!!!file items.py:
class Item:
    def __init__(self, name, description):
        self.name = name
        self.description = description

    def __str__(self):
        return f"{self.name}: {self.description}"


class Consumable(Item):
    def __init__(self, name, description, healing=0, cost={"gold": 0, "silver":0, "copper":0}):
        super().__init__(name, description)
        self.healing = healing
        self.cost = cost  # Cost in coins


class Equipment(Item):
    def __init__(self, name, description, slot, attack_bonus=0, defense_bonus=0, cost={"gold":0, "silver":0, "copper":0}):
        super().__init__(name, description)
        self.slot = slot  # e.g., 'Weapon', 'Armor'
        self.attack_bonus = attack_bonus
        self.defense_bonus = defense_bonus
        self.cost = cost  # Cost in coins

    def __str__(self):
        bonuses = []
        if self.attack_bonus:
            bonuses.append(f"Attack +{self.attack_bonus}")
        if self.defense_bonus:
            bonuses.append(f"Defense +{self.defense_bonus}")
        bonus_str = ", ".join(bonuses) if bonuses else "No bonuses"
        return f"{self.name} ({self.slot}): {self.description} [{bonus_str}]"


class MagicScroll(Consumable):
    def __init__(self, name, description, scroll_type, enchant_bonus, cost={"gold":0, "silver":0, "copper":0}):
        super().__init__(name, description, healing=0, cost=cost)
        self.scroll_type = scroll_type  # 'Attack' or 'Defense'
        self.enchant_bonus = enchant_bonus  # e.g., 5

    def __str__(self):
        return f"{self.name}: {self.description} [{self.scroll_type} +{self.enchant_bonus}]"


!!!file main.py:
import random

from player import Player
from monster import Monster
from store import Store
from items import *
from utils import *


# Function to create random monsters
def generate_monsters():
    # Decide the number of monsters in the encounter (e.g., 2-4)
    num_monsters = random.randint(2, 4)
    available_monsters = [
        Monster("Goblin", 50, 10, 5, 50, [
            Consumable("Small Potion", "Heals 20 HP", healing=20),
            Equipment("Wooden Shield", "A basic shield made of wood.", slot="Armor", defense_bonus=5)
        ], coin_drop={"gold": 0, "silver": 5, "copper": 50}),
        Monster("Skeleton", 60, 12, 8, 60, [
            Equipment("Bone Shield", "A shield crafted from bones.", slot="Armor", defense_bonus=8),
            Equipment("Short Sword", "A short but sharp sword.", slot="Weapon", attack_bonus=7)
        ], coin_drop={"gold": 0, "silver": 10, "copper": 70}),
        Monster("Orc", 80, 15, 10, 80, [
            Equipment("Orcish Axe", "A mighty axe that increases attack.", slot="Weapon", attack_bonus=10),
            Consumable("Large Potion", "Heals 50 HP", healing=50)
        ], coin_drop={"gold": 0, "silver": 15, "copper": 100}),
        Monster("Troll", 120, 20, 15, 120, [
            Equipment("Troll Hide Armor", "Heavy armor made from troll hide.", slot="Armor", defense_bonus=15),
            Consumable("Mega Potion", "Heals 100 HP", healing=100)
        ], coin_drop={"gold": 1, "silver": 0, "copper": 200}),
        Monster("Dragon", 200, 30, 20, 300, [
            Equipment("Dragon Scale Shield", "A very rare and powerful shield.", slot="Armor", defense_bonus=25),
            Equipment("Dragon Slayer Axe", "An axe capable of slaying dragons.", slot="Weapon", attack_bonus=30)
        ], coin_drop={"gold": 5, "silver": 0, "copper": 500})
    ]
    # Randomly select monsters, allowing repetition
    monsters = []
    for _ in range(num_monsters):
        monster_template = random.choice(available_monsters)
        # Create a copy to have independent health
        monsters.append(Monster(monster_template.name, monster_template.max_health, monster_template.attack,
                                monster_template.defense, monster_template.exp, monster_template.drop_items,
                                monster_template.coin_drop))
    return monsters


