats.mana}/{self.player.stats.max_mana}")
|
| | print(f" Stamina: {self.player.stats.stamina}/{self.player.stats.max_stamina}")
|
| | print(f" Hunger: {self.player.stats.hunger}/{self.player.stats.max_hunger}")
|
| | print(f" Thirst: {self.player.stats.thirst}/{self.player.stats.max_thirst}")
|
| | print(f" Defense: {self.player.get_total_defense()}")
|
| | print(f" Damage: {self.player.get_total_damage()}")
|
| |
|
| | def cmd_drop(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Drop what?{Colors.RESET}")
|
| | return
|
| |
|
| | item_name = ' '.join(args)
|
| | location = self.world.get_location(self.player.location_id)
|
| | if not location:
|
| | return
|
| |
|
| |
|
| | for item_id, (item, quantity) in self.player.inventory.items():
|
| | if item.name.lower() == item_name.lower():
|
| |
|
| | if self.player.remove_item(item_id):
|
| |
|
| | location.add_item(item)
|
| | print(f"{Colors.GREEN}You drop the {item.name}.{Colors.RESET}")
|
| | return
|
| |
|
| | print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
|
| |
|
| | def cmd_examine(self, args):
|
| | if not args:
|
| | print(f"{Colors.RED}Examine what?{Colors.RESET}")
|
| | return
|
| |
|
| | target_name = ' '.join(args)
|
| | location = self.world.get_location(self.player.location_id)
|
| | if not location:
|
| | return
|
| |
|
| |
|
| | for item in location.items:
|
| | if item.name.lower() == target_name.lower():
|
| | print(f"{Colors.GREEN}{item.name}: {item.description}{Colors.RESET}")
|
| | if isinstance(item, Weapon):
|
| | print(f" Damage: {item.damage}, Type: {item.damage_type}")
|
| | elif isinstance(item, Armor):
|
| | print(f" Defense: {item.defense}, Type: {item.armor_type}, Slot: {item.slot}")
|
| | return
|
| |
|
| |
|
| | for npc in location.npcs:
|
| | if npc.name.lower() == target_name.lower():
|
| | print(f"{Colors.MAGENTA}{npc.name}: {npc.description}{Colors.RESET}")
|
| | if npc.hostile:
|
| | print(f" {Colors.RED}Hostile{Colors.RESET}")
|
| | print(f" Health: {npc.stats.health}/{npc.stats.max_health}")
|
| | return
|
| |
|
| | print(f"{Colors.RED}There is no {target_name} here.{Colors.RESET}")
|
| |
|
| | def cmd_map(self, args):
|
| | print(f"{Colors.CYAN}Map of Known Locations:{Colors.RESET}")
|
| |
|
| |
|
| | known_locations = [self.world.get_location(loc_id) for loc_id in self.player.known_locations]
|
| | if not known_locations:
|
| | print(f"{Colors.YELLOW}You haven't discovered any locations yet.{Colors.RESET}")
|
| | return
|
| |
|
| |
|
| | min_x = min(loc.position.x for loc in known_locations)
|
| | max_x = max(loc.position.x for loc in known_locations)
|
| | min_y = min(loc.position.y for loc in known_locations)
|
| | max_y = max(loc.position.y for loc in known_locations)
|
| |
|
| |
|
| | grid_width = max_x - min_x + 1
|
| | grid_height = max_y - min_y + 1
|
| | grid = [[' ' for _ in range(grid_width)] for _ in range(grid_height)]
|
| |
|
| |
|
| | for loc in known_locations:
|
| | x = loc.position.x - min_x
|
| | y = loc.position.y - min_y
|
| |
|
| | if loc.id == self.player.location_id:
|
| | grid[y][x] = 'X'
|
| | else:
|
| | grid[y][x] = 'O'
|
| |
|
| |
|
| | print(f"{Colors.BRIGHT_BLACK}+{'-' * grid_width}+{Colors.RESET}")
|
| | for row in grid:
|
| | print(f"{Colors.BRIGHT_BLACK}|{Colors.RESET}", end="")
|
| | for cell in row:
|
| | if cell == 'X':
|
| | print(f"{Colors.GREEN}{cell}{Colors.RESET}", end="")
|
| | elif cell == 'O':
|
| | print(f"{Colors.YELLOW}{cell}{Colors.RESET}", end="")
