游戏:倩女幽魂游戏开发代码(谢苏)

倩女幽魂
《倩女幽魂》游戏以聂小倩和宁采臣之间的爱情故事为主线,玩家可以通过剧情任务一步步感受这段恋情,也能够以过客的身份,感受兰若寺的气息,并与小倩、燕赤霞、姥姥面对面接触,本文用python代码介绍:

一.倩女幽魂聂小倩在兰若寺和宁采臣,燕赤霞,姥姥的剧情代码:

import random
from datetime import datetime

class NieXiaoqian
  def_init_(self):
    self.name = "聂小倩"
    self.identity = "幽魂"
    self.age = "18岁(去世时)"
    self.appearance = "容貌绝美,肤如凝脂"
    self.character = "温柔善良但带忧郁"
    self.abilities = ["飘浮","夜间显形""琴棋书画"]
    self.location = "兰若寺附近"
    self.relationships = {
    "宁采臣""爱慕之人",
    "姥姥":"控制她的树妖"
    "燕赤霞":"帮助她的道士"
    }
    self.story_progress = 0
    self.mood = "忧郁"
    self.last_interaction_time = None
    
    def greet(self):
      greetings = [
        f"self.name}向公子施礼...",
        "小倩这厢有礼了...",
        "长夜漫漫,公子可愿听小倩抚琴一曲?"
        ]
        return random.choice(greetings)
       
       def respond(self,palyer_input):
         self.last_interaction_time = datetime.now()
        
        #更新心情
        self.update_mood()
       
       #根据故事进度和输入生成回应
       if self.story_progress == 0;
         responses = [
           "公子为何深夜独自在此?这兰若寺...不太平。",
           "小倩本是良家女子,不幸早逝,魂魄被姥姥所困...",
           "公子若不嫌弃,可到亭中歇息片刻。"
         ]
        if"名字"in palyer_input or "谁"in player_input:
          return f"奴家姓聂,名小倩...公子叫我小倩便好。"
         
         self.story_progress = 1
         return random.choice progress == 1:
         if"宁采臣"in player_input or "书生" in player_input:
         self.mood "羞涩"
         return "宁公子...他是个正直善良的人,小倩不敢有非分之想。"
         elif."姥姥"in player_input or"树妖"in player_input:
         self.mood = "恐惧"
         return "嘘...莫要提她。姥姥法力高强,强迫我害人...小倩实在不愿。"
         else:
           return"公子可知道,这世上有比鬼更可怕的东西..."
         elif self.story progeress >= 2:
         if"帮助"in player_input or "救"in player_input:
         self.mood = "希望"
         return"燕大侠说,若能找到我的骨灰坛,让我入土为安,便可解脱..."
         elif"骨灰"in player_input or "坛" in player_input:
         return "就在寺后老槐树下...但那里有姥姥的耳目。"
         else:
          return"公子小心,夜已深了..."
         
         def upadate_mood(self):
         moods = ["忧郁","哀伤","温柔","感激"]
         if self.mood == "恐惧":
            self.mood = "忧郁"
          else:
            self.mood = random.choice(moods)
        
        def play_music(self):
          instruments = ["古琴","琵琶","箫"]
          Pieces =["《广陵散》","《梅花三弄》","《阳关三叠》"]
          return f"{self.name}轻抚{random.choice(instruments)},弹奏起{random.choice(pieces)}..."
          
          def describe(self):
            return(
             f"{self.name}是一位{self.identity},{self.age}。\n"
             f"她{self.appearance},性格{self.character}。\n"
             f"当前心情:{self.mood}\n"
             f"能力:{','.join(self.abilities)}\n"
             f"所在地:{self.location}"
             )
        
        #示例交互
        if_name_=="_main_":
         xiaoqian = NieXiaoqian()
         print(xiaoqian.greet())
        
        while True:
           user_input = input("你:")
           if user_input.lower()in["exit","bye","再见"]print(f"xiaoqian.name}:公子保重...小倩告辞了。
             
             break
           response = xiaoqian.respond(user_input)
           print(f"{xiaoqian.name}:{response}")
           
           #随机触发特殊动作
           if random.random() < 0.2:
           print(f"[系统]:{xiaoqian.play_music()}")  
             
