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170 changes: 86 additions & 84 deletions README.md
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Up to this point, you've gotten your feet wet by working on a bunch of small Python programs. In this module, we're going to continue to solidify your Python chops by implementing a full-featured project according to a provided specification.


## What We're Building
[What's an Adventure Game? ![vid](https://tk-assets.lambdaschool.com/7928cdb4-b8a3-45a6-b231-5b9d1fc1e002_ScreenShot2019-03-22at5.47.28PM.png)](https://youtu.be/WaZccFqJUT8)

[What's an Adventure Game? ![vid](https://tk-assets.lambdaschool.com/7928cdb4-b8a3-45a6-b231-5b9d1fc1e002_ScreenShot2019-03-22at5.47.28PM.png)](https://youtu.be/WaZccFqJUT8)

## Goals

* Put your Python basics into practice by implementing a text adventure game

* Practice writing code that conforms to a specification
- Put your Python basics into practice by implementing a text adventure game

- Practice writing code that conforms to a specification

## MVP

### Day 1 MVP

* Create the REPL command parser in `adv.py` which allows the player to move to rooms
- Create the REPL command parser in `adv.py` which allows the player to move to rooms
in the four cardinal directions.
* Fill out Player and Room classes in `player.py` and `room.py`
- Fill out Player and Room classes in `player.py` and `room.py`

### Day 2 MVP

* Make rooms able to hold multiple items
* Make the player able to carry multiple items
* Add items to the game that the user can carry around
* Add `get [ITEM_NAME]` and `drop [ITEM_NAME]` commands to the parser
- Make rooms able to hold multiple items
- Make the player able to carry multiple items
- Add items to the game that the user can carry around
- Add `get [ITEM_NAME]` and `drop [ITEM_NAME]` commands to the parser

## Specification

The `/src` directory contains the files `adv.py`, which is where the main logic for the game should live, `room.py`, which will contain the definition of the Room class, and `player.py`, which will contain the definition of the Player class.

- Add a REPL parser to `adv.py` that accepts directional commands to move the player
- After each move, the REPL should print the name and description of the player's current room
- Valid commands are `n`, `s`, `e` and `w` which move the player North, South, East or West
- The parser should print an error if the player tries to move where there is no room.
[x]
- Put the Room class in `room.py` based on what you see in `adv.py`.

* Add a REPL parser to `adv.py` that accepts directional commands to move the player
* After each move, the REPL should print the name and description of the player's current room
* Valid commands are `n`, `s`, `e` and `w` which move the player North, South, East or West
* The parser should print an error if the player tries to move where there is no room.
- The room should have `name` and `description` attributes.

* Put the Room class in `room.py` based on what you see in `adv.py`.
- The room should also have `n_to`, `s_to`, `e_to`, and `w_to` attributes
which point to the room in that respective direction.

* The room should have `name` and `description` attributes.
[x]

* The room should also have `n_to`, `s_to`, `e_to`, and `w_to` attributes
which point to the room in that respective direction.
- Put the Player class in `player.py`.
- Players should have a `name` and `current_room` attributes

* Put the Player class in `player.py`.
* Players should have a `name` and `current_room` attributes
[x]

- Create a file called `item.py` and add an `Item` class in there.

* Create a file called `item.py` and add an `Item` class in there.
- The item should have `name` and `description` attributes.

* The item should have `name` and `description` attributes.
- Hint: the name should be one word for ease in parsing later.

* Hint: the name should be one word for ease in parsing later.

* This will be the _base class_ for specialized item types to be declared
- This will be the _base class_ for specialized item types to be declared
later.

* Add the ability to add items to rooms.
[x]

- Add the ability to add items to rooms.

* The `Room` class should be extended with a `list` that holds the `Item`s
- The `Room` class should be extended with a `list` that holds the `Item`s
that are currently in that room.

* Add functionality to the main loop that prints out all the items that are
visible to the player when they are in that room.
- Add functionality to the main loop that prints out all the items that are
visible to the player when they are in that room.

* Add capability to add `Item`s to the player's inventory. The inventory can
- Add capability to add `Item`s to the player's inventory. The inventory can
also be a `list` of items "in" the player, similar to how `Item`s can be in a
`Room`.

* Add a new type of sentence the parser can understand: two words.

