squirrel-battle/squirrelbattle/entities/items.py

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from typing import Optional
from .player import Player
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from ..interfaces import Entity, FightingEntity, Map
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class Item(Entity):
"""
A class for items
"""
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held: bool
held_by: Optional[Player]
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def __init__(self, held: bool = False, held_by: Optional[Player] = None,
*args, **kwargs):
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super().__init__(*args, **kwargs)
self.held = held
self.held_by = held_by
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def drop(self, y: int, x: int) -> None:
"""
The item is dropped from the inventory onto the floor
"""
if self.held:
self.held_by.inventory.remove(self)
self.held = False
self.held_by = None
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self.map.add_entity(self)
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self.move(y, x)
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def hold(self, player: "Player") -> None:
"""
The item is taken from the floor and put into the inventory
"""
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self.held = True
self.held_by = player
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self.map.remove_entity(self)
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player.inventory.append(self)
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def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["held"] = self.held
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return d
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class Heart(Item):
"""
A heart item to return health to the player
"""
healing: int
def __init__(self, healing: int = 5, *args, **kwargs):
super().__init__(name="heart", *args, **kwargs)
self.healing = healing
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def hold(self, player: "Player") -> None:
"""
When holding a heart, heal the player and don't put item in inventory.
"""
player.health = min(player.maxhealth, player.health + self.healing)
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self.map.remove_entity(self)
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def save_state(self) -> dict:
"""
Saves the state of the header into a dictionary
"""
d = super().save_state()
d["healing"] = self.healing
return d
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class Bomb(Item):
"""
A bomb item intended to deal damage to enemies at long range
"""
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damage: int = 5
exploding: bool
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def __init__(self, damage: int = 5, exploding: bool = False,
*args, **kwargs):
super().__init__(name="bomb", *args, **kwargs)
self.damage = damage
self.exploding = exploding
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def drop(self, x: int, y: int) -> None:
super().drop(x, y)
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self.exploding = True
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def act(self, m: Map) -> None:
"""
Special exploding action of the bomb
"""
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if self.exploding:
for e in m.entities.copy():
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if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
isinstance(e, FightingEntity):
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e.take_damage(self, self.damage)
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def save_state(self) -> dict:
"""
Saves the state of the bomb into a dictionary
"""
d = super().save_state()
d["exploding"] = self.exploding
d["damage"] = self.damage
return d
class Weapon(Item):
"""
Non-throwable items that improve player damage
"""
damage: int
def __init__(self, damage: int = 3, *args, **kwargs):
super().__init__(*args, **kwargs)
self.damage = damage
def save_state(self) -> dict:
"""
Saves the state of the weapon into a dictionary
"""
d = super().save_state()
d["damage"] = self.damage
return d
class Sword(Weapon) :
"""
A basic weapon
"""
def __init__(self, name: int, *args, **kwargs):
super().__init__(*args, **kwargs)
self.name = "sword"