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10 Commits

Author SHA1 Message Date
toucan_dev 052582a0e1 🔨 code format util 2026-07-16 20:41:44 +02:00
toucan_dev b8763ba373 ♻️ refactor play_room 2026-07-16 20:41:19 +02:00
toucan_dev 38ea663dad 🎨 code format 2026-07-16 20:30:47 +02:00
toucan_dev 805a088bf6 character dynamic selection 2026-07-16 20:30:00 +02:00
toucan_dev 2d4099e494 🚚 rename level_one -> level 2026-07-16 20:23:33 +02:00
toucan_dev bf13556eb6 🎨 rm parenthesis 2026-07-16 20:22:26 +02:00
toucan_dev a1162127de 🔥 rm sample of code 2026-07-16 20:20:38 +02:00
toucan_dev f745bd1f3d 🚧 wip code split 2026-07-16 20:17:33 +02:00
toucan_dev bc78bc04d6 ️ character loading once 2026-07-16 19:45:40 +02:00
toucan_dev 10fc929417 🎨 parameterized action menu 2026-07-16 19:38:51 +02:00
4 changed files with 130 additions and 122 deletions
+97 -50
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@@ -1,58 +1,105 @@
from character_builder import CharacterBuilder
from level_one import Level
import os
import sys
from enum import Enum
from base_mob import BaseMob
from character_builder import CharacterBuilder
from level import Level
def action_menu():
""" Menu Action du niveau """
class Action(Enum):
PIECE_SUIVANTE = (1, "Pièce suivante")
COMBAT = (2, "Combat")
FUIR = (3, "Fuir")
QUITTER = (4, "Quitter")
@property
def code(self):
return self.value[0]
@property
def libelle(self):
return self.value[1]
def clear_console() -> None:
os.system('cls' if os.name == 'nt' else 'clear')
def action_menu(actions_autorisees: list[Action] = None) -> Action:
"""Affiche le menu et retourne une action valide."""
actions_autorisees = list(Action) if actions_autorisees is None else actions_autorisees
while True:
print("\n------ Menu Action ------\n")
print("Pièce Suivante :\t\t 1")
print("Combat : \t\t\t 2")
print("Fuir : \t\t\t\t 3")
print("Quitter :\t\t\t 4")
return int(input("\nChoix : "))
for action in actions_autorisees:
print(f"{action.libelle:<20} : {action.code}")
try:
choix = int(input("\nChoix : "))
clear_console()
for action in actions_autorisees:
if action.code == choix:
return action
print("Mauvais choix")
except ValueError:
clear_console()
print("Veuillez saisir un nombre.")
def play_room(room: list[BaseMob], level: Level) -> int:
if room is None:
print("\n ------ Pièce vide ------ \n")
return 1
for mob in room:
print(f"Un {mob.name} est devant toi !")
match action_menu([Action.COMBAT, Action.FUIR]):
case Action.COMBAT:
level.combat(mob, level.player)
if level.player.current_pv <= 0:
print("!!!!!!!!! Joueur mort !!!!!!!!!!")
sys.exit(0)
if mob.current_pv == 0:
print(f"Le {mob.name} est mort !!")
case Action.FUIR:
print("Tu fuis la pièce")
return 0
return 1
def play_donjon(level: Level) -> None:
while level.exit_level:
print(f"Pièce actuelle : {level.current_room_index}")
match action_menu([Action.PIECE_SUIVANTE, Action.QUITTER]):
case Action.PIECE_SUIVANTE:
if level.current_room_index >= len(level.rooms):
print("fin du donjon !")
break
level.current_room_index += play_room(level.rooms[level.current_room_index], level)
level.player.current_pv = level.player.max_pv
case Action.QUITTER:
level.exit_level = False
print(f"Au revoir {level.player.name} !")
def app(character_name: str) -> None:
loaded_character = CharacterBuilder.load_character(character_name)
if not loaded_character:
sys.exit(-1)
print(loaded_character)
level = Level(2, loaded_character)
print(f"Nombre de pièce dans le donjon : {len(level.rooms)}")
play_donjon(level)
# Exemple d'utilisation
if __name__ == "__main__":
loaded_character = CharacterBuilder.load_character("Jamin")
if loaded_character:
print(loaded_character)
level = Level(2, CharacterBuilder.load_character("Jamin"))
player = level.player
rooms = level.rooms
number_room = len(rooms)
print(f"Nombre de pièce dans le donjon : {number_room}")
while level.exit_level:
os.system('cls' if os.name == 'nt' else 'clear')
match action_menu():
case 1:
if level.current_room_index >= number_room:
print("fin du donjon !")
