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main.py
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223 lines (166 loc) · 9.99 KB
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from classes.game import Person, bcolors
from classes.magic import Spell
from classes.inventory import Item
import random
#Static power bar, etc for reference
# print("\n \n")
# print("NAME HP MP")
# print(" _________________________ _________________________")
# print("Valos 220/460 |" + bcolors.okgreen + "█████████████████████████" + bcolors.ENDC + "| 65/65 |" + bcolors.okblue + "█████████████████████████" + bcolors.ENDC + "|")
# print("\n")
#create black magic
fire = Spell("Fire", 25, 600, "black")
thunder = Spell("Thunder", 30, 700, "black")
blizzard = Spell("Blizzard", 20, 400, "black")
meteor = Spell("Meteor", 40, 1100, "black")
quake = Spell("Quake", 25, 850, "black")
#create white magic
cure = Spell("Cure", 25, 600, "white")
cura = Spell("Cura", 35, 1200, "white")
player_spellsvid = [fire, thunder, blizzard, cure]
player_spellsjojo = [fire, thunder, blizzard, meteor, cure, cura]
player_spellsstevens = [blizzard, cure, cura]
enemy_spells = [fire, meteor, quake, cure]
#----------------------------------------------------------------------
#create some items
potion = Item("Potion", "potion", "Heals 50 HP", 50)
hipotion = Item("Hi-Potion", "potion", "Heals 100 HP", 100)
superpotion = Item("Super-Potion", "potion", "Heals 500 HP", 500)
elixer = Item("Elixer", "elixer", "Fully restores HP/MP of one party member", 10000)
hielixer = Item("Hi-Elixer", "elixer", "Fully restores HP/MP of party", 10000)
grenade = Item("Grenade", "attack", "Deals 500 Damage", 500)
player_items = [{"item": potion, "quantity": 15}, {"item": hipotion, "quantity": 5}, {"item": superpotion, "quantity": 3}, {"item": elixer, "quantity": 2},
{"item": hielixer, "quantity": 1}, {"item": grenade, "quantity": 5}]
#instantiate the spells
player1 = Person("Jiten", 3000, 120, 400, 40, player_spellsvid, player_items) #attack guy
player2 = Person("Jagvi", 2000, 200, 150, 40, player_spellsjojo, player_items) #magic guy
player3 = Person("Suhru", 5000, 70, 250, 40, player_spellsstevens, player_items) #attack tank
#instantiate the enimies
enemy1 = Person("Imp ", 3500, 500, 400, 23, enemy_spells, [])
enemy2 = Person("OG Two Tone", 11000, 400, 600, 23, enemy_spells, [])
enemy3 = Person("Simp ", 2000, 500, 445, 23, enemy_spells, [])
#making all these bad boys players into lists for later
players = [player1, player2, player3]
enemies = [enemy1, enemy2, enemy3]
running = True
i = 0
print(bcolors.FAIL + bcolors.BOLD + "AN ENEMY ATTACKS" + bcolors.ENDC)
while running:
print("=================================================")
print("\n")
print("NAME HP MP")
for player in players:
player.get_stats()
print("\n")
for enemy in enemies:
enemy.enemy_get_stats()
for player in players:
player.choose_action()
choice = input("\n" + "Choose Action: ")
index = int(choice)-1
alldead = False
if index == 0:
dmg = player.generate_dmg()
enemy = player.choose_target(enemies)
enemies[enemy].take_dmg(dmg)
print("You attacked", enemies[enemy].name, "for,", dmg, "points of damage.")
