Merge branch 'EvenmoreDoc' into 'moredocs'
# Conflicts: # docs/entities/items.rst
This commit is contained in:
commit
10a1b59b24
59
README.md
59
README.md
|
@ -9,8 +9,63 @@
|
|||
|
||||
# Squirrel Battle
|
||||
|
||||
Attention aux couteaux des écureuils !
|
||||
Squirrel Battle is an infinite rogue-like game with randomly generated levels, in which the player controls a squirrel in its quest down in a dungeon, using diverse items to defeat monsters, and trying not to die.
|
||||
|
||||
##Installation
|
||||
|
||||
####Via PyPI :
|
||||
``` pip install --user squirrel-battle
|
||||
``` to install
|
||||
|
||||
``` pip install --user --upgrade squirrel-battle
|
||||
``` to upgrade
|
||||
|
||||
####Via ArchLinux package :
|
||||
Download one of these two packages on the AUR :
|
||||
|
||||
* python-squirrel-battle
|
||||
* python-squirrel-battle-git
|
||||
|
||||
####Via Debian package :
|
||||
Available on our git repository, has a dependency on fonts-noto-color-emoji (to be found in the official Debian repositories).
|
||||
|
||||
Run ```
|
||||
dpkg -i python3-squirrelbattle_3.14.1_all.deb
|
||||
``` after downloading
|
||||
|
||||
In all cases, execute via command line : ```squirrel-battle```
|
||||
|
||||
##For first-time players
|
||||
|
||||
The game is played in a terminal only, preferably one that supports color, markdown and emojis, but it can be played with only grey levels and relatively classic unicode characters.
|
||||
|
||||
Upon starting, the game will display the main menu. To navigate in menus, use zqsd or the keyboard arrows. To validate one of the options, use the Enter key. Mouse click is also supported in most menus, **but not in game**.
|
||||
|
||||
The game in itself can have two types of display : using ascii and simple unicode characters, or using emojis. To activate emoji mode, go to the settings menu and select the squirrel texture pack. Emojis will not work if the terminal does not support them, so do tests before to ensure the terminal can display them.
|
||||
|
||||
The game is translated (almost entirely) in English, French, German and Spanish. To change the language, go to the settings menu.
|
||||
|
||||
Controls in-game are pretty basic : use zqsd or the keyboard arrows to move. To hit an ennemy, simply go in its direction if it is in an adjacent tile.
|
||||
|
||||
There are several special control keys, they can be changed in the settings menu :
|
||||
|
||||
* To close a store menu or go back to the main menu, use Space
|
||||
* To open/close the inventory, use i
|
||||
* To use an object in the inventory, use u
|
||||
* To equip an object in the inventory, use e
|
||||
* To use a long range weapon after it has been equipped, use l and then select the direction to shoot in
|
||||
* To drop an object from the inventory, use r (to pick up an object, simply go on its tile, its automatic)
|
||||
* To talk to certains entities (or open a chest), use t and then select the direction of the entity
|
||||
* To wait a turn (rather than moving), use w
|
||||
* To dance and confuse the ennemies, use y
|
||||
* To use a ladder, use <
|
||||
|
||||
The dungeon consists in empty tiles (you can not go there), walls (which you can not cross) and floor ( :) ). Entities that move are usually monsters, but if you see a trumpet (or a '/'), do not kill it ! It is a familiar that will help you defeat monsters. Entities that do not move are either entities to which you can talk, like merchants and ... chests for some reason, or objects. Differentiating the two is not difficult, trying to go on the same tile as a living entity (or a chest) is impossible. Objects have pretty clear names, so it should not be too difficult determining what they do (if you still don't know, you can either read the docs, or test for yourself (beware of surprises though))
|
||||
|
||||
And that is all you need to get started! You can now start your adventure and don't worry, floors are randomly generated, so it won't always be the same boring level.
|
||||
|
||||
## Documentation
|
||||
|
||||
La documentation du projet est présente sur [squirrel-battle.readthedocs.io](https://squirrel-battle.readthedocs.io).
|
||||
The documentation for the project cen be found at [squirrel-battle.readthedocs.io](https://squirrel-battle.readthedocs.io). It is unfortunately only written in French.
|
||||
|
||||
Anyone interested in understanding how the code works can find a few explanations in the documentation.
|
||||
|
|
|
@ -29,10 +29,10 @@ Bombe
|
|||
|
||||
Une bombe est un objet que l'on peut ramasser. Une fois ramassée, elle est placée
|
||||
dans l'inventaire. Le joueur peut ensuite utiliser la bombe, via l'inventaire
|
||||
ou après l'avoir équipée, qui fera alors 3 dégâts à toutes les
|
||||
ou après l'avoir équipée, qui fera alors 5 dégâts à toutes les
|
||||
`entités attaquantes`_ situées à moins de trois cases au bout de 4 ticks de jeu.
