squirrel-battle/squirrelbattle/interfaces.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 enum import Enum, auto
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from math import sqrt
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from random import choice, randint
from typing import List, Optional, Any, Dict, Tuple
from queue import PriorityQueue
from functools import reduce
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from .display.texturepack import TexturePack
from .translations import gettext as _
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class Logs:
"""
The logs object stores the messages to display. It encapsulates a list
of such messages, to allow multiple pointers to keep track of it even if
the list was to be reassigned.
"""
def __init__(self) -> None:
self.messages = []
def add_message(self, msg: str) -> None:
self.messages.append(msg)
def add_messages(self, msg: List[str]) -> None:
self.messages += msg
def clear(self) -> None:
self.messages = []
class Map:
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"""
The Map object represents a with its width, height
and tiles, that have their custom properties.
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"""
width: int
height: int
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start_y: int
start_x: int
tiles: List[List["Tile"]]
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entities: List["Entity"]
logs: Logs
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# coordinates of the point that should be
# on the topleft corner of the screen
currentx: int
currenty: int
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def __init__(self, width: int, height: int, tiles: list,
start_y: int, start_x: int):
self.width = width
self.height = height
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self.start_y = start_y
self.start_x = start_x
self.tiles = tiles
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self.entities = []
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self.logs = Logs()
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def add_entity(self, entity: "Entity") -> None:
"""
Registers a new entity in the map.
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"""
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if entity.is_familiar():
self.entities.insert(1, entity)
else:
self.entities.append(entity)
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entity.map = self
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def remove_entity(self, entity: "Entity") -> None:
"""
Unregisters an entity from the map.
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"""
if entity in self.entities:
self.entities.remove(entity)
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def find_entities(self, entity_class: type) -> list:
return [entity for entity in self.entities
if isinstance(entity, entity_class)]
def is_free(self, y: int, x: int) -> bool:
"""
Indicates that the tile at the coordinates (y, x) is empty.
"""
return 0 <= y < self.height and 0 <= x < self.width and \
self.tiles[y][x].can_walk() and \
not any(entity.x == x and entity.y == y for entity in self.entities)
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def entity_is_present(self, y: int, x: int) -> bool:
"""
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Indicates that the tile at the coordinates (y, x) contains a killable
entity.
"""
return 0 <= y < self.height and 0 <= x < self.width and \
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any(entity.x == x and entity.y == y and entity.is_friendly()
for entity in self.entities)
@staticmethod
def load(filename: str) -> "Map":
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"""
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Reads a file that contains the content of a map,
and builds a Map object.
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"""
with open(filename, "r") as f:
file = f.read()
return Map.load_from_string(file)
@staticmethod
def load_from_string(content: str) -> "Map":
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"""
Loads a map represented by its characters and builds a Map object.
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"""
lines = content.split("\n")
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first_line = lines[0]
start_y, start_x = map(int, first_line.split(" "))
lines = [line for line in lines[1:] if line]
height = len(lines)
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width = len(lines[0])
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tiles = [[Tile.from_ascii_char(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return Map(width, height, tiles, start_y, start_x)
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@staticmethod
def load_dungeon_from_string(content: str) -> List[List["Tile"]]:
"""
Transforms a string into the list of corresponding tiles.
"""
lines = content.split("\n")
tiles = [[Tile.from_ascii_char(c)
for x, c in enumerate(line)] for y, line in enumerate(lines)]
return tiles
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def draw_string(self, pack: TexturePack) -> str:
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"""
Draws the current map as a string object that can be rendered
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in the window.
"""
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return "\n".join("".join(tile.char(pack) for tile in line)
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for line in self.tiles)
def spawn_random_entities(self, count: int) -> None:
"""
Puts randomly {count} entities on the map, only on empty ground tiles.
"""
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for ignored in range(count):
y, x = 0, 0
while True:
y, x = randint(0, self.height - 1), randint(0, self.width - 1)
tile = self.tiles[y][x]
if tile.can_walk():
break
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entity = choice(Entity.get_all_entity_classes())()
entity.move(y, x)
self.add_entity(entity)
def tick(self, p: Any) -> None:
"""
Triggers all entity events.