             
             
            
            
        
           
                  

倩女幽魂兰若寺聂小倩:
倩女幽魂兰若寺聂小倩
倩女幽魂兰若寺聂小倩和宁采臣:
倩女幽魂兰若寺聂小倩和宁采臣
倩女幽魂兰若寺:
倩女幽魂兰若寺

二.倩女幽魂游戏主人公宁采臣骑着战狮坐骑来往北京,金陵,杭州,阿格拉四个主城移动的代码:

import time
from enum import Enum

class City(Enum):
  BEIJING = "北京"
  JINLING = "金陵"
  HANGZHOU = "杭州"
  AGRA = "阿格拉"

class NingCaichen;
   def_init_(self):
    self.name = "宁采臣"
    self.mount = "战狮"
    self.current_city = City.BEIJING # 默认起始城市为北京
    
    def ride_to(self,destination:City):
    print(f"{self.name}骑士{self.mount},从{self.current_city.value}出发前往{destination.value}...")
   
   #模拟移动时间
   time.sleep(2)
   
   #更新当前城市
   self.current_city = destination
   print(f"已到达{destination.value}!")
 
 def show_location(self):
   print(f"{self.name}当前在{self.current_city.value}")

#使用示例
if_name_=="_main_":
 ning = NingCaichen()

#显示初始位置
ning.show_location()

#前往金陵
ning.ride_to(City.JINGLING)

#前往杭州
ning.ride_to(City.HANGZHOU)

#前往阿格拉
ning.ride_to(City.AGRA)

#返回北京
ning.ride_to(City.BEIJING)

#最终位置
ning.show_location()

倩女幽魂金陵:
倩女幽魂金陵
倩女幽魂杭州:
倩女幽魂杭州
倩女幽魂阿格拉:
倩女幽魂阿格拉
倩女幽魂神机营坐骑战狮:
倩女幽魂神机营坐骑战狮

定义了一个City枚举类,表示四个主城:北京、金陵、杭州和阿格拉

创建了NingCaichen类,表示游戏角色宁采臣

类中包含:

角色名称和坐骑名称属性

当前所在城市属性

骑乘移动方法ride_to()

显示当前位置方法show_location()

展示了宁采臣在四个主城之间的移动过程

三.在《倩女幽魂》中,结婚分为提亲,订亲,合八字,迎娶,婚礼等几个步骤。当玩家双方为单身男女,等级均大于等于50级,并且双方为好友,且友好度大于等于10000,双方没有人进入自杀流程和出家流程就可以申请结婚。
倩女幽魂的婚姻系统代码:

class MarriageSyetem:
  def_init_(self):
    self.married_couples = {} # 存储已婚玩家ID对
    self.marriage_requests = {} # 存储求婚请求
 
 def propose_marriage(self,proposer_id,target_id,ring_item_id):
  """求婚功能"""
   if.self.check_marriage_conditions(proposer_id,target_idrri):
      self.marriage_requests[target_id] = { 
         'proposer':proposer_id,
         'ring':ring_item_id,
         'time':current_time()
         }
         send_notification(target_id,f"{get_player_name(proposer_id)}向你求婚了!")
         return True
       return False
       
       def check_marriage_conditions(self,paly1_id,palyer2_id):
       ***检查结婚条件"""
       return(
          are players online(player1 id,palyer2 id)and
          not self.is_married(player1_id)and
          not self.is_married(player2_id)and
          get_player_gender(player1_id)!=
          get_player_gender(player2_id)and
          get_player_level(player1_id) >= 50 and
          get_player_level(palyer2_id) >= 50 and
          calculate_distance(player1_id,palyer2_id) < 50
          )
           
         def accept_marriage(self,acceptor_id):
           """接受求婚"""
           if acceptor_id in self.marriage_requests:
             request = self.marriage_requests.pop(acceptor_id)
             proposer_id = request['proposer']
             
             #创建婚姻关系
             self.married_couples[proposer_id] = acceptor_id
             self.married_couples[acceptor_id] = proposer_id
             
             #扣除戒指
             remove_item(proposer_id,request['ring'])
             
