🏗️ ♻️ restructuration du projet et refactoring #3

Merged
bbaudouin merged 29 commits from toucan into develop 2026-07-18 06:33:34 +01:00
Showing only changes of commit f745bd1f3d - Show all commits
+50 -36
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@@ -2,6 +2,7 @@ import os
import sys
from enum import Enum
from base_mob import BaseMob
from character_builder import CharacterBuilder
from level_one import Level
@@ -21,6 +22,10 @@ class Action(Enum):
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."""
@@ -34,55 +39,64 @@ def action_menu(actions_autorisees: list[Action] = None) -> Action:
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.")
# Exemple d'utilisation
if __name__ == "__main__":
loaded_character = CharacterBuilder.load_character("Jamin")
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:
print("\n ------ Pièce vide ------ \n")
def play_donjon(level: Level) -> None:
while level.exit_level:
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.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} !")
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)
player = level.player
rooms = level.rooms
number_room = len(rooms)
print(f"Nombre de pièce dans le donjon : {number_room}")
print(f"Nombre de pièce dans le donjon : {len(level.rooms)}")
while level.exit_level:
os.system('cls' if os.name == 'nt' else 'clear')
match action_menu([Action.PIECE_SUIVANTE, Action.QUITTER]):
case Action.PIECE_SUIVANTE:
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([Action.COMBAT, Action.FUIR]):
case Action.COMBAT:
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 Action.FUIR:
print("Tu fuis la pièce")
else:
print("\n ------ Pièce vide ------ \n")
player.current_pv = player.max_pv
level.current_room_index += 1
case Action.QUITTER:
level.exit_level = False
print(f"Au revoir {player.name} !")
play_donjon(level)
# Exemple d'utilisation
if __name__ == "__main__":
app("Jamin")