"""
for entity in self.entities:
if entity.is_familiar():
entity.act(p, self)
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else:
entity.act(self)
def save_state(self) -> dict:
"""
Saves the map's attributes to a dictionary.
"""
d = dict()
d["width"] = self.width
d["height"] = self.height
d["start_y"] = self.start_y
d["start_x"] = self.start_x
d["currentx"] = self.currentx
d["currenty"] = self.currenty
d["entities"] = []
for enti in self.entities:
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d["entities"].append(enti.save_state())
d["map"] = self.draw_string(TexturePack.ASCII_PACK)
return d
def load_state(self, d: dict) -> None:
"""
Loads the map's attributes from a dictionary.
"""
self.width = d["width"]
self.height = d["height"]
self.start_y = d["start_y"]
self.start_x = d["start_x"]
self.currentx = d["currentx"]
self.currenty = d["currenty"]
self.tiles = self.load_dungeon_from_string(d["map"])
self.entities = []
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dictclasses = Entity.get_all_entity_classes_in_a_dict()
for entisave in d["entities"]:
self.add_entity(dictclasses[entisave["type"]](**entisave))
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class Tile(Enum):
"""
The internal representation of the tiles of the map.
"""
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EMPTY = auto()
WALL = auto()
FLOOR = auto()
@staticmethod
def from_ascii_char(ch: str) -> "Tile":
"""
Maps an ascii character to its equivalent in the texture pack.
"""
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for tile in Tile:
if tile.char(TexturePack.ASCII_PACK) == ch:
return tile
raise ValueError(ch)
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def char(self, pack: TexturePack) -> str:
"""
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Translates a Tile to the corresponding character according
to the texture pack.
"""
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return getattr(pack, self.name)
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def is_wall(self) -> bool:
"""
Is this Tile a wall?
"""
return self == Tile.WALL
def can_walk(self) -> bool:
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"""
Checks if an entity (player or not) can move in this tile.
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"""
return not self.is_wall() and self != Tile.EMPTY
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class Entity:
"""
An Entity object represents any entity present on the map.
"""
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y: int
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x: int
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name: str
map: Map
paths: Dict[Tuple[int, int], Tuple[int, int]]
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# noinspection PyShadowingBuiltins
def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
map: Optional[Map] = None, *ignored, **ignored2):
self.y = y
self.x = x
self.name = name
self.map = map
self.paths = None
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def check_move(self, y: int, x: int, move_if_possible: bool = False)\
-> bool:
"""
Checks if moving to (y,x) is authorized.
"""
free = self.map.is_free(y, x)
if free and move_if_possible:
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self.move(y, x)
return free
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def move(self, y: int, x: int) -> bool:
"""
Moves an entity to (y,x) coordinates.
"""
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self.y = y
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self.x = x
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return True
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def move_up(self, force: bool = False) -> bool:
"""
Moves the entity up one tile, if possible.
"""
return self.move(self.y - 1, self.x) if force else \
self.check_move(self.y - 1, self.x, True)
def move_down(self, force: bool = False) -> bool:
"""
Moves the entity down one tile, if possible.
"""
return self.move(self.y + 1, self.x) if force else \
self.check_move(self.y + 1, self.x, True)
def move_left(self, force: bool = False) -> bool:
"""
Moves the entity left one tile, if possible.
"""
return self.move(self.y, self.x - 1) if force else \
self.check_move(self.y, self.x - 1, True)
def move_right(self, force: bool = False) -> bool:
"""
Moves the entity right one tile, if possible.
"""
return self.move(self.y, self.x + 1) if force else \
self.check_move(self.y, self.x + 1, True)
def recalculate_paths(self, max_distance: int = 12) -> None:
"""
Uses Dijkstra algorithm to calculate best paths for other entities to
go to this entity. If self.paths is None, does nothing.
