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develop
| Author | SHA1 | Date | |
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| e682607eac | |||
| 583a026dc4 | |||
| 9efdc27332 | |||
| 33052979f0 | |||
| fe5b5890b2 | |||
| d02b48b2b0 | |||
| 3746f32cd0 | |||
| b7daf32569 | |||
| e5eb96623f | |||
| df93b8a587 | |||
| acd443072e |
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+40
-15
@@ -1,27 +1,36 @@
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import argparse
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import logging
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import os
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import sys
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from .console import UI
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from .level import Level
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from .menu import Action, action_menu
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from .menu import Action
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from .mob import BaseMob, load_character
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logger = logging.getLogger(__name__)
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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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logger.info('Empty room')
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UI.empty_room()
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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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logger.info('Meet mob %s', mob.name)
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UI.meet_mob(mob)
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match UI.action_menu([Action.COMBAT, Action.FUIR]):
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case Action.COMBAT:
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level.combat(mob, level.player)
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pvs = level.combat(mob, level.player)
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UI.fight_pvs(level.player, mob, pvs)
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if level.player.current_pv <= 0:
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print("!!!!!!!!! Joueur mort !!!!!!!!!!")
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UI.player_dead()
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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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UI.mob_dead(mob)
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case Action.FUIR:
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print("Tu fuis la pièce")
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UI.run_away()
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return 0
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return 1
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@@ -29,25 +38,41 @@ def play_room(room: list[BaseMob], level: Level) -> int:
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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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UI.entering_room(level.current_room_index)
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match UI.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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logger.info('Exiting last room')
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UI.last_room()
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break
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logger.info('Entering next room')
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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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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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logger.info('Leaving game')
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UI.leave(level.player)
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def app() -> None:
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loaded_character = load_character(sys.argv[1] if len(sys.argv) > 1 else "Jamin")
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parser = argparse.ArgumentParser(
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prog='elironwars',
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description='elironwars CLI',
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)
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parser.add_argument('--player', default='Jamin')
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parser.add_argument('--ui', default='cli')
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parser.add_argument('--log-level', default='ERROR')
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args = parser.parse_args()
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os.makedirs('logs', exist_ok=True)
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logging.basicConfig(filename='logs/app.log', level=logging.getLevelName(args.log_level))
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logging.info('start')
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loaded_character = load_character(args.player)
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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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UI.select_player(loaded_character)
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# Créer des instances de BaseMob
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yanaar = BaseMob("Yanaar", 15, 2, 1, 3, 2)
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@@ -58,7 +83,7 @@ def app() -> None:
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mobs_list = [yanaar, skroll, ulnarain]
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level = Level(2, loaded_character, mobs_list)
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print(f"Nombre de pièce dans le donjon : {len(level.rooms)}")
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UI.entering_donjon(level)
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play_donjon(level)
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@@ -0,0 +1,60 @@
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from .menu import Action, action_menu
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class ConsoleUi:
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def __init__(self):
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pass
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@staticmethod
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def empty_room():
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print("\n ------ Pièce vide ------ \n")
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@staticmethod
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def meet_mob(mob):
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print(f"Un {mob.name} est devant toi !")
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@staticmethod
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def player_dead():
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print("!!!!!!!!! Joueur mort !!!!!!!!!!")
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@staticmethod
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def mob_dead(mob):
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print(f"Le {mob.name} est mort !!")
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@staticmethod
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def run_away():
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print("Tu fuis la pièce")
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@staticmethod
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def leave(player):
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print(f"Au revoir {player.name} !")
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@staticmethod
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def select_player(player):
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print(player)
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@staticmethod
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def entering_room(room_name):
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print(f"Pièce actuelle : {room_name}")
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@staticmethod
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def last_room():
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print("fin du donjon !")
