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game.py
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import os
import time
import random
# [Entities]
class Entity:
def __init__(self):
self.name = 'Entity'
self.hp_max = 1
self.hp = self.hp_max
self.str = 1
def attack(self, target):
dmg = self.get_dmg(target)
target.hp_sub(dmg)
return dmg
def hp_add(self, n):
result = self.hp + n
if result > self.hp_max:
total = n - (result - self.hp_max)
self.hp += total
return total
else:
self.hp += n
return n
def hp_sub(self, n):
self.hp -= n
def get_dmg(self, target):
return self.str
class Player(Entity):
def __init__(self):
super().__init__()
self.name = 'Player'
self.hp_max = 10
self.hp = self.hp_max
self.str = 1
self.lvl = 1
self.xp = 0
self.gold = 0
self.day = 1
self.weapon = Weapon
self.armor = Armor
self.bed = Bed
self.table_xp = [0, 10, 20, 50, 100, 200, 500, float('inf')]
self.table_str = [0, 1, 2, 1, 3, 2, 3, 5, float('inf')]
def buy(self, item, type=None):
match type:
case 'weapon':
self.weapon = item
case 'armor':
self.armor = item
def lvl_up(self):
gain_hp = self.lvl
gain_str = self.table_str[self.lvl]
self.xp -= self.table_xp[self.lvl]
self.hp_max += gain_hp
self.hp += gain_hp
self.str += gain_str
self.lvl += 1
return gain_hp, gain_str
def get_dmg(self, target):
return self.str + self.weapon.stat
def get_status(self):
return f'[{self.name}] - [HP: {self.hp}/{self.hp_max}, STR: {self.str}] - [LVL: {self.lvl}, XP: {self.xp}/{self.table_xp[self.lvl]}]'\
f' - [GOLD: {self.gold}] - [DAY: {self.day}]\n[W: {self.weapon.name} ({self.weapon.stat}), A: {self.armor.name}'\
f' ({self.armor.stat}), BED: {self.bed.name} ({self.bed.stat})]\n'
class Enemy(Entity):
def __init__(self):
super().__init__()
self.name = 'Enemy'
self.hp_max = 1
self.hp = self.hp_max
self.str = 1
self.reward_xp = 1
self.reward_gold = 1
def get_dmg(self, target):
dmg = self.str - target.armor.stat
if dmg > 0:
return dmg
else:
return 0
def get_status(self):
return f' [{self.name}] - [HP: {self.hp}]\n'
class Rat(Enemy):
def __init__(self):
super().__init__()
self.name = 'Rat'
self.hp_max = 3
self.hp = self.hp_max
self.str = 2
self.reward_xp = 7
self.reward_gold = 0
class Slime(Enemy):
def __init__(self):
super().__init__()
self.name = 'Slime'
self.hp_max = 5
self.hp = self.hp_max
self.str = 1
self.reward_xp = 6
self.reward_gold = 1
class Goblin(Enemy):
def __init__(self):
super().__init__()
self.name = 'Goblin'
self.hp_max = 8
self.hp = self.hp_max
self.str = 2
self.reward_xp = 9
self.reward_gold = 6
class Wolf(Enemy):
def __init__(self):
super().__init__()
self.name = 'Wolf'
self.hp_max = 10
self.hp = self.hp_max
self.str = 3
self.reward_xp = 14
self.reward_gold = 0
class Zombie(Enemy):
def __init__(self):
super().__init__()
self.name = 'Zombie'
self.hp_max = 18
self.hp = self.hp_max
self.str = 2
self.reward_xp = 12
self.reward_gold = 8
class Bandit(Enemy):
def __init__(self):
super().__init__()
self.name = 'Bandit'
self.hp_max = 20
self.hp = self.hp_max
self.str = 3
self.reward_xp = 16
self.reward_gold = 14
class Cobra(Enemy):
def __init__(self):
super().__init__()
self.name = 'Cobra'
self.hp_max = 14
self.hp = self.hp_max
self.str = 5
self.reward_xp = 26
self.reward_gold = 0
class Ghoul(Enemy):
def __init__(self):
super().__init__()
self.name = 'Ghoul'
self.hp_max = 22
self.hp = self.hp_max
self.str = 4
self.reward_xp = 17
self.reward_gold = 19
class Werewolf(Enemy):
def __init__(self):
super().__init__()
self.name = 'Werewolf'
self.hp_max = 30
self.hp = self.hp_max
self.str = 6
self.reward_xp = 32
self.reward_gold = 0
class Skeleton(Enemy):
def __init__(self):
super().__init__()
