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12 Commits
a2bd0ded1b
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
| 6b44022022 | |||
| 7e85543c21 | |||
| f1ea9a1de5 | |||
| 0b0ae5db73 | |||
| 23b1b83bdd | |||
| 19d7c76374 | |||
| 96b5ab2069 | |||
| 188c1be7bf | |||
| f61889195c | |||
| c1a5361255 | |||
| 988ddf1ebf | |||
| fc81a46dd9 |
@@ -25,6 +25,7 @@ def test_save_load_roundtrip(tmp_path):
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"eyes": "blue",
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"personality": "judges you silently",
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}
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assert loaded.player.inventory == content.BASE_INVENTORY
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assert loaded.version == content.SAVE_VERSION
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@@ -61,10 +62,11 @@ def test_decay_and_replenish():
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last_updated=0,
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),
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)
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cat.player.inventory["food"] = 1
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rules.reconcile(cat.cat, 3600 * 2)
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assert cat.cat.happiness < 98
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assert cat.cat.fullness < 98
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rules.feed(cat.cat)
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rules.feed(cat.player, cat.cat)
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assert cat.cat.fullness == pytest.approx(100)
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rules.reconcile(cat.cat, 7200 + 20 * 3600)
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assert cat.cat.happiness < 96 - (content.BASE_HAPPINESS_DECAY_PER_HOUR * 20)
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@@ -8,7 +8,16 @@ BASE_HAPPINESS_DECAY_PER_HOUR = 2
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HUNGER_SADNESS_THRESHOLD = 30
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HUNGER_SADNESS_PENALTY_PER_HOUR = 5
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BASE_INVENTORY = {"food": 0, "medicine": 0, "catnip": 0}
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ITEMS = {"food": 3, "medicine": 5, "catnip": 5}
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BASE_INVENTORY = {item: 0 for item in ITEMS}
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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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@@ -41,14 +41,52 @@ 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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def feed(cat, amount=100):
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cat.fullness += amount
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cat.fullness = _clamp(cat.fullness)
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def feed(player, cat, amount=content.FOOD_RESTORE):
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if player.inventory["food"] <= 0:
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return False
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player.inventory["food"] -= 1
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cat.fullness = _clamp(cat.fullness + amount)
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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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def buy(player, item, price):
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if price > player.money:
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return False
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player.money -= price
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player.inventory[item] += 1
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return True
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def earn(player, amount):
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player.money += amount
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@@ -1,4 +1,5 @@
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from untitled import ui
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from untitled.screens import shop, work
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def options():
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@@ -10,3 +11,11 @@ def options():
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return "save"
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case "Save and quit":
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return "savequit"
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def go_to(save):
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match ui.select("Where do you want to go?", ["The shop", "Work", "Back"]):
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case "The shop":
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shop.shop(save)
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case "Work":
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work.work(save)
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@@ -1,29 +1,63 @@
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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.common import options
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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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["Check on your cat", "Feed your cat", "Pet your cat", "Menu"],
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[
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"Check on your cat",
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"View your inventory",
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"Feed your cat",
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"Pet your cat",
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"Go to...",
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"Menu",
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],
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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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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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rules.feed(save.cat)
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print(f"You feed {save.cat.name}, {save.cat.name} is now full.")
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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(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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rules.excite(save.cat)
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print(f"You pet {save.cat.name}, {save.cat.name} is now happy.")
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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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result = options()
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match result:
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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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64
untitled/screens/pet.py
Normal file
64
untitled/screens/pet.py
Normal file
@@ -0,0 +1,64 @@
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from untitled import rules, ui
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def pet(cat):
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if cat.happiness == 100:
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print("Your cat is already fully happy! They don't want any more pets.")
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return
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original_happiness = cat.happiness
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print(f"Mash keys to pet {cat.name}, press enter when you're done.")
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count = 0
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last = None
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print("\rPets: 0", end="", flush=True)
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while True:
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if count < 100000:
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key = ui.getch()
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if key in ("\r", "\n"):
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print()
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break
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if key != last:
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count += 1
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last = key
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print(f"\rPets: {count}", end="", flush=True)
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else:
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rules.excite(cat, -5)
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print(f"\n{cat.name} ran away to protect your hands")
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print(
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f"You lost 5% happiness due to stressing your cat. Before petting, your cat was {round(original_happiness,1)}% happy. You lost {round(original_happiness-cat.happiness,1)}% happiness. Your cat is now {round(cat.happiness,1)}% happy."
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)
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return
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add_happiness = 0
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if count == 0:
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print("You didn't pet your cat at all.")
