Game almost finalized
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README.MD
45
README.MD
@ -5,38 +5,37 @@ In diesem Dokument sammeln wir Ideen zu unserem Stream Mini-Projekt.
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### Ideen - Game Design
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- Inventar
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- Items aufheben
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- Items benutzen
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- (Items wegwerfen)
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- Keine Begrezung beim Inventarplatz
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- (Item Kategorien / getrennte Beutel)
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- (Suchfunktion)
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- Kombinieren (von zwei Items)
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- Inspizieren von Items (z.B. `inspect <item_name>`)
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- [x] Items aufheben
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- [x] Items benutzen
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- [ ] (Items wegwerfen)
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- [x] Keine Begrezung beim Inventarplatz
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- [ ] (Item Kategorien / getrennte Beutel)
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- [ ] (Suchfunktion)
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- [ ] Kombinieren (von zwei Items)
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- [x] Inspizieren von Items (z.B. `inspect <item_name>`)
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- Navigation
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- Objektbezogene Navigation (`enter <door_name>`)
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- Informationen ueber den jeweiligen Raum (`look around`)
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- Sagt einem nur, welche Dinge offensichtlich in einem Raum erkennbar sind
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- Beim Betreten eines Raumes, bekommt der Spieler direkt Informationen darueber, welche Dinge im Raum offensichtlich vorhanden sind (z.B. eine Tuer, oder ein absurd grosser Schlumpf)
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- Um verstecktere bzw. weniger offensichtliche Dinge finden zu koennen, muss man die Umgebung genauer betrachten (z.B. `look at table`, um ein Feuerzeug zu finden)
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- [x] Objektbezogene Navigation (`enter <door_name>`)
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- [x] Informationen ueber den jeweiligen Raum (`look around`)
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- [x] Sagt einem nur, welche Dinge offensichtlich in einem Raum erkennbar sind
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- [ ] Beim Betreten eines Raumes, bekommt der Spieler direkt Informationen darueber, welche Dinge im Raum offensichtlich vorhanden sind (z.B. eine Tuer, oder ein absurd grosser Schlumpf)
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- [ ] Um verstecktere bzw. weniger offensichtliche Dinge finden zu koennen, muss man die Umgebung genauer betrachten (z.B. `look at table`, um ein Feuerzeug zu finden)
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- Interaktion
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- Objekte anschauen mit `look at <name>`
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- Gibt dem Spieler auch mehr Informationen, als `look around`
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- Objekte nehmen mit `take <name>`
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- Objekte benutzen mit `use <name>`
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- [x] Objekte anschauen mit `look at <name>`
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- [x] Gibt dem Spieler auch mehr Informationen, als `look around`
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- [x] Objekte nehmen mit `take <name>`
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- [x] Objekte benutzen mit `use <name>`
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### Ideen - Level Design
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- Raeume befinden sich in JSON Spieldaten
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- Jeder Raum hat mindestens eine Tuer zu einem weiteren Raum
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- [x] Raeume befinden sich in JSON Spieldaten
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- [x] Jeder Raum hat mindestens eine Tuer zu einem weiteren Raum
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- Ausnahme 1: Ein abgezweigter Raum, aus dem man aber zurueck kommt
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- Ausnahme 2: Der erste und letzte Raum im Spiel
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- Jede Tuer hat die Information darueber, in welcher Himmelsrichtung sie liegt
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- Raeume koennen beleuchtet sein, oder Beleuchtung erfordern
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- Manche Tueren koennen einen passenden Schluessel erfordern
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- Manche Kisten koennen einen passenden Schluessel erfordern
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- [x] Raeume koennen beleuchtet sein, oder Beleuchtung erfordern
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- [ ] Manche Tueren koennen einen passenden Schluessel erfordern
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- [ ] Manche Kisten koennen einen passenden Schluessel erfordern
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### Ideen - Story / Lore
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110
data.json
110
data.json
@ -1,10 +1,118 @@
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{
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"items": {
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"matches": {
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"name": "Streichholzpackung",
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"description": "Eine Packung mit Streichhoelzern, leider ist aber nur noch ein einziges uebrig."
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},
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"key": {
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"name": "Ein rostiger, alter Schluessel",
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"description": "Wo der wohl passen koennte?"