# Combat system
def combat(player, monsters):
    print("\n=== Combat Start ===")
    print(f"A group of {len(monsters)} monsters approaches!")
    active_monsters = monsters.copy()

    while active_monsters and player.is_alive():
        print("\n--- Current Status ---")
        player.display_health_bar()
        print("\nMonsters:")
        for idx, monster in enumerate(active_monsters, 1):
            monster.display_health_bar()
        print("----------------------")

        print("\nChoose your action:")
        print("1. Attack")
        print("2. Use Consumable")
        print("3. Equip Item")
        print("4. View Stats")
        print("5. Run")
        choice = input("Enter your choice: ")

        if choice == '1':
            # Attack action
            # Let player choose which monster to attack
            try:
                target = int(input(f"Select the monster to attack (1-{len(active_monsters)}): "))
                if 1 <= target <= len(active_monsters):
                    monster = active_monsters[target - 1]
                    damage = max(player.attack - monster.defense, 1)
                    monster.health -= damage
                    print(f"\nYou attack the {monster.name} for {damage} damage.")
                    if not monster.is_alive():
                        print(f"You have defeated the {monster.name}!")
                        player.gain_exp(monster.exp)
                        player.add_coins(monster.coin_drop)
                        # Handle item drops
                        if monster.drop_items:
                            drop_chance = random.random()
                            if drop_chance < 0.7:  # 70% chance to drop an item
                                dropped_item = random.choice(monster.drop_items)
                                print(f"The {monster.name} dropped a {dropped_item.name}!")
                                player.add_item(dropped_item)
                        active_monsters.remove(monster)
                else:
                    print("Invalid target.")
                    continue
            except ValueError:
                print("Invalid input.")
                continue

        elif choice == '2':
            player.use_item()
        elif choice == '3':
            player.equip_item()
        elif choice == '4':
            player.show_stats()
            continue  # Allow player to continue without monsters attacking
        elif choice == '5':
            # Attempt to run away; success chance depends on number of monsters
            success_chance = 0.3 + (0.1 * len(active_monsters))  # Base 30% + 10% per monster
            if random.random() < success_chance:
                print("You successfully ran away from the battle!")
                return
            else:
                print("Failed to run away!")
        else:
            print("Invalid choice.")
            continue

        # Check if all monsters are defeated
        if not active_monsters:
            print("\n*** You have defeated all the monsters! ***")
            break

        # Monsters' turn to attack
        print("\n--- Monsters' Turn ---")
        for monster in active_monsters:
            if monster.is_alive():
                damage = max(monster.attack - player.defense, 1)
                player.health -= damage
                print(f"The {monster.name} attacks you for {damage} damage.")
                if not player.is_alive():
                    print("\nYou have been defeated. Game Over.")
                    exit()
        print("-----------------------")

    if not player.is_alive():
        print("\nYou have been defeated. Game Over.")
        exit()

    print("=== Combat End ===\n")


# Main game loop
def main():
    store = Store()
    print("=== Welcome to the Text RPG Game ===")
    player_name = input("Enter your character's name: ")
    player = Player(player_name)
    print(f"\nWelcome, {player.name}! Your adventure begins...\n")

    while player.is_alive():
        print("Choose an action:")
        print("1. Explore (Fight monsters)")
        print("2. View Inventory")
        print("3. View Equipment")
        print("4. View Stats")
        print("5. Use Consumable")
        print("6. Equip Item")
        print("7. Unequip Item")
        print("8. Visit Store")
        print("9. Quit Game")
        print("10. Use Magic Scroll")

        choice = input("Enter your choice: ")

        if choice == '1':
            monsters = generate_monsters()
            combat(player, monsters)
        elif choice == '2':
            player.show_inventory()
        elif choice == '3':
            player.show_equipment()
        elif choice == '4':
            player.show_stats()
        elif choice == '5':
            player.use_item()
        elif choice == '6':
            player.equip_item()
        elif choice == '7':
            player.unequip_item()
        elif choice == '8':
            store.buy_item(player)
        elif choice == '9':
            print("Thank you for playing! Goodbye.")
            break
        elif choice == '10':
            player.use_item()
        else:
            print("Invalid choice. Please select a valid action.")

    if not player.is_alive():
        print("You have perished on your journey. Game Over.")


