API merge final
This commit is contained in:
@@ -1,22 +1,114 @@
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# Game imports
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from serializable import Serializable
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from items.item import Item
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# Native imports
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import uuid
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class Entity(Serializable):
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def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item=None):
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def __init__(self, name:str, strength:int, dexterity:int, intelligence:int, wisdom:int, charisma:int, hp:int, armor:int, speed:int, equipped_item:Item=None):
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self.id = str(uuid.uuid4())
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self.name = name
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self.strength = strength
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self.dexterity = dexterity
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self.intelligence = intelligence
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self.wisdom = wisdom
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self.charisma = charisma
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self.hp = hp
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self.armor = armor
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self.speed = speed
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self.equipped_item = equipped_item
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self.strength = 20
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self.dexterity = 20
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self.intelligence = 20
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self.wisdom = 20
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self.charisma = 20
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self.hp = 100
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self.armor = 100
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self.speed = 100
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self.set_strength(strength)
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self.set_dexterity(dexterity)
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self.set_intelligence(intelligence)
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self.set_wisdom(wisdom)
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self.set_charisma(charisma)
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self.set_hp(hp)
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self.set_armor(armor)
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self.set_speed(speed)
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self.equipped_item = None
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if equipped_item:
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self.set_equipped_item(equipped_item)
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def clamp(self, valeur, min_val, max_val):
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return max(min_val, min(valeur, max_val))
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def get_id(self):
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return self.id
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return self.id
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def get_strength(self):
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if self.equipped_item and "strength" in self.equipped_item.stat_modifier.keys():
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return self.clamp(self.strength + self.equipped_item.stat_modifier["strength"], 0, 20)
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return self.clamp(self.strength, 0, 20)
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def get_dexterity(self):
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if self.equipped_item and "dexterity" in self.equipped_item.stat_modifier.keys():
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return self.clamp(self.dexterity + self.equipped_item.stat_modifier["dexterity"], 0, 20)
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return self.clamp(self.dexterity, 0, 20)
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def get_intelligence(self):
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if self.equipped_item and "intelligence" in self.equipped_item.stat_modifier.keys():
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return self.clamp(self.intelligence + self.equipped_item.stat_modifier["intelligence"], 0, 20)
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return self.clamp(self.intelligence, 0, 20)
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def get_wisdom(self):
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if self.equipped_item and "wisdom" in self.equipped_item.stat_modifier.keys():
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return self.clamp(self.wisdom + self.equipped_item.stat_modifier["wisdom"], 0, 20)
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return self.clamp(self.wisdom, 0, 20)
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def get_charisma(self):
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if self.equipped_item and "charisma" in self.equipped_item.stat_modifier.keys():
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return self.clamp(self.charisma + self.equipped_item.stat_modifier["charisma"], 0, 20)
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return self.clamp(self.charisma, 0, 20)
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def get_hp(self):
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if self.equipped_item and "hp" in self.equipped_item.stat_modifier.keys():
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return self.clamp(self.hp + self.equipped_item.stat_modifier["hp"], 0, 100)
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return self.clamp(self.hp, 0, 100)
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def get_armor(self):
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if self.equipped_item and "armor" in self.equipped_item.stat_modifier.keys():
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return self.clamp(self.armor + self.equipped_item.stat_modifier["armor"], 0, 100)
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return self.clamp(self.armor, 0, 100)
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def get_speed(self):
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if self.equipped_item and "speed" in self.equipped_item.stat_modifier.keys():
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return self.clamp(self.speed + self.equipped_item.stat_modifier["speed"], 0, 100)
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return self.clamp(self.speed, 0, 100)
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def get_equipped_item(self):
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return self.equipped_item
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def set_strength(self, value:int):
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self.strength = self.clamp(value, 0, 20)
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def set_dexterity(self, value:int):
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self.dexterity = self.clamp(value, 0, 20)
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def set_intelligence(self, value:int):
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self.intelligence = self.clamp(value, 0, 20)
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def set_wisdom(self, value:int):
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self.wisdom = self.clamp(value, 0, 20)
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def set_charisma(self, value:int):
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self.charisma = self.clamp(value, 0, 20)
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def set_hp(self, value:int):
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self.hp = self.clamp(value, 0, 100)
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def set_armor(self, value:int):
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self.armor = self.clamp(value, 0, 100)
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def set_speed(self, value:int):
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self.speed = self.clamp(value, 0, 100)
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def set_equipped_item(self, item:Item):
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self.equipped_item = item
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def deal_damage(self, dmg_amount:int):
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current_hp = self.get_hp()
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self.set_hp(current_hp - dmg_amount)
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@@ -1,5 +1,6 @@
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from entity import Entity
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from entities.entity import Entity
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class NPC(Entity):
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def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed):
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super().__init__(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed)
