2020-11-27 15:33:17 +00:00
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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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2020-12-05 13:20:58 +00:00
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from random import choice, randint
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2020-11-11 15:47:19 +00:00
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from typing import Optional
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from .player import Player
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2020-11-06 14:33:26 +00:00
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from ..interfaces import Entity, FightingEntity, Map
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2020-12-04 16:10:23 +00:00
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from ..translations import gettext as _
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2020-10-23 14:51:48 +00:00
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class Item(Entity):
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"""
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A class for items
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"""
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held: bool
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held_by: Optional[Player]
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2020-11-18 13:54:21 +00:00
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def __init__(self, held: bool = False, held_by: Optional[Player] = None,
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*args, **kwargs):
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super().__init__(*args, **kwargs)
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self.held = held
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self.held_by = held_by
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def drop(self) -> None:
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"""
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The item is dropped from the inventory onto the floor
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"""
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2020-11-11 22:41:06 +00:00
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if self.held:
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self.held_by.inventory.remove(self)
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self.map.add_entity(self)
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self.move(self.held_by.y, self.held_by.x)
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self.held = False
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self.held_by = None
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def use(self) -> None:
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"""
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Indicates what should be done when the item is used.
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"""
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def equip(self) -> None:
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"""
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Indicates what should be done when the item is equipped.
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"""
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def hold(self, player: "Player") -> None:
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"""
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The item is taken from the floor and put into the inventory
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"""
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self.held = True
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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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2020-11-18 23:10:37 +00:00
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def save_state(self) -> dict:
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"""
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Saves the state of the entity into a dictionary
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"""
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d = super().save_state()
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d["held"] = self.held
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return d
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2020-11-06 14:33:26 +00:00
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2020-11-11 15:23:27 +00:00
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class Heart(Item):
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"""
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A heart item to return health to the player
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"""
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healing: int
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2020-12-05 13:25:22 +00:00
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def __init__(self, name: str = "heart", healing: int = 5, *args, **kwargs):
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super().__init__(name=name, *args, **kwargs)
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self.healing = healing
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def hold(self, player: "Player") -> None:
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"""
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When holding a heart, heal the player and don't put item in inventory.
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"""
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player.health = min(player.maxhealth, player.health + self.healing)
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self.map.remove_entity(self)
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2020-11-19 00:11:11 +00:00
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def save_state(self) -> dict:
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"""
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Saves the state of the header into a dictionary
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"""
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d = super().save_state()
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d["healing"] = self.healing
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return d
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class Bomb(Item):
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"""
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A bomb item intended to deal damage to enemies at long range
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"""
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damage: int = 5
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exploding: bool
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owner: Optional["Player"]
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tick: int
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2020-12-05 13:25:22 +00:00
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def __init__(self, name: str = "bomb", damage: int = 5,
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exploding: bool = False, *args, **kwargs):
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super().__init__(name=name, *args, **kwargs)
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self.damage = damage
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self.exploding = exploding
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self.tick = 4
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self.owner = None
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def use(self) -> None:
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"""
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When the bomb is used, throw it and explodes it.
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"""
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if self.held:
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self.owner = self.held_by
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super().drop()
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self.exploding = True
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def act(self, m: Map) -> None:
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"""
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Special exploding action of the bomb
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"""
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if self.exploding:
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if self.tick > 0:
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# The bomb will explode in <tick> moves
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self.tick -= 1
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else:
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# The bomb is exploding.
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# Each entity that is close to the bomb takes damages.
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# The player earn XP if the entity was killed.
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log_message = _("Bomb is exploding.")
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for e in m.entities.copy():
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if abs(e.x - self.x) + abs(e.y - self.y) <= 3 and \
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isinstance(e, FightingEntity):
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log_message += " " + e.take_damage(self, self.damage)
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if e.dead:
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self.owner.add_xp(randint(3, 7))
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m.logs.add_message(log_message)
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m.entities.remove(self)
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def save_state(self) -> dict:
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"""
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Saves the state of the bomb into a dictionary
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"""
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d = super().save_state()
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d["exploding"] = self.exploding
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d["damage"] = self.damage
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return d
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class BodySnatchPotion(Item):
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"""
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The body-snatch potion allows to exchange all characteristics with a random
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other entity.
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"""
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2020-12-05 13:25:22 +00:00
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def __init__(self, name: str = "body_snatch_potion", *args, **kwargs):
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super().__init__(name=name, *args, **kwargs)
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def use(self) -> None:
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"""
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Find a valid random entity, then exchange characteristics.
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"""
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valid_entities = self.held_by.map.find_entities(FightingEntity)
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valid_entities.remove(self.held_by)
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entity = choice(valid_entities)
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entity_state = entity.save_state()
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player_state = self.held_by.save_state()
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self.held_by.__dict__.update(entity_state)
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entity.__dict__.update(player_state)
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self.held_by.map.currenty, self.held_by.map.currentx = self.held_by.y,\
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self.held_by.x
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self.held_by.inventory.remove(self)
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