def add_monster_health_bar():
    def display_health_bar(self):
        bar_length = 20
        health_ratio = self.health / self.max_health
        filled_length = int(bar_length * health_ratio)
        bar = 'в–€' * filled_length + '-' * (bar_length - filled_length)
        print(f"{self.name}: |{bar}| {self.health}/{self.max_health} HP")

    Monster.display_health_bar = display_health_bar


# Run the game
if __name__ == "__main__":
    add_monster_health_bar()
    main()

!!!file monster.py:
class Monster:
    def __init__(self, name, health, attack, defense, exp, drop_items, coin_drop):
        self.name = name
        self.max_health = health
        self.health = health
        self.attack = attack
        self.defense = defense
        self.exp = exp
        self.drop_items = drop_items  # List of Item objects
        self.coin_drop = coin_drop  # Dict with 'gold', 'silver', 'copper'

    def is_alive(self):
        return self.health > 0

    def __str__(self):
        return f"{self.name}: {self.health}/{self.max_health} HP"
!!!file player.py:
from items import *


class Player:
    def __init__(self, name):
        self.name = name
        self.level = 1
        self.exp = 0
        self.exp_to_level = 100
        self.base_max_health = 100
        self.max_health = self.base_max_health
        self.base_attack = 20
        self.attack = self.base_attack
        self.base_defense = 10
        self.defense = self.base_defense
        self.health = self.max_health
        self.inventory = []
        # Equipment slots: 'Weapon', 'Armor'
        self.equipment = {
            'Weapon': None,
            'Armor': None
        }
        # Currency
        self.coins = {"gold": 10, "silver": 50, "copper": 100}  # Starting coins

    def is_alive(self):
        return self.health > 0

    def gain_exp(self, amount):
        self.exp += amount
        print(f"\nYou gained {amount} XP.")
        while self.exp >= self.exp_to_level:
            self.level_up()

    def level_up(self):
        self.level += 1
        self.exp -= self.exp_to_level
        self.exp_to_level = int(self.exp_to_level * 1.5)
        self.base_max_health += 20
        self.base_attack += 5
        self.base_defense += 3
        self.max_health = self.base_max_health
        self.health = self.max_health
        self.update_stats()
        print(f"\n*** Congratulations! You reached level {self.level}! ***")
        print(f"Stats increased: Base Health: {self.base_max_health}, Base Attack: {self.base_attack}, Base Defense: {self.base_defense}\n")

    def add_item(self, item):
        self.inventory.append(item)
        print(f"Added {item.name} to your inventory.")

    def show_inventory(self):
        if not self.inventory:
            print("Your inventory is empty.")
        else:
            print("\n--- Inventory ---")
            for idx, item in enumerate(self.inventory, 1):
                print(f"{idx}. {item}")
            print("-----------------\n")

    def use_item(self):
        if not self.inventory:
            print("You have no items to use.")
            return
        print("\n--- Use Item ---")
        for idx, item in enumerate(self.inventory, 1):
            print(f"{idx}. {item}")
        print("----------------")
        try:
            choice = int(input("Select the number of the item you want to use (0 to cancel): "))
            if choice == 0:
                return
            selected_item = self.inventory[choice - 1]
            if isinstance(selected_item, MagicScroll):
                self.apply_magic_scroll(selected_item)
            elif isinstance(selected_item, Consumable):
                if selected_item.healing > 0:
                    self.health += selected_item.healing
                    if self.health > self.max_health:
                        self.health = self.max_health
                    print(f"You used {selected_item.name} and healed for {selected_item.healing} HP.")
                    self.inventory.remove(selected_item)
                else:
                    print(f"{selected_item.name} has no use.")
            else:
                print("Selected item cannot be used.")
        except (IndexError, ValueError):
            print("Invalid choice.")