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}
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},
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"rooms": {
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"entrance": {
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"name": "Haupthalle",
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"is_start": true,
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"enter_text": "Du betrittst die Haupthalle. Nebst Spinnenweben und Staub findet sich jede Menge kaputter Moebel.",
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"interactables": [],
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"interactables": [
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{
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"name": "eine Streichholzpackung",
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"identifier": [ "matches", "streichhoelzer", "streichholzpackung" ],
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"visible": true,
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"requirements": [],
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"interactions":
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{
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"use":
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{
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"failed":
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{
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"action": null,
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"text": "Vielleicht sollte ich sie erstmal mitnehmen, bevor ich versuche damit irgendwas zu tun?"
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}
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},
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"take":
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{
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"success":
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{
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"action": "add_item matches",
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"text": "Die nehme ich mal mit ... vielleicht will ich ja spontan was abfackeln"
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}
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},
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"look":
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{
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"success":
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{
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"action": null,
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"text": "Streichhoelzer. Man streicht sie und sie sind aus Holz. Macht Sinn, oder?"
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}
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}
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}
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},
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{
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"name": "eine Kerze",
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"identifier": [ "kerze", "candle" ],
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"visible": true,
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"requirements": [
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{
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"type": "item",
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"id": "matches",
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"actions": [ "use" ]
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}
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],
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"interactions": {
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"use": {
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"success": {
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"action": "set_room_flag entrance lit_up",
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"text": "Du hast die Kerze mit einem Streichholz entzuendet, es ist nun ein wenig heller im Raum"
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},
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"failed": {
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"action": null,
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"text": "Du kannst die Kerze nicht einfach mit deinen Haenden anzuenden."
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}
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},
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"take": {
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"failed": {
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"action": null,
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"text": "DU NICHT NEHMEN KERZE!"
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}
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},
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"look":
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{
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"success": {
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"action": null,
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"text": "Eine dicke Kerze, wie man sie in einer Kirche findet."
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}
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}
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}
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},
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{
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"name": "ein Schluessel",
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"identifier": [ "schluessel", "key" ],
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"visible": "lit_up",
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"requirements": [],
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"interactions": {
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"use": {
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"failed": {
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"action": null,
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"text": "Vielleicht sollte ich diesen eventuell wichtigen Gegenstand ja erstmal mitnehmen ..."
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}
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},
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"take": {
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"success": {
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"action": "add_item key",
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"text": "Den nehme ich mal lieber mit ..."
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}
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},
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"look":
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{
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"success": {
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"action": null,
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"text": "Ein rostiger, alter Schluessel - wo der wohl passt?"
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}
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}
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}
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}
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],
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"doors": [
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"laundry"
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]
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85
src/game.py
85
src/game.py
@ -6,45 +6,86 @@ from room import Room
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from interactable import Interactable
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class Game:
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def __init__(self):
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self.inventory = Inventory()
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self.rooms = []
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def __init__(self) -> None:
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self.is_running : bool = True
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self.inventory : Inventory = None
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self.game_data : dict = None
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self.rooms : list[Room] = []
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self.current_room : Room = None
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def load_game(self, file):
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def load_game(self, file: str) -> None:
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try:
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with open(file, 'r') as f:
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raw_game_data = f.read()
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game_data = json.loads(raw_game_data)
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self.game_data = json.loads(raw_game_data)
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if 'rooms' in game_data:
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for room_data in game_data['rooms']:
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g_room = Room(room_data['name'])
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g_room.doors = room_data['doors']
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self.inventory = Inventory(self.game_data["items"])
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if 'rooms' in self.game_data:
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for room_id in self.game_data['rooms']:
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room = self.game_data['rooms'][room_id]
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g_room = Room(room_id, room['name'])
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g_room.enter_text = room['enter_text']
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g_room.doors = room['doors']
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g_room.interactables = []
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g_room.is_start = False
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g_room.is_start = room['is_start'] if 'is_start' in room else False
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if 'is_start' in room_data:
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# Check if we had a starting room already
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if g_room.is_start:
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for r in self.rooms:
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if r.is_start:
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print(f"Error: {g_room.name} is marked as the starting room, but {r.name} is already marked as the starting room.")