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@staticmethod
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def entering_donjon(level):
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print(f"Nombre de pièce dans le donjon : {len(level.rooms)}")
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@staticmethod
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def action_menu(actions_autorisees: list[Action] = None) -> Action:
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return action_menu(actions_autorisees)
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@staticmethod
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def fight_pvs(player, mob, pvs):
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for pv in pvs:
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print(f"{player.name} - {pv['player']} PV")
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print(f"{mob.name} - {pv['mob']} PV")
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UI = ConsoleUi()
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+12
-4
@@ -1,21 +1,26 @@
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import logging
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from .random_utils import generate_random_mob_list, generate_random_rooms
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logger = logging.getLogger(__name__)
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class Level:
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""" Class Level """
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def __init__(self, difficulty, player, mob_list):
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""" Chargement du niveau """
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print("Loading Level")
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logger.debug("Loading Level")
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self.mobs_in_level = generate_random_mob_list(mob_list, difficulty)
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self.exit_level = True
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self.player = player
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self.rooms = generate_random_rooms(self.mobs_in_level, difficulty) # Liste des pièces du niveau
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self.current_room_index = 0 # Index de la pièce actuelle
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print("Level Loaded")
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logger.debug("Level Loaded")
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def combat(self, mob, player):
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pvs = []
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while mob.current_pv > 0 and player.current_pv > 0:
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if mob.speed > player.speed:
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mob.perform_attack(player)
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@@ -23,5 +28,8 @@ class Level:
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else:
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player.perform_attack(mob)
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mob.perform_attack(player)
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print(f"{player.name} - {player.current_pv} PV")
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print(f"{mob.name} - {mob.current_pv} PV")
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pvs.append({
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'player': player.current_pv,
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'mob': mob.current_pv
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})
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return pvs
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@@ -1,6 +1,9 @@
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import logging
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import os
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from enum import Enum
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logger = logging.getLogger(__name__)
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class Action(Enum):
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PIECE_SUIVANTE = (1, "Pièce suivante")
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@@ -26,6 +29,10 @@ def action_menu(actions_autorisees: list[Action] = None) -> Action:
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actions_autorisees = list(Action) if actions_autorisees is None else actions_autorisees
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logger.debug('Show action menu')
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for action in actions_autorisees:
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logger.debug('Action %s - "%s"', action.code, action.libelle)
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while True:
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print("\n------ Menu Action ------\n")
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@@ -37,9 +44,12 @@ def action_menu(actions_autorisees: list[Action] = None) -> Action:
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clear_console()
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for action in actions_autorisees:
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if action.code == choix:
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logger.info('User selected action %s - "%s"', action.code, action.libelle)
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return action
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print("Mauvais choix")
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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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logger.info('Bad input')
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@@ -1,12 +1,15 @@
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import json
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import logging
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import os
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from .base_mob import BaseMob
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logger = logging.getLogger(__name__)
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def build_character():
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"""Demande à l'utilisateur de saisir les attributs du personnage."""
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print("Création d'un nouveau personnage :")
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logger.debug("Création d'un nouveau personnage :")
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name = input("Nom du personnage : ")
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max_pv = int(input("Points de vie maximum : "))
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strength = int(input("Force : "))
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@@ -35,9 +38,10 @@ def save_character(character: BaseMob) -> str:
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def load_character(name: str) -> BaseMob | None:
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"""Charge un personnage à partir d'un fichier JSON."""
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logger.debug('Loading character %s', name)
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filename = name + ".json"
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if not os.path.exists(filename):
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print(f"Erreur : Le fichier {filename} n'existe pas.")
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logger.error(f"Erreur : Le fichier {filename} n'existe pas.")
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return None
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try:
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@@ -48,7 +52,7 @@ def load_character(name: str) -> BaseMob | None:
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required_keys = ["name", "max_pv", "current_pv",
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"strength", "protection", "speed", "mob_type"]
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if not all(key in character_data for key in required_keys):
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print(f"Erreur : Le fichier {filename} ne contient pas toutes les clés nécessaires.")
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logger.error(f"Erreur : Le fichier {filename} ne contient pas toutes les clés nécessaires.")
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return None
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# Construction du personnage
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@@ -61,5 +65,5 @@ def load_character(name: str) -> BaseMob | None:
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mob_type=character_data["mob_type"]
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)
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except json.JSONDecodeError:
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print(f"Erreur : Le fichier {filename} n'est pas un JSON valide.")
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logger.error(f"Erreur : Le fichier {filename} n'est pas un JSON valide.")
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return None
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@@ -0,0 +1,3 @@
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import logging
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logging.basicConfig(level=logging.DEBUG)
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@@ -3,7 +3,7 @@ import pathlib
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import unittest
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from unittest.mock import patch
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from elironwars.mob import BaseMob, save_character, load_character
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from elironwars.mob import BaseMob, load_character, save_character
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from elironwars.mob.default_builder import build_character
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ARTHUR_JSON = """{
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Reference in New Issue
Block a user