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adventure.py
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adventure.py
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import random
class World:
def __init__(self):
self.player = None
self.rooms = []
self.characters = []
self.items = []
class Room:
def __init__(self, world, description, inhabitants, inventory):
self.world = world
self.description = description
self.inhabitants = inhabitants
self.inventory = inventory
self.connections = {}
class Character:
def __init__(self, world, description, owner, location, inventory, friendly = True, embodied = True, visible = True):
self.world = world
self.description = description
self.owner = None
self.location = None
self.move_to_room(location)
self.inventory = inventory
self.friendly = friendly
self.embodied = embodied
self.visible = visible
def move_to_character(self, new_owner):
if self.owner != None:
self.owner.inventory.remove(self)
if self.location != None:
self.location.inhabitants.remove(self)
self.location = None
self.owner = new_owner
if self.owner != None:
self.owner.inventory.append(self)
def move_to_room(self, new_location):
if self.owner != None:
self.owner.inventory.remove(self)
self.owner = None
if self.location != None:
self.location.inhabitants.remove(self)
self.location = new_location
self.location.inhabitants.append(self)
if self == world.player and flashlight in self.inventory:
for character in self.location.inhabitants:
character.visible = True
for item in self.location.inventory:
item.visible = True
else:
for character in self.location.inhabitants:
character.visible = False
for item in self.location.inventory:
item.visible = False
def talk(self):
if self.friendly == True:
print "The " + self.description + " wishes you a nice day."
else:
print "The " + self.description + " threatens your bodily integrity."
class Item:
def __init__(self, world, description, owner, location, visible = True):
self.world = world
self.description = description
self.owner = None
self.location = None
self.move_to_room(location)
self.visible = visible
def move_to_character(self, new_owner):
if self.owner != None:
self.owner.inventory.remove(self)
if self.location != None:
self.location.inventory.remove(self)
self.location = None
self.owner = new_owner
if self.owner != None:
self.owner.inventory.append(self)
def move_to_room(self, new_location):
if self.owner != None:
self.owner.inventory.remove(self)
self.owner = None
if self.location != None:
self.location.inventory.remove(self)
self.location = new_location
self.location.inventory.append(self)
if self.location != None:
self.location.inventory.append(self)
if self == world.player and flashlight in self.inventory:
for character in self.location.inhabitants:
character.visible = True
for item in self.location.inventory:
item.visible = True
else:
for character in self.location.inhabitants:
character.visible = False
for item in self.location.inventory:
item.visible = False
world = World()
#Rooms
entrance = Room(world, "cold, bare entrance chamber", [], [])
grisly_chamber = Room(world, "grisly chamber", [], [])
long_cave = Room(world, "long, echoing cave", [], [])
small_alcove = Room(world, "tiny rock alcove", [], [])
glass_chamber = Room(world, "chamber with glassy walls", [], [])
chimney_room = Room(world, "very tall room like a chimney", [], [])
entrance.connections = {"north": grisly_chamber, "south": long_cave, "east": small_alcove}
grisly_chamber.connections = {"south": entrance, "north": glass_chamber, "east": chimney_room}
long_cave.connections = {"north": entrance}
small_alcove.connections = {"west": entrance, "north": chimney_room}
glass_chamber.connections = {"south": grisly_chamber}
chimney_room.connections = {"west": grisly_chamber, "south": small_alcove}
#Characters
wizened_witch = Character(world, "wizened old witch", None, grisly_chamber, [], True, True)
green_child = Character(world, "green-skinned child", None, long_cave, [], False, True)
bearded_dwarf = Character(world, "bearded dwarf", None, small_alcove, [], True, True)
disembodied_voice = Character(world, "disembodied voice", None, chimney_room, [], False, False)
scaly_beast = Character(world, "huge scaly beast", None, small_alcove, [], True, True)
talking_mule = Character(world, "mule who talks in human language", None, long_cave, [], True, True)
player = Character(world, "you", None, entrance, [], True, True)
world.player = player
#Items
flashlight = Item(world, "flashlight", None, grisly_chamber)
peas = Item(world, "bag of peas", None, grisly_chamber)
goblet = Item(world, "golden goblet", None, long_cave)
mallet = Item(world, "mallet of iron", None, small_alcove)