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os._exit(1)
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g_room.is_start = room_data['is_start']
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else:
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g_room.is_start = False
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if 'interactables' in room_data:
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for interactable in room_data['interactables']:
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i = Interactable(interactable['name'], interactable['text'])
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if 'interactables' in room:
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for interactable in room['interactables']:
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i = Interactable(self, g_room, interactable)
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g_room.interactables.append(i)
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self.rooms.append(g_room)
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self.current_room = self.get_start_room()
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except FileNotFoundError:
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print("File not found.")
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def get_rooms(self):
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if not self.game_data:
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return None
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def get_rooms(self) -> list[Room]:
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if not self.rooms or len(self.rooms) == 0:
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return []
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else:
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return self.rooms
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def get_room(self, id : str) -> Room | None:
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for room in self.rooms:
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if room.id == id:
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return room
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return None
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def get_start_room(self) -> Room | None:
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for room in self.rooms:
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if room.is_start:
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return room
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return None
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def run_action(self, action : str) -> bool:
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print(f"[DEBUG] run_action('{action}')")
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action_parts = action.split(' ')
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action_cmd = action_parts[0]
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action_args = action_parts[1:] if len(action_parts) >= 2 else []
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if action_cmd == "set_room_flag":
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room = self.get_room(action_args[0])
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if room is not None:
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room.set_flag(action_args[1])
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else:
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print(f"[DEBUG] Error: {action} (Room not found)")
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elif action_cmd == "add_item":
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self.inventory.add_item(action_args[0])
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else:
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return False
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@ -1,5 +1,102 @@
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class Interactable:
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def __init__(self, name, text):
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self.name = name
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self.text = text
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#from game import Game
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#from room import Room
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from interactable_requirement import InteractableRequirement
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class Interactable:
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def __init__(self, game, room, data : dict):
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self.game = game
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self.room = room
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self.data : dict = data
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self.name : str = data["name"]
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self.identifier : list[str] = data["identifier"]
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self.visible : bool|str = data["visible"]
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self.requirements : list[InteractableRequirement] = []
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self.load_requirements()
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def load_requirements(self):
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if "requirements" not in self.data:
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return
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for raw_requirement in self.data["requirements"]:
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requirement = InteractableRequirement()
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requirement.interactable = self
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requirement.type = raw_requirement["type"]
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requirement.id = raw_requirement["id"]
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requirement.actions = raw_requirement["actions"]
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self.requirements.append(requirement)
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def get_action_requirements(self, action : str) -> list[InteractableRequirement]:
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matching_requirements : list[InteractableRequirement] = []
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for requirement in self.requirements:
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if action in requirement.actions:
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matching_requirements.append(requirement)
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return matching_requirements
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def check_action_requirements(self, action : str, requirements : list[InteractableRequirement]) -> bool:
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all_met = True
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for requirement in requirements:
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if requirement.type != "item":
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print(f"[WARN] Unsupported requirement type {requirement.type} in interactable {requirement.interactable}:{action}")
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continue
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if requirement.type == "item":
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if requirement.id not in self.game.inventory.get_items():
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all_met = False
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return all_met
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def can_see(self):
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return self.visible == True or self.room.has_flag(self.visible)
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def run(self, action : str):
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if not self.can_see():
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print(f"[{self.room.name}] Du kannst nicht genug sehen, um damit etwas zu tun")
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return
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requirements = self.get_action_requirements(action)
