🚧 wip code split
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@@ -2,6 +2,7 @@ import os
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import sys
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import sys
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from enum import Enum
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from enum import Enum
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from base_mob import BaseMob
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from character_builder import CharacterBuilder
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from character_builder import CharacterBuilder
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from level_one import Level
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from level_one import Level
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@@ -21,6 +22,10 @@ class Action(Enum):
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return self.value[1]
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return self.value[1]
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def clear_console() -> None:
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os.system('cls' if os.name == 'nt' else 'clear')
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def action_menu(actions_autorisees: list[Action] = None) -> Action:
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def action_menu(actions_autorisees: list[Action] = None) -> Action:
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"""Affiche le menu et retourne une action valide."""
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"""Affiche le menu et retourne une action valide."""
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@@ -34,45 +39,26 @@ def action_menu(actions_autorisees: list[Action] = None) -> Action:
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try:
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try:
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choix = int(input("\nChoix : "))
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choix = int(input("\nChoix : "))
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clear_console()
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for action in actions_autorisees:
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for action in actions_autorisees:
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if action.code == choix:
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if action.code == choix:
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return action
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return action
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print("Mauvais choix")
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print("Mauvais choix")
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except ValueError:
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except ValueError:
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clear_console()
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print("Veuillez saisir un nombre.")
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print("Veuillez saisir un nombre.")
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# Exemple d'utilisation
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def play_room(room: list[BaseMob], level: Level) -> None:
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if __name__ == "__main__":
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loaded_character = CharacterBuilder.load_character("Jamin")
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if not loaded_character:
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sys.exit(-1)
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print(loaded_character)
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level = Level(2, loaded_character)
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player = level.player
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rooms = level.rooms
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number_room = len(rooms)
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print(f"Nombre de pièce dans le donjon : {number_room}")
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while level.exit_level:
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os.system('cls' if os.name == 'nt' else 'clear')
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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 >= number_room:
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print("fin du donjon !")
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break
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room = rooms[level.current_room_index]
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print(f"Pièce actuelle : {level.current_room_index}")
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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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if room is not None:
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for mob in room:
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for mob in room:
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print(f"Un {mob.name} est devant toi !")
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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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match action_menu([Action.COMBAT, Action.FUIR]):
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case Action.COMBAT:
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case Action.COMBAT:
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level.combat(mob, player)
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level.combat(mob, level.player)
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if player.current_pv <= 0:
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if level.player.current_pv <= 0:
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print("!!!!!!!!! Joueur mort !!!!!!!!!!")
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print("!!!!!!!!! Joueur mort !!!!!!!!!!")
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break
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break
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if mob.current_pv == 0:
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if mob.current_pv == 0:
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@@ -81,8 +67,36 @@ if __name__ == "__main__":
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print("Tu fuis la pièce")
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print("Tu fuis la pièce")
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else:
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else:
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print("\n ------ Pièce vide ------ \n")
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print("\n ------ Pièce vide ------ \n")
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player.current_pv = player.max_pv
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def play_donjon(level: Level) -> None:
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while level.exit_level:
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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.player.current_pv = level.player.max_pv
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level.current_room_index += 1
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level.current_room_index += 1
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case Action.QUITTER:
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case Action.QUITTER:
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level.exit_level = False
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level.exit_level = False
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print(f"Au revoir {player.name} !")
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print(f"Au revoir {level.player.name} !")
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def app(character_name: str) -> None:
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loaded_character = CharacterBuilder.load_character(character_name)
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if not loaded_character:
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sys.exit(-1)
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print(loaded_character)
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level = Level(2, loaded_character)
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print(f"Nombre de pièce dans le donjon : {len(level.rooms)}")
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play_donjon(level)
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# Exemple d'utilisation
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if __name__ == "__main__":
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app("Jamin")
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