♻️ refactor play_room
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@@ -50,9 +50,11 @@ def action_menu(actions_autorisees: list[Action] = None) -> Action:
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print("Veuillez saisir un nombre.")
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def play_room(room: list[BaseMob], level: Level) -> None:
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print(f"Pièce actuelle : {level.current_room_index}")
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if room is not None:
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def play_room(room: list[BaseMob], level: Level) -> int:
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if room is None:
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print("\n ------ Pièce vide ------ \n")
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return 1
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for mob in room:
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print(f"Un {mob.name} est devant toi !")
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match action_menu([Action.COMBAT, Action.FUIR]):
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@@ -60,25 +62,26 @@ def play_room(room: list[BaseMob], level: Level) -> None:
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level.combat(mob, level.player)
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if level.player.current_pv <= 0:
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print("!!!!!!!!! Joueur mort !!!!!!!!!!")
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break
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sys.exit(0)
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if mob.current_pv == 0:
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print(f"Le {mob.name} est mort !!")
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case Action.FUIR:
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print("Tu fuis la pièce")
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else:
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print("\n ------ Pièce vide ------ \n")
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return 0
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return 1
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def play_donjon(level: Level) -> None:
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while level.exit_level:
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print(f"Pièce actuelle : {level.current_room_index}")
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match action_menu([Action.PIECE_SUIVANTE, Action.QUITTER]):
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case Action.PIECE_SUIVANTE:
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if level.current_room_index >= len(level.rooms):
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print("fin du donjon !")
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break
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play_room(level.rooms[level.current_room_index], level)
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level.current_room_index += play_room(level.rooms[level.current_room_index], level)
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level.player.current_pv = level.player.max_pv
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level.current_room_index += 1
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case Action.QUITTER:
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level.exit_level = False
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print(f"Au revoir {level.player.name} !")
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