"""
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if self.paths is None:
return
distances = []
predecessors = []
# four Dijkstras, one for each adjacent tile
for dir_y, dir_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
queue = PriorityQueue()
new_y, new_x = self.y + dir_y, self.x + dir_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[new_y][new_x].can_walk():
continue
queue.put(((1, 0), (new_y, new_x)))
visited = [(self.y, self.x)]
distances.append({(self.y, self.x): (0, 0), (new_y, new_x): (1, 0)})
predecessors.append({(new_y, new_x): (self.y, self.x)})
while not queue.empty():
dist, (y, x) = queue.get()
if dist[0] >= max_distance or (y, x) in visited:
continue
visited.append((y, x))
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[new_y][new_x].can_walk():
continue
new_distance = (dist[0] + 1,
dist[1] + (not self.map.is_free(y, x)))
if not (new_y, new_x) in distances[-1] or \
distances[-1][(new_y, new_x)] > new_distance:
predecessors[-1][(new_y, new_x)] = (y, x)
distances[-1][(new_y, new_x)] = new_distance
queue.put((new_distance, (new_y, new_x)))
# For each tile that is reached by at least one Dijkstra, sort the
# different paths by distance to the player. For the technical bits :
# The reduce function is a fold starting on the first element of the
# iterable, and we associate the points to their distance, sort
# along the distance, then only keep the points.
self.paths = {}
for y, x in reduce(set.union,
[set(p.keys()) for p in predecessors], set()):
self.paths[(y, x)] = [p for d, p in sorted(
[(distances[i][(y, x)], predecessors[i][(y, x)])
for i in range(len(distances)) if (y, x) in predecessors[i]])]
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def act(self, m: Map) -> None:
"""
Defines the action the entity will do at each tick.
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By default, does nothing.
"""
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pass
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def distance_squared(self, other: "Entity") -> int:
"""
Gives the square of the distance to another entity.
Useful to check distances since taking the square root takes time.
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"""
return (self.y - other.y) ** 2 + (self.x - other.x) ** 2
def distance(self, other: "Entity") -> float:
"""
Gives the cartesian distance to another entity.
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"""
return sqrt(self.distance_squared(other))
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def is_fighting_entity(self) -> bool:
"""
Is this entity a fighting entity?
"""
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return isinstance(self, FightingEntity)
def is_item(self) -> bool:
"""
Is this entity an item?
"""
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from squirrelbattle.entities.items import Item
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return isinstance(self, Item)
def is_friendly(self) -> bool:
"""
Is this entity a friendly entity?
"""
return isinstance(self, FriendlyEntity)
def is_familiar(self) -> bool:
"""
Is this entity a familiar?
"""
from squirrelbattle.entities.friendly import Familiar
return isinstance(self, Familiar)
def is_merchant(self) -> bool:
"""
Is this entity a merchant?
"""
from squirrelbattle.entities.friendly import Merchant
return isinstance(self, Merchant)
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@property
def translated_name(self) -> str:
"""
Translates the name of entities.
"""
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return _(self.name.replace("_", " "))
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@staticmethod
def get_all_entity_classes() -> list:
"""
Returns all entities subclasses.
"""
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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Rabbit, TeddyBear
from squirrelbattle.entities.friendly import Merchant, Sunflower, \
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Trumpet
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return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
Sunflower, Tiger, Merchant, Trumpet]
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@staticmethod
def get_all_entity_classes_in_a_dict() -> dict:
"""
Returns all entities subclasses in a dictionary.
"""
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from squirrelbattle.entities.player import Player
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \
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TeddyBear
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from squirrelbattle.entities.friendly import Merchant, Sunflower, \
Trumpet
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
Heart, Sword
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return {
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"Tiger": Tiger,
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"Bomb": Bomb,
"Heart": Heart,
"BodySnatchPotion": BodySnatchPotion,
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"Hedgehog": Hedgehog,
"Rabbit": Rabbit,
"TeddyBear": TeddyBear,
"Player": Player,
"Merchant": Merchant,
"Sunflower": Sunflower,
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"Sword": Sword,
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"Trumpet": Trumpet,
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}
def save_state(self) -> dict:
"""
Saves the coordinates of the entity.
