Did some polishing
This commit is contained in:
parent
5052fb4f46
commit
d7060768d2
29
data.json
29
data.json
@ -4,7 +4,7 @@
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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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"laundry_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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@ -12,7 +12,9 @@
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"rooms": {
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"entrance": {
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"name": "Haupthalle",
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"identifier": [ "haupthalle", "eingang", "eingangsbereich" ],
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"is_start": true,
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"requires_key": false,
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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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{
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@ -26,7 +28,7 @@
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{
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"failed":
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{
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"action": null,
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"actions": 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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@ -34,7 +36,7 @@
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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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"actions": "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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@ -42,7 +44,7 @@
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{
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"success":
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{
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"action": null,
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"actions": 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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@ -62,24 +64,27 @@
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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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"actions": [
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"set_room_flag entrance lit_up",
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"remove_item matches"
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],
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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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"actions": 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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"actions": 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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"actions": 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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@ -93,20 +98,20 @@
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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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"actions": 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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"actions": "add_item laundry_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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"actions": 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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@ -119,6 +124,8 @@
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},
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"laundry": {
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"name": "Waschkueche",
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"identifier": [ "waschkueche", "waschraum" ],
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"requires_key": "laundry_key",
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"enter_text": "Dies hier scheint die Waschkueche zu sein ... zumindest deutet die uralte, benutzte Unterwaesche darauf hin.",
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"interactables": [],
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"doors": [
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65
src/game.py
65
src/game.py
@ -12,6 +12,9 @@ class Game:
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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 tiges(mett):
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pass
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def load_game(self, file: str) -> None:
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try:
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@ -27,9 +30,12 @@ class Game:
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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.identifier = room['identifier']
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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.requires_key = room['requires_key'] if 'requires_key' in room else False
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g_room.unlocked = g_room.requires_key == False
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g_room.is_start = room['is_start'] if 'is_start' in room else False
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# Check if we had a starting room already
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@ -62,6 +68,26 @@ class Game:
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return room
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return None
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def get_matching_rooms(self, query : str) -> list[Room]:
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rooms : list[Room] = []
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query : str = query.lower().strip()
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for room in self.rooms:
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if room.id == id:
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rooms.append(room)
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else:
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for identifier in room.identifier:
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if identifier.lower().strip().startswith(query):
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already_there = False
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for r in rooms:
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if r.id == room.id:
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already_there = True
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if not already_there:
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rooms.append(room)
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return rooms
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def get_start_room(self) -> Room | None:
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for room in self.rooms:
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@ -70,22 +96,29 @@ class Game:
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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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def run_actions(self, actions : str|list[str]) -> bool:
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if isinstance(actions, list) == False:
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actions = [ actions ]
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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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for action in actions:
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print(f"[DEBUG] run_action('{action}')")
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action_parts = action.lower().split(' ')
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action_cmd = action_parts[0]
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action_args = list(filter(None, 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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elif action_cmd == "remove_item":
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self.inventory.remove_item(action_args[0])
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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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return False
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@ -45,7 +45,7 @@ class Interactable:
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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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if self.game.inventory.has_item(requirement.id) == False:
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all_met = False
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return all_met
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@ -53,8 +53,8 @@ class Interactable:
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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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def run(self, action : str) -> bool:
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if self.can_see() == False:
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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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@ -64,36 +64,42 @@ class Interactable:
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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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if "actions" in self.data["interactions"][action]["success"] and self.data["interactions"][action]["success"]["actions"] != None:
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self.game.run_actions(self.data["interactions"][action]["success"]["actions"])
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return True
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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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if "actions" in self.data["interactions"][action]["failed"] and self.data["interactions"][action]["failed"]["actions"] != None:
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self.game.run_actions(self.data["interactions"][action]["failed"]["actions"])
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return False
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else:
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return False
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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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if self.data["interactions"][action]["failed"]["actions"] is not None:
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self.game.run_actions(self.data["interactions"][action]["failed"]["actions"])
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return False
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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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if self.data["interactions"][action]["success"]["actions"] is not None:
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self.game.run_actions(self.data["interactions"][action]["success"]["actions"])
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return True
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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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if self.run("take"):
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self.room.interactables.remove(self)
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def look(self):
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self.run("look")
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@ -1,17 +1,41 @@
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from item import Item
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class Inventory:
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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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self.items : list[str] = []
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self.item_db : dict[str,Item] = {}
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for id in item_db:
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item = item_db[id]
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self.item_db[id] = Item(id, item['name'], item['description'])
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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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def has_item(self, id: str) -> bool:
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return id in self.items
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def get_items(self) -> list[Item]:
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items = []
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for id in self.items:
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items.append(self.item_db[id])
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return items
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def remove_item(self, item : str):
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if item.lower().strip() in self.items:
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self.items.remove(item.lower().strip())
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def get_item(self, id : str) -> None|Item:
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if id in self.item_db and id in self.items:
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return self.item_db[id]
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else:
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return None
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return None
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def get_item_by_name(self, name : str) -> Item|None:
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for id in self.item_db:
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item = self.item_db[id]
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if name.lower().strip() in item.name.lower().strip():
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return item
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return None
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@ -1,8 +1,8 @@
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class Item:
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def __init__(self, name, description):
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self.name = name
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self.description = description
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self.is_key = False
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def __init__(self, id : str, name : str, description : str):
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self.id : str = id
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self.name : str = name
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self.description : str = description
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def __str__(self):
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return f"Item: {self.name}"
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65
src/main.py
65
src/main.py
@ -3,15 +3,19 @@ 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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has_changed_room = True
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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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if has_changed_room:
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print(f"[{game.current_room.name}] {game.current_room.enter_text}")
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has_changed_room = False
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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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cmd_name = cmd_parts[0]
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cmd_args = list(filter(None, 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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@ -28,8 +32,8 @@ def main():
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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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for query in game.current_room.doors:
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rooms.append(game.get_room(query).name)
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print(f"[Player] In diesem Raum befinden sich {door_count} Tueren zu {', '.join(rooms)}.")
