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Mar 30th, 2017
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  1. from random import randint #This allows a random integer to be generated
  2. menuChoice = 1 #This sets the default value for 'menuChoice' to one
  3. amountOfColumns = 8 #This sets the default amount of columns in the grid to 8
  4. amountOfRows = 8 #This sets the default amount of rows in the grid to 8
  5. amountOfBandits = 5 #This sets the default amount of bandits to 5
  6. amountOfTreasureChests = 10 #This sets the default amount of treasure chests to 10
  7. score = 0 #This sets the default value of the score to 0
  8. #These values create a space where the user can input the values for most of the variables
  9.  
  10. #Task 1: Main Menu (User Need 1)
  11. def menu(): #This declares a new function
  12.     global amountOfColumns #This allows this variable to be called outside of this function
  13.     global amountOfRows #This allows this variable to be called outside of this function
  14.     global amountOfBandits #This allows this variable to be called outside of this function
  15.     global amountOfTreasureChests #This allows this variable to be called outside of this function
  16.     print("\nWelcome to the AQA Treasure hunt game.\nShown below are the 3 options that you can select from:\nOption 1: Play the treasure hunt game\nOption 2: Custom rules\nOption 3: Quit")
  17. #This outputs a welcome message and menu instructions for the user; the linebreaker \n outputs a new line for the user
  18.  
  19. #Allowing the user to choose an option (User Need 2)
  20.     while True: #This creates a while loop
  21.         try:
  22.             menuChoice = int(input("\nPlease type in the assigned number of the option of your choice: "))
  23. #This creates a user-inputted variable which must have an integer data type
  24.         except ValueError: #If an integer is not inputted...
  25.             print("Your option was not a whole number. Please type in your option as a whole number")
  26. #This outputs an error message to the user which indicates them what they need to input
  27.             continue #This continues the while loop so the user has to re-input the value        
  28.         if menuChoice < 1: #Condition set by selection for the variable value
  29.             print("Sorry, your typed in option cannot be below '1'.")
  30. #If the option is less than 1, then this error message is displayed
  31.             continue #This continues the while loop so the user has to re-input the value
  32.         elif menuChoice > 3: #This sets another condition where the inputted option is greater than 4
  33.             print("Sorry, your typed in option cannot be above '3'.")
  34. #If the option is greater than 4, then this error message is outputted
  35.             continue #This continues the while loop so the user has to re-input the value
  36. #And the loop is continued so that the option has to be re-entered
  37.         else: #If the conditions are not met...
  38.             break #...Then the loop is broken and the option value is stored
  39.     if menuChoice == 1: #Selection and the comparison operator == creates a condition for this variable
  40.         banditsInTheGrid(programmerGrid) #This calls and runs the function declared here
  41.         treasureChestsInTheGrid(programmerGrid) #This calls and runs the function declared here
  42.         movingUpOrDown(programmerGrid,userGrid) #This calls and runs the function declared here
  43.     elif menuChoice == 2: #Condition set so that when the variable equals 2...
  44.  
  45. #Allowing the user to set custom dimensions and numbers of bandits + chests (User Need 10)
  46.         while True: #This sets up an iterative while loop
  47.             try:
  48.                 amountOfColumns = int(input("\nPlease type in how many columns you want in your grid: "))
  49. #This creates a user-inputted variable for the number of columns in the grid which must have an integer data type
  50.             except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  51.                 print("Your answer is not a whole number.\nPlease re-enter the value.")
  52. #This outputs a personalised error message to the user which indicates them what they need to input
  53.                 continue #This continues the while loop so the user has to re-input the value
  54.             if amountOfColumns < 1: #Condition set by selection and comparison operators for the variable value
  55.                 print("You cannot have less than 1 column in the grid.\nPlease re-enter the value.")
  56. #This outputs a personalised error message to the user which indicates them what they need to input
  57.                 continue #This continues the while loop so the user has to re-input the value
  58.             else: #If the variable value is appropriate to be stored...
  59.                 while True: #This sets up an iterative while loop
  60.                     try:
  61.                         amountOfRows = int(input("\nPlease type in how many rows you want in your grid: "))
  62. #This creates a user-inputted variable for the number of rows in the grid which must have an integer data type
  63.                     except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  64.                         print("Your answer is not a whole number.\nPlease re-enter the value.")
