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11 Commits

Author SHA1 Message Date
6b44022022 depression+sick+inventory+pain 2026-06-26 19:30:30 -04:00
7e85543c21 oops 2026-06-25 17:05:35 -04:00
f1ea9a1de5 stuff 2026-06-25 16:56:33 -04:00
0b0ae5db73 fix 2026-06-25 16:37:40 -04:00
23b1b83bdd oops 2026-06-25 16:37:02 -04:00
19d7c76374 stuff 2026-06-25 16:36:44 -04:00
96b5ab2069 fix 2026-06-25 16:34:26 -04:00
188c1be7bf inventory and feed 2026-06-25 16:32:40 -04:00
f61889195c work! 2026-06-25 16:02:01 -04:00
c1a5361255 shop2 2026-06-25 15:40:45 -04:00
988ddf1ebf shop 2026-06-25 15:40:40 -04:00
10 changed files with 347 additions and 16 deletions

View File

@@ -62,10 +62,11 @@ def test_decay_and_replenish():
last_updated=0,
),
)
cat.player.inventory["food"] = 1
rules.reconcile(cat.cat, 3600 * 2)
assert cat.cat.happiness < 98
assert cat.cat.fullness < 98
rules.feed(cat.cat)
rules.feed(cat.player, cat.cat)
assert cat.cat.fullness == pytest.approx(100)
rules.reconcile(cat.cat, 7200 + 20 * 3600)
assert cat.cat.happiness < 96 - (content.BASE_HAPPINESS_DECAY_PER_HOUR * 20)

View File

@@ -8,7 +8,16 @@ BASE_HAPPINESS_DECAY_PER_HOUR = 2
HUNGER_SADNESS_THRESHOLD = 30
HUNGER_SADNESS_PENALTY_PER_HOUR = 5
BASE_INVENTORY = {"food": 0, "medicine": 0, "catnip": 0}
ITEMS = {"food": 3, "medicine": 5, "catnip": 5}
BASE_INVENTORY = {item: 0 for item in ITEMS}
WORK_START_LETTERS = 2
WORK_EARN_PER_ROUND = 3
FOOD_RESTORE = 30
CATNIP_RESTORE = 20
MEDICINE_RESTORE = 20
CAT_COLORS = [
"orange tabby",

View File

@@ -41,14 +41,52 @@ def reconcile(cat: model.Cat, now):
cat.happiness -= content.HUNGER_SADNESS_PENALTY_PER_HOUR * elapsed_hours
cat.happiness = _clamp(cat.happiness)
if cat.happiness == 0:
cat.depressed = True
if cat.fullness == 0:
cat.sick = True
cat.last_updated = now
def feed(cat, amount=100):
cat.fullness += amount
cat.fullness = _clamp(cat.fullness)
def feed(player, cat, amount=content.FOOD_RESTORE):
if player.inventory["food"] <= 0:
return False
player.inventory["food"] -= 1
cat.fullness = _clamp(cat.fullness + amount)
return True
def cure_sick(save, restore=content.MEDICINE_RESTORE):
if save.player.inventory["medicine"] <= 0:
return False
save.cat.fullness = restore
save.cat.sick = False
save.player.inventory["medicine"] -= 1
return True
def cure_depressed(save, restore=content.CATNIP_RESTORE):
if save.player.inventory["catnip"] <= 0:
return False
save.cat.happiness = restore
save.cat.depressed = False
save.player.inventory["catnip"] -= 1
return True
def excite(cat, amount=100):
cat.happiness += amount
cat.happiness = _clamp(cat.happiness)
def buy(player, item, price):
if price > player.money:
return False
player.money -= price
player.inventory[item] += 1
return True
def earn(player, amount):
player.money += amount

View File

@@ -1,4 +1,5 @@
from untitled import ui
from untitled.screens import shop, work
def options():
@@ -10,3 +11,11 @@ def options():
return "save"
case "Save and quit":
return "savequit"
def go_to(save):
match ui.select("Where do you want to go?", ["The shop", "Work", "Back"]):
case "The shop":
shop.shop(save)
case "Work":
work.work(save)

