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main.py
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206 lines (152 loc) · 7.25 KB
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from classes.game import Person, bcolours
from classes.magic import Spell
from classes.inventory import Item
import random
# Create Black Magic
fire = Spell("Fire", 10, 100, "black")
thunder = Spell("Thunder", 10, 100, "black")
blizzard = Spell("Blizzard", 10, 100, "black")
meteor = Spell("Meteor", 20, 200, "black")
quake = Spell("quake", 14, 140, "black")
# Create White Magic
cure = Spell("Cure", 12, 120, "white")
cura = Spell("Cura", 20, 200, "white")
curaga = Spell("Curaga", 50, 6000, "white")
# Create Items
potion = Item("Potion", "potion", "heals 50hp", 50)
hipotion = Item("Hi-Potion", "potion", "heals 100hp", 100)
superpotion = Item("Super Potion", "potion", "heals 500hp", 500)
elixer = Item("Elixer", "elixer", "Fully restores HP/MP of one group member", 9999)
hielixer = Item("MegaElixer", "elixer", "Fully restores HP/MP of the party", 9999)
grenade = Item("Grenade", "attack", "Deals 500 damage", 500)
player_spells = [fire, thunder, blizzard, meteor, quake, cure, cura]
enemy_spells = [fire, meteor, curaga]
player_items = [{"item": potion, "quantity": 15}, {"item": hipotion, "quantity": 5},
{"item": superpotion, "quantity": 5}, {"item": elixer, "quantity": 5},
{"item": hielixer, "quantity": 5}, {"item": grenade, "quantity": 3}]
# Instantiate people (name, hp, mp, atk, df, magic, items)
player1 = Person("Valos:", 3260, 132, 132, 34, player_spells, player_items)
player2 = Person("Ben :", 4160, 188, 188, 34, player_spells, player_items)
player3 = Person("Bob :", 3089, 174, 174, 34, player_spells, player_items)
enemy1 = Person("Imp :", 1250, 130, 560, 325, enemy_spells, [])
enemy2 = Person("Mangus:", 11200, 65, 221, 25, enemy_spells, [])
enemy3 = Person("Imp :", 1250, 130, 560, 325, enemy_spells, [])
players = [player1, player2, player3]
enemies = [enemy1, enemy2, enemy3]
running = True
w = 1
print(bcolours.FAIL + bcolours.BOLD + "AN ENEMY ATTACKS!" + bcolours.ENDC)
while running:
print("==================================")
print("\n\n")
print("NAME: HP: MP:")
for player in players:
player.get_stats()
print("\n")
for enemy in enemies:
enemy.get_enemy_stats()
for player in players:
player.choose_action()
choice = input("Choose action:")
index = int(choice) - 1
if index == 0:
dmg = player.generate_damage()
enemy = player.choose_target(enemies)
enemies[enemy].take_damage(dmg)
print("You attacked" + enemies[enemy].name + "for", dmg, "points of damage.")
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name.replace(" ", "") + " has died!")
del enemies[enemy]
elif index == 1:
player.choose_magic()
magic_choice = int(input("Choose magic:")) - 1
if magic_choice == -1:
continue
spell = player.magic[magic_choice]
magic_dmg = spell.generate_damage()
current_mp = player.get_mp()
if spell.cost > current_mp:
print(bcolours.FAIL + "\nNot enough MP\n" + "\n Current MP:" + str(player.get_mp()) + bcolours.ENDC)
continue
player.reduce_mp(spell.cost)
if spell.type == "white":
player.heal(magic_dmg)
print(bcolours.OKBLUE + "\n" + spell.name + " heals for", str(magic_dmg), "HP:" + bcolours.ENDC)
elif spell.type == "black":
enemy = player.choose_target(enemies)
enemies[enemy].take_damage(magic_dmg)
print(bcolours.OKBLUE + "\n" + spell.name + " deals", str(magic_dmg), "points of damage to" +
enemies[enemy].name + bcolours.ENDC)
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name.replace(" ", "") + " has died!")
del enemies[enemy]
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(bcolours.FAIL, "You don't have any of this item left" + bcolours.ENDC)
continue
player.items[item_choice]["quantity"] -= 1
if item.type == "potion":
player.heal(item.prop)
print(bcolours.OKGREEN + "\n" + item.name + "heals for", str(item.prop), "HP:", bcolours.ENDC)
elif item.type == "elixer":
if item.name == "MegaElixer":
for i in players:
i.hp = i.maxhp
i.mp = i.maxmp
else:
player.hp = player.maxhp
player.mp = player.maxmp
print(bcolours.OKGREEN + "\n" + item.name + " fully restored HP/MP" + bcolours.ENDC)
elif item.type == "attack":
enemies[enemy].take_damage(item.prop)
print(bcolours.FAIL + "\n" + item.name + "deals", str(item.prop), "points of damage to" +
enemies[enemy].name + bcolours.ENDC)
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name.replace(" ", "") + " has died!")
del enemies[enemy]
# Check if battle is over
defeated_enemies = 0
defeated_players = 0
for enemy in enemies:
if enemy.get_hp() == 0:
defeated_enemies += 1
# Check if players won
if defeated_enemies == 2:
print(bcolours.OKGREEN + "You win" + bcolours.ENDC)
running = False
for player in players:
if player.get_hp() == 0:
defeated_players += 1
# Check if enemies won
if defeated_players == 2:
print(bcolours.FAIL + "You have been defeated." + bcolours.ENDC)
running = False
# Enemy attack phase
for enemy in enemies:
enemy_choice = random.randrange(0, 2)
if enemy_choice == 0:
target = random.randrange(0, 3)
enemy_dmg = enemy.generate_damage()
players[target].take_damage(enemy_dmg)
print(enemy.name.replace(" ", "") + "attacks" + players[target].name.replace(" ", "") + "for", enemy_dmg)
elif enemy_choice == 1:
spell, magic_dmg = enemy.choose_enemy_spell()
enemy.reduce_mp(spell.cost)
if spell.type == "white":
enemy.heal(magic_dmg)
print(bcolours.OKBLUE + "\n" + spell.name + " heals" + enemy.name + "for", str(magic_dmg), "HP:" +
bcolours.ENDC)
elif spell.type == "black":
target = random.randrange(0, 3)
players[target].take_damage(magic_dmg)
print(bcolours.OKBLUE + "\n" + enemy.name.replace(" ", "") + "'s" + spell.name + " deals", str(magic_dmg), "points of damage to" +
players[target].name + bcolours.ENDC)
if players[target].get_hp() == 0:
print(players[target].name.replace(" ", "") + " has died!")
del players[player]
# print("Enemy chose", spell, "damage is" + magic_dmg)