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game.py
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import random
import game_map
from ansi_tags import ansiprint
from combat import Combat
from definitions import CombatTier, EncounterType, State
from enemy import Enemy
from events import choose_event
from message_bus_tools import bus
from player import Player
from rest_site import RestSite
from shop import Shop
class Game:
def __init__(self, seed=None):
self.bus = bus
self.bus.reset()
if seed is not None:
random.seed(seed)
self.player = Player.create_player()
self.game_map = game_map.create_first_map()
Enemy.player = self.player
self.current_encounter = None
def start(self):
self.game_map.pretty_print()
for encounter in self.game_map:
self.play(encounter, self.game_map)
if self.player.state == State.DEAD:
break
self.player.floors += 1
self.game_map.pretty_print()
def play(self, encounter: game_map.Encounter, the_map: game_map.GameMap):
if encounter.type == EncounterType.START:
pass
elif encounter.type == EncounterType.REST_SITE:
return RestSite(self.player).rest_site()
elif encounter.type == EncounterType.UNKNOWN:
return self.unknown(self.game_map)
elif encounter.type in (EncounterType.BOSS, EncounterType.ELITE, EncounterType.NORMAL):
mapping = {
EncounterType.BOSS: CombatTier.BOSS,
EncounterType.ELITE: CombatTier.ELITE,
EncounterType.NORMAL: CombatTier.NORMAL,
}
self.current_encounter = Combat(tier=mapping[encounter.type], player=self.player, game_map=self.game_map)
retval = self.current_encounter.combat()
self.current_encounter = None
return retval
elif encounter.type == EncounterType.SHOP:
return Shop(self.player).loop()
else:
raise game_map.MapError(f"Encounter type {encounter.type} is not valid.")
def unknown(self, game_map) -> None:
# Chances
normal_combat: float = 0.1
treasure_room: float = 0.02
merchant: float = 0.03
random_number = random.random()
if random_number < treasure_room:
treasure_room = 0.02
normal_combat += 0.1
merchant += 0.03
elif random_number < merchant:
merchant = 0.03
treasure_room += 0.02
normal_combat += 0.1
elif random_number < normal_combat:
normal_combat = 0.1
treasure_room += 0.02
merchant += 0.03
self.current_encounter = Combat(player=self.player, tier=CombatTier.NORMAL, game_map=self.game_map)
retval = self.current_encounter.combat()
self.current_encounter = None
return retval
else:
# Chooses an event if nothing else is chosen
ansiprint(self.player)
chosen_event = choose_event(game_map, self.player)
chosen_event()
def pretty_print(self):
print(f"{self.game_map.current.type}")
if self.current_encounter:
print(f"Current encounter: {self.current_encounter}")