  65. #This outputs a personalised error message to the user which indicates them what they need to input
  66.                         continue #This continues the while loop so the user has to re-input the value
  67.                     if amountOfRows < 1:#Condition set by selection and comparison operators for the variable value
  68.                         print("You cannot have less than 1 row in the grid.\nPlease re-enter the value.")
  69. #This outputs a personalised error message to the user which indicates them what they need to input
  70.                         continue #This continues the while loop so the user has to re-input the value
  71.                     else: #If the variable value is appropriate to be stored...
  72.                         while True: #This sets up an iterative while loop
  73.                             try:
  74.                                 amountOfBandits = int(input("\nPlease type in how many bandits you want in your treasure hunt game: "))
  75. #This creates a user-inputted variable for the number of bandits in the game which must have an integer data type
  76.                             except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  77.                                 print("Your answer is not a whole number.\nPlease re-enter the value.")
  78. #This outputs a personalised error message to the user which indicates them what they need to input
  79.                                 continue #This continues the while loop so the user has to re-input the value
  80.                             if amountOfBandits < 0: #Condition set by selection and comparison operators for the variable value
  81.                                 print("You cannot have a negative amount of bandits.\nPlease re-enter the value.")
  82. #This outputs a personalised error message to the user which indicates them what they need to input
  83.                                 continue #This continues the while loop so the user has to re-input the value
  84.                             else: #If the variable value is appropriate to be stored...
  85.                                 while True: #This sets up an iterative while loop
  86.                                     try:
  87.                                         amountOfTreasureChests = int(input("\nPlease type in how many treasure chests you want in your treasure hunt game: "))
  88. #This creates a user-inputted variable for the number of treasure chests in the game which must have an integer data type
  89.                                     except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  90.                                         print("Your answer is not a whole number.\nPlease re-enter the value.")
  91.  
  92.                                         continue #This continues the while loop so the user has to re-input the value
  93.                                     if amountOfTreasureChests < 4: #Condition set by selection and comparison operators for the variable value
  94.                                         print("You cannot have less than 4 treasure chests.\nPlease re-enter the value.")
  95.                                         continue #This continues the while loop so the user has to re-input the value
  96.                                     else: #If the variable value is appropriate to be stored...
  97.                                         menu() #This calls and runs the 'menu' function, returning the user back to the main menu
  98.     elif menuChoice == 3: #Selection and comparison operators used to set a condition
  99.         while True: #This sets up a while loop
  100.             try:
  101.                 exitProgramChoice = str(input("Are you sure that you want to quit the program? Type in 'y' for yes or 'n' for no: "))
  102.     #This variable is the choice that the user inputs for if they want to close the program or not
  103.             except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  104.                 print("Sorry, your typed in option is not a letter. Please re-enter your option.")
  105. #If the user doesn't input a string, then this error message is outputted
  106.                 continue #And the loop is continued so that the choice has to be re-entered
  107.             if exitProgramChoice  == 'y': #This sets a condition where the inputted choice is equal to 'y' (yes)
  108.                 quit() #This built-in function means that the program is terminated  
  109.             elif exitProgramChoice  == 'n': #This sets a condition where the inputted choice is equal to 'n' (no)
  110.                 menu() #The 'menu' function is called where the user is returned back to the main menu
  111.             else: #If the conditions have not been met...
  112.                 print("Your option was neither 'y' or 'n'. Please re-enter your option with either the letter 'y' for yes or 'n' for no.")
  113. #...Then this error message is displayed
  114.                 continue #And the loop continues so that the choice has to be re-entered
  115.  
  116. #Creating a grid (User Need 3)
  117. programmerGrid = [[0 for x in range(amountOfColumns)] for y in range(amountOfRows)] #This 2D array sets the dimensions of the grid for the programmer
  118. userGrid = [[0 for x in range(amountOfColumns)] for y in range(amountOfRows)] #This 2D array sets the dimensions of the grid for the user
  119.  