    def apply_magic_scroll(self, scroll):
        if not self.equipment:
            print("You have no equipment to enchant.")
            return
        print("\n--- Enchant Equipment ---")
        print(self.equipment.items())
        equipables = {slot: item for slot, item in self.equipment.items() if item is not None}
        for idx, (slot, item) in enumerate(equipables.items(), 1):
            print(f"{idx}. {item} (Slot: {slot})")
        print("---------------------------")
        try:
            choice = int(input("Select the equipment to enchant (0 to cancel): "))
            if choice == 0:
                return
            slot_selected = list(equipables.keys())[choice - 1]
            equipment = equipables[slot_selected]
            if scroll.scroll_type == "Attack" and equipment.slot != "Weapon":
                print("Attack Scroll can only be used on Weapon slots.")
                return
            if scroll.scroll_type == "Defense" and equipment.slot != "Armor":
                print("Defense Scroll can only be used on Armor slots.")
                return
            # Apply enchantment
            if scroll.scroll_type == "Attack":
                equipment.attack_bonus += scroll.enchant_bonus
                self.attack += scroll.enchant_bonus
            elif scroll.scroll_type == "Defense":
                equipment.defense_bonus += scroll.enchant_bonus
                self.defense += scroll.enchant_bonus
            print(f"Enchanted {equipment.name} with {scroll.name}.")
            # Remove the scroll from inventory
            self.inventory.remove(scroll)
        except (IndexError, ValueError):
            print("Invalid choice.")

    def equip_item(self):
        equipables = [item for item in self.inventory if isinstance(item, Equipment)]
        if not equipables:
            print("You have no equipment items to equip.")
            return
        print("\n--- Equipable Items ---")
        for idx, item in enumerate(equipables, 1):
            print(f"{idx}. {item}")
        print("------------------------")
        try:
            choice = int(input("Select the number of the item you want to equip (0 to cancel): "))
            if choice == 0:
                return
            equipment = equipables[choice - 1]
            slot = equipment.slot
            currently_equipped = self.equipment.get(slot)
            if currently_equipped:
                print(f"Unequipping {currently_equipped.name} from {slot} slot.")
                self.inventory.append(currently_equipped)
                self.remove_equipment_bonus(currently_equipped)
            self.equipment[slot] = equipment
            self.inventory.remove(equipment)
            self.apply_equipment_bonus(equipment)
            print(f"Equipped {equipment.name} to {slot} slot.")
        except (IndexError, ValueError):
            print("Invalid choice.")

    def unequip_item(self):
        equipped = {slot: item for slot, item in self.equipment.items() if item is not None}
        if not equipped:
            print("You have no equipment equipped.")
            return
        print("\n--- Equipped Items ---")
        for idx, (slot, item) in enumerate(equipped.items(), 1):
            print(f"{idx}. {item} (Slot: {slot})")
        print("----------------------")
        try:
            choice = int(input("Select the number of the item you want to unequip (0 to cancel): "))
            if choice == 0:
                return
            slot = list(equipped.keys())[choice - 1]
            item = self.equipment[slot]
            self.equipment[slot] = None
            self.inventory.append(item)
            self.remove_equipment_bonus(item)
            print(f"Unequipped {item.name} from {slot} slot.")
        except (IndexError, ValueError):
            print("Invalid choice.")

    def show_equipment(self):
        print("\n--- Equipped Items ---")
        for slot, item in self.equipment.items():
            if item:
                print(f"{slot}: {item.name}")
            else:
                print(f"{slot}: None")
        print("----------------------\n")

    def show_stats(self):
        print(f"\n--- {self.name}'s Stats ---")
        print(f"Level: {self.level}")
        print(f"EXP: {self.exp}/{self.exp_to_level}")
        self.display_health_bar()
        print(f"Attack: {self.attack}")
        print(f"Defense: {self.defense}")
        self.display_coins()
        print("---------------------------\n")

    def apply_equipment_bonus(self, equipment):
        self.attack += equipment.attack_bonus
        self.defense += equipment.defense_bonus
        print(f"Stats updated: +{equipment.attack_bonus} Attack, +{equipment.defense_bonus} Defense.")

    def remove_equipment_bonus(self, equipment):
        self.attack -= equipment.attack_bonus
        self.defense -= equipment.defense_bonus
        print(f"Stats updated: -{equipment.attack_bonus} Attack, -{equipment.defense_bonus} Defense.")