View File

@@ -1,29 +1,63 @@
import time
from untitled import generation, model, persistence, rules, ui
from untitled.screens.common import options
from untitled.screens import inventory, pet
from untitled.screens.common import go_to, options
def house(save: model.Save):
print("Welcome to your house!")
if save.cat.sick or save.cat.depressed:
print(
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 ""}. "
)
while True:
match ui.select(
"What do you want to do?",
["Check on your cat", "Feed your cat", "Pet your cat", "Menu"],
[
"Check on your cat",
"View your inventory",
"Feed your cat",
"Pet your cat",
"Go to...",
"Menu",
],
):
case "Check on your cat":
rules.reconcile(save.cat, time.time())
print(
f"{save.cat.name}, {generation.generate_trait_sentence(save.cat.traits).lower()}\nFullness: {round(save.cat.fullness,1)}\nHappiness: {round(save.cat.happiness,1)}"
)
if save.cat.sick or save.cat.depressed:
print(
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."
)
else:
print(
f"{save.cat.name}, {generation.generate_trait_sentence(save.cat.traits).lower()}.\nFullness: {round(save.cat.fullness,1)}\nHappiness: {round(save.cat.happiness,1)}"
)
case "View your inventory":
print(f"Money: {save.player.money}")
if any(amount > 0 for amount in save.player.inventory.values()):
inventory.inventory(save)
else:
print("You have no items!")
case "Feed your cat":
rules.reconcile(save.cat, time.time())
rules.feed(save.cat)
print(f"You feed {save.cat.name}, {save.cat.name} is now full.")
if not save.cat.sick:
rules.reconcile(save.cat, time.time())
if rules.feed(save.player, save.cat):
print(
f"You feed {save.cat.name}, {save.cat.name} is now {round(save.cat.fullness,1)}% full."
)
else:
print("You don't have any food!")
else:
print(f"{save.cat.name} is sick!")
case "Pet your cat":
rules.reconcile(save.cat, time.time())
rules.excite(save.cat)
print(f"You pet {save.cat.name}, {save.cat.name} is now happy.")
if not save.cat.depressed:
rules.reconcile(save.cat, time.time())
pet.pet(save.cat)
else:
print(f"{save.cat.name} is depressed!")
case "Go to...":
go_to(save)
case "Menu":
result = options()
match result:

View File

@@ -0,0 +1,77 @@
import time
from untitled import rules, ui
def use_medicine(save):
match ui.select(
"What do you want to do with the medicine?",
[f"Give to {save.cat.name}", "Back"],
):
case "Back":
return True # keep in inventory menu
case give if give == f"Give to {save.cat.name}":
if save.cat.sick:
rules.reconcile(save.cat, time.time())
if save.player.inventory["medicine"] > 0:
rules.cure_sick(save)
print(
f"You give {save.cat.name} the medicine. They start to feel better. You should probably still feed them."
)
else:
print(
"You don't have any medicine! (what?) (you shouldn't see this)"
)
return False
else:
print(f"{save.cat.name} isn't sick!")
return False
return False
def use_catnip(save):
match ui.select(
"What do you want to do with the catnip?",
[f"Give to {save.cat.name}", "Back"],
):
case "Back":
return True # keep in inventory menu
case give if give == f"Give to {save.cat.name}":
if save.cat.depressed:
rules.reconcile(save.cat, time.time())
if save.player.inventory["catnip"] > 0:
rules.cure_depressed(save)
print(
f"You give {save.cat.name} the catnip. They begin to feel happier. You should probably still pet them."
)
else:
print("You don't have any catnip! (what?) (you shouldn't see this)")
return False
else:
print(f"{save.cat.name} isn't depressed!")
return False
return False
def inventory(save):
while True:
item = ui.select(
"Please choose an item:",
[
item.capitalize()
for item in save.player.inventory
if save.player.inventory[item] > 0 and item != "food" # in main program
]
+ ["Cancel"],
)
if item == "Cancel":
return
match item:
case "Medicine":
stay = use_medicine(save)
case "Catnip":
stay = use_catnip(save)
case _:
stay = False
if not stay:
break