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if len(requirements) == 0:
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if "success" in self.data["interactions"][action]:
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print(f"[{self.room.name}] {self.data['interactions'][action]['success']['text']}")
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if "action" in self.data["interactions"][action]["success"] and self.data["interactions"][action]["success"]["action"] != None:
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self.game.run_action(self.data["interactions"][action]["success"]["action"])
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pass
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elif "failed" in self.data["interactions"][action]:
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print(f"[{self.room.name}] {self.data['interactions'][action]['failed']['text']}")
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if "action" in self.data["interactions"][action]["failed"] and self.data["interactions"][action]["failed"]["action"] != None:
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self.game.run_action(self.data["interactions"][action]["failed"]["action"])
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pass
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else:
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all_met = self.check_action_requirements(action, requirements)
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if not all_met:
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print(f"[{self.room.name}] {self.data['interactions'][action]['failed']['text']}")
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if self.data["interactions"][action]["failed"]["action"] is not None:
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self.game.run_action(self.data["interactions"][action]["failed"]["action"])
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else:
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print(f"[{self.room.name}] {self.data['interactions'][action]['success']['text']}")
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if self.data["interactions"][action]["success"]["action"] is not None:
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self.game.run_action(self.data["interactions"][action]["success"]["action"])
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def use(self):
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self.run("use")
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def take(self):
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self.run("take")
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def look(self):
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self.run("look")
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def __str__(self) -> str:
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return self.name
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6
src/interactable_requirement.py
Normal file
6
src/interactable_requirement.py
Normal file
@ -0,0 +1,6 @@
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class InteractableRequirement:
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def __init__(self):
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self.interactable : str|None = None
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self.type : str|None = None
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self.id : str|None = None
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self.actions : list[str] = []
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@ -1,9 +1,17 @@
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class Inventory:
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def __init__(self):
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def __init__(self, item_db : dict):
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self.items = []
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self.item_db = item_db
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def add_item(self, item):
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self.items.append(item)
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def get_items(self):
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return self.items
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def get_item(self, name : str) -> None|dict:
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lname = name.lower().strip()
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if lname in self.item_db and lname in self.items:
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return self.item_db[lname]
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else:
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return None
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110
src/main.py
110
src/main.py
@ -3,6 +3,116 @@ from game import Game
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def main():
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game = Game()
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game.load_game('data.json')
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print()
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while game.is_running:
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print(f"[{game.current_room.name}] {game.current_room.enter_text}")
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cmd = input("[Player] ")
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cmd_parts = cmd.split(' ')
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cmd_name = cmd_parts[0]
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cmd_args = cmd_parts[1:] if len(cmd_parts) >= 2 else []
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if cmd_name.lower().strip() == "quit":
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game.is_running = False
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if cmd_name.lower().strip() == "look":
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if len(cmd_args) >= 1 and cmd_args[0].lower().strip() == "around":
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door_count = len(game.current_room.doors)
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interactables_count = len(game.current_room.interactables)
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if door_count == 0:
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print("[Player] In diesem Raum befinden sich keine Tueren.")
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elif door_count == 1:
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room = game.get_room(game.current_room.doors[0])
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print(f"[Player] In diesem Raum befindet sich eine Tuer zu {room.name}.")
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else:
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rooms = []
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for room_id in game.current_room.doors:
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rooms.append(game.get_room(room_id).name)
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|
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print(f"[Player] In diesem Raum befinden sich {door_count} Tueren zu {', '.join(rooms)}.")
|
||||
|
||||
if interactables_count == 0:
|
||||
print("[Player] Ansonsten kann ich hier nichts interessantes erkennen.")
|
||||
else:
|
||||
visible_interactables = []
|
||||
for i in game.current_room.interactables:
|
||||
if i.can_see():
|
||||
visible_interactables.append(i.name)
|
||||
|
||||
if len(visible_interactables) == 1:
|
||||
print(f"[Player] Da ist doch {visible_interactables[0]}?")
|
||||
elif len(visible_interactables) == 2:
|
||||
print(f"[Player] Hier finden sich so allerlei Dinge, zum Beispiel {visible_interactables[0]} und {visible_interactables[1]}.")
|
||||
elif len(visible_interactables) > 1:
|
||||
interactables_text = ", ".join(visible_interactables)
|
||||
print(f"[Player] Hier finden sich so allerlei Dinge, zum Beispiel {interactables_text}.")
|
||||
|
||||
elif len(cmd_args) >= 2 and cmd_args[0].lower().strip() == "at":
|
||||
at = cmd_args[1]
|
||||
interactable = game.current_room.get_interactable(at)
|
||||
|
||||
if interactable is None:
|
||||
print(f"[Player] Ich kann hier kein {at} erkennen")
|
||||
else:
|
||||
interactable.look()
|
||||
|
||||
else:
|
||||
print(f"[Player] Wie soll ich denn dort hinschauen?")