* Until now, the parser could just understand one sentence form:
- Until now, the parser could just understand one sentence form:

`verb`
`verb`

such as "n" or "q".

* But now we want to add the form:
- But now we want to add the form:

`verb` `object`
`verb` `object`

such as "take coins" or "drop sword".
such as "take coins" or "drop sword".

* Split the entered command and see if it has 1 or 2 words in it to determine
- Split the entered command and see if it has 1 or 2 words in it to determine
if it's the first or second form.

* Implement support for the verb `get` followed by an `Item` name. This will be
used to pick up `Item`s.

* If the user enters `get` or `take` followed by an `Item` name, look at the
contents of the current `Room` to see if the item is there.
- If the user enters `get` or `take` followed by an `Item` name, look at the
contents of the current `Room` to see if the item is there.

* If it is there, remove it from the `Room` contents, and add it to the
`Player` contents.
- If it is there, remove it from the `Room` contents, and add it to the
`Player` contents.

* If it's not there, print an error message telling the user so.
- If it's not there, print an error message telling the user so.

* Add an `on_take` method to `Item`.
- Add an `on_take` method to `Item`.

* Call this method when the `Item` is picked up by the player.
- Call this method when the `Item` is picked up by the player.

* `on_take` should print out "You have picked up [NAME]" when you pick up an item.
- `on_take` should print out "You have picked up [NAME]" when you pick up an item.

* The `Item` can use this to run additional code when it is picked up.
- The `Item` can use this to run additional code when it is picked up.

* Add an `on_drop` method to `Item`. Implement it similar to `on_take`.
* Add an `on_drop` method to `Item`. Implement it similar to `on_take`.

* Implement support for the verb `drop` followed by an `Item` name. This is the
- Implement support for the verb `drop` followed by an `Item` name. This is the
opposite of `get`/`take`.

* Add the `i` and `inventory` commands that both show a list of items currently

<!-- TODO: -->
- Add the `i` and `inventory` commands that both show a list of items currently
carried by the player.


## Stretch Goals

In arbitrary order:

* Add more rooms
- Add more rooms

* Add scoring
- Add scoring

* Subclass items into treasures
- Subclass items into treasures

* Add a subclass to `Item` called `LightSource`.
- Add a subclass to `Item` called `LightSource`.

* During world creation, add a `lamp` `LightSource` to a convenient `Room`.
- During world creation, add a `lamp` `LightSource` to a convenient `Room`.

* Override `on_drop` in `LightSource` that tells the player "It's not wise to
drop your source of light!" if the player drops it. (But still lets them drop
it.)
- Override `on_drop` in `LightSource` that tells the player "It's not wise to
drop your source of light!" if the player drops it. (But still lets them drop
it.)

* Add an attribute to `Room` called `is_light` that is `True` if the `Room` is
naturally illuminated, or `False` if a `LightSource` is required to see what
is in the room.
- Add an attribute to `Room` called `is_light` that is `True` if the `Room` is
naturally illuminated, or `False` if a `LightSource` is required to see what
is in the room.

* Modify the main loop to test if there is light in the `Room` (i.e. if
- Modify the main loop to test if there is light in the `Room` (i.e. if
`is_light` is `True` **or** there is a `LightSource` item in the `Room`'s
contents **or** if there is a `LightSource` item in the `Player`'s contents).

* If there is light in the room, display name, description, and contents as
- If there is light in the room, display name, description, and contents as
normal.

* If there isn't, print out "It's pitch black!" instead.
- If there isn't, print out "It's pitch black!" instead.

* Hint: `isinstance` might help you figure out if there's a `LightSource`
- Hint: `isinstance` might help you figure out if there's a `LightSource`
among all the nearby `Item`s.

* Modify the `get`/`take` code to print "Good luck finding that in the dark!" if
the user tries to pick up an `Item` in the dark.
- Modify the `get`/`take` code to print "Good luck finding that in the dark!" if
the user tries to pick up an `Item` in the dark.

* Add methods to notify items when they are picked up or dropped
- Add methods to notify items when they are picked up or dropped

* Add light and darkness to the game
- Add light and darkness to the game

* Add more items to the game.
- Add more items to the game.

* Add a way to win.
- Add a way to win.

* Add more to the parser.
- Add more to the parser.