|
| | else:
|
| | print(cell, end="")
|
| | print(f"{Colors.BRIGHT_BLACK}|{Colors.RESET}")
|
| | print(f"{Colors.BRIGHT_BLACK}+{'-' * grid_width}+{Colors.RESET}")
|
| | print(f"{Colors.GREEN}X = Your location{Colors.RESET}")
|
| | print(f"{Colors.YELLOW}O = Known location{Colors.RESET}")
|
| |
|
| | def cmd_rest(self, args):
|
| | if self.in_combat:
|
| | print(f"{Colors.RED}You can't rest during combat!{Colors.RESET}")
|
| | return
|
| |
|
| | location = self.world.get_location(self.player.location_id)
|
| | if location and not location.indoor:
|
| | print(f"{Colors.YELLOW}Resting outdoors is not safe. You might be attacked.{Colors.RESET}")
|
| | response = input("Continue anyway? (y/n) ").strip().lower()
|
| | if response != 'y':
|
| | return
|
| |
|
| | print(f"{Colors.YELLOW}You rest for a while...{Colors.RESET}")
|
| |
|
| |
|
| | self.player.stats.health = self.player.stats.max_health
|
| | self.player.stats.mana = self.player.stats.max_mana
|
| | self.player.stats.stamina = self.player.stats.max_stamina
|
| |
|
| |
|
| | self.world.update_time(60)
|
| |
|
| |
|
| | if random.random() < 0.3:
|
| | self.random_event()
|
| |
|
| | def cmd_plugins(self, args):
|
| | if not args:
|
| | print(f"{Colors.CYAN}Loaded plugins:{Colors.RESET}")
|
| | for plugin_path in self.plugins:
|
| | print(f" {plugin_path}")
|
| | return
|
| |
|
| | command = args[0].lower()
|
| |
|
| | if command == "load" and len(args) > 1:
|
| | plugin_path = args[1]
|
| | if self.load_plugin(plugin_path):
|
| | print(f"{Colors.GREEN}Plugin loaded: {plugin_path}{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}Failed to load plugin: {plugin_path}{Colors.RESET}")
|
| | elif command == "unload" and len(args) > 1:
|
| | plugin_path = args[1]
|
| | if self.unload_plugin(plugin_path):
|
| | print(f"{Colors.GREEN}Plugin unloaded: {plugin_path}{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}Failed to unload plugin: {plugin_path}{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}Usage: plugins [load|unload] [path]{Colors.RESET}")
|
| |
|
| |
|
| | def start_combat(self, opponent):
|
| | self.in_combat = True
|
| | self.current_opponent = opponent
|
| |
|
| | print(f"{Colors.RED}Combat started with {opponent.name}!{Colors.RESET}")
|
| |
|
| |
|
| | while self.in_combat:
|
| |
|
| | print(f"{Colors.RED}{opponent.name}: {opponent.stats.health}/{opponent.stats.max_health} HP{Colors.RESET}")
|
| | print(f"{Colors.GREEN}You: {self.player.stats.health}/{self.player.stats.max_health} HP{Colors.RESET}")
|
| |
|
| |
|
| | try:
|
| | action = input(f"{Colors.YELLOW}What do you do? (attack/flee/use/item): {Colors.RESET}").strip().lower()
|
| |
|
| | if action == "attack":
|
| |
|
| | damage = self.combat.attack(self.player, opponent)
|
| | print(f"{Colors.GREEN}You attack {opponent.name} for {damage} damage!{Colors.RESET}")
|
| |
|
| |
|
| | if opponent.stats.health <= 0:
|
| | print(f"{Colors.GREEN}You defeated {opponent.name}!{Colors.RESET}")
|
| |
|
| |
|
| | exp_gained = opponent.stats.level * 20
|
| | leveled_up = self.player.gain_experience(exp_gained)
|
| | print(f"{Colors.GREEN}You gained {exp_gained} experience!{Colors.RESET}")
|
| | if leveled_up:
|
| | print(f"{Colors.BRIGHT_GREEN}You leveled up! You are now level {self.player.stats.level}.{Colors.RESET}")
|
| |
|
| |
|
| | if opponent.inventory:
|
| | for item in opponent.inventory:
|
| | self.player.add_item(item)
|