|
||||
|
||||
if cmd_name.lower().strip() == "take":
|
||||
if len(cmd_args) == 1:
|
||||
what = cmd_args[0]
|
||||
interactable = game.current_room.get_interactable(what)
|
||||
|
||||
if what is None:
|
||||
print(f"[Player] Ich kann {what} nicht nehmen, da es nicht da ist!")
|
||||
else:
|
||||
interactable.take()
|
||||
else:
|
||||
print(f"[Player] Klar, ich nehme die Luft hier mal mit - sie wird mir sicher noch von Nutzen sein.")
|
||||
|
||||
if cmd_name.lower().strip() == "use":
|
||||
if len(cmd_args) == 1:
|
||||
what = cmd_args[0]
|
||||
interactable = game.current_room.get_interactable(what)
|
||||
|
||||
if what is None:
|
||||
print(f"[Player] Ich kann {what} nicht benutzen, da es nicht da ist!")
|
||||
else:
|
||||
interactable.use()
|
||||
else:
|
||||
print(f"[Player] Ich will mich nicht selbst benutzen ... das ist irgendwie falsch.")
|
||||
|
||||
if cmd_name.lower().strip() == "inspect":
|
||||
if len(cmd_args) == 1:
|
||||
item_name = cmd_args[0].lower().strip()
|
||||
item = game.inventory.get_item(item_name)
|
||||
|
||||
if item is not None:
|
||||
print(f"[Player] {item['name']}: {item['description']}")
|
||||
else:
|
||||
print(f"[Player] {item_name} habe ich nicht bei mir")
|
||||
else:
|
||||
print(f"[Player] Was soll ich mir denn anschauen?")
|
||||
|
||||
if cmd_name.lower().strip() == "enter":
|
||||
if len(cmd_args) == 1:
|
||||
room_id = cmd_args[0].lower().strip()
|
||||
room = game.get_room(room_id)
|
||||
|
||||
if room is not None and room_id in game.current_room.doors:
|
||||
print(f"[{game.current_room.name}] Du gehst durch die Tuer zum {room.name}")
|
||||
game.current_room = room
|
||||
else:
|
||||
print(f"[Player] Hier gibt es keine Tuer dort hin ... vielleicht sollte ich ja einfach mit dem Kopf durch die Wand?")
|
||||
else:
|
||||
print(f"[Player] Wenn ich nicht weiss, wo ich rein soll, dann bleibe ich lieber einfach, wo ich bin.")
|
||||
|
||||
|
||||
print()
|
||||
print("Game has ended.")
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
41
src/room.py
41
src/room.py
@ -1,6 +1,37 @@
|
||||
from interactable import Interactable
|
||||
|
||||
class Room:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.is_start = False
|
||||
self.doors = []
|
||||
self.interactables = []
|
||||
def __init__(self, id : str, name : str):
|
||||
self.id : str = id
|
||||
self.name : str = name
|
||||
self.enter_text : str = ""
|
||||
self.is_start : bool = False
|
||||
self.doors : list[str] = []
|
||||
self.interactables : list[Interactable] = []
|
||||
self.flags : list = []
|
||||
|
||||
def set_flag(self, flag : str) -> None:
|
||||
if flag not in self.flags:
|
||||
self.flags.append(flag)
|
||||
print(f"[DEBUG] set_flag({flag}) in {self.name}")
|
||||
|
||||
def has_flag(self, flag : str) -> bool:
|
||||
return flag in self.flags
|
||||
|
||||
def get_interactable(self, name : str) -> Interactable|None:
|
||||
for i in self.interactables:
|
||||
if name.lower() in i.identifier:
|
||||
return i
|
||||
|
||||
return None
|
||||
|
||||
def __str__(self):
|
||||
r = f"[Room] ID: {self.id} | Name: {self.name} | IsStart: {self.is_start}"
|
||||
|
||||
for door in self.doors:
|
||||
r += f"\n\t- [Door] To: {door}"
|
||||
|
||||
for interactable in self.interactables:
|
||||
r += f"\n\t- [Interactable] Name: {interactable.name} | Text: {interactable.text}"
|
||||
|
||||
return r
|
Loading…
Reference in New Issue
Block a user