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def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item = None):
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super().__init__(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
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@@ -1,9 +1,6 @@
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from inventory import Inventory
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from entity import Entity
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from entities.entity import Entity
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class Player(Entity):
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def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, item=None):
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super().__init__(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed)
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self.inventory = Inventory()
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if item:
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self.inventory.add_item(item)
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def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item=None):
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super().__init__(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
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@@ -1,14 +1,42 @@
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# Game imports
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from serializable import Serializable
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from entities.entity import Entity
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from turn import Turn, TurnAction
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# Native imports
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import json
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import uuid
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class Event(Serializable):
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def __init__(self, location:str):
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def __init__(self, location:str, initial_description:str, entities:list[str]):
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super().__init__()
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self.id = str(uuid.uuid4())
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self.location = location
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self.description = ""
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self.id:str = str(uuid.uuid4())
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self.location:str = location
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self.initial_description:str = initial_description
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self.entities:list[str] = entities
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self.turns:list[Turn] = []
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self.add_turn()
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def remove_entity(self, entity_id:str):
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if entity_id in self.entities:
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self.entities.remove(entity_id)
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def get_current_turn(self):
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idx = len(self.turns) - 1
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if idx < 0:
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raise IndexError("There is no turns yet, you should create one!")
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return self.turns[idx]
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def add_turn(self):
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self.turns.append(Turn())
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def perform_action(self, action:TurnAction, entity_id:str, description:str):
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current_turn = self.get_current_turn()
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current_turn.add_action(action_type=action, entity_id=entity_id, description=description)
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if current_turn.is_finished():
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self.add_turn()
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return True
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return False
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@@ -1,14 +1,21 @@
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# Game import
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from serializable import Serializable
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# Native imports
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from enum import Enum, IntEnum
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from enum import Enum
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class Action(Enum):
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ATTACK = 'strength' # Physical Battle action
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FORCE = 'strength' # Actions that requires physical effort
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SPELL = 'intelligence' # Many kind of spell (battle or not)
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SCAN = 'wisdom' # Danger in environment or NPC's lies
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SPEECH = 'charisma' # To persuade or deceive
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AGILE = 'dexterity' # Avoid traps or incoming attacks & spell
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class TurnAction(Enum):
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DAMAGE = 'deal_damage'
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STATS = 'modify_stat'
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BASIC = 'basic_action'
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class BonusAction(IntEnum):
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EQUIP_ITEM = 0
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USE_CONSUMMABLE = 1
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class Turn(Serializable):
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def __init__(self):
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super().__init__()
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self.actions = {}
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def add_action(self, action_type:TurnAction, entity_id:str, description:str):
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self.actions[entity_id] = f'[{action_type.value}]: ' + description
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def is_finished(self, nb_entities:int):
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return len(self.actions.keys()) == nb_entities
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166
game.py
166
game.py
@@ -4,6 +4,19 @@ from events.event import Event
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from entities.player import Player
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from entities.npc import NPC
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from items.item import Item
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from events.turn import TurnAction
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from enum import IntEnum
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class Stat(IntEnum):
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STRENGTH = 0,
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INTELLIGENCE = 1,
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DEXTERITY = 2,
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WISDOM = 3,
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CHARISMA = 4,
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HP = 5,
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ARMOR = 6,
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SPEED = 7
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class Game(Serializable):
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def __init__(self, seed:int=42):
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@@ -12,24 +25,65 @@ class Game(Serializable):
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self.active_items:list[Item] = []
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self.events:list[Event] = []
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self.turn_order:list[str] = []
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self.turn_idx = 0
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def get_entity(self, entity_id:str):
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for entity in (self.active_players + self.active_npcs):
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if entity.id == entity_id:
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return entity
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raise ReferenceError(f"The player #{entity_id} doesn't exist!")
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def get_player(self, player_id:str):
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for player in self.active_players:
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if player.id == player_id:
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return player
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raise ReferenceError(f"The player #{player_id} doesn't exist!")