    def update_stats(self):
        # Reset stats to base plus equipment bonuses
        self.attack = self.base_attack
        self.defense = self.base_defense
        for equipment in self.equipment.values():
            if equipment:
                self.attack += equipment.attack_bonus
                self.defense += equipment.defense_bonus

    def display_health_bar(self):
        # Display a visual health bar
        bar_length = 20
        health_ratio = self.health / self.max_health
        filled_length = int(bar_length * health_ratio)
        bar = 'в–€' * filled_length + '-' * (bar_length - filled_length)
        print(f"Health: |{bar}| {self.health}/{self.max_health} HP")

    def display_coins(self):
        # Display coins in a readable format
        gold = self.coins["gold"]
        silver = self.coins["silver"]
        copper = self.coins["copper"]
        print(f"Coins: {gold} Gold, {silver} Silver, {copper} Copper")

    def add_coins(self, coin_dict):
        # Add coins, handling the conversion if necessary
        self.coins["copper"] += coin_dict.get("copper", 0)
        self.coins["silver"] += coin_dict.get("silver", 0)
        self.coins["gold"] += coin_dict.get("gold", 0)
        # Convert excess copper to silver and silver to gold
        self.convert_coins()

    def convert_coins(self):
        # 100 copper = 1 silver, 100 silver = 1 gold
        # Convert copper to silver
        if self.coins["copper"] >= 100:
            self.coins["silver"] += self.coins["copper"] // 100
            self.coins["copper"] = self.coins["copper"] % 100
        # Convert silver to gold
        if self.coins["silver"] >= 100:
            self.coins["gold"] += self.coins["silver"] // 100
            self.coins["silver"] = self.coins["silver"] % 100

    def spend_coins(self, cost):
        """
        Attempt to spend coins. Cost is a dict with 'gold', 'silver', 'copper'.
        Returns True if successful, False otherwise.
        """
        # First, calculate total copper
        total_player = self.coins["gold"] * 10000 + self.coins["silver"] * 100 + self.coins["copper"]
        total_cost = cost.get("gold", 0) * 10000 + cost.get("silver", 0) * 100 + cost.get("copper", 0)
        if total_player < total_cost:
            print("You don't have enough coins for this purchase.")
            return False
        # Deduct copper, then silver, then gold
        remaining = total_cost
        # Deduct gold
        gold_needed = remaining // 10000
        if gold_needed > self.coins["gold"]:
            gold_needed = self.coins["gold"]
        self.coins["gold"] -= gold_needed
        remaining -= gold_needed * 10000
        # Deduct silver
        silver_needed = remaining // 100
        if silver_needed > self.coins["silver"]:
            silver_needed = self.coins["silver"]
        self.coins["silver"] -= silver_needed
        remaining -= silver_needed * 100
        # Deduct copper
        if remaining > self.coins["copper"]:
            # Not enough copper, need to adjust
            # Here, we'll assume coins have already been converted
            print("Error in coin deduction.")
            return False
        self.coins["copper"] -= remaining
        return True
!!!file store.py:
from items import *
from utils import *


class Store:
    def __init__(self):
        # Define items available for purchase
        self.items = [
            Consumable("Small Potion", "Heals 20 HP", healing=20, cost={"gold":0, "silver":10, "copper":50}),
            Consumable("Large Potion", "Heals 50 HP", healing=50, cost={"gold":0, "silver":25, "copper":0}),
            Consumable("Mega Potion", "Heals 100 HP", healing=100, cost={"gold":1, "silver":0, "copper":0}),
            Equipment("Iron Sword", "A sturdy iron sword.", slot="Weapon", attack_bonus=10, cost={"gold":2, "silver":0, "copper":0}),
            Equipment("Steel Shield", "A strong steel shield.", slot="Armor", defense_bonus=10, cost={"gold":2, "silver":50, "copper":0}),
            MagicScroll("Attack Scroll", "A scroll that enchants a weapon, increasing its attack.", scroll_type="Attack", enchant_bonus=5, cost={"gold":1, "silver":50, "copper":0}),
            MagicScroll("Defense Scroll", "A scroll that enchants armor, increasing its defense.", scroll_type="Defense", enchant_bonus=5, cost={"gold":1, "silver":50, "copper":0})
        ]