self.name = 'Skeleton'
self.hp_max = 40
self.hp = self.hp_max
self.str = 5
self.reward_xp = 23
self.reward_gold = 21
class Ogre(Enemy):
def __init__(self):
super().__init__()
self.name = 'Ogre'
self.hp_max = 60
self.hp = self.hp_max
self.str = 5
self.reward_xp = 35
self.reward_gold = 25
class Troll(Enemy):
def __init__(self):
super().__init__()
self.name = 'Ogre'
self.hp_max = 70
self.hp = self.hp_max
self.str = 5
self.reward_xp = 40
self.reward_gold = 20
class Wyvern(Enemy):
def __init__(self):
super().__init__()
self.name = 'Wyvern'
self.hp_max = 80
self.hp = self.hp_max
self.str = 6
self.reward_xp = 70
self.reward_gold = 0
class Boss(Enemy):
def __init__(self):
super().__init__()
self.name = 'Dragon Lord'
self.hp_max = 100
self.hp = self.hp_max
self.str = 10
self.reward_xp = 0
self.reward_gold = 0
# [Items]
class Item():
name = None
value = 0
stat = 0
# Weapons
class Weapon(Item): # value per dmg
name = None
value = 0
stat = 0
class Club(Weapon): # 4.00
name = 'Club'
value = 8
stat = 2
class Dagger(Weapon): # 4.25
name = 'Dagger'
value = 17
stat = 4
class Shortsword(Weapon): # 4.33
name = 'Shortsword'
value = 26
stat = 6
class Spear(Weapon): # 4.375
name = 'Spear'
value = 35
stat = 8
class Mace(Weapon): # 4.58
name = 'Mace'
value = 55
stat = 12
class Saber(Weapon): # 5.00
name = 'Saber'
value = 80
stat = 16
class Katana(Weapon): # 5.83
name = 'Katana'
value = 140
stat = 24
class Claymore(Weapon): # 7.50
name = 'Claymore'
value = 300
stat = 40
# Armors
class Armor(Item): # value per defense
name = None
value = 0
stat = 0
class LeatherArmor(Armor): # 15.00
name = 'Leather Armor'
value = 15
stat = 1
class Chainmail(Armor): # 16.66
name = 'Chainmail'
value = 50
stat = 3
class PlateArmor(Armor): # 20.00
name = 'Plate Armor'
value = 100
stat = 5
# Beds
class Bed(Item):
name = None
value = 0
stat = 5
class SimpleBed(Bed):
name = 'Simple Bed'
value = 20
stat = 10
class ComfortableBed(Bed):
name = 'Comfortable Bed'
value = 100
stat = 20
# [Functions]
def random_enemy(plr):
enemies = {1: [Rat],
2: [Rat, Slime],
3: [Rat, Slime],
3: [Rat, Slime],
4: [Slime],
5: [Slime, Goblin],
6: [Slime, Goblin],
7: [Slime, Goblin],
8: [Goblin],
9: [Goblin, Wolf],
10: [Goblin, Wolf],
11: [Goblin, Wolf],
12: [Wolf],
13: [Wolf, Zombie],
14: [Wolf, Zombie],
15: [Wolf, Zombie],
16: [Zombie],
17: [Zombie, Bandit],
18: [Zombie, Bandit],
19: [Zombie, Bandit],
20: [Bandit],
21: [Bandit, Cobra],
22: [Bandit, Cobra],
23: [Bandit, Cobra],
24: [Cobra],
25: [Cobra, Ghoul],
26: [Cobra, Ghoul],
27: [Cobra, Ghoul],
28: [Ghoul],
29: [Ghoul, Werewolf],
30: [Ghoul, Werewolf],
31: [Ghoul, Werewolf],
32: [Werewolf],
33: [Werewolf, Skeleton],
34: [Werewolf, Skeleton],
35: [Werewolf, Skeleton],
36: [Skeleton],
37: [Skeleton, Ogre],
38: [Skeleton, Ogre],
39: [Skeleton, Ogre],
40: [Ogre],
41: [Ogre, Troll],
42: [Ogre, Troll],
43: [Ogre, Troll],
44: [Troll],
45: [Troll, Wyvern],
46: [Troll, Wyvern],
47: [Troll, Wyvern],
48: [Wyvern],
49: [Wyvern]}
try:
result = random.choice(enemies[plr.day])
except KeyError:
result = Boss
return result()
def msg(string, duration=1.0):
print(f'\n {string}')
time.sleep(duration)
def shop(plr, item_list):
for i, element in enumerate(item_list):
item = element[0]
is_owned = element[1]
print(f' ({i + 1}) {item.name} / {item.stat} / {item.value} / [{is_owned}]')
inp = input('> ')
try:
element = item_list[int(inp) - 1]
item = element[0]
if plr.gold >= item.value:
if element[1] is False:
plr.gold -= item.value
if issubclass(item, Weapon):
plr.weapon = item
elif issubclass(item, Armor):
plr.armor = item
elif issubclass(item, Bed):
plr.bed = item
element[1] = True
msg(f'Bought {item.name}!')
