squirrel-battle/squirrelbattle/entities/friendly.py

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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from random import choice, shuffle
from .items import Bomb, Item
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from .monsters import Monster
from .player import Player
from ..interfaces import Entity, FightingEntity, FriendlyEntity, \
InventoryHolder, Map
from ..translations import gettext as _
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class Merchant(InventoryHolder, FriendlyEntity):
"""
The class of merchants in the dungeon.
"""
def keys(self) -> list:
"""
Returns a friendly entitie's specific attributes.
"""
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return super().keys() + ["inventory", "hazel"]
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def __init__(self, name: str = "merchant", inventory: list = None,
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hazel: int = 75, maxhealth: int = 8, *args, **kwargs):
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super().__init__(name=name, maxhealth=maxhealth, *args, **kwargs)
self.inventory = self.translate_inventory(inventory) \
if inventory is not None else None
self.hazel = hazel
if self.inventory is None:
self.inventory = []
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for i in range(5):
self.inventory.append(choice(Item.get_all_items())())
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def talk_to(self, player: Player) -> str:
"""
This function is used to open the merchant's inventory in a menu,
and allows the player to buy/sell objects.
"""
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return _("I don't sell any squirrel")
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def change_hazel_balance(self, hz: int) -> None:
"""
Changes the number of hazel the merchant has by hz.
"""
self.hazel += hz
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class Chest(InventoryHolder, FriendlyEntity):
"""
A class of chest inanimate entities which contain objects.
"""
annihilated: bool
def __init__(self, name: str = "chest", inventory: list = None,
hazel: int = 0, *args, **kwargs):
super().__init__(name=name, *args, **kwargs)
self.hazel = hazel
self.inventory = self.translate_inventory(inventory) \
if inventory is not None else None
self.annihilated = False
if self.inventory is None:
self.inventory = []
for i in range(3):
self.inventory.append(choice(Item.get_all_items())())
def talk_to(self, player: Player) -> str:
"""
This function is used to open the chest's inventory in a menu,
and allows the player to take objects.
"""
return _("You have opened the chest")
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def take_damage(self, attacker: Entity, amount: int) -> str:
"""
A chest is not living, it can not take damage
"""
if isinstance(attacker, Bomb):
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self.die()
self.annihilated = True
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return _("The chest exploded")
return _("It's not really effective")
@property
def dead(self) -> bool:
"""
Chest can not die
"""
return self.annihilated
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class Sunflower(FriendlyEntity):
"""
A friendly sunflower.
"""
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def __init__(self, maxhealth: int = 20,
*args, **kwargs) -> None:
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super().__init__(name="sunflower", maxhealth=maxhealth, *args, **kwargs)
@property
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def dialogue_option(self) -> list:
"""
Lists all that a sunflower can say to the player.
"""
return [_("Flower power!!"), _("The sun is warm today")]
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class Familiar(FightingEntity):
"""
A friendly familiar that helps the player defeat monsters.
"""
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def __init__(self, maxhealth: int = 25,
*args, **kwargs) -> None:
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super().__init__(maxhealth=maxhealth, *args, **kwargs)
self.target = None
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# @property
# def dialogue_option(self) -> list:
# """
# Debug function (to see if used in the real game)
# """
# return [_("My target is"+str(self.target))]
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def act(self, p: Player, m: Map) -> None:
"""
By default, the familiar tries to stay at distance at most 2 of the
player and if a monster comes in range 3, it focuses on the monster
and attacks it.
"""
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if self.target is None:
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# If the previous target is dead(or if there was no previous target)
# the familiar tries to get closer to the player.
self.target = p
elif self.target.dead:
self.target = p
if self.target == p:
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# Look for monsters around the player to kill TOFIX : if monster is
# out of range, continue targetting player.
for entity in m.entities:
if (p.y - entity.y) ** 2 + (p.x - entity.x) ** 2 <= 9 and\
isinstance(entity, Monster):
self.target = entity
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entity.paths = dict() # Allows the paths to be calculated.
break
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# Familiars move according to a Dijkstra algorithm
# that targets their target.
# If they can not move and are already close to their target,
# they hit, except if their target is the player.
if self.target and (self.y, self.x) in self.target.paths:
# Moves to target player by choosing the best available path
for next_y, next_x in self.target.paths[(self.y, self.x)]:
moved = self.check_move(next_y, next_x, True)
if moved:
break
if self.distance_squared(self.target) <= 1 and \
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not isinstance(self.target, Player):
self.map.logs.add_message(self.hit(self.target))
break
else:
# Moves in a random direction
# If the direction is not available, tries another one
moves = [self.move_up, self.move_down,
self.move_left, self.move_right]
shuffle(moves)
for move in moves:
if move():
break
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class Trumpet(Familiar):
"""
A class of familiars.
"""
def __init__(self, name: str = "trumpet", strength: int = 3,
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maxhealth: int = 30, *args, **kwargs) -> None:
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, *args, **kwargs)