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def create_player(self, name:str, strength:int, dexterity:int, intelligence:int, wisdom:int, charisma:int, hp:int, armor:int, speed:int, equipped_item:Item=None):
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new_player = Player(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
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self.active_players.append(new_player)
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def get_npc(self, npc_id:str):
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for npc in self.active_npcs:
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if npc.id == npc_id:
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return npc
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raise ReferenceError(f"The npc #{npc_id} doesn't exist!")
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def create_npc(self, name:str, strength:int, dexterity:int, intelligence:int, wisdom:int, charisma:int, hp:int, armor:int, speed:int, equipped_item:Item=None):
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new_npc = NPC(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
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self.active_players.append(new_npc)
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def get_item(self, item_id:str):
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for item in self.active_items:
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if item.id == item_id:
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return item
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raise ReferenceError(f"The item #{item_id} doesn't exist!")
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def create_item(self,name:str, description:str, stat_modifier:dict[str, int]):
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new_item = Item(name, description, stat_modifier)
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def add_player(self, new_player:Player):
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if new_player.id in [player.id for player in self.active_players]:
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raise ReferenceError(f"Player id #{new_player.id} already present in game!")
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self.active_players.append(new_player)
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def add_ncp(self, new_ncp:NPC):
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if new_ncp.id in [npc.id for npc in self.active_npcs]:
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raise ReferenceError(f"NCP id #{new_ncp.id} already present in game!")
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self.active_npcs.append(new_ncp)
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def add_item(self, new_item:Item):
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if new_item.id in [item.id for item in self.active_items]:
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raise ReferenceError(f"Item id #{new_item.id} already present in game!")
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self.active_items.append(new_item)
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def add_item_to_entity(self, item_id:str, entity_id:str):
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item = self.get_item(item_id)
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entity = self.get_entity(entity_id)
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entity.set_equipped_item(item)
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self.active_items.remove(item)
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def get_current_event(self):
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idx = len(self.events) - 1
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@@ -39,5 +93,117 @@ class Game(Serializable):
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def add_event(self, new_event:Event):
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self.events.append(new_event)
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self.update_turn_order()
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self.turn_idx = 0
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def check_turn_ended(self):
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if self.turn_idx == len(self.turn_order)-1:
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# Turn end
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self.get_current_event().add_turn()
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self.update_turn_order()
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def update_turn_order(self):
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active_entities = self.get_current_event().entities
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entity_list = [self.get_entity(id) for id in active_entities]
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entity_list = self.sort_entities_by_speed(entity_list)
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self.turn_order = [entity.id for entity in entity_list]
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self.turn_idx = 0
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# Selection sort based on entity's speed
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def sort_entities_by_speed(self, entity_list:list[NPC|Player]):
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n = len(entity_list)
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for i in range(n):
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max_idx = i # Current fastest entity
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for j in range(i+1, n):
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entity_max = entity_list[max_idx]
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entity_j = entity_list[j]
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if entity_max.speed < entity_j.speed:
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max_idx = j # New Maximum Speed for j entity
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# Swapping current index i with the new maximum in i+1, n-1
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entity_list[i], entity_list[max_idx] = entity_list[max_idx], entity_list[i]
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return entity_list
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def kill_entity(self, entity_id:str):
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dead_entity = self.get_entity(entity_id)
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self.get_current_event().remove_entity(entity_id=entity_id)
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if isinstance(dead_entity, NPC):
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self.active_npcs.remove(dead_entity)
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if isinstance(dead_entity, Player):
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self.active_players.remove(dead_entity)
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def is_turn_coherent(self, entity_id:str):
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return self.turn_order[self.turn_idx] == entity_id
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def deal_damage(self, src:str, target:str, roll:int, stat:int, description:str):
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if not self.is_turn_coherent(src):
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raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
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src_entity = self.get_entity(src)
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target_entity = self.get_entity(target)
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dmg_amount = 0
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if stat == Stat.STRENGTH: # Strength damages physical and long closed range weapons
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dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_strength()
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elif stat == Stat.INTELLIGENCE: # Using magic
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dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_intelligence()
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elif stat == Stat.DEXTERITY: # Using daggers, bows or throws
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dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_dexterity()
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target_entity.deal_damage(dmg_amount)
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additional_info = f"; {target_entity.name}({target_entity.get_id()}) took {dmg_amount} damage, {target_entity.get_hp()}hp remaining!"