"""
d = dict()
d["x"] = self.x
d["y"] = self.y
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d["type"] = self.__class__.__name__
return d
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class FightingEntity(Entity):
"""
A FightingEntity is an entity that can fight, and thus has a health,
level and stats.
"""
maxhealth: int
health: int
strength: int
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intelligence: int
charisma: int
dexterity: int
constitution: int
level: int
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def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
strength: int = 0, intelligence: int = 0, charisma: int = 0,
dexterity: int = 0, constitution: int = 0, level: int = 0,
*args, **kwargs) -> None:
super().__init__(*args, **kwargs)
self.maxhealth = maxhealth
self.health = maxhealth if health is None else health
self.strength = strength
self.intelligence = intelligence
self.charisma = charisma
self.dexterity = dexterity
self.constitution = constitution
self.level = level
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@property
def dead(self) -> bool:
"""
Is this entity dead ?
"""
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return self.health <= 0
def hit(self, opponent: "FightingEntity") -> str:
"""
The entity deals damage to the opponent
based on their respective stats.
"""
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return _("{name} hits {opponent}.")\
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.format(name=_(self.translated_name.capitalize()),
opponent=_(opponent.translated_name)) + " " + \
opponent.take_damage(self, self.strength)
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def take_damage(self, attacker: "Entity", amount: int) -> str:
"""
The entity takes damage from the attacker
based on their respective stats.
"""
self.health -= amount
if self.health <= 0:
self.die()
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return _("{name} takes {amount} damage.")\
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.format(name=self.translated_name.capitalize(), amount=str(amount))\
+ (" " + _("{name} dies.")
.format(name=self.translated_name.capitalize())
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if self.health <= 0 else "")
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def die(self) -> None:
"""
If a fighting entity has no more health, it dies and is removed.
"""
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self.map.remove_entity(self)
def keys(self) -> list:
"""
Returns a fighting entity's specific attributes.
"""
return ["name", "maxhealth", "health", "level", "strength",
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"intelligence", "charisma", "dexterity", "constitution"]
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary.
"""
d = super().save_state()
for name in self.keys():
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d[name] = getattr(self, name)
return d
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class FriendlyEntity(FightingEntity):
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"""
Friendly entities are living entities which do not attack the player.
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"""
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dialogue_option: list
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def talk_to(self, player: Any) -> str:
return _("{entity} said: {message}").format(
entity=self.translated_name.capitalize(),
message=choice(self.dialogue_option))
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def keys(self) -> list:
"""
Returns a friendly entity's specific attributes.
"""
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return ["maxhealth", "health"]
class InventoryHolder(Entity):
hazel: int # Currency of the game
inventory: list
def translate_inventory(self, inventory: list) -> list:
"""
Translates the JSON save of the inventory into a list of the items in
the inventory.
"""
for i in range(len(inventory)):
if isinstance(inventory[i], dict):
inventory[i] = self.dict_to_inventory(inventory[i])
return inventory
def dict_to_inventory(self, item_dict: dict) -> Entity:
"""
Translates a dictionnary that contains the state of an item
into an item object.
"""
entity_classes = self.get_all_entity_classes_in_a_dict()
item_class = entity_classes[item_dict["type"]]
return item_class(**item_dict)
def save_state(self) -> dict:
"""
The inventory of the merchant is saved in a JSON format.
"""
d = super().save_state()
d["hazel"] = self.hazel
d["inventory"] = [item.save_state() for item in self.inventory]
return d
def add_to_inventory(self, obj: Any) -> None:
"""
Adds an object to the inventory.
"""
self.inventory.append(obj)
def remove_from_inventory(self, obj: Any) -> None:
"""
Removes an object from the inventory.
"""
self.inventory.remove(obj)
def change_hazel_balance(self, hz: int) -> None:
"""
Changes the number of hazel the entity has by hz. hz is negative
when the entity loses money and positive when it gains money.
"""
self.hazel += hz