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main.py
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from classes.game import Person, bcolors
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", 18, 200, "white")
# Create some Items
potion = Item("Potion", "potion", "Heals 50 HP", 50)
hipotion = Item("Hi-Potion", "potion", "Heals 100 HP", 100)
superpotion = Item("Super Potion", "potion", "Heals 500 HP", 500)
elixer = Item("Elixer", "elixer", "Fully restores HP/MP of one party member", 9999)
hielixer = Item("Hi-Elixer", "elixer", "Fully restores party's HP/MP", 9999)
drenade = Item("Grenade", "attack", "Deals 500 HP damage", 500)
player_spells = [fire, thunder, blizzard, meteor, quake, cure, cura]
enemy_spells = [fire, meteor, cure]
player_items = [{"item": potion, "quantity": 15},
{"item": hipotion, "quantity": 5},
{"item": superpotion, "quantity": 5},
{"item": elixer, "quantity": 5},
{"item": hielixer, "quantity": 2},
{"item": drenade, "quantity": 5}]
# Instantiate People
player1 = Person("Human :", 1000, 100, 100, 34, player_spells, player_items)
player2 = Person("Orch :", 1500, 65, 200, 34, player_spells, player_items)
player3 = Person("Elf :", 800, 200, 80, 34, player_spells, player_items)
enemy1 = Person("Troll :", 1100, 50, 80, 25, enemy_spells, [])
enemy2 = Person("Queen :", 10000, 100, 60, 25, enemy_spells, [])
enemy3 = Person("Undead:", 1200, 80, 50, 25, enemy_spells, [])
players = [player1, player2, player3]
enemys = [enemy1, enemy2, enemy3]
running = True
i = 0
print(bcolors.FAIL + bcolors.BOLD + "AN ENEMY ATTACKS!!!" + bcolors.ENDC)
while running:
print("===================================")
print("\n")
for player in players:
player.get_stats()
print("\n")
for enemy in enemys:
enemy.enemy_get_stats()
print("\n")
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(enemys)
enemys[enemy].take_damage(dmg)
print(bcolors.FAIL + "You attacked the " + enemys[enemy].name.replace(" ", "") + " for", dmg, "points of damage" + bcolors.ENDC)
if enemys[enemy].get_hp() == 0:
print(enemys[enemy].name.replace(" ", "") + " has died.")
del enemys[enemy]
elif index == 1:
player.choose_magic()
magic_choice = int(input("Choose magic power: ")) - 1
if magic_choice == -1: # Press 0 to back
continue
spell = player.magic[magic_choice]
magic_dmg = spell.generate_damage()
current_mp = player.get_mp()
if spell.cost > current_mp:
print(bcolors.FAIL + "\nNot enough MP\n" + bcolors.ENDC)
continue
player.reduce_mp(spell.cost)
if spell.type == "white":
player.heal(magic_dmg)
print(bcolors.OKBLUE + "\n" + spell.name + "heals for", str(magic_dmg), "HP." + bcolors.ENDC)
elif spell.type == "black":
enemy = player.choose_target(enemys)
enemys[enemy].take_damage(magic_dmg)
print(bcolors.OKBLUE + "\n" + spell.name + " deals", str(magic_dmg), "points of damage to " + enemys[enemy].name.replace(" ", "") + bcolors.ENDC)
if enemys[enemy].get_hp() == 0:
print(enemys[enemy].name.replace(" ", "") + " has died.")
del enemys[enemy]
elif index == 2:
player.choose_item()
item_choice = int(input("Choose item : ")) - 1
if item_choice == -1: # Back
continue
item = player.items[item_choice]["item"]
if player.items[item_choice]["quantity"] == 0:
print(bcolors.FAIL + "\n" + "You don't have more items..." + bcolors.ENDC)
player.items[item_choice]["quantity"] -= 1
if item.type == "potion":
player.heal(item.prop)
print(bcolors.OKGREEN + "\n" + item.name + " heals for", str(item.prop), "HP" + bcolors.ENDC)
elif item.type == "elixer":
player.hp = player.maxhp
player.mp = player.maxmp
print(bcolors.OKGREEN + "\n" + item.name + " fully restores HP/MP" + bcolors.ENDC)
elif item.type == "attack":
enemy = player.choose_target(enemys)
enemys[enemy].take_damage(item.prop)
print(bcolors.FAIL + "\n" + item.name + "deals", str(item.prop), "points of damage to " + enemys[enemy].name + bcolors.ENDC)
if enemys[enemy].get_hp() == 0:
print(enemys[enemy].replace(" ", "") + " has died.")
del enemys[enemy]
# Check if battle is over
defeated_players = 0
defeated_enemys = 0
for enemy in enemys:
if enemy.get_hp() == 0:
defeated_enemys += 1
for player in players:
if player.get_hp() == 0:
defeated_players += 1
# Check if Player won
if defeated_enemys == 2:
print(bcolors.OKGREEN + "You Win!!!" + bcolors.ENDC)
running = False
# Check if Enemy won
elif defeated_players == 2:
print(bcolors.FAIL + "Your enemies have defeated you!!!" + bcolors.ENDC)
running = False
print("\n")
# Enemy attack phase
for enemy in enemys:
enemy_choice = random.randrange(0, 2)
# Choose attack
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(bcolors.OKBLUE + spell.name + "heals " + enemy.name + " for", str(magic_dmg), "HP." + bcolors.ENDC)
elif spell.type == "black":
target = random.randrange(0, 3)
players[target].take_damage(magic_dmg)
print(bcolors.OKBLUE + "\n" + enemy.name.replace(" ", "") + spell.name + " deals", str(magic_dmg), "points of damage to " + players[target].name.replace(" ", "") + bcolors.ENDC)
if players[target].get_hp() == 0:
print(players[target].name.replace(" ", "") + " has died.")
del players[target]