* Remember the last `Item` mentioned and substitute that if the user types
- Remember the last `Item` mentioned and substitute that if the user types
"it" later, e.g.

```
take sword
drop it
```

* Add `Item`s with adjectives, like "rusty sword" and "silver sword".
- Add `Item`s with adjectives, like "rusty sword" and "silver sword".

* Modify the parser to handle commands like "take rusty sword" as well as
- Modify the parser to handle commands like "take rusty sword" as well as
"take sword".

* If the user is in a room that contains both the rusty sword _and_ silver
- If the user is in a room that contains both the rusty sword _and_ silver
sword, and they type "take sword", the parser should say, "I don't know
which you mean: rusty sword or silver sword."

* Modify the code that calls `on_take` to check the return value. If `on_take`
- Modify the code that calls `on_take` to check the return value. If `on_take`
returns `False`, then don't continue picking up the object. (I.e. prevent the
user from picking it up.)

* This enables you to add logic to `on_take` to code things like "don't allow
- This enables you to add logic to `on_take` to code things like "don't allow
the user to pick up the dirt unless they're holding the shovel.

* Add monsters.
- Add monsters.

* Add the `attack` verb that allows you to specify a monster to attack.
- Add the `attack` verb that allows you to specify a monster to attack.

* Add an `on_attack` method to the monster class.
- Add an `on_attack` method to the monster class.

* Similar to the `on_take` return value modification, above, have `on_attack`
- Similar to the `on_take` return value modification, above, have `on_attack`
prevent the attack from succeeding unless the user possesses a `sword` item.

* Come up with more stretch goals! The sky's the limit!
- Come up with more stretch goals! The sky's the limit!
103 changes: 94 additions & 9 deletions src/adv.py
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from room import Room
from player import Player
from item import Item

# Declare all the rooms

Expand Down Expand Up @@ -38,14 +40,97 @@
#

# Make a new player object that is currently in the 'outside' room.

player1 = Player("Fritz", room["outside"])
# Write a loop that:
#
# * Prints the current room name
# * Prints the current description (the textwrap module might be useful here).
# * Waits for user input and decides what to do.
#
# If the user enters a cardinal direction, attempt to move to the room there.
# Print an error message if the movement isn't allowed.
#
# If the user enters "q", quit the game.


def getRoom():
return player1.current_room

# * Prints the current description (the textwrap module might be useful here).
# * Waits for user input and decides what to do.


def movePlayer(current):

if current == "n":
if player1.current_room.n_to != None:
player1.current_room = player1.current_room.n_to
else:
print("Wrong way, try again.")
elif current == "s":
if player1.current_room.s_to != None:
player1.current_room = player1.current_room.s_to
else:
print("Wrong way, try again.")
elif whereTo == "e":
if player1.current_room.e_to != None:
player1.current_room = player1.current_room.e_to
else:
print("Wrong way, try again.")
elif current == "w":
if player1.current_room.w_to != None:
player1.current_room = player1.current_room.w_to
else:
print("Wrong way, try again.")
elif current == "i":
print("Player currently have: \n{}".format(player1))
elif current == "q":
print("Exited game!")
else:
print("Invalid entry")

# If the user enters a cardinal direction, attempt to move to the room there.


player1.current_room.set_items(Item("t2", "test2"))
player1.current_room.set_items(Item("t3", "test3"))


def get_item(item):
for i in player1.current_room.items:
if i.name == item:
# remove item from room
player1.current_room.on_take(i)
# Add item to player items
player1.set_item(i)
return
else:
print("{} Not available in this room".format(i.name))
return


def drop_item(item):
for i in player1.items:
if i.name == item:
# remove item from room
player1.current_room.on_drop(i)
# Add item to player items
player1.remove_item(i)
return
else:
print("Item dont below to player")
return


whereTo = ""

while whereTo is not "q":
whereTo = input("Please enter a command:")
if len(whereTo.split(" ")) == 1:
movePlayer(whereTo)
print(getRoom())
else:
action = whereTo.split(" ")[0]
item = whereTo.split(" ")[1]
if action == "take" or action == "get":
get_item(item)
elif action == "drop":
drop_item(item)
else:
print("Invalid action")

# Print an error message if the movement isn't allowed.
#
# If the user enters "q", quit the game.
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