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name, "has died!")
del enemies[enemy]
if len(enemies) == 0:
alldead = True
break
elif index ==1:
player.choose_magic()
magic_choice = int(input("\n" + "Choose Magic")) - 1
if magic_choice == -1:
continue
spell = player.magic[magic_choice] #this just looks into the list of magic, which we have named player_spells, and then using the self.magic, this gets player.fire or whatever (which is a class i guess)
#so then spell is acc equal to like fire, thunder or whatever, and then the next line just does fire.generate_dmg() and gives a value
magic_dmg = spell.generate_dmg()
current_mp = player.get_mp()
if spell.cost > current_mp:
print(bcolors.FAIL + "\n Not Enough MP \n" + bcolors.ENDC)
continue
if spell.type == "white":
player.heal(magic_dmg)
print(bcolors.okblue + "\n" + spell.name + " heals for", str(magic_dmg), "HP." + bcolors.ENDC)
elif spell.type == "black":
enemy = player.choose_target(enemies)
enemies[enemy].take_dmg(magic_dmg)
player.reduce_mp(spell.cost)
print(bcolors.okblue + "\n" + spell.name + " deals", str(magic_dmg), " points of damage to", enemies[enemy].name, bcolors.ENDC)
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name, "has died!")
del enemies[enemy]
if len(enemies) == 0:
alldead = True
break
elif index == 2:
player.choose_item()
item_choice = (int(input("Choose Item"))) - 1
if item_choice == -1:
continue
item = player.items[item_choice]["item"]
if player.items[item_choice]["quantity"] == 0:
print(bcolors.FAIL + "\n" + "None left boyo..." + bcolors.ENDC)
continue
player.items[item_choice]["quantity"] -= 1
if item.type == "potion":
player.heal(item.prop)
print(bcolors.okgreen + "\n" + item.name + "heals for", str(item.prop), "HP" + bcolors.ENDC)
elif item.type =="elixer":
if item.name == "Hi-Elixer":
for i in players:
i.hp = i.maxhp
i.mp = i.maxmp
else:
player.hp = player.maxhp
player.mp = player.maxmp
print(bcolors.okgreen + "\n" + item.name + "fully restores HP and MP." + bcolors.ENDC)
elif item.type =="attack":
enemy = player.choose_target(enemies)
enemies[enemy].take_dmg(item.prop)
print(bcolors.okgreen + "\n" + item.name + " deals", item.prop, "of damage to", enemies[enemy].name, bcolors.ENDC)
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name, "has died!")
del enemies[enemy]
if len(enemies) == 0:
alldead = True
break
#check if the battle is already over, before attacking
defeated_enemies = 0
defeated_players = 0
for enemy in enemies:
if enemy.get_hp() == 0:
defeated_enemies += 1
for player in players:
if player.get_hp() == 0:
defeated_players += 1
if defeated_enemies == 2 or alldead == True:
print(bcolors.okgreen + "It aint much but atleast you won at somethin" + bcolors.ENDC)
running = False
elif defeated_players == 2 or alldead == True:
print((bcolors.FAIL + "How shitty is your life rn? LMFAOOOO" + bcolors.ENDC))
running = False
for enemy in enemies:
enemy_choice = random.randrange(0, 2)
if enemy_choice == 0:
target = random.randrange(0, len(players))
enemy_dmg = enemy.generate_dmg()
players[target].take_dmg(enemy_dmg)
print( enemy.name, "attacks " + players[target].name + " for", enemy_dmg)
if enemy_choice == 1:
spell, magic_dmg = enemy.choose_enemy_spell()
enemy.reduce_mp(spell.cost)
if spell.type == "white":
enemy.heal(magic_dmg)
print(bcolors.okblue + "\n" + spell.name + " heals" + enemy.name +"for", str(magic_dmg), "HP." + bcolors.ENDC)
elif spell.type == "black":
target = random.randrange(0, len(players))
players[target].take_dmg(magic_dmg)
print(bcolors.okblue + "\n" + enemy.name + " 's " + spell.name + " deals", str(magic_dmg), " points of damage to", players[target].name, bcolors.ENDC)
if players[target].get_hp() == 0:
print("RIP", players[target].name)
del players[target]
# print("Enemy chose: ", spell, "damage is", magic_dmg)