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mian.py
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from classes.game import Person, bcolors
from classes.magic import Spell
from classes.inventory import Item
import random
#github user name : mohannad-balam
# print("\n\n")
# print("NAME HP MP")
# player1
# print(" _________________________ __________")
# print(bcolors.BOLD + "Williams: 480/480 |"+ bcolors.OKGREEN +"█████████████████████████" +bcolors.ENDC + bcolors.BOLD+"| 65/65 |" + bcolors.OKBLUE+"██████████"+bcolors.ENDC+"|")
# player2
# print(" _________________________ __________")
# print(bcolors.BOLD + "HattoriH: 480/480 |"+ bcolors.OKGREEN +"█████████████████████████" +bcolors.ENDC + bcolors.BOLD+"| 65/65 |" + bcolors.OKBLUE+"██████████"+bcolors.ENDC+"|")
# player3
# print(" _________________________ __________")
# print("Tokugawa Eiasu: 480/480 |█████████████████████████| 65/65 |██████████|")
#creating balck magic
fire = Spell("Fire", 21, 140, "black")
thunder = Spell("Thunder", 31, 280, "black")
blizzard = Spell("BLizzard", 19, 108, "black")
meteor = Spell("Meteor", 45, 460, "black")
quake = Spell("Quake", 13, 120, "black")
#-------------------------------------------
#creating some items
potion = Item("potion", "potion", "restore 120 HP" , 120)
hiPotion = Item("HiPotion" , "potion" , "restore 300 HP", 300)
megaPotion = Item("MegaPotion", "potion" , "restore 1200 HP", 1200)
elixer = Item("elixer", "elixer", "fully restore HP/MP for a party member" , 9999)
megaElixer = Item("MegaElixer", "elixer" , "fully restore all Party's HP/MP", 9999)
#---------------------------------------------
grenade = Item("grenade", "attack", "Deals 500 damage", 500)
#---------------------------------------------
#crearing white magic
cure = Spell("cure", 21, 200, "white")
Hcure = Spell("hiCure", 32, 420, "white")
#--------------------------------------------
playerMagic = [fire, thunder, blizzard, meteor, quake, cure, Hcure]
enemyMagic = [fire, meteor, cure]
playerItems = [
{"item": potion, "quantity": 15},
{"item": hiPotion, "quantity": 8},
{"item": megaPotion, "quantity": 5},
{"item": elixer, "quantity": 7},
{"item": megaElixer, "quantity": 3},
{"item": grenade, "quantity": 4},
]
#instantiate people
player1 = Person("Noctis: ",2480, 65, 191, 54, playerMagic, playerItems)
player2 = Person("Ignis: ",2176, 82, 121, 42, playerMagic, playerItems)
player3 = Person("Gladio: ",3292, 53, 154, 87, playerMagic, playerItems)
player4 = Person("Prompto:",1592, 59, 87, 34, playerMagic, playerItems)
players = [player1, player2, player3, player4]
enemy1 = Person("Goblin ", 1250, 76, 560, 45, enemyMagic, [])
enemy2 = Person("Ifrit ",11500, 85, 542, 64, enemyMagic, [])
enemy3 = Person("Goblin ", 1250, 76, 560, 45, enemyMagic, [])
enemies = [enemy1, enemy2, enemy3]
running = True
i = 0
print(bcolors.FAIL + bcolors.BOLD + "\n" + "''''''''''''ENCOUNTER!''''''''''''" + bcolors.ENDC)
#Looping the entire battle
while running :
print("==============================")
print("\n\n")
print("NAME HP MP")
#getting the player stats each time the actions were finished
for player in players :
player.getStats()
print("\n")
#getting the enemies stats
for enemy in enemies :
enemy.getEnemyStats()
#looping the entire party allowing them to take part in battle
for player in players :
player.chooseAction()
choice = input(" Choose Action : ")
index = int(choice) - 1
#attacking logic
if index == 0 :
dmg = player.generateDmg()
#we're gonna return the target enemy's index and store into a variable in order to use it in the list
enemyTarget = player.chooseTarget(enemies)
#when we chose the enemy we wanna attack let's put it into the index of the list of enemies
enemies[enemyTarget].takeDamage(dmg)
print("You Attacked", enemies[enemyTarget].name.replace(" ", ""), "For",dmg,"Points of Damage.")