|
||||
|
||||
Elle est représentée dans le `pack de textures`_ ASCII par le caractère ``o``
|
||||
Elle est représentée dans le `pack de textures`_ ASCII par le caractère ``ç``
|
||||
et dans le `pack de textures`_ écureuil par l'émoji ``💣``. Lors de l'explosion,
|
||||
la bombe est remplacée par un symbole ``%`` ou l'émoji ``💥`` selon le pack de
|
||||
textures utilisé.
|
||||
|
@ -44,8 +44,7 @@ Cœur
|
|||
----
|
||||
|
||||
Un cœur est un objet que l'on ne peut pas ramasser. Dès que le joueur s'en
|
||||
approche ou qu'il l'achète auprès d'un marchand, il est régénéré automatiquement
|
||||
de 3 points de vie, et le cœur disparaît.
|
||||
approche ou qu'il l'achète auprès d'un marchand, il récupère automatiquement 5 points de vie, et le cœur disparaît.
|
||||
|
||||
Il est représenté dans le `pack de textures`_ ASCII par le caractère ``❤``
|
||||
et dans le `pack de textures`_ écureuil par l'émoji ``💜``.
|
||||
|
@ -65,11 +64,21 @@ Elle est représentée par les caractères ``I`` et ``🔀``
|
|||
Cette potion coûte 14 Hazels auprès des marchands.
|
||||
|
||||
|
||||
Règle
|
||||
-----
|
||||
|
||||
La règle est une arme que l'on peut trouver uniquement par achat auprès d'un
|
||||
marchand pour le coût de 2 Hazels ou dans un coffre. Une fois équipée, la règle ajoute 1 de force
|
||||
à son porteur.
|
||||
|
||||
Elle est représentée par les caractères ``\`` et ``📏``.
|
||||
|
||||
|
||||
Épée
|
||||
----
|
||||
|
||||
L'épée est un objet que l'on peut trouver uniquement par achat auprès d'un
|
||||
marchand pour le coût de 20 Hazels. Une fois équipée, l'épée ajoute 3 de force
|
||||
L'épée est une arme que l'on peut trouver uniquement par achat auprès d'un
|
||||
marchand pour le coût de 20 Hazels ou dans un coffre. Une fois équipée, l'épée ajoute 3 de force
|
||||
à son porteur.
|
||||
|
||||
Elle est représentée par les caractères ``†`` et ``🗡️``.
|
||||
|
@ -78,38 +87,34 @@ Elle est représentée par les caractères ``†`` et ``🗡️``.
|
|||
Bouclier
|
||||
--------
|
||||
|
||||
Le bouclier est un objet que l'on peut trouver uniquement par achat auprès d'un
|
||||
marchand pour le coût de 16 Hazels. Il s'équippe dans la main secondaire.
|
||||
Une fois équipé, le bouclier ajoute 1 de
|
||||
constitution à son porteur, lui permettant de parer mieux les coups.
|
||||
Le bouclier est un type d'armure que l'on peut trouver uniquement par achat auprès d'un marchand pour le coût de 16 Hazels ou dans un coffre. Il s'équippe dans la main secondaire.
|
||||
Une fois équipé, le bouclier ajoute 2 de constitution à son porteur, lui permettant de parer mieux les coups.
|
||||
|
||||
Il est représenté par les caractères ``D`` et ``🛡️``.
|
||||
|
||||
Casque
|
||||
------
|
||||
|
||||
Le casque est un objet que l'on peut trouver uniquement par achat auprès d'un
|
||||
marchand pour le coût de 18 Hazels. Il s'équippe sur la tête.
|
||||
Une fois équipé, le casque ajoute 2 de
|
||||
constitution à son porteur, lui permettant de prendre moins de dêgats.
|
||||
Le casque est un type d'armure que l'on peut trouver uniquement par achat auprès d'un marchand pour le coût de 18 Hazels ou dans un coffre. Il s'équippe sur la tête.
|
||||
Une fois équipé, le casque ajoute 2 de constitution à son porteur, lui permettant de prendre moins de dégâts.
|
||||
|
||||
Il est représenté par les caractères ``0`` et ``⛑️``.
|
||||
|
||||
Plastron
|
||||
--------
|
||||
|
||||
Le plastron est un objet que l'on peut trouver uniquement par achat auprès d'un
|
||||
marchand pour le coût de 30 Hazels. Il s'équippe sur le corps.
|
||||
Le plastron est un type d'armure que l'on peut trouver uniquement par achat
|
||||
auprès d'un marchand pour le coût de 30 Hazels ou dans un coffre. Il s'équippe sur le corps.
|
||||
Une fois équipé, le casque ajoute 4 de constitution à son porteur,
|
||||
lui permettant de prendre moins de dêgats.
|
||||
lui permettant de prendre moins de dégâts.