chips = Item(world, "bag of tortilla chips", None, chimney_room)
necklace = Item(world, "glass bead necklace", None, small_alcove)
tortoise = Item(world, "small green tortoise", None, long_cave)
sword = Item(world, "sword", None, entrance)
world.rooms = [entrance, grisly_chamber, long_cave, small_alcove, glass_chamber, chimney_room]
world.characters = [wizened_witch, green_child, bearded_dwarf, disembodied_voice, scaly_beast, talking_mule]
world.items = [peas, goblet, mallet, chips, necklace, tortoise, sword, flashlight]
#Shuffle the lists
random.shuffle(world.rooms)
random.shuffle(world.characters)
random.shuffle(world.items)
#Make room-character-item tuples and move characters and items into the rooms
for x in zip(world.rooms, world.characters, world.items):
if x[1] != None:
x[1].move_to_room(x[0])
if x[2] != None:
x[2].move_to_room(x[0])
world.player.move_to_room(entrance)
embodied_chars = [character for character in world.player.location.inhabitants if character != world.player and character.embodied == True]
print "WELCOME TO THE HAUNTED CAVE".center(80)
name = raw_input("What is your name, bold adventurer?\n> ")
print "Welcome, " + name + "!"
pants_colour = raw_input("What colour are your pants?\n> ").lower()
if pants_colour in ["red", "green", "blue", "orange", "pink", "black", "white"]:
print "You shall be known as " + name + " " + pants_colour.capitalize() + "-pants."
else:
pants_colour = "no"
print "That's not a real colour. You shall be known as " + name + " " + pants_colour.capitalize() + "-pants."
friendly = ""
while not friendly.lower() in ["yes", "no"]:
try:
friendly = raw_input("Are you an amiable type?\n> ")
except:
print "Answer yes or no."
pass
if friendly.lower() == "no":
world.player.friendly = False
answer = ""
while not answer in ["1", "2"]:
answer = raw_input(
"""What do you want to take with you into the cave?
1. A sword
2. A flashlight
> """)
inventory = []
if answer == "1":
sword.move_to_character(world.player)
print "You have a sword in your inventory!"
else:
flashlight.move_to_character(world.player)
print "You have a flashlight in your inventory!"
while True:
raw_input("(Press Enter key)")
for character in world.player.location.inhabitants:
print character.description
for item in world.player.location.inventory:
print item.description
question = "\nYou are in a " + world.player.location.description + "."
for character in world.player.location.inhabitants:
if character != world.player and character.visible:
question = question + "\nThere is a " + character.description + " here."
for item in (world.player.location.inventory):
if item.visible:
question = question + "\nOn the floor you see a " + item.description + "."
if not flashlight in world.player.inventory:
question = question + "\nIt's too dark to see anything else in here."
question = question + "\nWhat do you want to do?"
answer_dict = {}
qcount = 1
for character in world.player.location.inhabitants:
if character != world.player and character.visible == True:
question = question + "\n >Talk to the " + character.description + " (" + str(qcount) + ")"
answer_dict[qcount] = ("talk", character)
qcount += 1
for character in world.player.location.inhabitants:
if character != world.player and character.visible == True:
question = question + "\n >Pick up the " + character.description + " (" + str(qcount) + ")"
answer_dict[qcount] = ("pick up", character)
qcount += 1
for item in world.player.location.inventory:
if item.visible == True:
question = question + "\n >Pick up the " + item.description + " (" + str(qcount) + ")"
answer_dict[qcount] = ("pick up", item)
qcount += 1
if not flashlight in world.player.inventory:
question = question + "\n >Yell out hello (" + str(qcount) + ")"
answer_dict[qcount] = ("yell", None)
qcount += 1
question = question + "\n >Feel your way around the room (" + str(qcount) + ")"
answer_dict[qcount] = ("feel", None)
qcount += 1
if sword in player.inventory:
question = question + "\n >Wave your sword around (" + str(qcount) + ")"
answer_dict[qcount] = ("wave", None)
qcount += 1
if player.location == entrance:
question = question + "\n >Leave the Haunted Cave (" + str(qcount) + ")"
answer_dict[qcount] = ("leave", None)
qcount += 1
question = question + "\n >Drop something (" + str(qcount) + ")"
answer_dict[qcount] = ("drop", None)
qcount += 1
for direction in world.player.location.connections.keys():
question = question + "\n >Go " + direction + " (" + str(qcount) + ")"
answer_dict[qcount] = ("go", direction)
qcount += 1
answer = ""
while not answer in answer_dict.keys():
try:
answer = int(raw_input(question + "\n>"))
except:
print "Please enter a number."