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@ -66,7 +70,7 @@ def main():
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what = cmd_args[0]
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interactable = game.current_room.get_interactable(what)
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if what is None:
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if what is None or interactable is None:
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print(f"[Player] Ich kann {what} nicht nehmen, da es nicht da ist!")
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else:
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interactable.take()
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@ -78,7 +82,7 @@ def main():
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what = cmd_args[0]
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interactable = game.current_room.get_interactable(what)
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if what is None:
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if what is None or interactable is None:
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print(f"[Player] Ich kann {what} nicht benutzen, da es nicht da ist!")
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else:
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interactable.use()
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@ -88,27 +92,50 @@ def main():
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if cmd_name.lower().strip() == "inspect":
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if len(cmd_args) == 1:
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item_name = cmd_args[0].lower().strip()
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item = game.inventory.get_item(item_name)
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item = game.inventory.get_item_by_name(item_name)
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if item is not None:
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print(f"[Player] {item['name']}: {item['description']}")
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print(f"[Player] {item.name}: {item.description}")
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else:
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print(f"[Player] {item_name} habe ich nicht bei mir")
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elif len(cmd_args) == 0:
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item_count = len(game.inventory.get_items())
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if item_count == 0:
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print("[Player] Ich habe nichts bei mir.")
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elif item_count == 1:
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item = game.inventory.get_items()[0]
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print(f"[Player] Ich habe gerade nur {item.name}")
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else:
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print("[Player] Ein paar Sachen habe ich schon dabei ...")
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for item in game.inventory.get_items():
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print(f"[Player] {item.name}")
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else:
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print(f"[Player] Was soll ich mir denn anschauen?")
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print("[Player] Was soll ich mir denn anschauen?")
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if cmd_name.lower().strip() == "enter":
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if len(cmd_args) == 1:
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room_id = cmd_args[0].lower().strip()
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room = game.get_room(room_id)
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query = cmd_args[0].lower().strip()
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rooms = game.get_matching_rooms(query)
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if room is not None and room_id in game.current_room.doors:
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print(f"[{game.current_room.name}] Du gehst durch die Tuer zum {room.name}")
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game.current_room = room
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if len(rooms) == 0:
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print(f"[Player] Wenn ich nicht weiss, wo ich rein soll, dann bleibe ich lieber einfach, wo ich bin.")
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elif len(rooms) == 1:
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room = rooms[0]
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if game.current_room.is_adjacent(room):
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if room.unlocked or (type(room.requires_key) is str and game.inventory.has_item(room.requires_key)):
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print(f"[{game.current_room.name}] Du gehst durch die Tuer zum {room.name}")
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game.current_room = room
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room.unlocked = True
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has_changed_room = True
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if type(room.requires_key) is str and game.inventory.has_item(room.requires_key):
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game.inventory.remove_item(room.requires_key)
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else:
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print("[Player] Es scheint so, als brauche ich hier einen passenden Schluessel ...")
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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] 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("[Player] Ich bin mir nicht ganz sicher, in welchen Raum ich denn nun gehen soll ...")
|
||||
|
||||
|
||||
print()
|
||||
|
10
src/room.py
10
src/room.py
@ -4,11 +4,14 @@ class Room:
|
||||
def __init__(self, id : str, name : str):
|
||||
self.id : str = id
|
||||
self.name : str = name
|
||||
self.identifier : list[str] = []
|
||||
self.enter_text : str = ""
|
||||
self.is_start : bool = False
|
||||
self.doors : list[str] = []
|
||||
self.interactables : list[Interactable] = []
|
||||
self.flags : list = []
|
||||
self.requires_key : str|bool = False
|
||||
self.unlocked : bool = True
|
||||
|
||||
def set_flag(self, flag : str) -> None:
|
||||
if flag not in self.flags:
|
||||
@ -24,6 +27,13 @@ class Room:
|
||||
return i
|
||||
|
||||
return None
|
||||
|
||||
def is_adjacent(self, room) -> bool:
|
||||
if type(room) is not Room:
|
||||
print("[WARN] room is not of type Room")
|
||||
return False
|
||||
|
||||
return room.id in self.doors
|
||||
|
||||
def __str__(self):
|
||||
r = f"[Room] ID: {self.id} | Name: {self.name} | IsStart: {self.is_start}"
|
||||
|
Loading…
Reference in New Issue
Block a user