| | print(f"{Colors.GREEN}You looted: {item.name}{Colors.RESET}")
|
| |
|
| | self.end_combat()
|
| | continue
|
| |
|
| |
|
| | damage = self.combat.attack(opponent, self.player)
|
| | print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
|
| |
|
| |
|
| | if self.player.stats.health <= 0:
|
| | self.game_over()
|
| | break
|
| |
|
| | elif action == "flee":
|
| | if self.combat.check_flee(self.player, opponent):
|
| | print(f"{Colors.GREEN}You successfully flee from combat.{Colors.RESET}")
|
| | self.end_combat()
|
| |
|
| |
|
| | location = self.world.get_location(self.player.location_id)
|
| | if location and location.exits:
|
| | directions = list(location.exits.keys())
|
| | random_direction = random.choice(directions)
|
| | self.player.location_id = location.exits[random_direction]
|
| | print(f"{Colors.GREEN}You run away to the {random_direction.value}.{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}You fail to flee!{Colors.RESET}")
|
| |
|
| | damage = self.combat.attack(opponent, self.player)
|
| | print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
|
| |
|
| | if self.player.stats.health <= 0:
|
| | self.game_over()
|
| | break
|
| |
|
| | elif action == "use":
|
| | item_name = input(f"{Colors.YELLOW}Use what item? {Colors.RESET}").strip().lower()
|
| |
|
| |
|
| | for item_id, (item, quantity) in self.player.inventory.items():
|
| | if item.name.lower() == item_name.lower():
|
| | if item.use(self.player):
|
| | if item.consumable:
|
| | if quantity > 1:
|
| | self.player.inventory[item_id] = (item, quantity - 1)
|
| | else:
|
| | self.player.remove_item(item_id)
|
| | print(f"{Colors.GREEN}You use the {item.name}.{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}You can't use the {item.name}.{Colors.RESET}")
|
| | break
|
| | else:
|
| | print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
|
| |
|
| |
|
| | damage = self.combat.attack(opponent, self.player)
|
| | print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
|
| |
|
| | if self.player.stats.health <= 0:
|
| | self.game_over()
|
| | break
|
| |
|
| | elif action == "item":
|
| |
|
| | item_name = input(f"{Colors.YELLOW}Use what item? {Colors.RESET}").strip().lower()
|
| |
|
| |
|
| | for item_id, (item, quantity) in self.player.inventory.items():
|
| | if item.name.lower() == item_name.lower():
|
| | if item.use(self.player):
|
| | if item.consumable:
|
| | if quantity > 1:
|
| | self.player.inventory[item_id] = (item, quantity - 1)
|
| | else:
|
| | self.player.remove_item(item_id)
|
| | print(f"{Colors.GREEN}You use the {item.name}.{Colors.RESET}")
|
| | else:
|
| | print(f"{Colors.RED}You can't use the {item.name}.{Colors.RESET}")
|
| | break
|
| | else:
|
| | print(f"{Colors.RED}You don't have a {item_name}.{Colors.RESET}")
|
| |
|
| |
|
| | damage = self.combat.attack(opponent, self.player)
|
| | print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
|
| |
|
| | if self.player.stats.health <= 0:
|
| | self.game_over()
|
| | break
|
| |
|
| | else:
|
| | print(f"{Colors.RED}Invalid action!{Colors.RESET}")
|
| |
|
| | damage = self.combat.attack(opponent, self.player)
|
| | print(f"{Colors.RED}{opponent.name} attacks you for {damage} damage!{Colors.RESET}")
|
| |
|
| | if self.player.stats.health <= 0:
|
| | self.game_over()
|
| | break
|
| |
|
| | except KeyboardInterrupt:
|
| | print("\nGoodbye!")
|
| | self.running = False
|
| | break
|
| | except EOFError:
|
| | print("\nGoodbye!")
