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import time
import random
import os
from enemies import *
from inventory import Inventory
from items import *
from game_data import *
from player import Player
from title import animate_title
from text_utils import *
from screens import death_screen, show_character_sheet
from loot_tables import loot_tables, roll_corrupted_loot,roll_loot
from strings import (
player_attacks_first_message,
enemy_attacks_first_message,
random_initiative_message,
randomized_intro_messages,
multi_battle_enemies_go_first,
multi_battle_intro,
multi_battle_player_goes_first,
multi_battle_random_initiative
)
turn = 1
def check_level_up(player):
player.level_up()
def get_loot(enemies, battle_mode='single'):
loot = []
if battle_mode == 'single' and len(enemies) == 1:
enemy_type = enemies[0]
loot += roll_loot(enemy_type)
elif battle_mode == 'multi':
for enemy in enemies:
loot += roll_loot(enemy)
return loot
def calculate_money(enemy, difficulty):
base_money = 10
level_multiplier = enemy.level * 5
difficulty_multiplier = 1 + (difficulty / 100)
random_bonus = random.randint(0, 20)
money = (base_money + level_multiplier) * difficulty_multiplier + random_bonus
return round(money)
def calculate_xp(enemy, player):
base_xp = 50
level_difference = enemy.level - player.level
# If the enemy is stronger, increase XP reward
level_multiplier = (enemy.level * 2) + (level_difference * 5)
# Prevent XP rewards from becoming negative or zero if the player is much higher level than the enemy
level_multiplier = max(level_multiplier, 10)
xp = base_xp + level_multiplier
return xp
def battle_conclusion(player, enemies, mode):
clear_screen()
global difficulty
result = "Victory"
total_xp = 0
total_money = 0
killed_enemies = []
total_loot = []
if mode == "multi":
for enemy in enemies:
if enemy.hp <= 0:
killed_enemies.append(enemy.name)
total_xp += calculate_xp(enemy,player)
total_money += calculate_money(enemy, difficulty)
if enemy.corrupted:
loot = roll_corrupted_loot(enemy.name, unstable=enemy.unstable)
else:
loot = roll_loot(enemy.name)
total_loot.extend(loot)
total_xp += int(total_xp * 0.25)
total_money += int(total_money * 0.25)
typewriter(Fore.YELLOW + player.name + " has defeated the following enemies:", delay=0.1)
for enemy in killed_enemies:
print(Fore.GREEN + "- " + enemy)
typewriter(Fore.GREEN + player.name + " gains " + str(total_xp) + " XP and " + str(total_money) + " coins!", delay=0.1)
enemies = [e for e in enemies if e.hp > 0]
else:
enemy = enemies[0]
if enemy.hp <= 0:
killed_enemies.append(enemy.name)
total_xp += calculate_xp(enemy)
total_money += calculate_money(enemy, difficulty)
if enemy.loot_table_key != "none":
if enemy.corrupted:
loot = roll_corrupted_loot(enemy.loot_table_key, unstable=enemy.unstable)
else:
loot = roll_loot(enemy.loot_table_key)
else:
loot = []
total_loot.extend(loot)
typewriter(Fore.YELLOW + player.name + " has defeated " + enemy.name + "!", delay=0.1)
typewriter(Fore.GREEN + player.name + " gains " + str(total_xp) + " XP and " + str(total_money) + " coins!", delay=0.1)
time.sleep(1)
clear_screen()
animate_title(Fore.CYAN + "BATTLE OVER!", delay=0.05)
time.sleep(1)
print(center_text(Fore.WHITE + "Total XP: " + str(total_xp)))
