depression+sick+inventory+pain
This commit is contained in:
@@ -16,6 +16,8 @@ WORK_START_LETTERS = 2
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WORK_EARN_PER_ROUND = 3
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FOOD_RESTORE = 30
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CATNIP_RESTORE = 20
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MEDICINE_RESTORE = 20
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CAT_COLORS = [
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"orange tabby",
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@@ -41,6 +41,11 @@ def reconcile(cat: model.Cat, now):
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cat.happiness -= content.HUNGER_SADNESS_PENALTY_PER_HOUR * elapsed_hours
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cat.happiness = _clamp(cat.happiness)
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if cat.happiness == 0:
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cat.depressed = True
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if cat.fullness == 0:
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cat.sick = True
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cat.last_updated = now
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@@ -52,6 +57,24 @@ def feed(player, cat, amount=content.FOOD_RESTORE):
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return True
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def cure_sick(save, restore=content.MEDICINE_RESTORE):
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if save.player.inventory["medicine"] <= 0:
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return False
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save.cat.fullness = restore
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save.cat.sick = False
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save.player.inventory["medicine"] -= 1
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return True
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def cure_depressed(save, restore=content.CATNIP_RESTORE):
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if save.player.inventory["catnip"] <= 0:
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return False
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save.cat.happiness = restore
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save.cat.depressed = False
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save.player.inventory["catnip"] -= 1
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return True
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def excite(cat, amount=100):
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cat.happiness += amount
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cat.happiness = _clamp(cat.happiness)
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@@ -1,12 +1,16 @@
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import time
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from untitled import generation, model, persistence, rules, ui
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from untitled.screens import pet
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from untitled.screens import inventory, pet
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from untitled.screens.common import go_to, options
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def house(save: model.Save):
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print("Welcome to your house!")
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if save.cat.sick or save.cat.depressed:
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print(
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f"Your cat is {"sick" if save.cat.sick else ""}{" and " if save.cat.sick and save.cat.depressed else ""}{"depressed" if save.cat.depressed else ""}. "
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)
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while True:
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match ui.select(
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"What do you want to do?",
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@@ -21,28 +25,37 @@ def house(save: model.Save):
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):
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case "Check on your cat":
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rules.reconcile(save.cat, time.time())
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print(
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f"{save.cat.name}, {generation.generate_trait_sentence(save.cat.traits).lower()}.\nFullness: {round(save.cat.fullness,1)}\nHappiness: {round(save.cat.happiness,1)}"
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)
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if save.cat.sick or save.cat.depressed:
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print(
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f"{save.cat.name}: a {"sick" if save.cat.sick else ""}{" and " if save.cat.sick and save.cat.depressed else ""}{"depressed" if save.cat.depressed else ""} cat."
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)
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else:
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print(
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f"{save.cat.name}, {generation.generate_trait_sentence(save.cat.traits).lower()}.\nFullness: {round(save.cat.fullness,1)}\nHappiness: {round(save.cat.happiness,1)}"
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)
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case "View your inventory":
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print(f"Money: {save.player.money}")
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if any(amount > 0 for amount in save.player.inventory.values()):
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print(
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f"\n\n{"\n".join(f'{item.capitalize()}: {amount}' for item,amount in save.player.inventory.items() if amount>0)}"
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)
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inventory.inventory(save)
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else:
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print("You have no items!")
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case "Feed your cat":
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rules.reconcile(save.cat, time.time())
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if rules.feed(save.player, save.cat):
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print(
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f"You feed {save.cat.name}, {save.cat.name} is now {round(save.cat.fullness,1)}% full."
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)
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if not save.cat.sick:
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rules.reconcile(save.cat, time.time())
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if rules.feed(save.player, save.cat):
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print(
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f"You feed {save.cat.name}, {save.cat.name} is now {round(save.cat.fullness,1)}% full."
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)
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else:
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print("You don't have any food!")
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else:
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print("You don't have any food!")
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print(f"{save.cat.name} is sick!")
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case "Pet your cat":
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rules.reconcile(save.cat, time.time())
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pet.pet(save.cat)
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if not save.cat.depressed:
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rules.reconcile(save.cat, time.time())
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pet.pet(save.cat)
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else:
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print(f"{save.cat.name} is depressed!")
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case "Go to...":
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go_to(save)
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case "Menu":
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77
untitled/screens/inventory.py
Normal file
77
untitled/screens/inventory.py
Normal file
@@ -0,0 +1,77 @@
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import time
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from untitled import rules, ui
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def use_medicine(save):
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match ui.select(
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"What do you want to do with the medicine?",
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[f"Give to {save.cat.name}", "Back"],
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):
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case "Back":
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return True # keep in inventory menu
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case give if give == f"Give to {save.cat.name}":
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if save.cat.sick:
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rules.reconcile(save.cat, time.time())
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if save.player.inventory["medicine"] > 0:
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rules.cure_sick(save)
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print(
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f"You give {save.cat.name} the medicine. They start to feel better. You should probably still feed them."
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)
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else:
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print(
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"You don't have any medicine! (what?) (you shouldn't see this)"
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)
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return False
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else:
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print(f"{save.cat.name} isn't sick!")
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return False
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return False
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def use_catnip(save):
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match ui.select(
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"What do you want to do with the catnip?",
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[f"Give to {save.cat.name}", "Back"],
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):
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case "Back":
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return True # keep in inventory menu
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case give if give == f"Give to {save.cat.name}":
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if save.cat.depressed:
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rules.reconcile(save.cat, time.time())
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if save.player.inventory["catnip"] > 0:
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rules.cure_depressed(save)
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print(
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f"You give {save.cat.name} the catnip. They begin to feel happier. You should probably still pet them."
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)
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else:
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print("You don't have any catnip! (what?) (you shouldn't see this)")
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return False
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else:
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print(f"{save.cat.name} isn't depressed!")
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return False
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return False
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def inventory(save):
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while True:
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item = ui.select(
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"Please choose an item:",
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[
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item.capitalize()
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for item in save.player.inventory
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if save.player.inventory[item] > 0 and item != "food" # in main program
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]
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+ ["Cancel"],
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)
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if item == "Cancel":
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return
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match item:
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case "Medicine":
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stay = use_medicine(save)
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case "Catnip":
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stay = use_catnip(save)
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case _:
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stay = False
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if not stay:
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break
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