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main.py
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main.py
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from ast import Continue
from os import name
from random import random
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") # (self, name, cost, dmg, type)
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 restore HP/MP ", 9999)
hielixer = Item("MegaElixer", "elixer", "Fully Restores prty's HP/MP", 9999)
#weapons-throughable
grenade = Item("Grenade", "throughable", "Deals 500 Damage", 500)
player_magic = [fire, thunder, blizzard, meteor, cure, cura]
enemy_spells = [fire, meteor, cure]
player_item = [{"item": potion, "quantity": 15}, {"item": hipotion, "quantity": 5},
{"item":superpotion, "quantity": 5}, {"item":elixer, "quantity": 5},
{"item":hielixer, "quantity": 2}, {"item":grenade, "quantity": 5}]
# Instantiate people
player1 = Person("Dev :", 5000, 50, 180, 30, player_magic, player_item) #(self,name, hp, mp, atk, df, magic, Items)
player2 = Person("Ram :", 4500, 50, 140, 30, player_magic, player_item)
player3 = Person("Bot :", 4000, 50, 120, 30, player_magic, player_item)
enemy1 = Person("Villan: ", 4000, 50, 100, 50, enemy_spells, [])
enemy2 = Person("Roofi: ", 3500, 40, 85, 45, enemy_spells, [])
enemy3 = Person("Meeka: ", 3000, 45, 80, 40, enemy_spells, [])
players = [player1, player2, player3]
enemies = [enemy1, enemy2, enemy3]
running = True
i = 0
print(bcolors.FAIL + bcolors.BOLD + "GAME STARTED***" + bcolors.ENDC)
while running:
print ("====================")
print("\n\n")
print("NAME " + bcolors.OKGREEN + "HEALTH" + bcolors.ENDC + " " + bcolors.OKBLUE + "MAGIC POINTS" + bcolors.ENDC)
for player in players:
player.get_player_stats()
print("\n")
for enemy in enemies:
enemy.get_enemy_stats()
for player in players:
player.choose_action()
choice = input("choose Your Action:")
index = int(choice) - 1
if index == 0:
dmg = player.generate_damage()
enemy = player.choose_target(enemies)
enemies[enemy].take_damage(dmg)
print ("You attacked " + enemies[enemy].name.replace(" ","") + " for ", dmg, " Points of damage.")
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name.replace(" ","") + "has died")
del enemies[enemy]
elif index == 1:
player.choose_magic()
magic_choice = int(input("Choose magic: ")) - 1
if magic_choice == -1:
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.FAIL + "\n" + spell.name + "heals for ", str(magic_dmg), "HP." + bcolors.ENDC)
elif spell.type == "black":
enemy = player.choose_tartet(enemies)
enemies[enemy].take_damage(magic_dmg)
print (bcolors.OKBLUE + "\n" + spell.name + "deals", str(magic_dmg), "points of damage to " + enemies[enemy].name.replace(" ","") + bcolors.ENDC)
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name.replace(" ","") + "has died")
del enemies[enemy]
elif index == 2:
player.choose_item()
item_choice = int(input("Choose Your Item= ")) - 1
if item_choice == -1:
continue
item = player.items[item_choice]["item"]
if player.items[item_choice]["quantity"] == 0 :
print(bcolors.FAIL + "\n" + "Noone Left..." + bcolors.ENDC)
continue
player.items[item_choice]["quantity"] -= 1
if item.type == "potion":
player.heal(item.prop)
print(bcolors.OKBLUE + "\n" + item.name + "heals for", str(item.prop), "HP" + bcolors.ENDC)
elif item.type == "elixer":
if item.name == "MegaElixer":
for i in players:
i.hp = i.maxhp
i.mp = i.maxhp
else:
player.hp = player.maxhp
player.mp = player.maxmp
print(bcolors.OKBLUE + "\n" + item.name + " fully restores HP/MP" + bcolors.ENDC)
elif item.type == "attack":
enemy = player.choose_tartet(enemies)
enemies[enemy].take_damage(item.prop)
print(bcolors.OKBLUE + "\n" + item.name + " deals", str(item.prop), "points of damage to " + enemies[enemy].name + bcolors.ENDC)
if enemies[enemy].get_hp() == 0:
print(enemies[enemy].name.replace(" ","") + "has died")
del enemies[enemy]
#chek if battle is over
defeated_enemies = 0
defeated_players = 0
for enemy in enemies:
if enemy.get_hp() == 0:
defeated_enemies += 1
for player in players:
if player.get_hp() == 0:
defeated_players +=1
#check if player won
if defeated_enemies == 2:
print(bcolors.OKGREEN + "You Win" + bcolors.ENDC)
running = False
#check if enemy won
elif defeated_players == 2:
print (bcolors.OKBLUE + bcolors.FAIL + "Your enemy has defeated you" + bcolors.ENDC)
running = False
print("\n")
#empty attack phase
for enemy in enemies:
enemy_choice = random.randrange(0, 2)
if enemy_choice == 0:
#chose attack
target = random.randrange(0, 3)
enemy_dmg = enemies[0].generate_damage()
players[target].take_damage(enemy_dmg)
print (enemy.name.replace(" ","") + "attackes " + 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(" ","") + "'s" + 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[player]
#print("Enemy choose", spell, "damage is ", magic_dmg)