Linting
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e1918ab066
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@ -54,31 +54,32 @@ class Sunflower(FriendlyEntity):
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"""
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return [_("Flower power!!"), _("The sun is warm today")]
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class Familiar(FightingEntity):
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"""
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A friendly familiar that helps the player defeat monsters.
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"""
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def __init__(self, maxhealth: int = 25,
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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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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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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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and attacks it.
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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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if self.target == p:
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for entity in m.entities:
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if (self.y - entity.y) ** 2 + (self.x - entity.x) ** 2 <= 9 and \
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if (self.y - entity.y) ** 2 + (self.x - entity.x) ** 2 <= 9 and\
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isinstance(entity, Monster):
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self.target = entity
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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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# Familiars move according to a Dijkstra algorithm
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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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@ -90,9 +91,9 @@ class Familiar(FightingEntity):
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if moved:
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break
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if self.distance_squared(self.target) <= 1 and \
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not isinstance(self.target, Player):
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not isinstance(self.target, Player):
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self.map.logs.add_message(self.hit(self.target))
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if self.target.dead :
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if self.target.dead:
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self.target.paths = None
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self.target = None
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break
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@ -106,7 +107,8 @@ class Familiar(FightingEntity):
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if move():
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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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A class of familiars.
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"""
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@ -60,13 +60,15 @@ class Monster(FightingEntity):
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for move in moves:
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if move():
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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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Overwrites the move function to recalculate paths.
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"""
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super().move(y, x)
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self.recalculate_paths()
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class Tiger(Monster):
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"""
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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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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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@ -63,9 +63,9 @@ class Map:
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"""
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Registers a new entity in the map.
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"""
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if entity.is_familiar() :
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self.entities.insert(1,entity)
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else :
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if entity.is_familiar():
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self.entities.insert(1, entity)
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else:
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self.entities.append(entity)
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entity.map = self
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@ -100,7 +100,8 @@ class Map:
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@staticmethod
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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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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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with open(filename, "r") as f:
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file = f.read()
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@ -162,7 +163,7 @@ class Map:
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for entity in self.entities:
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if entity.is_familiar():
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entity.act(p, self)
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else :
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else:
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entity.act(self)
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def save_state(self) -> dict:
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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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go to this entity. If self.paths is None, does nothing.
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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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distances = []
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predecessors = []
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@ -422,7 +423,7 @@ class Entity:
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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Rabbit, TeddyBear
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from squirrelbattle.entities.friendly import Merchant, Sunflower, \
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Trumpet
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Trumpet
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return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
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Sunflower, Tiger, Merchant, Trumpet]
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@ -13,7 +13,8 @@ from .translations import gettext as _
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class Settings:
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"""
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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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We can set the setting by simply using settings.TEXTURE_PACK = 'new_key'
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"""
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