squirrel-battle/squirrelbattle/entities/player.py

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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
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from random import randint
from typing import Dict, Tuple
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from ..interfaces import FightingEntity
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class Player(FightingEntity):
"""
The class of the player
"""
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current_xp: int = 0
max_xp: int = 10
inventory: list
paths: Dict[Tuple[int, int], Tuple[int, int]]
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def __init__(self, maxhealth: int = 20, strength: int = 5,
intelligence: int = 1, charisma: int = 1, dexterity: int = 1,
constitution: int = 1, level: int = 1, current_xp: int = 0,
max_xp: int = 10, *args, **kwargs) -> None:
super().__init__(name="player", maxhealth=maxhealth, strength=strength,
intelligence=intelligence, charisma=charisma,
dexterity=dexterity, constitution=constitution,
level=level, *args, **kwargs)
self.current_xp = current_xp
self.max_xp = max_xp
self.inventory = list()
self.paths = dict()
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def move(self, y: int, x: int) -> None:
"""
Moves the view of the map (the point on which the camera is centered)
according to the moves of the player.
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"""
super().move(y, x)
self.map.currenty = y
self.map.currentx = x
self.recalculate_paths()
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def level_up(self) -> None:
"""
Add levels to the player as much as it is possible.
"""
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while self.current_xp > self.max_xp:
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self.level += 1
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self.current_xp -= self.max_xp
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self.max_xp = self.level * 10
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self.health = self.maxhealth
self.strength = self.strength + 1
# TODO Remove it, that's only fun
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self.map.spawn_random_entities(randint(3 * self.level,
10 * self.level))
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def add_xp(self, xp: int) -> None:
"""
Add some experience to the player.
If the required amount is reached, level up.
"""
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self.current_xp += xp
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self.level_up()
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# noinspection PyTypeChecker,PyUnresolvedReferences
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
-> bool:
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"""
If the player tries to move but a fighting entity is there,
the player fights this entity.
If the entity dies, the player is rewarded with some XP
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"""
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# Don't move if we are dead
if self.dead:
return False
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for entity in self.map.entities:
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if entity.y == y and entity.x == x:
if entity.is_fighting_entity():
self.map.logs.add_message(self.hit(entity))
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if entity.dead:
self.add_xp(randint(3, 7))
return True
elif entity.is_item():
entity.hold(self)
return super().check_move(y, x, move_if_possible)
def recalculate_paths(self, max_distance: int = 8) -> None:
"""
Use Dijkstra algorithm to calculate best paths
for monsters to go to the player.
"""
queue = [(self.y, self.x)]
visited = []
distances = {(self.y, self.x): 0}
predecessors = {}
while queue:
y, x = queue.pop(0)
visited.append((y, x))
if distances[(y, x)] >= max_distance:
continue
for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
new_y, new_x = y + diff_y, x + diff_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[y][x].can_walk() or \
(new_y, new_x) in visited or \
(new_y, new_x) in queue:
continue
predecessors[(new_y, new_x)] = (y, x)
distances[(new_y, new_x)] = distances[(y, x)] + 1
queue.append((new_y, new_x))
self.paths = predecessors
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def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["current_xp"] = self.current_xp
d["max_xp"] = self.max_xp
return d