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escape_room.py
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302 lines (249 loc) · 8.77 KB
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import csv
import time
# Initialize global variables for player name, actions, and start time - this didn't work, until I made the variables global. I think this can be deleted
player_name = ""
actions = 0
start_time = 0
# define rooms and items and
couch = {
"name": "couch",
"type": "furniture",
}
door_a = {
"name": "door a",
"type": "door",
}
key_a = {
"name": "key for door a",
"type": "key",
"target": door_a,
}
piano = {
"name": "piano",
"type": "furniture",
}
queen_bed = {
"name": "queen bed",
"type": "furniture",
}
door_b = {
"name": "door b",
"type": "door",
}
key_b = {
"name": "key for door b",
"type": "key",
"target": door_b,
}
door_c = {
"name": "door c",
"type": "door",
}
double_bed = {
"name": "double bed",
"type": "furniture",
}
dresser = {
"name": "dresser",
"type": "furniture",
}
key_c = {
"name": "key for door c",
"type": "key",
"target": door_c,
}
dining_table = {
"name": "dining table",
"type": "furniture",
}
door_d = {
"name": "door d",
"type": "door",
}
key_d = {
"name": "key for door d",
"type": "key",
"target": door_d,
}
game_room = {
"name": "game room",
"type": "room",
}
bedroom_1 = {
"name": "bedroom 1",
"type": "room",
}
bedroom_2 = {
"name": "bedroom 2",
"type": "room",
}
living_room = {
"name": "living room",
"type": "room",
}
outside = {
"name": "outside"
}
all_rooms = [game_room, bedroom_1, bedroom_2, living_room, outside]
all_doors = [door_a, door_b, door_c, door_d]
# define which items/rooms are related
object_relations = {
"game room": [couch, piano, door_a],
"piano": [key_a],
"door a": [game_room, bedroom_1],
"bedroom 1": [queen_bed, door_a,door_b, door_c],
"queen bed": [key_b],
"bedroom 2": [double_bed,dresser,door_b],
"double bed": [key_c],
"dresser": [key_d],
"living room": [door_c, dining_table, door_d],
"outside": [door_d],
"door b": [bedroom_1, bedroom_2],
"door c": [bedroom_1, living_room],
"door d": [living_room, outside]
}
# define game state. Do not directly change this dict.
# Instead, when a new game starts, make a copy of this
# dict and use the copy to store gameplay state. This
# way you can replay the game multiple times.
INIT_GAME_STATE = {
"current_room": game_room,
"keys_collected": [],
"target_room": outside,
#debugging
#'target_room': bedroom_1,
}
def linebreak():
"""
Print a line break
"""
print("\n\n")
def start_game():
global player_name
player_name = input("Enter your name: ").strip()
global start_time
start_time = time.time()
global actions
actions = 0
print("You wake up on a couch and find yourself in a strange house with no windows which you have never been to before. You don't remember why you are here and what had happened before. You feel some unknown danger is approaching and you must get out of the house, NOW!")
play_room(game_state["current_room"])
def play_room(room):
"""
Play a room. First check if the room being played is the target room.
If it is, the game will end with success. Otherwise, let player either
explore (list all items in this room) or examine an item found here.
"""
global actions
game_state["current_room"] = room
if game_state["current_room"] == game_state["target_room"]:
duration = time.time() - start_time
print("Congratulations",player_name,"you have escaped the room in", duration, "seconds. It took you " , actions, " actions!")
update_leaderboard(player_name, duration, actions)
break
else:
print("You are now in " + room["name"])
intended_action = input("What would you like to do? Type 'explore' or 'examine' ").strip().lower()
if intended_action == "explore":
if "explored" not in room or room["explored"] == False: # Check if the room has been explored
explore_room(room)
room["explored"] = True # Set the room as explored
actions += 1 # Increment actions counter
else:
print("You have already explored this room.")
actions += 1 # Increment actions counter
play_room(room) # Restart the loop
elif intended_action == "examine":
if "explored" not in room or room["explored"] == False:
print("You haven't explored the room yet to see what items are there to be examined.")
actions += 1 # Increment actions counter
play_room(room)
else:
examine_item(input("What would you like to examine? ").strip().lower())
else:
print("Not sure what you mean. Type 'explore' or 'examine'. ")
play_room(room)
linebreak()
def explore_room(room):
"""
Explore a room. List all items belonging to this room.
"""
global actions
items = [i["name"] for i in object_relations[room["name"]]]
print("You have decided to explore the room. This is " + room["name"] + ". You find " + ", ".join(items))
actions += 1 # Increment actions counter
room["explored"] = True # Mark the room as explored
def get_next_room_of_door(door, current_room):
"""
From object_relations, find the two rooms connected to the given door.
Return the room that is not the current_room.
"""
connected_rooms = object_relations[door["name"]]
for room in connected_rooms:
if(not current_room == room):
return room
def examine_item(item_name):
"""
Examine an item which can be a door or furniture.
First make sure the intended item belongs to the current room.
Then check if the item is a door. Tell player if key hasn't been
collected yet. Otherwise ask player if they want to go to the next
room. If the item is not a door, then check if it contains keys.
Collect the key if found and update the game state. At the end,
play either the current or the next room depending on the game state
to keep playing.
"""
current_room = game_state["current_room"]
next_room = ""
output = None
global actions
for item in object_relations[current_room["name"]]:
if(item["name"] == item_name):
output = "You examine " + item_name + ". "
if(item["type"] == "door"):
have_key = False
for key in game_state["keys_collected"]:
if(key["target"] == item):
have_key = True
if(have_key):
output += "You unlock it with a key you have."
actions += 1 # Increment actions counter
next_room = get_next_room_of_door(item, current_room)
else:
output += "It is locked but you don't have the key."
actions += 1 # Increment actions counter
else:
if(item["name"] in object_relations and len(object_relations[item["name"]])>0):
item_found = object_relations[item["name"]].pop()
game_state["keys_collected"].append(item_found)
output += "You find " + item_found["name"] + "."
actions += 1 # Increment actions counter
else:
output += "There isn't anything interesting about it."
actions += 1 # Increment actions counter
print(output)
break
if(output is None):
print("The item you requested is not found in the current room.")
if(next_room and input("Do you want to go to the next room? Enter 'yes' or 'no' ").strip().lower() == 'yes'):
play_room(next_room)
else:
play_room(current_room)
def update_leaderboard(name, duration, actions):
global leaderboard
leaderboard.append({"name": name, "duration": duration, "actions": actions})
leaderboard.sort(key=lambda x: x["duration"]) # Sort by duration
# Write leaderboard to a CSV file
with open('leaderboard.csv', mode='a', newline='') as file: #mode a is append, mode w is write (in this case to overwrite)
fieldnames = ['Name', 'Actions', 'Duration']
writer = csv.DictWriter(file, fieldnames=fieldnames)
writer.writeheader()
for entry in leaderboard:
writer.writerow({'Name': entry['name'], 'Actions': entry['actions'], 'Duration': entry['duration']})
print("Leaderboard updated and written to leaderboard.csv.")
game_state = INIT_GAME_STATE.copy()
leaderboard = []
start_game()
#yes and no don't really work
#use a key each time?
#explore is still pretty important
#Define action counter as a function and call on the function to increase count as opposed to doing it globally (like the linebreak function)