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return
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elif count < 50:
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add_happiness = 5
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print(f"You didn't pet your cat enough, {cat.name} wants more pets.")
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elif count <= 200:
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add_happiness = 15
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print(f"You pet {cat.name} a lot, {cat.name} is happy.")
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elif count <= 500:
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add_happiness = 20
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print(f"You pet {cat.name} a lot. {cat.name} is very happy.")
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elif count <= 1000:
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add_happiness = 20
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print(f"You pet {cat.name} an absurd amount of times.")
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elif count <= 10000:
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add_happiness = 15
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print(f"{cat.name} has had enough pets.")
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elif count <= 20000:
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add_happiness = 10
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print("What are you even doing at this point?")
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elif count <= 50000:
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add_happiness = 5
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print("You should probably stop now.")
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elif count <= 75000:
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add_happiness = 2
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print("Seriously. Stop.")
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else:
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add_happiness = 1
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print(f"{cat.name} is getting extremely worried about your hands.")
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rules.excite(cat, add_happiness)
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print(
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f"Your cat is now {round(cat.happiness,1)}% happy. Before petting, your cat was {round(original_happiness,1)}% happy. You gained {round(cat.happiness-original_happiness,1)}% happiness."
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)
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29
untitled/screens/shop.py
Normal file
29
untitled/screens/shop.py
Normal file
@@ -0,0 +1,29 @@
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from untitled import content, model, rules, ui
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def shop(save: model.Save):
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print("Welcome to the shop!")
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while True:
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match ui.select("What do you want to do?", ["Buy items", "Leave"]):
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case "Buy items":
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while True:
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print(f"You have ${save.player.money}.")
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item = ui.select(
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"Please choose an item to buy:",
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[
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ui.Choice(f"{item.capitalize()}: ${price}", (item, price))
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for item, price in content.ITEMS.items()
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]
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+ ["Back"],
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)
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if item == "Back":
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break
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if ui.confirm(
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f"Are you sure you want to buy {item[0]} for ${item[1]}?"
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):
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if rules.buy(save.player, item[0], item[1]):
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print("Done!")
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else:
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print("You don't have enough money!")
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case "Leave":
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break
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51
untitled/screens/work.py
Normal file
51
untitled/screens/work.py
Normal file
@@ -0,0 +1,51 @@
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import random
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import string
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import time
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from untitled import content, rules, ui
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def work(save):
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length = content.WORK_START_LETTERS
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total_earned = 0
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lost = False
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print("Welcome to work!")
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print("The rules:")
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print(
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"Each round, a string of letters will appear, when it says go, type them from memory. If you miss one, you lose, each round gets more money."
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)
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if not ui.confirm("Would you like to start?"):
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return
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for i in range(3, 0, -1):
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print(i)
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time.sleep(1)
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ui.clear()
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print("Start!")
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while not lost:
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seconds = 1 + (length * 0.5)
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letters = random.choices(string.ascii_lowercase, k=length)
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print(f"Round {len(letters)-1}")
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print("Memorize:", " ".join(letters))
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for i in range(round(seconds), 0, -1):
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print(i)
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time.sleep(1)
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ui.clear()
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print(f"Round {len(letters)-1}")
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print("Type!")
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for letter in letters:
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key = ui.getch().lower()
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print(key, end=" ", flush=True)
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if key != letter:
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print(f"\nThe correct key was: {letter}")
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lost = True
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break
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if not lost:
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total_earned += content.WORK_EARN_PER_ROUND
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print("\nCorrect!")
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time.sleep(1)
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ui.clear()
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length += 1
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rules.earn(save.player, total_earned)
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print(
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f"Game finished! You earned ${total_earned}, you now have ${save.player.money}!"
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)
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@@ -1,3 +1,4 @@
|
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import sys
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import time
|
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|
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import questionary
|
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@@ -46,3 +47,21 @@ def text(title, default):
|
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|
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def confirm(title):
|
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return questionary.confirm(title).ask()
|
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|
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|
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def getch():
|
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if sys.platform == "win32":
|
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import msvcrt
|
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|
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return msvcrt.getwch()
|
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else:
|
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import termios
|
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import tty
|
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|
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fd = sys.stdin.fileno()
|
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old = termios.tcgetattr(fd)
|
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try:
|
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tty.setcbreak(fd)
|
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return sys.stdin.read(1)
|
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finally:
|
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termios.tcsetattr(fd, termios.TCSADRAIN, old)
|
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|
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Reference in New Issue
Block a user