  120. #Setting up bandits (User Need 3)
  121. def banditsInTheGrid(programmerGrid): #This starts a new function with passing parameters
  122.     banditsCounter = 0 #This defines a new local variable which the initial value of zero
  123.     while banditsCounter < amountOfBandits: #This creates an iterative while loop for the local variable/counter
  124.         YCoordinate = randint(0,(amountOfRows)-1) #This randomnly selects and indexes a column to assign a bandit
  125.         XCoordinate = randint(0,(amountOfColumns)-1) #This randomnly selects and indexes a row to assign a bandit
  126.         if programmerGrid[YCoordinate][XCoordinate] == 0: #Selection used to set a condition for the random index generated previously
  127.             programmerGrid[YCoordinate][XCoordinate] = "B" #This assigns the random index in the array the character 'B' (for bandit)
  128.             banditsCounter = banditsCounter + 1 #This increases the value of the counter by one
  129.  
  130. #Setting up treasure chests (User Need 3)
  131. def treasureChestsInTheGrid(programmerGrid): #This creates a new function with passing parameters
  132.     treasureChestsCounter = 0 #This creates a new local variable/counter
  133.     while treasureChestsCounter < amountOfTreasureChests: #This sets up an iterative while loop for the local variable/counter
  134.         YCoordinate = randint(0,(amountOfRows)-1) #This randomnly selects and indexes a column to assign a bandit
  135.         XCoordinate = randint(0,(amountOfColumns)-1) #This randomnly selects and indexes a row to assign a bandit
  136.         if programmerGrid[YCoordinate][XCoordinate] == 0: #Selection used to set a condition for the random index generated previously
  137.             programmerGrid[YCoordinate][XCoordinate] = "TC" #This assigns the random index in the array the character 'TC' (for treasure chest)
  138.             treasureChestsCounter = treasureChestsCounter + 1 #This increases the value of the counter by one
  139.     userGrid[(amountOfRows)-1][0] = "P" #This creates and indexes a starting position for the player in the bottom left corner of the grid
  140.     for row in userGrid: #For each row in the user grid...
  141.          print(row) #The rows are outputted to the user; this outputs the user version of the grid
  142.        
  143. #Letting the user move up and down (User Need 4)
  144. def movingUpOrDown(programmerGrid,userGrid): #This defines a new function
  145.     global score #This allows this variable to be called outside of this function
  146.     r = (amountOfColumns)-1 #This variable locates which column the user is in after each move
  147.     c = 0 #This variable locates which column the user is in after each move
  148.     while True: #This sets up an iterative while loop
  149.         #This replaces the previous player position with a blank space (0) after the player has moved
  150.         try:
  151.             upOrDown = str(input("Do you want to move up or down?\nType in 'u' for up or 'd' for down: "))
  152. #This variable indicates if the user wants to move up or down, and it must have a string data type
  153.         except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  154.             print("Your answer was not a letter. Please re-enter your answer as either 'u' or 'd'")
  155. #This outputs an error message which is personalised
  156.             continue #This continues the while loop so the user has to re-input the value
  157.         if upOrDown.lower() =='u' or upOrDown.lower() =='d': #Condition set by selection and boolean operators for the variable value
  158.             while True:#This sets up an iterative while loop
  159.                  try:
  160.                       movingUpOrDown = int(input("How many squares do you want to move up/down: "))
  161.                  except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  162.                      print("Your answer was not a whole number. Please re-enter your answer as a whole number")
  163. #This outputs an error message which is personalised
  164.                      continue #This continues the while loop so the user has to re-input the value
  165.                  if movingUpOrDown >= 0 and movingUpOrDown < amountOfRows and upOrDown.lower() =='u':
  166.                      if r-(movingUpOrDown) >= 0:    
  167.                          userGrid[r][c] = 0
  168. #Condition set by selection and boolean operators for the variable value
  169.                          userGrid[r-(movingUpOrDown)][c] = "P" #Array indexing used to mark the new player position on the grid
  170.                          r = r - movingUpOrDown #This changes the value of the variable 'c'
  171.                          for row in userGrid: #For each row in the user grid...
  172.                             print(row) #The rows are outputted to the user with the new player position displayed
  173.            