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if target_entity.get_hp() <= 0:
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self.kill_entity(target_entity)
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additional_info = f"; {target_entity.name}({target_entity.get_id()}) took {dmg_amount} damage, {target_entity.name} died!"
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turn_finished = self.get_current_event().perform_action(TurnAction.DAMAGE, src, description=description+additional_info)
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self.turn_idx += 1
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if turn_finished:
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self.update_turn_order()
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def modifying_stat(self, src:str, value:int, stat:int, description:str):
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if not self.is_turn_coherent(src):
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raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
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src_entity = self.get_entity(src)
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match(stat):
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case Stat.STRENGTH:
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src_entity.set_strength(src_entity.strength + value)
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case Stat.INTELLIGENCE:
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src_entity.set_intelligence(src_entity.intelligence + value)
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case Stat.DEXTERITY:
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src_entity.set_dexterity(src_entity.dexterity + value)
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case Stat.WISDOM:
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src_entity.set_wisdom(src_entity.wisdom + value)
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case Stat.CHARISMA:
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src_entity.set_charisma(src_entity.charisma + value)
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case Stat.HP:
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src_entity.set_hp(src_entity.hp + value)
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case Stat.ARMOR:
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src_entity.set_armor(src_entity.armor + value)
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case Stat.SPEED:
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src_entity.set_speed(src_entity.speed + value)
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turn_finished = self.get_current_event().perform_action(TurnAction.STATS, src, description=description)
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self.turn_idx += 1
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if turn_finished:
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self.update_turn_order()
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def simple_action(self, src:str, description:str):
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if not self.is_turn_coherent(src):
|
||||
raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
|
||||
|
||||
turn_finished = self.get_current_event().perform_action(TurnAction.BASIC, src, description=description)
|
||||
self.turn_idx += 1
|
||||
if turn_finished:
|
||||
self.update_turn_order()
|
||||
#TODO: Add State Summary as Resource?
|
||||
@@ -1,37 +0,0 @@
|
||||
from serializable import Serializable
|
||||
from items.item import Item
|
||||
|
||||
class Inventory(Serializable):
|
||||
def __init__(self, max_capacity:int = 5):
|
||||
super().__init__()
|
||||
self.items:list[Item] = []
|
||||
self.max_capacity = max_capacity # Maximum umber of items
|
||||
|
||||
def current_capacity(self):
|
||||
return len(self.items)
|
||||
|
||||
def list_items(self):
|
||||
s_items = ''
|
||||
for item in self.items:
|
||||
s_items += item.__str__() + '; '
|
||||
return s_items
|
||||
|
||||
def add_item(self, added_item:Item):
|
||||
if self.current_capacity() == self.max_capacity:
|
||||
return f'The inventory is full!'
|
||||
else:
|
||||
self.items.append(added_item)
|
||||
return f'{added_item.name} added to inventory. Current number of items: {self.current_capacity()}/{self.max_capacity}'
|
||||
|
||||
def remove_item(self, item_id:str):
|
||||
searched_item = self.get_item(item_id=item_id)
|
||||
if searched_item:
|
||||
return f'{searched_item.name} was removed from the inventory.'
|
||||
raise ValueError(f'Item #{item_id} is not present within the inventory!')