|
| | self.running = False
|
| | break
|
| | except Exception as e:
|
| | print(f"{Colors.RED}Error: {e}{Colors.RESET}")
|
| |
|
| | def end_combat(self):
|
| | self.in_combat = False
|
| | self.current_opponent = None
|
| |
|
| | def random_encounter(self):
|
| | encounters = [
|
| | {
|
| | "message": "You encounter a wandering merchant.",
|
| | "type": "npc",
|
| | "npc": NPC(
|
| | id="merchant",
|
| | name="Wandering Merchant",
|
| | description="A traveling merchant with a cart full of goods.",
|
| | dialogue={
|
| | "greeting": [
|
| | "Hello, traveler! Care to buy something?",
|
| | "Greetings! I have many fine wares for sale."
|
| | ]
|
| | },
|
| | location_id=self.player.location_id
|
| | )
|
| | },
|
| | {
|
| | "message": "You find a treasure chest!",
|
| | "type": "item",
|
| | "items": [
|
| | Item(
|
| | id="gold",
|
| | name="Gold",
|
| | description="Shiny gold coins.",
|
| | value=50,
|
| | stackable=True
|
| | )
|
| | ]
|
| | },
|
| | {
|
| | "message": "You are ambushed by bandits!",
|
| | "type": "combat",
|
| | "npc": NPC(
|
| | id="bandit",
|
| | name="Bandit",
|
| | description="A dangerous-looking bandit with a weapon.",
|
| | dialogue={},
|
| | location_id=self.player.location_id,
|
| | hostile=True,
|
| | stats=Stats(health=40, max_health=40)
|
| | )
|
| | },
|
| | {
|
| | "message": "You discover a hidden path!",
|
| | "type": "location",
|
| | "location": Location(
|
| | id="hidden_path",
|
| | name="Hidden Path",
|
| | description="A secret path that few know about.",
|
| | position=Position(0, 0, 0)
|
| | )
|
| | }
|
| | ]
|
| |
|
| | encounter = random.choice(encounters)
|
| | print(f"{Colors.YELLOW}{encounter['message']}{Colors.RESET}")
|
| |
|
| | if encounter["type"] == "npc":
|
| | location = self.world.get_location(self.player.location_id)
|
| | if location:
|
| | location.add_npc(encounter["npc"])
|
| |
|
| | elif encounter["type"] == "item":
|
| | location = self.world.get_location(self.player.location_id)
|
| | if location:
|
| | for item in encounter["items"]:
|
| | location.add_item(item)
|
| |
|
| | elif encounter["type"] == "combat":
|
| | self.start_combat(encounter["npc"])
|
| |
|
| | elif encounter["type"] == "location":
|
| | self.world.add_location(encounter["location"])
|
| | self.player.known_locations.append(encounter["location"].id)
|
| |
|
| | def random_event(self):
|
| | events = [
|
| | {
|
| | "message": "It starts to rain.",
|
| | "effect": lambda: setattr(self.world, "weather", Weather.RAINY)
|
| | },
|
| | {
|
| | "message": "The clouds part and the sun shines through.",
|
| | "effect": lambda: setattr(self.world, "weather", Weather.CLEAR)
|
| | },
|
| | {
|
| | "message": "You feel a bit hungry.",
|
| | "effect": lambda: setattr(self.player.stats, "hunger", max(0, self.player.stats.hunger - 10))
|
| | },
|
| | {
|
| | "message": "You feel a bit thirsty.",
|
| | "effect": lambda: setattr(self.player.stats, "thirst", max(0, self.player.stats.thirst - 10))
|
| | },
|
| | {
|
| | "message": "You feel refreshed.",
|
| | "effect": lambda: setattr(self.player.stats, "stamina", min(self.player.stats.max_stamina, self.player.stats.stamina + 20))
|
| | },
|
| | {
|
| | "message": "You find a coin on the ground.",
|
| | "effect": lambda: self.player.add_item(Item(
|
| | id="gold",
|
| | name="Gold",
|
| | description="A single gold coin.",
|
| | value=1,
|
| | stackable=True
|
| | ))
|
| | }
|
| | ]
|
| |
|
| | event = random.choice(events)
|
| | print(f"{Colors.YELLOW}{event['message']}{Colors.RESET}")
|
| | event["effect"]()
|
| |
|
| |
|
| | def main():
|
| | game = Game()
|
| | game.start()
|
| |
|
| | if __name__ == "__main__":
|
| | main() |