squirrel-battle/squirrelbattle/entities/player.py

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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from random import randint
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from typing import Dict, Optional, Tuple
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from .items import Item
from ..interfaces import FightingEntity, InventoryHolder
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class Player(InventoryHolder, FightingEntity):
"""
The class of the player.
"""
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current_xp: int = 0
max_xp: int = 10
xp_buff: float = 1
paths: Dict[Tuple[int, int], Tuple[int, int]]
equipped_main: Optional[Item]
equipped_secondary: Optional[Item]
equipped_helmet: Optional[Item]
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equipped_armor: Optional[Item]
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def __init__(self, name: str = "player", 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, inventory: list = None,
hazel: int = 42, equipped_main: Optional[Item] = None,
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equipped_armor: Optional[Item] = None, critical: int = 5,
equipped_secondary: Optional[Item] = None,
equipped_helmet: Optional[Item] = None, xp_buff: float = 1,
vision: int = 5, *args, **kwargs) -> None:
super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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intelligence=intelligence, charisma=charisma,
dexterity=dexterity, constitution=constitution,
level=level, critical=critical, *args, **kwargs)
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self.current_xp = current_xp
self.max_xp = max_xp
self.xp_buff = xp_buff
self.inventory = self.translate_inventory(inventory or [])
self.paths = dict()
self.hazel = hazel
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self.equipped_main = self.dict_to_item(equipped_main) \
if isinstance(equipped_main, dict) else equipped_main
self.equipped_armor = self.dict_to_item(equipped_armor) \
if isinstance(equipped_armor, dict) else equipped_armor
self.equipped_secondary = self.dict_to_item(equipped_secondary) \
if isinstance(equipped_secondary, dict) else equipped_secondary
self.equipped_helmet = self.dict_to_item(equipped_helmet) \
if isinstance(equipped_helmet, dict) else equipped_helmet
self.vision = vision
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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()
self.map.compute_visibility(self.y, self.x, self.vision)
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def level_up(self) -> None:
"""
Add as many levels as possible to the player.
"""
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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:
"""
Adds some experience to the player.
If the required amount is reached, the player levels up.
"""
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self.current_xp += int(xp * self.xp_buff)
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self.level_up()
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def remove_from_inventory(self, obj: Item) -> None:
"""
Remove the given item from the inventory, even if the item is equipped.
"""
if obj == self.equipped_main:
self.equipped_main = None
elif obj == self.equipped_armor:
self.equipped_armor = None
elif obj == self.equipped_secondary:
self.equipped_secondary = None
elif obj == self.equipped_helmet:
self.equipped_helmet = None
else:
return super().remove_from_inventory(obj)
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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 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
d["equipped_main"] = self.equipped_main.save_state()\
if self.equipped_main else None
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d["equipped_armor"] = self.equipped_armor.save_state()\
if self.equipped_armor else None
d["equipped_secondary"] = self.equipped_secondary.save_state()\
if self.equipped_secondary else None
d["equipped_helmet"] = self.equipped_helmet.save_state()\
if self.equipped_helmet else None
return d