64
untitled/screens/pet.py Normal file
View File

@@ -0,0 +1,64 @@
from untitled import rules, ui
def pet(cat):
if cat.happiness == 100:
print("Your cat is already fully happy! They don't want any more pets.")
return
original_happiness = cat.happiness
print(f"Mash keys to pet {cat.name}, press enter when you're done.")
count = 0
last = None
print("\rPets: 0", end="", flush=True)
while True:
if count < 100000:
key = ui.getch()
if key in ("\r", "\n"):
print()
break
if key != last:
count += 1
last = key
print(f"\rPets: {count}", end="", flush=True)
else:
rules.excite(cat, -5)
print(f"\n{cat.name} ran away to protect your hands")
print(
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."
)
return
add_happiness = 0
if count == 0:
print("You didn't pet your cat at all.")
return
elif count < 50:
add_happiness = 5
print(f"You didn't pet your cat enough, {cat.name} wants more pets.")
elif count <= 200:
add_happiness = 15
print(f"You pet {cat.name} a lot, {cat.name} is happy.")
elif count <= 500:
add_happiness = 20
print(f"You pet {cat.name} a lot. {cat.name} is very happy.")
elif count <= 1000:
add_happiness = 20
print(f"You pet {cat.name} an absurd amount of times.")
elif count <= 10000:
add_happiness = 15
print(f"{cat.name} has had enough pets.")
elif count <= 20000:
add_happiness = 10
print("What are you even doing at this point?")
elif count <= 50000:
add_happiness = 5
print("You should probably stop now.")
elif count <= 75000:
add_happiness = 2
print("Seriously. Stop.")
else:
add_happiness = 1
print(f"{cat.name} is getting extremely worried about your hands.")
rules.excite(cat, add_happiness)
print(
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."
)

29
untitled/screens/shop.py Normal file
View File

@@ -0,0 +1,29 @@
from untitled import content, model, rules, ui
def shop(save: model.Save):
print("Welcome to the shop!")
while True:
match ui.select("What do you want to do?", ["Buy items", "Leave"]):
case "Buy items":
while True:
print(f"You have ${save.player.money}.")
item = ui.select(
"Please choose an item to buy:",
[
ui.Choice(f"{item.capitalize()}: ${price}", (item, price))
for item, price in content.ITEMS.items()
]
+ ["Back"],
)
if item == "Back":
break
if ui.confirm(
f"Are you sure you want to buy {item[0]} for ${item[1]}?"
):
if rules.buy(save.player, item[0], item[1]):
print("Done!")
else:
print("You don't have enough money!")
case "Leave":
break

51
untitled/screens/work.py Normal file
View File

@@ -0,0 +1,51 @@
import random
import string
import time
from untitled import content, rules, ui
def work(save):
length = content.WORK_START_LETTERS
total_earned = 0
lost = False
print("Welcome to work!")
print("The rules:")
print(
"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."
)
if not ui.confirm("Would you like to start?"):
return
for i in range(3, 0, -1):
print(i)
time.sleep(1)
ui.clear()
print("Start!")
while not lost:
seconds = 1 + (length * 0.5)
letters = random.choices(string.ascii_lowercase, k=length)
print(f"Round {len(letters)-1}")
print("Memorize:", " ".join(letters))
for i in range(round(seconds), 0, -1):
print(i)
time.sleep(1)
ui.clear()
print(f"Round {len(letters)-1}")
print("Type!")
for letter in letters:
key = ui.getch().lower()
print(key, end=" ", flush=True)
if key != letter:
print(f"\nThe correct key was: {letter}")
lost = True
break
if not lost:
total_earned += content.WORK_EARN_PER_ROUND
print("\nCorrect!")
time.sleep(1)
ui.clear()
length += 1
rules.earn(save.player, total_earned)
print(
f"Game finished! You earned ${total_earned}, you now have ${save.player.money}!"
)

View File

@@ -1,3 +1,4 @@
import sys
import time
import questionary
@@ -46,3 +47,21 @@ def text(title, default):
def confirm(title):
return questionary.confirm(title).ask()
def getch():
if sys.platform == "win32":
import msvcrt
return msvcrt.getwch()
else:
import termios
import tty
fd = sys.stdin.fileno()
old = termios.tcgetattr(fd)
try:
tty.setcbreak(fd)
return sys.stdin.read(1)
finally:
termios.tcsetattr(fd, termios.TCSADRAIN, old)