print(center_text(Fore.WHITE + "Current HP: " + str(player.hp) + "/" + str(player.max_hp)))
print(center_text(Fore.WHITE + "Money: " + str(total_money)))
print("")
print(center_text(Fore.WHITE + "Enemies Defeated: " + ", ".join(killed_enemies)))
print(center_text(Fore.YELLOW + "Loot Dropped: " + ", ".join([item['name'] for item in total_loot])))
if total_loot:
print(center_text(Fore.GREEN + "Loot:"))
for item in total_loot:
if "Corrupted" in item['name']:
print(center_text(Fore.MAGENTA + "- " + item['name']))
else:
print(center_text(Fore.GREEN + "- " + item['name']))
print(center_text(Fore.YELLOW + "Press Enter to continue..." + Fore.RESET))
player.xp += total_xp
player.money += total_money
check_level_up(player)
for item in total_loot:
player.inventory.add_item(item)
input()
clear_screen()
return result
def calculate_ap_bonus(player_speed, enemy_speeds):
total_enemy_speed = sum(enemy_speeds)
if player_speed > total_enemy_speed:
speed_difference = player_speed - total_enemy_speed
extra_ap = min(3, speed_difference // 5)
return extra_ap
return 0
def enemy_turn(player, enemies, mode):
global turn
print(Fore.CYAN + "-" * 40)
typewriter(Fore.MAGENTA + "Enemy Turn - Turn " + str(turn))
if mode == "multi":
print(Fore.WHITE + "HP: " + str(player.hp) + " | Enemies Remaining: " + str(len([e for e in enemies if e.hp > 0])))
else:
print(Fore.WHITE + "HP: " + str(player.hp) + " | Enemy HP: " + str(enemies[0].hp))
print(Fore.CYAN + "-" * 40)
print("")
player.process_status_effects()
if player.is_staggered():
print(Fore.YELLOW + player.name + " is staggered and can't act this turn!")
print("")
time.sleep(1)
else:
if mode == "multi":
for enemy in enemies:
if enemy.hp > 0:
enemy.choose_action(player)
time.sleep(2)
else:
if enemies[0].hp > 0:
enemies[0].choose_action(player)
def player_turn(player, enemies, mode, bonus_ap=0):
global turn
if mode == "multi":
ap = math.ceil(len(enemies) / 2)
ap += calculate_ap_bonus(player.speed, [e.speed for e in enemies])
else:
ap = 1 + bonus_ap
while True:
if mode == "multi":
print(Fore.YELLOW + "You have " + str(ap) + " Action Points (AP).")
if mode == "single" and ap <= 0:
break
print(Fore.CYAN + "-" * 40)
typewriter(Fore.MAGENTA + "Your Turn - Turn " + str(turn))
if mode == "multi":
print(Fore.WHITE + "HP: " + str(player.hp) + " | Action Points: " + str(ap))
for i, enemy in enumerate(enemies):
print(Fore.RED + str(i + 1) + ". " + enemy.name + " - HP: " + str(enemy.hp) + "/" + str(enemy.max_hp))
else:
if bonus_ap > 0:
print(Fore.WHITE + "HP: " + str(player.hp) + " | Action Points: " + str(ap))
else:
print(Fore.WHITE + "HP: " + str(player.hp) + " | Enemy HP: " + str(enemies[0].hp))
print(Fore.CYAN + "-" * 40)
print("")
player.process_status_effects()
if player.is_staggered():
print(Fore.YELLOW + player.name + " is staggered and can’t act normally!")
print("")
time.sleep(1)
break
typewriter(Fore.YELLOW + "What will you do?")
print(Fore.GREEN + "1. Attack")
if isinstance(player.weapon, Weapon):
print(Fore.YELLOW + "Your weapon: " + player.weapon.name + " (equipped) | Durability: " + str(player.weapon.durability) + "/" + str(player.weapon.max_durability))
else:
print(Fore.RED + "You have no weapon equipped.")