  174. #Calculating the player's score (User Need 5)
  175.                          trackPlayerPosition = programmerGrid[r][c] #This variable tracks each move the player makes by indexing the array of the grid
  176.                          if trackPlayerPosition =="TC": #Condition set by selection for the variable value
  177.                              score = score + 10 #This increases the players score to 10 by adding the constant 10 to it
  178.                              print("You have landed on a treasure chest. Your score is now", score)
  179. #Concatenation and the command 'print' is used here to output the player's new score to the user as well as the fact they landed on a treasure chest                
  180.                              programmerGrid[r][c] = "tc" #This declares that this spot in the grid is now the 2nd visit of the treasure chest
  181.                          elif trackPlayerPosition =="tc": #If this position in the grid is the 2nd treasure chest visit then...
  182.                              score = score + 10 #This increases the players score to 10 by adding the constant 10 to it
  183.                              print("You have landed on a treasure chest. Your score is now", score)
  184. #Concatenation and the command 'print' is used here to output the player's new score to the user as well as the fact they landed on a treasure chest
  185.                              programmerGrid[r][c] = "B" #This declares that this spot in the grid is now the 3rd treasure chest visit
  186.                          elif trackPlayerPosition =="B": #If the player visits the treasure chest a 3rd time then ...
  187.                              score = 0 #The player's score resets to 0 as the treasure chest is now a bandit
  188.                              print("You have landed on a bandit. Your score is now", score)
  189. ##Concatenation and the command 'print' is used here to output the player's new score to the user as well as the fact they landed on a bandit
  190.                              programmerGrid[r][c] = 0 #This sets the space visited by the user by a neutral/empty block (0)
  191.                          rightOrLeftMovement(userGrid,programmerGrid,r,c)
  192.                      else:
  193.                          print("Your answer is out of bounds. Please re-enter the value")
  194.                  elif movingUpOrDown >= 0 and movingUpOrDown < amountOfRows and upOrDown =='d':
  195.                      if r+(movingUpOrDown) <= (amountOfRows)-1:
  196.                          userGrid[r][c] = 0
  197. #Condition set by selection and boolean operators for the variable value
  198.                          userGrid[r+(movingUpOrDown)][c] = "P" #Array indexing used to mark the new player position on the grid
  199.                          r = r + movingUpOrDown #This changes the value of the variable 'c'
  200.                          for row in userGrid: #For each row in the user grid...
  201.                             print(row) #The rows are outputted to the user with the new player position displayed
  202.                             trackPlayerPosition = programmerGrid[r][c] #This variable tracks each move the player makes by indexing the array of the grid
  203.                          if trackPlayerPosition =="TC": #Condition set by selection for the variable value
  204.                             score = score + 10 #This increases the players score to 10 by adding the constant 10 to it
  205.                             print("You have landed on a treasure chest. Your score is now", score)
  206. #Concatenation and the command 'print' is used here to output the player's new score to the user as well as the fact they landed on a treasure chest
  207.                             programmerGrid[r][c] = "tc" #This declares that this spot in the grid is now the 2nd visit of the treasure chest
  208.                          elif trackPlayerPosition =="tc": #If this position in the grid is the 2nd treasure chest visit then...
  209.                             score = score + 10 #This increases the players score to 10 by adding the constant 10 to it
  210.                             print("You have landed on a treasure chest. Your score is now", score)
  211. #Concatenation and the command 'print' is used here to output the player's new score to the user as well as the fact they landed on a treasure chest
  212.                             programmerGrid[r][c] = "B" #This declares that this spot in the grid is now the 3rd treasure chest visit
  213.                          elif trackPlayerPosition =="B": #If the player visits the treasure chest a 3rd time then ...
  214.                             score = 0 #The player's score resets to 0 as the treasure chest is now a bandit
  215.                             print("You have landed on a bandit. Your score is now", score)
  216. #Concatenation and the command 'print' is used here to output the player's new score to the user as well as the fact they landed on a bandit
  217.                             programmerGrid[r][c] = 0 #This sets the space visited by the user by a neutral/empty block (0) after they have visited a bandit
  218.                          rightOrLeftMovement(userGrid,programmerGrid,r,c) #This calls and executes this function, allowing the user to move right or left in the grid
  219.                      else:
  220.                          print("Your answer is out of bounds. Please re-enter the value")
  221.                  else: #If none of the conditions have been met...
