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spell.py
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227
spell.py
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#! /usr/bun/python3
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"""spell.py"""
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import random
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def random_chance(chance):
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maximum = 1 / chance
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draw = random.randint(1, maximum)
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return (draw == 1)
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class Spelling_Player:
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"""A base player that can be used as an abstract class for other players."""
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LEVEL = 16
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def __init__(self):
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self.hp = 100
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self.status = 0
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self.name = ""
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self.max_letters = Spelling_Player.LEVEL
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self.casted = {}
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class Letter:
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"""A single letter of a spell."""
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VALUES = {"a" : 16, "e" : 8, "i" : 12, "o" : 6, "u" : 4}
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STATUSES = {"h" : 1, "j" : 2, "l" : 4, "m" : 8, "n" : 16, "q" : 32, "r" : 64, "w" : 128}
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def __init__(self, character = ""):
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self.character = character
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if(self.character in Letter.VALUES.keys()):
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self.value = Letter.VALUES[self.character]
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else:
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self.value = 0
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if(self.character in Letter.STATUSES.keys()):
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self.status = Letter.STATUSES[self.character]
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else:
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self.status = 0
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def __str__(self):
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return str(self.character)
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class Spell:
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"""A spell."""
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#constants:
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VOWELS = "aeiouy"
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UNPAIREDS = "hjlmnqrw"
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XBUFFS = "bd"
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IBUFFS = "gvz"
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XNERFS = "fks"
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INERFS = "pt"
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SPECIALS = "cx"
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def __init__(self, word = ""):
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valid = False
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for i in Spell.VOWELS:
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if(i in word):
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valid = True
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break
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if(not valid): raise ValueError("No vowels are present.")
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self.word = []
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for i in word:
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if(i == "y"):
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i = random.choice("aeiou") #if the next letter is "y", change it to any other vowel
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elif(self.is_special(i)):
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i = random.choice(Spell.UNPAIREDS + Spell.XBUFFS + Spell.IBUFFS + Spell.XNERFS + Spell.INERFS) #unpaireds, buffs, & nerfs
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else: pass
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self.word.append(Letter(i))
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if(len(self.word) >= 16): break
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self.values = {"a" : 0, "e" : 0, "i" : 0, "o" : 0, "u" : 0}
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self.xnerfs = {"a" : 1, "e" : 1, "i" : 1, "o" : 1, "u" : 1}
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self.inerfs = {"a" : 0, "e" : 0, "i" : 0, "o" : 0, "u" : 0}
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self.stats = 0
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self.last_vowel = None
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self.vowel_coef = 1
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self.total_damage = 0
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self.absorb = 0
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def is_vowel(self, char):
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return (char in Spell.VOWELS)
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def is_unpaired(self, char):
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return (char in Spell.UNPAIREDS)
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def is_xbuff(self, char):
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return (char in Spell.XBUFFS)
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def is_ibuff(self, char):
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return (char in Spell.IBUFFS)
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def is_xnerf(self, char):
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return (char in Spell.XNERFS)
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def is_inerf(self, char):
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return (char in Spell.INERFS)
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def is_special(self, char):
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return (char in Spell.SPECIALS)
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def parse(self):
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"""Initial parser"""
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next_syl = []
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for next_letter in self.word:
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if(self.is_vowel(next_letter.character)):
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if(self.last_vowel):
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self.syl(next_syl)
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next_syl = []
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self.last_vowel = next_letter.character
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next_syl.append(next_letter)
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self.syl(next_syl) #remember not to let the last syllable drop off the Earth!
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def syl(self, syllable):
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"""Process a single syllable.
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In this game, a syllable contains exactly one vowel,
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all consonants adjacent to && after it (until the next vowel),
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and, if it's the first one, all consonants in front as well."""