             #触发婚礼场景
             start_wedding_ceremony(proposer_id,acceptor_id)
             return True
             return False
             
             def divorce(self,palyer_id):
             """离婚功能"""
             if self.is_married(player_id):
                spouse_id = self.married_couples[plaer_id]
                del self.married_couples[player_id]
                del self.married_couples[spouse_id]
               
               #添加离婚冷却时间
               add_divorce_cooldown(player_id,spouse_id)
               send_notification(spouse_id,"你的伴侣已与你解除婚姻关系")
               return True
               return False
               
               def is_married(self,player_id):
               """检查是否已婚"""
               return self.married_couples.get(player_id)
              
              def get_spouse(self,player_id):
              """获取配偶信息""'
              return self.married_couples.get(player_id)
              
              def get_marriage_benefits(self,player_id):
              """获取婚姻加成"""
              if self.is_married(player_id):
                spouse_id = self.get_spouse(player_id)
                intimacy = get_intimacy_level(palyer_id,spouse_id)
                return calculate_benefits(intimacy)
                return None 
            
         

倩女幽魂结婚:
倩女幽魂结婚
倩女幽魂结婚

求婚功能:

需要满足等级、性别、距离等条件

需要消耗求婚戒指道具

向对方发送求婚请求

婚礼仪式:

创建专属婚礼场景

邀请好友参加

婚礼特殊效果和动画

婚姻关系:

记录配偶信息

显示婚姻状态

夫妻专属称号

夫妻互动:

亲密度系统

夫妻任务

夫妻技能加成

离婚功能:

单方面离婚

离婚冷却时间

财产分割处理
倩女幽魂结婚

四.倩女幽魂交易系统摆摊代码:

import time
from enum import Enum

class ItemQuality(Enum):
  COMMON = 1 #普通
  FINE  = 2  #精良
  EXQUISITE = 3 #精美
  RARE = 4  # 稀有
  EPIC = 5  #史诗

class GameItem:
  def_init_(self,item_id,name,quality,price,quantity = 1):
  self.item_id = item_id
  self.name  = name
  self.quality = quality
  self.base_price = price
  self.quantity = quantity

def get_display_price(self):
  return f"{self.base_price}银两"

class Stall:
 MAX_ITEMS = 12 # 最大摆放物品数量
 
 def_init_(self,owner_id,owner_name):
   self.owner_id = owner_id
   self.owner_name = owner_name
   self.items = []
   self.open_time = None
   self.is_open = False
 
 def add_item(self,item):
   if len(self.items)>= self.MAX_ITEMS;
     return False,"摊位已满,无法添加更多物品"
  
  if item.quantity <= 0return False"物品数量必须大于0"
  
  self.items.append(item)
   return False"物品数量必须大于0"
  
  self.items.append(item)
  return True,f"成功添加物品:{item.name}"
  
  def remove_item(self,item_id):
    for i,item in enumerate(self.items):
      if item.item_id == item_id:
        removed_item = self.items.pop(i)
        return True,f"已移除物品:
   (removed_item.name)"
       return False,"未找到指定物品:"
    
    def open_stall(self,stall_name):
       if self.is_open:
          return False"摊位已经开启"
         
        if not self.items:
           return False,"摊位没有物品,无法开启"
        
        self.is_open = True
        self.open_time = time.time()
        self.stall_name = stall_name
        retrn Truef"摊位【{stall_name}】已开启"
      
      def close_stall(self):
         if not self.is_open:
           return False,"摊位已经关闭"
          
         self.is_open = False
         duration = time.time() - self.open_time
         return True,f"摊位已关闭,本次营业时长:
      {duration//60}分钟"
        
        def get_stall_info(self):
          info = {
              "owner":self.owner_name,
              "stall_name":getattr(self,'stall_name','未命名摊'),
              "status":"营业中"if self.is_open else"已关闭",
              "items":[]
              }
             
             for item in self.items:
                info["items"].append({
                   "id":item.item_id,
                   "name":item.name,
                   "quality":item.quality.name<
                   "price":item.get_display_price(),
                   "quanity":item.quantity
                   })
                  
                 return info
             
             class TradeSystem
                def_init_(self):
                  self.active_stalls = {}
              