else:
msg('Not enough gold!')
except (IndexError, ValueError):
pass
def main():
plr = Player()
weapon_list = [[Weapon, True], [Club, False], [Dagger, False], [Shortsword, False], [Spear, False], [Mace, False], [Saber, False], [Katana, False], [Claymore, False]]
armor_list = [[Armor, True], [LeatherArmor, False], [Chainmail, False], [PlateArmor, False]]
bed_list = [[Bed, True], [SimpleBed, False], [ComfortableBed, False]]
is_boss_defeated = False
while True:
os.system('cls')
print(plr.get_status())
print(' [HUB]\n (1) Fight\n (2) Rest\n (3) Shop')
inp = input('> ')
os.system('cls')
match inp:
case '1':
enemy = random_enemy(plr)
is_player_turn = True
while True:
os.system('cls')
print(plr.get_status())
print(enemy.get_status())
if plr.hp > 0:
if enemy.hp > 0:
if is_player_turn == True:
print(' Choose action: (1) Attack | (2) Flee')
inp = input('> ')
match inp:
case '1':
dmg = plr.attack(enemy)
msg(f'{plr.name} attacks for {dmg}.', 0.5)
case '2':
msg('Fleeing!')
break
case _:
msg('You do nothing.', 0.5)
is_player_turn = False
else:
dmg = enemy.attack(plr)
msg(f'{enemy.name} attacks for {dmg}.')
is_player_turn = True
else:
msg(f'Enemy defeated!\n Reward: {enemy.reward_xp} XP | {enemy.reward_gold} Gold')
plr.xp += enemy.reward_xp
plr.gold += enemy.reward_gold
while plr.xp >= plr.table_xp[plr.lvl]:
gain = plr.lvl_up()
msg(f'LEVEL UP!\n +{gain[0]} HP, +{gain[1]} STR')
if enemy.__class__ == Boss:
is_boss_defeated = True
break
else:
break
if plr.hp <= 0:
msg("You've died.", 2)
break
if is_boss_defeated:
msg('The final boss has been defeated!', 2)
break
plr.day += 1
case '2':
rested = False
total_regen = 0
while True:
os.system('cls')
print(plr.get_status())
print(' [REST]\n')
if not rested:
msg('Resting...', 2)
total_regen = plr.hp_add(plr.bed.stat)
plr.day += 1
rested = True
else:
msg(f'Rested for {total_regen} HP.')
break
case '3':
print(plr.get_status())
print(' [SHOP]\n (1) Weapons\n (2) Armors\n (3) Beds\n (ENTER) Back')
inp = input('> ')
os.system('cls')
print(plr.get_status())
match inp:
# Weapons
case '1':
print(' [SHOP] - [Weapons]\n\n Name / Damage / Price / Owned')
shop(plr, weapon_list)
# Armors
case '2':
print(' [SHOP] - [Armors]\n\n Name / Defense / Price / Owned')
shop(plr, armor_list)
# Beds
case '3':
print(' [SHOP] - [Beds]\n\n Name / Regen / Price / Owned')
shop(plr, bed_list)
case _:
exec(inp) # Debug, TO BE REMOVED!
print(f"\n {plr.name}'s adventure is over.\n\n The End\n")
if __name__ == '__main__':
main()
# TODO: Fix ending