  222.                      print("Your answer was not a number between 0 and",(amountOfRows)-1,". Please re-enter your answer as a number between 1 and",(amountOfRows)-1)
  223. #Concatenation is used here to output an error message which is personalised
  224.                      continue #This continues the while loop so the user has to re-input the value
  225.         elif upOrDown !='u' or upOrDown !='d': #Selection, boolean operators and comparison operators used to set a unique condition
  226.             print("Your answer was neither the lowercase 'u' or the lowercase 'd'. Please re-enter your answer")
  227. #This outputs an error message which is personalised
  228.             continue #This continues the while loop so the user has to re-input the value
  229.  
  230. #Letting the user move left and right (User Need 4)
  231. def rightOrLeftMovement(userGrid,programmerGrid,r,c): #This defines a new function
  232.     userGrid[r][c] = 0
  233.     global score #This allows this variable to be called outside of this function
  234.     while True: #This sets up an iterative while loop
  235.         try:
  236.             rightOrLeft = str(input("Do you want to move right or left?\nType in 'r' for right or 'l' for left: "))
  237. #This creates a user-inputted variable which must have a string data type
  238.         except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  239.             print("Your answer was not a letter. Please re-enter your answer as either 'r' or 'l'")
  240. #This outputs an error message which is personalised
  241.             continue #This continues the loop so that the user has to re-input the value of the variable
  242.         if rightOrLeft =='r' or rightOrLeft =='l': #Boolean operators and selection used to set a condition
  243.             try:
  244.                 movingRightOrLeft = int(input("How many squares do you want to move right/left: "))
  245. #This creates a user-inputted variable which must have an integer data type
  246.             except ValueError: #The error and exception checking sets a condition where the input is not the desired data type
  247.                 print("Your answer was not a whole number. Please re-enter your answer as a whole number")
  248. #This outputs an error message which is personalised
  249.                 continue #This continues the loop so that the user has to re-input the value of the variable
  250.             if movingRightOrLeft >= 0 and movingRightOrLeft < amountOfColumns and rightOrLeft =='r':
  251.                 if c-(movingRightOrLeft) <= amountOfColumns:
  252.                     userGrid[r][c] = 0
  253. #Selection and boolean operators used to set a condition here
  254.                     userGrid[r][c+(movingRightOrLeft)] = "P" #This assigns a new player position according to the movement
  255.                     c = c+(movingRightOrLeft) #This variable has been assigned a new value here
  256.                     for row in userGrid: #Iterative for loop used here to access each row in the user version of the grid
  257.                         print(row) #Each row in the user grid is outputted to the user by the command 'print'
  258.  
  259. #Calculating the player's score (User Need 5)
  260.                         trackPlayerPosition = programmerGrid[r][c] #This variable tracks the player position in the grid
  261.                         if trackPlayerPosition =="TC": #Selection used to see what the user lands on in the grid
  262.                             score = score + 10 #This increases the players score to 10 by adding the constant 10 to it
  263. #Outputting the new score to the user (User Need 7)
  264.                             print("You have landed on a treasure chest. Your score is now", score)
  265.                             #This outputs the new score to the user whenever they land on a treasure chest
  266.                             programmerGrid[r][c] = "tc" #This declares that this spot in the grid is now the 2nd visit of the treasure chest
  267.                         elif trackPlayerPosition =="tc": #If this position in the grid is the 2nd treasure chest visit then...
  268.                             score = score + 10 #The score is increased by the constant 10
  269. #Outputting the new score to the user (User Need 7)
  270.                             print("You have landed on a treasure chest. Your score is now", score)
  271.                             #This outputs the new score to the user whenever they land on a treasure chest
  272.                             programmerGrid[r][c] = "B" #This declares that this spot in the grid is now the 3rd treasure chest visit
  273. #Replacing a treasure chest with a bandit after the 3rd visit (User Need 6)
  274.                         elif trackPlayerPosition =="B": #If the player visits the treasure chest a 3rd time then ...
