This is one of early projects. I.m still getting to grips with a variety of elements when it come to programming.
This is a fun dice game that I made based on the dice game from kindom come deliverence. I have created it in terminal only. Mostly due to the fact that I'm still trying to grip with open gl and other graphical oputputs.
Any feed back would be really welcome.
import random # menu to welcome the player def menu(): print(""" Welcome to dice\n Would you like to: \n 1. Review the rule, \n 2. play a new game \n 3. review scoring of dice \n """) try: menu_choice = input("") except EOFError: print("No input received. Please run the program in an interactive environment.") return if menu_choice == "1": print_rules() elif menu_choice == "2": new_game() elif menu_choice == "3": print_scroing_values() second_meu() else: print("Invalid choice please choose again") second_meu() #second menu to allow for a alteration of language def second_meu(): print(""" What would you like to do now? Would you like to: \n 1. Review the rule, \n 2. play a new game \n 3. review scoring of dice \n """) menu_choice = input("Please enter your choice: ") if menu_choice == "1": print_rules() elif menu_choice == "2": new_game() elif menu_choice == "3": print_scroing_values() second_meu() else: print("Invalid choice please choose again") second_meu() #explantion of rules def print_rules(): print(""" A player's turn always begins by throwing all six dice. The player then selects and set aside scoring dice, and at least one die must always be set aside. Then the player can throw the remaining dice again and the situation repeats. \n Scoring combinations are counted only for the current throw, not the entire turn.\n The key element of the game is that if a throw does not produce a single scoring die, then the player's turn is over and all points scored up to that throw are forfeit. It is then the opposing player's turn to throw. \n For that reason, it's best to end your turn before the risk that not a single die will score gets too high. Sometimes it's better not to set aside all the scoring dice you you've thrown, so you stand a better chance of scoring higher on the next throw.\n\n """) second_meu() #and the scroing system def print_scroing_values(): print("""Scoring is as follows: - a single 1 is worth 100 points; \n - a single 5 is worth 50 points; \n - three of a kind is worth 100 points multiplied by the given number, e.g. three 4s are worth 400 points; \n - three 1s are worth 1,000 points;\n - four or more of a kind is worth double the points of three of a kind, so four 4s are worth 800 points, five 4s are worth 1,600 points etc.\n - full straight 1-6 is worth 1500 points.\n - partial straight 1-5 is worth 500 points.\n - partial straight 2-6 is worth 750 points.\n\n """) # This die clas allows funtionality to roll a six sided dice and output the value. class die: def __init__(self): self.value = 0 def __repr__(self): return f"{self.value}" def roll(self): self.value = random.randint(1, 6) #here is where the class objects are created and organised into a list for ease of use. die1 = die() die2 = die() die3 = die() die4 = die() die5 = die() die6 = die() dice = [die1, die2, die3, die4, die5, die6] #player class hold the dice values, the player name a method for rolling all 6 dice at one and rerolling specific dice. class player: def __init__(self, name, dice_list, score=4000): self.name = name self.score = score self.dice_list = dice_list def deduct_score(self, deduction): self.score -= deduction return self.score def roll_d6(self): roll_string: str = "" #this funtion rolls all the dice coverts them to string and labels them 1 to 6 producing eg 1: 6, 2: 6, 3: 1, 4: 2, 5: 3, 6: 2 i = 1 for die in dice: die.roll() data = die.value str_data = str(data) str_i = str(i) roll_string += str_i + ": " + str_data + ", " i += 1 return roll_string def print_d6(self): #just print the values roll_string: str = "" i = 1 for die in dice: data = die.value str_data = str(data) str_i = str(i) roll_string += str_i + ": " + str_data + ", " i += 1 return roll_string def re_roll(self, index): #re rolls dice speficed index-=1 dice[index].roll() return dice[index].value #This is the main game loop it has a lot of moving parts. Take your time reviewing. def new_game(): print("Hi so what is your name?\n") human_name = input("") human_player = player(human_name, dice, 4000) #creating objects for both human and computer players in the player class print("who do you wish to play against?") computer_name = input("") computer_player = player(computer_name, dice, 4000) play = True while (play): print("""ok here is your roll: you roll a: """) print(human_player.roll_d6()) #use of the player class function roll_d6 to give a string of rolled dice print("Time to score you dice") total_dice_score = possible_to_score(human_player.dice_list) #this function is below and check to see if any of the dice can score print(total_dice_score) print("Whould you like to re-roll you any dice? Y/N") #allowing the player a chance to re roll dice lroll = input("") roll = lroll.upper() if (roll == "Y"): dice_choice(human_player) #print(dice) print("Time to score you dice") total_dice_score = possible_to_score(dice) print(total_dice_score) human_player.deduct_score(total_dice_score) print(f"Your score is now {human_player.score}") print(f"Ok it's {computer_player.name} go they rolled") print(computer_player.roll_d6()) print("They scored:") total_dice_score = possible_to_score(dice) print(total_dice_score) computer_player.deduct_score(total_dice_score) print(f"{computer_player.name} score is now {computer_player.score}") input("") if human_player.score dice_score: dice_score = temp_dice_score if (isone_to_five == True): temp_dice_score = 500 if temp_dice_score > dice_score: dice_score = temp_dice_score if (istwo_to_six == True): temp_dice_score = 600 if temp_dice_score > dice_score: dice_score = temp_dice_score return dice_score def one(counts): if counts[0] >= 1: return True else: return False def five(counts): if counts[4] >= 1: return True else: return False def three_of_kind(counts): if 3 in counts: return True, counts.index(3) else: return False, None def four_of_kind(counts): if 4 in counts: return True, counts.index else: return False, None def five_of_kind(counts): if 5 in counts: return True, counts.index else: return False, None def six_of_kind(counts): if 6 in counts: return True, counts.index else: return False, None def full_straight(counts): if all(value == 1 for value in counts): return True else: return False def one_to_five(counts): if counts[0]
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