#if the enemy died we're gonna remove him from the list and keep going
if enemies[enemyTarget].getHp() == 0 :
print("\n" + bcolors.FAIL + bcolors.BOLD + enemies[enemyTarget].name.replace(" ", "") + "Has Died!" + bcolors.ENDC)
del enemies[enemyTarget]
elif index == 1:
player.chooseMagic()
magicChoice = int(input(" Chooce a spell :")) - 1
#a way to go back a menu
if magicChoice == -1 :
continue
#-----------------------
spell = player.magic[magicChoice]
spellDmg = spell.generateSpellDamage()
#==========================
currentMp = player.getMp()
if spell.cost > currentMp :
print(bcolors.FAIL + "\n===Not Enough MP===\n" + bcolors.ENDC)
continue
player.reduceMp(spell.cost)
if spell.type == "white" :
player.heal(spellDmg)
print(bcolors.OKBLUE + "\n" + spell.name,"Heals",spellDmg,"HP.\n" + bcolors.ENDC)
elif spell.type == "black" :
enemyTarget = player.chooseTarget(enemies)
#when we chose the enemy we wanna attack let's put it into the index of the list of enemies
enemies[enemyTarget].takeDamage(spellDmg)
print("\n" + bcolors.OKBLUE + spell.name ,"Deals", str(spellDmg) ,"Points Of Damage On", enemies[enemyTarget].name.replace(" ", ""), bcolors.ENDC + "\n")
if enemies[enemyTarget].getHp() == 0 :
print("\n" + bcolors.FAIL + bcolors.BOLD + enemies[enemyTarget].name.replace(" ", "") + "Has Died!" + bcolors.ENDC)
del enemies[enemyTarget]
elif index == 2 :
player.chooseItem()
itemChoice = int(input(" Choose Item : ")) - 1
# a way to go back a menu
if itemChoice == -1 :
continue
#-----------------------
#stroing the item we've chosen into a variable
item = player.items[itemChoice]["item"]
#--------------------------------
#checkihg if the item we wanna use not = to zero
if player.items[itemChoice]["quantity"] == 0 :
print(bcolors.FAIL + "=========EMPTY=========" + bcolors.ENDC)
continue
#reducing the item quantity by 1 each time you used one
player.items[itemChoice]["quantity"] -= 1
if item.type == "potion" :
player.heal(item.proberty)
print(bcolors.OKGREEN + "\n" + item.name, "Heals for", str(item.proberty), "HP" + bcolors.ENDC)
elif item.type == "elixer" :
#mega elixer fluuy restores all the party's hp and mp
if item.name == "MegaElixer" :
for i in players :
i.hp = i.maxHp
i.mp = i.maxMp
#___________________________________
else :
#one elixer fully restores a player hp and mp
player.hp = player.maxHp
player.mp = player.maxMp
print(bcolors.OKGREEN + "\n" + item.name, "Fully restored HP/MP." + bcolors.ENDC)
elif item.type == "attack" :
enemyTarget = player.chooseTarget(enemies)
#when we chose the enemy we wanna attack let's put it into the index of the list of enemies
enemies[enemyTarget].takeDamage(item.proberty)
print(bcolors.FAIL + "\n" + item.name, "Deals", str(item.proberty), "Points of damage On", enemies[enemyTarget].name.replace(" ", "") + bcolors.ENDC)
if enemies[enemyTarget].getHp() == 0 :
print("\n" + bcolors.FAIL + bcolors.BOLD + enemies[enemyTarget].name.replace(" ", "") + " Has Died!" + bcolors.ENDC)
del enemies[enemyTarget]
defeatedEnemies = 0
defeatedPlayers = 0
for enemy in enemies :
if enemy.getHp() == 0 :
defeatedEnemies += 1
for player in players :
if player.getHp() == 0 :
defeatedPlayers += 1
if defeatedEnemies == enemies.count :
print("\n" + bcolors.OKGREEN + "============You Won!============" + bcolors.ENDC + "\n")
running = False
elif defeatedPlayers == players.count :
print(bcolors.OKGREEN + "============YOU DIED!============" + bcolors.ENDC)
running = False
#enemy attack phase
for enemy in enemies :
#we're generatig indexes between 0 and 2 because rn enemy cant't choose [items]
enemyChoice = random.randrange(0, 2)
if enemyChoice == 0 :
#that means he's gonna be atacking us
target = random.randrange(0,4)
#generate a random number allowing the enemy to choose who is to attack
enemyDmg = enemy.generateDmg()
players[target].takeDamage(enemyDmg)
#displaying how much damage he dealt
print("\n"+ enemy.name.replace(" ", "") +" Attacked "+ players[target].name +" For",enemyDmg,"Points of Damage.\n")
print("-------------------------------------")
elif enemyChoice == 1 :
#that means he's gonna use magic
spell , spellDamage = enemy.chooseEnemySpell()
enemy.reduceMp(spell.cost)
if spell.type == "white" :
enemy.heal(spellDmg)
print(bcolors.OKBLUE + "\n" + spell.name,"Heals",enemy.name.replace(" ", ""),spellDmg,"HP.\n" + bcolors.ENDC)
elif spell.type == "black" :
playerTarget = random.randrange(0,4)
#when we chose the enemy we wanna attack let's put it into the index of the list of enemies
players[playerTarget].takeDamage(spellDmg)
print("\n" + bcolors.OKBLUE + enemy.name.replace(" ", "")+ "'s " + spell.name ,"Deals", str(spellDmg) ,"Points Of Damage On", players[playerTarget].name.replace(" ", ""), bcolors.ENDC + "\n")
if players[playerTarget].getHp() == 0 :
print("\n" + bcolors.FAIL + bcolors.BOLD + players[playerTarget].name.replace(" ", "") + " Has Died!" + bcolors.ENDC)
del players[playerTarget]
print("Enemy Chose", spell.name, "damage is", str(spellDamage))
defeatedEnemies = 0
defeatedPlayers = 0
for enemy in enemies :
if enemy.getHp() == 0 :
defeatedEnemies += 1
for player in players :
if player.getHp() == 0 :
defeatedPlayers += 1
if defeatedEnemies == enemies.count :
print("\n" + bcolors.OKGREEN + "============You Won!============" + bcolors.ENDC + "\n")
running = False
elif defeatedPlayers == players.count :
print(bcolors.OKGREEN + "============YOU DIED!============" + bcolors.ENDC)
running = False
# elif player.getHp() == 0 :
# print(bcolors.FAIL + "===You Died!===" + bcolors.ENDC)
# running = False