  275.                             score = 0 #The player's score resets to 0 as the treasure chest is now a bandit
  276. #Outputting the new score to the user (User Need 7)
  277.                             print("You have landed on a bandit. Your score is now", score)
  278.                             #This outputs to the user that they have now landed on a bandit, and then outputs their new score
  279.                             programmerGrid[r][c] = 0 #This sets the space visited by the user by a neutral/empty block (0)
  280.                     movingUpOrDown(programmerGrid,userGrid) #This calls the function, allowing the user to move up or down again in the grid
  281.                 else:
  282.                     print("Your answer is out of bounds. Please re-enter the value")
  283.             elif movingRightOrLeft >= 0 and movingRightOrLeft < amountOfColumns and rightOrLeft =='l':
  284.                 if (movingRightOrLeft)-c >= amountOfColumns
  285.                     userGrid[r][c] = 0
  286. #Selection, boolean operators and comparison operators used to set a unique condition
  287.                     userGrid[r][c-(movingRightOrLeft)] = "P" #This assigns the new player position in the grid where the player has chosen to move
  288.                     c = c-(movingRightOrLeft) #This updates what column the user is in the grid
  289.                     for row in userGrid: #For loop used to access each row in the user version of the grid
  290.                         print(row) #Each row of the grid is printed to the user with the new player position shown
  291.                         trackPlayerPosition = programmerGrid[r][c] #This variable tracks the player's position in the grid
  292.                         if trackPlayerPosition =="TC": #If the player lands on a treasure chest then...
  293.                             score = score + 10 #This increases the players score to 10 by adding the constant 10 to it
  294.                             print("You have landed on a treasure chest. Your score is now", score)
  295. #This outputs the new score to the user whenever they land on a treasure chest
  296.                             programmerGrid[r][c] = "tc" #This declares that this spot in the grid is now the 2nd visit of the treasure chest
  297.                         elif trackPlayerPosition =="tc": #Selection used to set a condition for this position in the grid
  298.                             score = score + 10 #This increases the players score to 10 by adding the constant 10 to it
  299.                             print("You have landed on a treasure chest. Your score is now", score)
  300. #This outputs the new score to the user whenever they land on a treasure chest
  301.                             programmerGrid[r][c] = "B" #This declares that this spot in the grid is now the 3rd treasure chest visit
  302.                         elif trackPlayerPosition =="B": #If the player visits the treasure chest a 3rd time then ...
  303.                             score = 0 #The player's score resets to 0 as the treasure chest is now a bandit
  304.                             print("You have landed on a bandit. Your score is now", score)
  305. #This outputs to the user that they have now landed on a bandit, and then outputs their new score
  306.                             programmerGrid[r][c] = 0 #This sets the space visited by the user by a neutral/empty block (0)
  307.                     movingUpOrDown(programmerGrid,userGrid) #This calls the function, allowing the user to move up or down again in the grid
  308.                 else:
  309.                     print("Your answer is out of bounds. Please re-enter the value")
  310.             else: #If none of the other conditions have been met then...
  311.                 print("Your answer was not a number between 0 and",(amountOfColumns)-1,". Please re-enter your answer as a number between 1 and",(amountOfColumns)-1)
  312.                 #If the value is not between 0 and the amount of columns, then this error message is outputted to the user...
  313.                 continue #...And the user has to re-input the value of the variable again because of the loop
  314.         else: #If none of the other conditions have been met then...
  315.             print("Your answer was neither the lowercase 'r' or the lowercase 'l'. Please re-enter your answer")
  316.             #If the input is not a lowercase 'r' or 'l', then this error message is displayed to the user
  317.             continue #...And the user has to re-input the value of the variable again because of the loop
  318.  
  319. #Notifying if the user has won and lost and their score and total moves made (User Need 8)
  320.        
  321. if score >= 100: #Selection and comparison operators used to set a condition
  322.     print("Congratulations, you have gained 100 gold coins!\nYou have won the treasure hunt game.")
  323. #This outputs a congratulations message to the user indicating that they have won the game
  324.  
  325. #Returning the user back to the main menu (User Need 9)
  326.     menu() #This calls and runs the 'menu' function (returns the user back to the menu)
  327.  
  328. elif score < 100 and programmerGrid[:]!= "TC" and programmerGrid[:]!= "tc":
  329. #Selection, comparison operators and boolean operators used to set a condition here
  330.     print("Sorry, you have visited all the treasure chests 3 times and not gained 100 gold coins.\nYou have lost the treasure hunt game as your score was only", score,".")
  331. #This outputs a consolation message to the user indicating that they have lost the game
  332.  
  333. #Returning the user back to the main menu (User Need 9)
  334.     menu() #This calls and runs the 'menu' function (returns the user back to the menu)
  335.  
  336.    
  337. menu() #This calls and runs the 'menu' function
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