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vowel = None
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xvalue = 1
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ivalue = 0
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xnerf = 1
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inerf = 0
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status = 0
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for next_letter in syllable:
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if(self.is_vowel(next_letter.character)): #vowels
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vowel = next_letter.character
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xvalue *= max(int((next_letter.value / self.vowel_coef) + 0.5), 1)
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ivalue *= next_letter.value
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inerf *= int(next_letter.value / 2)
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self.vowel_coef *= 2
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elif(self.is_unpaired(next_letter.character)): #unpairedes
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if(random_chance(1 / 8)):
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status = status | next_letter.status
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elif(self.is_xbuff(next_letter.character)): #xbuffs
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xvalue *= 2
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elif(self.is_ibuff(next_letter.character)): #ibuffs
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if(vowel): ivalue += Letter.VALUES[vowel]
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else: ivalue += 1
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elif(self.is_xnerf(next_letter.character)): #xnerfs
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xnerf *= 2
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elif(self.is_inerf(next_letter.character)): #inerfs
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if(vowel): inerf += int(Letter.VALUES[vowel] / 2)
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else: inerf += 1
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else: continue
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self.values[vowel] += (xvalue + ivalue)
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self.xnerfs[vowel] *= xnerf
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self.inerfs[vowel] += inerf
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self.stats = self.stats | status
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def parse_nerfs(self, opponent): #opponent is the other guy's spell
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for k in opponent.xnerfs.keys():
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if(self.values[k] > 0):
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self.values[k] = int(max((self.values[k] - opponent.inerfs[k]), 1)) #incremental nerfs are applied
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self.values[k] = int(max((self.values[k] / opponent.xnerfs[k]) + 0.5, 1)) #multiplicative nerfs are applied (is "multiplicative" a word?)
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def parse_atk(self):
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self.total_damage = self.values["a"]
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def parse_ret_def(self, opponent):
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opponent.absorb = min(self.total_damage, opponent.values["u"])
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self.total_damage = max(self.total_damage - opponent.values["u"], 0)
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def parse_def(self, opponent):
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#print(self.total_damage)
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total = min(self.total_damage, opponent.values["i"])
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self.total_damage -= total #total damage is decremented by the opponent's defense
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opponent.values["i"] -= total
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#print(self.total_damage)
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def parse_defatk_def(self, opponent):
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defense = min(opponent.values["e"], self.total_damage) #do defatk defense first
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opponent.values["e"] -= defense
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self.total_damage -= defense
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def parse_defatk_atk(self, opponent):
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self.total_damage += self.values["e"]
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total = min(self.total_damage, opponent.values["i"])
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self.total_damage -= total
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opponent.values["i"] -= total
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def parse_ret_atk(self, opponent):
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self.total_damage += self.absorb
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self.total_damage -= opponent.values["i"]
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if(self.total_damage < 0): self.total_damage = 0
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def affect(self, opponent, caster): #opponent is the other guy's spell, caster is the player who cast the spell
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caster.hp -= opponent.total_damage
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if(caster.hp <= 0):
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caster.hp = 0
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return
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caster.hp += self.values["o"]
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if(caster.hp > 100): caster.hp = 100
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caster.status = opponent.stats
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def compare_spells(spell1, spell2):
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spell1.parse()
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spell2.parse()
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spell1.parse_nerfs(spell2)
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spell2.parse_nerfs(spell1)
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spell1.parse_atk()
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spell2.parse_atk()
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spell1.parse_ret_def(spell2)
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spell2.parse_ret_def(spell1)
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spell1.parse_def(spell2)
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spell2.parse_def(spell1)
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spell1.parse_defatk_def(spell2)
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spell2.parse_defatk_def(spell1)
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spell1.parse_defatk_atk(spell2)
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spell2.parse_defatk_atk(spell1)
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spell1.parse_ret_atk(spell2)
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spell2.parse_ret_atk(spell1)
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return spell1, spell2
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if(__name__ == "__main__"):
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print("""spell.py
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Contents:
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random_chance(chance)
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class Spelling_Player
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class Letter
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class Spell
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compare_spells(spell1, spell2)""")
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