print(Fore.GREEN + "2. Defensive Stance")
if len(player.inventory.items) > 0:
print(Fore.GREEN + "3. Use Item")
print(Fore.GREEN + "4. View Items")
print(Fore.GREEN + "5. View Character Sheet")
print(Fore.GREEN + "6. Identify")
if mode == "multi":
print(Fore.GREEN + "7. End Turn")
choice = input(Fore.YELLOW + "> ").strip().lower()
if choice == "1":
if ap > 0:
if mode == "multi":
print(Fore.YELLOW + "Choose a target to attack:")
alive_enemies = [e for e in enemies if e.hp > 0]
for i, enemy in enumerate(alive_enemies):
print(Fore.GREEN + str(i + 1) + ". " + enemy.name + " (" + str(enemy.hp) + "/" + str(enemy.max_hp) + " HP)")
try:
index = int(input(Fore.YELLOW + "> ")) - 1
if 0 <= index < len(alive_enemies):
target = alive_enemies[index]
if player.weapon is None:
player.punch(target)
else:
if hasattr(player.weapon, 'aoe') and player.weapon.aoe:
# AOE Weapon: Attack all enemies
print(Fore.YELLOW + "You unleash a powerful area-of-effect attack!")
for enemy in alive_enemies:
if enemy.hp > 0: # Only attack alive enemies
player.weapon.attack(player, enemy)
else:
# Single-target weapon
player.attack(target)
ap -= 1
print("")
except ValueError:
print(Fore.RED + "Invalid input.")
else:
target = enemies[0]
if target.hp > 0:
if player.weapon is None:
player.punch(target)
else:
if hasattr(player.weapon, 'aoe') and player.weapon.aoe:
# AOE Weapon: Attack all enemies
print(Fore.YELLOW + "You unleash a powerful area-of-effect attack!")
print("")
time.sleep(2)
for enemy in enemies:
if enemy.hp > 0: # Only attack alive enemies
player.weapon.attack(player, enemy)
time.sleep(2)
else:
# Single-target weapon
player.attack(target)
ap -= 1
print("")
break
else:
if mode == "multi":
print(Fore.RED + "Not enough Action Points to attack.")
print("")
elif choice == "2":
if ap > 0:
player.defend()
ap -= 1
else:
if mode == "multi":
print(Fore.RED + "Not enough Action Points to take a defensive stance.")
print("")
elif choice == "3":
if len(player.inventory.items) > 0:
while True:
if ap <= 0 and mode == "multi":
print(Fore.RED + "You don't have enough AP to use an item!")
print("")
break
elif ap <= 0:
break
print(Fore.CYAN + "-" * 40)
print(Fore.YELLOW + "Choose an item by number (or 'Enter' to go back):")
for i, item in enumerate(player.inventory.items):
print(Fore.GREEN + "%s. %s" % (str(i + 1), item.name))
for line in item.description.split("\n"):
print(Fore.LIGHTBLACK_EX + " " + line)
if hasattr(item, "durability") and hasattr(item, "max_durability"):
print(Fore.LIGHTBLACK_EX + " Durability: %s/%s" % (str(item.durability), str(item.max_durability)))
elif hasattr(item, "quantity"):
print(Fore.LIGHTBLACK_EX + " Quantity: %s" % str(item.quantity))
item_choice = input(Fore.YELLOW + "> ").strip().lower()
if item_choice == "":
break
try:
index = int(item_choice) - 1
if 0 <= index < len(player.inventory.items):
item = player.inventory.items[index]
if isinstance(item, UseableItem):
if enemies:
print("Choose an enemy to target for cleansing:")
for i, enemy in enumerate(enemies):
if enemy.corrupted:
print(Fore.GREEN + str(i + 1) + ". " + enemy.name + Style.RESET_ALL)
target_choice = input(Fore.YELLOW + "> ")
target_choice = int(target_choice) - 1
target = enemies[target_choice]
item.use(player, target)
else:
print(Fore.RED + "No enemies available to target." + Style.RESET_ALL)
elif isinstance(item, Weapon):
item.equip(player)
print(Fore.GREEN + item.name + " equipped!")
elif isinstance(item, Potion):
item.use(player)
print(Fore.GREEN + item.name + " used successfully!")
player.inventory.items.remove(item) # Remove the potion from inventory after use
else:
print(Fore.RED + "This item cannot be used here.")
ap -= 1
if mode == "multi":
print("")
print(Fore.GREEN + item.name + " used! Remaining AP: " + str(ap))
print("")
time.sleep(1)
else:
print(Fore.RED + "Invalid item selection.")