|
||||
|
||||
def get_item(self, item_id:str):
|
||||
for item in self.items:
|
||||
if item.id == item_id:
|
||||
return item
|
||||
# The item was not found
|
||||
return None
|
||||
@@ -1,9 +1,10 @@
|
||||
from typing import Dict
|
||||
from serializable import Serializable
|
||||
|
||||
import uuid
|
||||
|
||||
class Item(Serializable):
|
||||
def __init__(self,name:str, description:str, stat_modifier:str):
|
||||
def __init__(self,name:str, description:str, stat_modifier:Dict[str, int]):
|
||||
super().__init__()
|
||||
self.id = str(uuid.uuid4())
|
||||
self.name = name
|
||||
@@ -13,23 +14,4 @@ class Item(Serializable):
|
||||
def __str__(self):
|
||||
return f"{self.name}: {self.description}"
|
||||
|
||||
class Equippable(Item):
|
||||
def __init__(self, name, description, stat_modifier, equipped:bool):
|
||||
super().__init__(name, description, stat_modifier)
|
||||
self.equipped = equipped
|
||||
|
||||
def equip(self):
|
||||
self.equipped = True
|
||||
|
||||
def unequip(self):
|
||||
self.equipped = False
|
||||
|
||||
class Consummable(Item):
|
||||
def __init__(self, name, description, stat_modifier, nb_of_uses:int):
|
||||
super().__init__(name, description, stat_modifier)
|
||||
self.nb_of_uses = nb_of_uses
|
||||
|
||||
def consumme(self):
|
||||
if self.nb_of_uses > 0:
|
||||
self.nb_of_uses -= 1
|
||||
|
||||
51
server.py
51
server.py
@@ -1,18 +1,26 @@
|
||||
# Game imports
|
||||
from dice import Dice
|
||||
from game import Game
|
||||
from serializable import Serializable
|
||||
from events.event import Event
|
||||
|
||||
# Native imports
|
||||
from typing import Any, Dict
|
||||
import logging
|
||||
import httpx
|
||||
from mcp.server.fastmcp import FastMCP
|
||||
from dice import Dice
|
||||
from player import Player
|
||||
from item import Item
|
||||
from game import Game
|
||||
from npc import NPC
|
||||
from serializable import Serializable
|
||||
import json
|
||||
import os
|
||||
|
||||
# Constants
|
||||
HISTORY_FILE = "game_history.json"
|
||||
SAVE_PATH = "save_"
|
||||
|
||||
# Global Parameters
|
||||
mcp = FastMCP("wyvern-castle")
|
||||
game: Game = None
|
||||
|
||||
# Logging config
|
||||
logging.basicConfig(
|
||||
level=logging.INFO,
|
||||
format='%(asctime)s - %(name)s - %(levelname)s - %(message)s',
|
||||
@@ -21,10 +29,7 @@ logging.basicConfig(
|
||||
]
|
||||
)
|
||||
|
||||
# Constants
|
||||
HISTORY_FILE = "game_history.json"
|
||||
SAVE_PATH = "save_"
|
||||
|
||||
# SAVING & LOADING GAME STATE
|
||||
@mcp.tool()
|
||||
async def load_game(slot:int):
|
||||
"""Loads an already existing game.
|
||||
@@ -69,6 +74,7 @@ async def save_game(slot:int):
|
||||
"error": str(e)
|
||||
}
|
||||
|
||||
@DeprecationWarning
|
||||
def append_to_history(event: Dict[str, Any]):
|
||||
"""Append a game event to the history file."""
|
||||
history = []
|
||||
@@ -82,6 +88,7 @@ def append_to_history(event: Dict[str, Any]):
|
||||
with open(HISTORY_FILE, "w", encoding="utf-8") as f:
|
||||
json.dump(history, f, ensure_ascii=False, indent=2)
|
||||
|
||||
@DeprecationWarning
|
||||
def read_history() -> list:
|
||||
"""Read the game history from the file."""
|
||||
if os.path.exists(HISTORY_FILE):
|
||||
@@ -92,6 +99,26 @@ def read_history() -> list:
|
||||
return []
|
||||
return []
|
||||
|
||||
# EVENTS TOOLS
|
||||
@mcp.tool()
|
||||
async def start_event(location:str, initial_description:str, entity_list:list[str]):
|
||||
new_event = Event(location=location, initial_description=initial_description, entities=entity_list)
|
||||
game.add_event(new_event)
|
||||
|
||||
@mcp.tool()
|
||||
async def perform_action():
|
||||
pass
|
||||
|
||||
# ITEM TOOLS
|
||||
@mcp.tool()
|
||||
async def create_item():
|
||||
pass
|
||||
|
||||
@mcp.tool()
|
||||
async def add_item_to_entity():
|
||||
pass
|
||||
|
||||
# OTHER UTILS
|
||||
@mcp.tool()
|
||||
async def throw_a_dice(n_faces: int) -> Any:
|
||||
"""Throw a dice with n faces. If n==2 its a coin toss.
|
||||
@@ -111,7 +138,9 @@ async def throw_a_dice(n_faces: int) -> Any:
|
||||
else:
|
||||
return dice.roll()
|
||||
|
||||
|
||||
@mcp.tool()
|
||||
async def get_entity_status():
|
||||
pass
|
||||
|
||||
@mcp.tool()
|
||||
async def create_player(name: str, strength: int, dexterity: int, intelligence: int, wisdom: int, charisma: int, hp: int, armor: int, speed: int, item: str = "") -> Dict[str, Any]:
|
||||
|
||||
Reference in New Issue
Block a user