              def register_stall(self,stall):
                if stall.owner_id in self.active_stalls:
                 return False,"您已经有一个摊位了"
              
              if not stal.items:
                return False"摊位没有物品,无法注册"
              
              self.active_stalls[stall.owener_id] = stall
              return True,"摊位注册成功"
              
              def unregister_stall(self,owner_id):
               if owner_id not in self.active_stalls:
                 return False"您没有活跃的摊位"
               
               stall = self.active_stalls.pop(owner_id)
               stall.close_stall()
               return True,"摊位已注销"
             
             def browse_stalls(self,filters=None):
             """浏览所有摊位"""
             result = [] 
             for stall in self.active_stalls.values():
              if not stall.is_open:
               continue
             
             stall_info = stall.get_stall_info()
             if filters:
               if filters.get("min_quality"):
                stall_info["items"] = [item for item in stall_info["items"]
              if ItemQuality[item["quality"]].value >= filters["min_quality"]]
               if filters.get("max_price"):
                 stall_info["items"] = [item for item in stall_info["items"]
                 if item["price"] <= filters["max_price"]]
              if stall_info["items"]:#只返回有符合条件物品的摊位
                  result.append(stall_info)
                return result
             
             def buy_item(self,buyer_id,stall_owner_id,item_id,quantity):
                if stall_owner_id not in self.active_stalls:
                  return False,"摊位不存在"
                 
                stall = self.active_stalls[stall+owner_id ]
                if not stall.is_open:
                  return False,"摊位未营业"
                
                for item in stall.items:
                 if item.item_id == item_id:
                  if item.quantity < quantity: 
                    return False,"物品数量不足"
                 
                 #这里应该有银两交易逻辑
                 total_price = item.base_price*quantity
                 #假设有deduct_money和add_money方法处理货币交易
                 
                 #扣除买家银两,增加卖家银两
                 #if not deduct_money(buyer_id,total_price):
                 # return False"银两不足"
                 #add_money(stall_owner_id,total_price)
                 
                 item.quantity -= quantity
                 if item.quantity == 0:
                  stall.remove_item(item_id)
                
                return True,f"成功购买{quantity}{item.name}"   
                
                return False,"未找到指定物品"
                 
                #使用示例
                if_name_=="_main_":
                  #创建交易系统
                  trade_system = TradeSystem()
                  
                 #玩家创建物品
                 word = GeneItem(101,“青锋剑”,ItemQuality.FINE,5000)
                 armor = GameItem(102,"玄铁甲",ItemQuality.EXQUISITE,15000)
                 potion = GameItem(201,"回春丹",ItemQuality.COMMON,200,10)
                
                #玩家开设摊位
                player_stall = Stall("player_123","江湖商人")
                player_stall.add_item(sword)
                player_stall.add_item(armor)
                player_stall.add_item(potion)
               
               #注册并开启摊位
               trade_system.register_stall(player_stall)
               player_stall.open_stall("极品装备专卖")
                
               另一个玩家浏览摊位
               print("===浏览所有摊位===")
               stalls = trade_system.browse_stalls()
               for stall in satlls:
                print(f"摊位名:{stall['stall_name']},摊主:{stall['owner']}")
                for item in stall["items"]:
                print(f" - {item['name']}[{item['quality']}]价格:{item['price']}数量:{item['quantity']}"}
               
              #购买物品示例
              #success,message = trade_system.buy_item("buyer_456","plyer_123",201,5)
              #print(message)
              
              #关闭摊位
              player_stall.close_stall()
              trade_system.unregister_stall("player_123")                                               
     
  

关键功能说明
物品系统:

GameItem 类表示游戏中的可交易物品

包含物品ID、名称、品质、基础价格和数量等属性

摊位系统:

Stall 类实现摊位的基本功能

可以添加/移除物品、开启/关闭摊位

限制最大摆放物品数量(通常为12个)

交易系统:

TradeSystem 管理所有活跃摊位

提供摊位注册/注销功能

支持浏览摊位和购买物品

交易流程:

卖家创建摊位并添加物品

买家浏览摊位并选择购买

系统处理货币交易和物品转移

倩女幽魂交易系统摆摊:
倩女幽魂摆摊
倩女幽魂摆摊

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值