except ValueError:
print(Fore.RED + "Invalid input.")
else:
print(Fore.RED + "Your inventory is empty.")
elif choice == "4":
for i, item in enumerate(player.inventory.items):
print(Fore.GREEN + "%s. %s" % (str(i + 1), item.name))
for line in item.description.split("\n"):
print(Fore.LIGHTBLACK_EX + " " + line)
if hasattr(item, "durability") and hasattr(item, "max_durability"):
print(Fore.LIGHTBLACK_EX + " Durability: %s/%s" % (str(item.durability), str(item.max_durability)))
elif hasattr(item, "quantity"):
print(Fore.LIGHTBLACK_EX + " Quantity: %s" % str(item.quantity))
time.sleep(3)
elif choice == "5":
show_character_sheet(player, False)
elif choice == "6":
if mode == "multi":
for enemy in enemies:
print(Fore.CYAN + "--- Enemy: " + enemy.name)
print(Fore.YELLOW + "Health: " + str(enemy.hp) + "/" + str(enemy.max_hp))
else:
print(Fore.CYAN + "--- Enemy: " + enemies[0].name)
print(Fore.YELLOW + "Health: " + str(enemies[0].hp) + "/" + str(enemies[0].max_hp))
elif choice == "7" and mode == "multi":
break
else:
print(Fore.RED + "Invalid input.")
print("")
def battle(player, enemies, battle_mode="single", bonus_ap=0):
global turn
turn = 1
clear_screen()
player_went_first = False
if not isinstance(enemies, list):
enemies = [enemies]
if battle_mode == "multi":
typewriter(random.choice(multi_battle_intro(player, enemies)))
print("")
time.sleep(1)
if all(enemy.speed < player.speed for enemy in enemies):
typewriter(multi_battle_player_goes_first(player, enemies))
print("")
time.sleep(2)
player_turn(player, enemies, battle_mode, bonus_ap)
player_went_first = True
elif all(enemy.speed > player.speed for enemy in enemies):
typewriter(multi_battle_enemies_go_first(player, enemies))
print("")
time.sleep(1)
enemy_turn(player, enemies, battle_mode)
else:
typewriter(multi_battle_random_initiative(player, enemies))
print("")
time.sleep(3)
if random.choice([True, False]):
player_turn(player, enemies, battle_mode, bonus_ap)
player_went_first = True
else:
enemy_turn(player, enemies, battle_mode)
else:
typewriter(randomized_intro_messages(player, enemies[0]))
print("")
time.sleep(2)
typewriter(Fore.YELLOW + "Battle started!")
print("")
time.sleep(1)
typewriter(Fore.GREEN + player.name + Fore.WHITE + " v.s " + Fore.RED + enemies[0].name)
print("")
time.sleep(2)
if enemies[0].speed > player.speed:
typewriter(enemy_attacks_first_message(player, enemies[0]))
print("")
time.sleep(2)
enemy_turn(player, enemies, battle_mode)
elif enemies[0].speed < player.speed:
typewriter(player_attacks_first_message(player, enemies[0]))
print("")
time.sleep(1)
player_turn(player, enemies, battle_mode, bonus_ap)
player_went_first = True
else:
typewriter(random_initiative_message(player, enemies[0]))
print("")
time.sleep(3)
if random.randint(1, 2) == 1:
player_turn(player, enemies, battle_mode, bonus_ap)
player_went_first = True
else:
enemy_turn(player, enemies, battle_mode)
if player_went_first and any(e.hp > 0 for e in enemies):
enemy_turn(player, enemies, battle_mode)
# Main battle loop
while player.hp > 0 and any(enemy.hp > 0 for enemy in enemies):
turn += 1
print("\n" + Fore.CYAN + f"--- Turn {turn} ---" + Fore.RESET)
player_turn(player, enemies, battle_mode, bonus_ap)
if all(enemy.hp <= 0 for enemy in enemies):
break
enemy_turn(player, enemies, battle_mode)
if player.hp <= 0:
death_screen()
return False
else:
battle_conclusion(player, enemies, battle_mode)
return True