    def show_items(self):
        print("\n--- Store Items ---")
        for idx, item in enumerate(self.items, 1):
            if isinstance(item, Consumable) and not isinstance(item, MagicScroll):
                healing_info = f"Heals {item.healing} HP" if item.healing > 0 else "No healing"
                cost_str = format_coins(item.cost)
                print(f"{idx}. {item.name} - {item.description} | {healing_info} | Cost: {cost_str}")
            elif isinstance(item, MagicScroll):
                cost_str = format_coins(item.cost)
                print(f"{idx}. {item.name} - {item.description} | Type: {item.scroll_type} +{item.enchant_bonus} | Cost: {cost_str}")
            elif isinstance(item, Equipment):
                bonuses = []
                if item.attack_bonus:
                    bonuses.append(f"Attack +{item.attack_bonus}")
                if item.defense_bonus:
                    bonuses.append(f"Defense +{item.defense_bonus}")
                bonus_str = ", ".join(bonuses) if bonuses else "No bonuses"
                cost_str = format_coins(item.cost)
                print(f"{idx}. {item.name} ({item.slot}) - {item.description} | {bonus_str} | Cost: {cost_str}")
        print("---------------------\n")

    def buy_item(self, player):
        self.show_items()
        try:
            choice = int(input("Select the number of the item you want to buy (0 to cancel): "))
            if choice == 0:
                return
            if 1 <= choice <= len(self.items):
                item = self.items[choice - 1]
                if player.spend_coins(item.cost):
                    # Deep copy to add to player's inventory
                    if isinstance(item, Consumable) and not isinstance(item, MagicScroll):
                        bought_item = Consumable(item.name, item.description, item.healing, item.cost)
                    elif isinstance(item, MagicScroll):
                        bought_item = MagicScroll(item.name, item.description, item.scroll_type, item.enchant_bonus, item.cost)
                    elif isinstance(item, Equipment):
                        bought_item = Equipment(item.name, item.description, item.slot, item.attack_bonus, item.defense_bonus, item.cost)
                    player.add_item(bought_item)
                    print(f"You purchased {item.name}.")
                else:
                    print("Purchase failed due to insufficient funds.")
            else:
                print("Invalid selection.")
        except ValueError:
            print("Invalid input.")


!!!file t.py:
from os import listdir
from os.path import isfile, join
import pyperclip

query = input("Enter your query to O1:\n")

onlyfiles = [f for f in listdir('./') if isfile(join('./', f))]
print(onlyfiles)

query_number = 0
try:
    with open('o1_queries/data.txt', 'r') as f:
        query_number = int(f.read())
except:
    query_number = 0

filename = f'o1_queries/query{query_number}.txt'

with open(filename, 'w') as writing_file:
    for file in onlyfiles:
        writing_file.write(f"!!!file {file}:\n")
        with open(file, 'r') as f:
            writing_file.write(f.read())
        writing_file.write('\n')
    writing_file.write(query)
    writing_file.write('\n')
    writing_file.write('Can you output the modified code from the files as it was written by me?\n')
    writing_file.write('You don\'t need to display any information except code divided into files')

print(f'Full O1 query is written to the file {filename}')

with open(filename, 'r') as f:
    pyperclip.copy(f.read())

print('Request added to clipboard')

with open('o1_queries/data.txt', 'w') as f:
    f.write(str(query_number + 1))

print("Press any key when you will copy the answer of O1")
input()

s = pyperclip.paste()
l = s.split('!!!file ')[1:]  # list of contents of edited files

print(len(l), [i[:10] for i in l])

for file_contents in l:
    filename = file_contents.splitlines()[0].split(':')[0]
    print(f'writing to "{filename}"...', end='')
    with open(filename, 'w', encoding='utf-8') as f:
        for line in file_contents.splitlines()[1:]:
            f.write(f'{line.rstrip()}\n')
    print('done')

!!!file t2.py:
answer = open(0)
print(answer)
files = answer.split('!!!')

!!!file utils.py:
def format_coins(coin_dict):
    parts = []
    if coin_dict.get("gold", 0) > 0:
        parts.append(f"{coin_dict['gold']}G")
    if coin_dict.get("silver", 0) > 0:
        parts.append(f"{coin_dict['silver']}S")
    if coin_dict.get("copper", 0) > 0:
        parts.append(f"{coin_dict['copper']}C")
    return ' '.join(parts) if parts else "Free"

Add ability to exchange golden, silver and copper coins in the store. Exchange course should be destinct for buing and selling (Player can buy silver coin for 11 copper coins and sell if just for 9)
Can you output the modified code from the files as it was written by me?
You don't need to display any information except code divided into files