🏗️ ♻️ restructuration du projet et refactoring #3

Merged
bbaudouin merged 29 commits from toucan into develop 2026-07-18 06:33:34 +01:00
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+21 -18
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@@ -50,35 +50,38 @@ def action_menu(actions_autorisees: list[Action] = None) -> Action:
print("Veuillez saisir un nombre.")
def play_room(room: list[BaseMob], level: Level) -> None:
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([Action.COMBAT, Action.FUIR]):
case Action.COMBAT:
level.combat(mob, level.player)
if level.player.current_pv <= 0:
print("!!!!!!!!! Joueur mort !!!!!!!!!!")
break
if mob.current_pv == 0:
print(f"Le {mob.name} est mort !!")
case Action.FUIR:
print("Tu fuis la pièce")
else:
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
play_room(level.rooms[level.current_room_index], level)
level.current_room_index += play_room(level.rooms[level.current_room_index], level)
level.player.current_pv = level.player.max_pv
level.current_room_index += 1
case Action.QUITTER:
level.exit_level = False
print(f"Au revoir {level.player.name} !")