break
room = rooms[level.current_room_index]
print(f"Pièce actuelle : {level.current_room_index}")
if room is not None:
for mob in room:
print(f"Un {mob.name} est devant toi !")
match action_menu():
case 2:
level.combat(mob, player)
if player.current_pv <= 0:
print("!!!!!!!!! Joueur mort !!!!!!!!!!")
break
if mob.current_pv == 0:
print(f"Le {mob.name} est mort !!")
case 3:
print("Tu fuis la pièce")
else:
print("\n ------ Pièce vide ------ \n")
player.current_pv = player.max_pv
level.current_room_index += 1
case 4:
level.exit_level = False
print(f"Au revoir {player.name} !")
case _:
print("Mauvais choix")
app(character_name=sys.argv[1] if len(sys.argv) > 1 else "Jamin")
Executable
+2
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@@ -0,0 +1,2 @@
isort $1
autopep8 -i --max-line-length=120 $1
+30
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@@ -0,0 +1,30 @@
""" Class Level """
import random
import mobs_utils
class Level:
""" Class Level """
def __init__(self, difficulty, player):
""" Chargement du niveau """
print("Loading Level")
self.mobs_in_level = mobs_utils.generate_random_mob_list(random.randint(2, difficulty))
self.exit_level = True
self.player = player
self.rooms = mobs_utils.generate_random_rooms(self.mobs_in_level, difficulty) # Liste des pièces du niveau
self.current_room_index = 0 # Index de la pièce actuelle
print("Level Loaded")
def combat(self, mob, player):
while mob.current_pv > 0 and player.current_pv > 0:
if mob.speed > player.speed:
mob.perform_attack(player)
player.perform_attack(mob)
else:
player.perform_attack(mob)
mob.perform_attack(player)
print(f"{player.name} - {player.current_pv} PV")
print(f"{mob.name} - {mob.current_pv} PV")
-71
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@@ -1,71 +0,0 @@
""" Class Level """
import random
import mobs_utils
from character_builder import CharacterBuilder
class Level():
""" Class Level """
def __init__(self, difficulty, player):
""" Chargement du niveau """
print("Loading Level")
self.mobs_in_level = mobs_utils.generate_random_mob_list(
random.randint(2, difficulty))
self.exit_level = True
self.player = player
self.rooms = mobs_utils.generate_random_rooms(
self.mobs_in_level, difficulty) # Liste des pièces du niveau
self.current_room_index = 0 # Index de la pièce actuelle
print("Level Loaded")
def combat(self, mob, player):
while (mob.current_pv > 0 and player.current_pv > 0):
if mob.speed > player.speed:
mob.perform_attack(player)
player.perform_attack(mob)
else:
player.perform_attack(mob)
mob.perform_attack(player)
print(f"{player.name} - {player.current_pv} PV")
print(f"{mob.name} - {mob.current_pv} PV")
def action_menu():
""" Menu Action du niveau """
print("Pièce Suivante :\t1")
print("Quitter :\t\t4")
return int(input("Choix : "))
# Exemple d'utilisation
if __name__ == "__main__":
level = Level(2, CharacterBuilder.load_character("Jamin"))
player = level.player
rooms = level.rooms
number_room = len(rooms)
print(f"Nombre de pièce dans le donjon : {number_room}")
while level.exit_level:
match action_menu():
case 1:
if level.current_room_index >= number_room:
print("fin du donjon !")
break
room = rooms[level.current_room_index]
print(f"Pièce actuelle : {level.current_room_index}")
if room:
for mob in room:
level.combat(mob, player)
if player.current_pv <= 0:
print("!!!!!!!!! Joueur mort !!!!!!!!!!")
break
else:
print("Pièce vide")
player.current_pv = player.max_pv
level.current_room_index += 1
case 4:
level.exit_level = False
print(f"Au revoir {player.name} !")
case _:
print("Mauvais choix")