Linting
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e1918ab066
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@ -54,21 +54,23 @@ class Sunflower(FriendlyEntity):
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"""
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"""
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return [_("Flower power!!"), _("The sun is warm today")]
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return [_("Flower power!!"), _("The sun is warm today")]
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class Familiar(FightingEntity):
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class Familiar(FightingEntity):
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"""
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"""
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A friendly familiar that helps the player defeat monsters.
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A friendly familiar that helps the player defeat monsters.
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"""
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"""
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def __init__(self, maxhealth: int = 25,
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def __init__(self, maxhealth: int = 25,
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*args, **kwargs) -> None:
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*args, **kwargs) -> None:
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super().__init__(*args, **kwargs)
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super().__init__(maxhealth=maxhealth, *args, **kwargs)
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self.target = None
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self.target = None
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def act(self, p: Player, m : Map) :
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def act(self, p: Player, m: Map) -> None:
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"""
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"""
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By default, the familiar tries to stay at distance at most 2 of the
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By default, the familiar tries to stay at distance at most 2 of the
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player and if a monster comes in range 3, it focuses on the monster
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player and if a monster comes in range 3, it focuses on the monster
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and attacks it.
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and attacks it.
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"""
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"""
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if self.target == None:
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if self.target is None:
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self.target = p
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self.target = p
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if self.target == p:
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if self.target == p:
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for entity in m.entities:
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for entity in m.entities:
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@ -78,7 +80,6 @@ class Familiar(FightingEntity):
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entity.paths = dict() # Allows the paths to be calculated.
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entity.paths = dict() # Allows the paths to be calculated.
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break
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break
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# Familiars move according to a Dijkstra algorithm
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# Familiars move according to a Dijkstra algorithm
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# that targets their target.
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# that targets their target.
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# If they can not move and are already close to their target,
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# If they can not move and are already close to their target,
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@ -106,6 +107,7 @@ class Familiar(FightingEntity):
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if move():
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if move():
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break
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break
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class Trumpet(Familiar):
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class Trumpet(Familiar):
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"""
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"""
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A class of familiars.
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A class of familiars.
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@ -60,6 +60,7 @@ class Monster(FightingEntity):
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for move in moves:
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for move in moves:
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if move():
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if move():
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break
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break
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def move(self, y: int, x: int) -> None:
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def move(self, y: int, x: int) -> None:
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"""
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"""
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Overwrites the move function to recalculate paths.
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Overwrites the move function to recalculate paths.
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@ -67,6 +68,7 @@ class Monster(FightingEntity):
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super().move(y, x)
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super().move(y, x)
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self.recalculate_paths()
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self.recalculate_paths()
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class Tiger(Monster):
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class Tiger(Monster):
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"""
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"""
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A tiger monster.
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A tiger monster.
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@ -2,7 +2,6 @@
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# SPDX-License-Identifier: GPL-3.0-or-later
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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 random import randint
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from typing import Dict, Tuple
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from ..interfaces import FightingEntity, InventoryHolder
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from ..interfaces import FightingEntity, InventoryHolder
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@ -100,7 +100,8 @@ class Map:
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@staticmethod
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@staticmethod
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def load(filename: str) -> "Map":
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def load(filename: str) -> "Map":
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"""
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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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Reads a file that contains the content of a map,
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and builds a Map object.
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"""
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"""
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with open(filename, "r") as f:
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with open(filename, "r") as f:
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file = f.read()
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file = f.read()
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@ -307,7 +308,7 @@ class Entity:
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Uses Dijkstra algorithm to calculate best paths for other entities to
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Uses Dijkstra algorithm to calculate best paths for other entities to
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go to this entity. If self.paths is None, does nothing.
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go to this entity. If self.paths is None, does nothing.
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"""
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"""
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if self.paths == None :
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if self.paths is None:
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return
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return
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distances = []
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distances = []
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predecessors = []
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predecessors = []
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@ -13,7 +13,8 @@ from .translations import gettext as _
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class Settings:
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class Settings:
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"""
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"""
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This class stores the settings of the game.
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This class stores the settings of the game.
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Settings can be obtained by using for example settings.TEXTURE_PACK directly.
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Settings can be obtained by using for example settings.TEXTURE_PACK
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directly.
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The comment can be obtained by using settings.get_comment('TEXTURE_PACK').
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The comment can be obtained by using settings.get_comment('TEXTURE_PACK').
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We can set the setting by simply using settings.TEXTURE_PACK = 'new_key'
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We can set the setting by simply using settings.TEXTURE_PACK = 'new_key'
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"""
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"""
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