if answer_dict[answer][0] == "talk":
answer_dict[answer][1].talk()
continue
if answer_dict[answer][0] == "pick up":
if isinstance(answer_dict[answer][1], Character):
if world.player.friendly == True:
if answer_dict[answer][1].friendly == True:
print "You pick up the " + answer_dict[answer][1].description + "."
answer_dict[answer][1].move_to_character(world.player)
else:
if len(player.inventory) != 0:
thing = random.choice(world.player.inventory)
thing.move_to_character(answer_dict[answer][1])
print "When you try to pick up the " + answer_dict[answer][1].description + ", they steal your " + thing.description + "."
else:
print "The " + answer_dict[answer][1].description + " beats you soundly about the head."
else:
if answer_dict[answer][1].friendly == True:
print "The " + answer_dict[answer][1].description + " chides you for your rudeness."
else:
print "The " + answer_dict[answer][1].description + " beats you soundly about the head."
else:
print "You have a " + answer_dict[answer][1].description + " in your inventory!"
answer_dict[answer][1].move_to_character(world.player)
continue
if answer_dict[answer][0] == "wave":
print "You swing your sword wildly about."
if len(embodied_chars) != 0:
print "There is a shout very close to you.\nYou find an injured " + embodied_chars[0].description + " on the floor."
embodied_chars[0].visible = True
embodied_chars.remove(embodied_chars[0])
else:
print "After a while you feel quite silly and put it away again."
continue
if answer_dict[answer][0] == "yell":
print "You hear the echo of your own voice."
if len(embodied_chars) != 0:
print "There are footsteps running away."
direction = random.choice(world.player.location.connections.keys())
embodied_chars[0].move_to_room(world.player.location.connections[direction])
continue
if answer_dict[answer][0] == "feel":
if len(world.player.location.inventory) != 0:
for item in world.player.location.inventory:
print "On the floor you find a " + item.description + ". You pick it up."
item.move_to_character(world.player)
else:
print "You find nothing of interest in the room."
continue
if answer_dict[answer][0] == "leave":
print "You leave the cave and start the journey home.\n\nYour inventory is:\n"
for n in world.player.inventory:
print ">" + n.description
print "\nWell done! You have made the clan of " + pants_colour.capitalize() + "-pants proud.\n"
break
if answer_dict[answer][0] == "drop":
if world.player.inventory == []:
print "You have nothing to drop!"
else:
dcount = 1
drop_dict = {}
drop_selection = "What do you want to drop?\n >Nothing (" + str(dcount) + ")"
drop_dict[dcount] = "nothing"
dcount += 1
for item in world.player.inventory:
drop_selection = drop_selection + "\n >" + item.description + " (" + str(dcount) + ")"
drop_dict[dcount] = item
dcount += 1
drop_answer = ""
while not drop_answer in drop_dict.keys():
try:
drop_answer = int(raw_input(drop_selection + "\n>"))
except:
print "Please enter a number."
if drop_dict[drop_answer] == "nothing":
continue
else:
print "You drop the " + drop_dict[drop_answer].description + " onto the floor."
drop_dict[drop_answer].move_to_room(world.player.location)
continue
print "You go " + answer_dict[answer][1] + " to the next chamber."
world.player.move_to_room(world.player.location.connections[answer_dict[answer][1]])