|
||||
|
||||
Il est représenté par les caractères ``(`` et ``🦺``.
|
||||
|
||||
Anneau
|
||||
------
|
||||
|
||||
L'anneau est un objet que l'on peut trouver uniquement par achat auprès d'un
|
||||
marchand. Il s'équippe sur la main secondaire.
|
||||
Un anneau est un objet que l'on peut trouver uniquement par achat auprès d'un
|
||||
marchand ou dans un coffre. Il s'équippe sur la main secondaire.
|
||||
Une fois équipé, l'anneau ajoute un bonus à une ou plusieurs statistiques du
|
||||
joueur, améliorant sa capacité à se débarasser des monstres.
|
||||
|
||||
|
@ -131,3 +136,35 @@ Une fois porté, il permet de voir les caractéristiques des entités voisines
|
|||
(nom, force, chance de critique, ...).
|
||||
|
||||
Un monocle est représenté par les caractères ``ô`` et ``🧐``.
|
||||
|
||||
Parchemin
|
||||
---------
|
||||
|
||||
Un parchemin est un objet consommable qui se trouve chez un marchand ou dans un coffre. Lorsqu'il est utilisé, il a un effet sur les statistiques du joueur ou des autres entités combattantes. L'intensité de l'effet du parchemin dépend de l'intelligence du joueur.
|
||||
|
||||
Il y a plusieurs types de parchemins :
|
||||
|
||||
* **Parchemin de dégâts**, qui inflige des dégâts à toutes les entités combattantes qui sont à distance moins de 5 du joueur (ça touche aussi les familiers, mais pas le joueur). Le nombre de points de dégâts est directement l'intelligence du joueur. Il coute 18 Hazels.
|
||||
* **Parchemin de faiblesse**, qui réduit la force de toutes les entités sauf le joueur de min(1, intelligence//2) pendant 3 tours du jeu. Il coûte 13 Hazels.
|
||||
|
||||
Un parchemin est représenté par les caractères ``]`` et ``📜``.
|
||||
|
||||
Arc
|
||||
---
|
||||
|
||||
Un arc est une arme à distance qui s'équippe dans la main principale. Pour l'utiliser, il faut appuyer sur la touche de lancer (l de base) puis une touche de direction. Une flèche est alors tirée dans cette direction, et touche le premier ennemi qu'elle rencontre, s'il existe, sur les 3 premières cases dans cette direction.
|
||||
|
||||
La flèche fait 4 + dextérité du joueur dégâts.
|
||||
L'arc coûte 22 Hazels chez un marchand. On peut le trouver sinon dans les coffres.
|
||||
|
||||
Il est représenté par les caractères ``)`` et ``🏹``.
|
||||
|
||||
Baton de boule de feu
|
||||
---------------------
|
||||
|
||||
Un baton est une arme à distance qui s'équippe dans la main principale. Pour l'utiliser, il faut appuyer sur la touche de lancer (l de base) puis une touche de direction. Une boule de feu est alors tirée dans cette direction, et touche le premier ennemi qu'elle rencontre, s'il existe, sur les 4 premières cases dans cette direction. Lorsqu'un ennemi est touché, une explosion est affichée sur sa case.
|
||||
|
||||
La boule de feu fait 6 + intelligence du joueur dégâts.
|
||||
Le baton coûte 36 Hazels chez un marchand. On peut le trouver sinon dans les coffres.
|
||||
|
||||
Il est représenté par les caractères ``:`` et ``🪄``.
|
||||
|
|
|
@ -32,6 +32,10 @@ Déplacement
|
|||
|
||||
Selon les paramètres_, il est possible de bouger le joueur dans les 4 directions
|
||||
en appuyant sur ``z``, ``q``, ``s``, ``d`` ou sur les flèches directionnelles.
|
||||
(ou sur d'autres touches selon ce qui est écrit dans le menu des paramètres)
|
||||
|
||||
Le joueur peut aussi ne rien faire pendant son tour, il suffit d'appuyer sur
|
||||
la touche d'attente (``w`` de base).
|
||||
|
||||
Le joueur se retrouvera bloqué s'il avance contre un mur. Si il avance sur un
|
||||
objet_, alors il prend l'objet_ et avance sur la case.
|
||||
|
@ -40,6 +44,11 @@ S'il rencontre une autre `entité attaquante`_, alors il frappe l'entité en
|
|||
infligeant autant de dégâts qu'il n'a de force. À chaque fois qu'une entité est
|
||||
tuée, le joueur gagne aléatoirement entre 3 et 7 points d'expérience.
|
||||
|
||||
Outre se déplacer et attaquer, le joueur peut utiliser la touche pour danser
|
||||
(``y`` de base) durant son tour et danser. Selon son charisme, il a plus ou moins
|
||||
de chances de rendre confus tous les ennemis à distance moins de 3. Un ennemi confus
|
||||
ne peut pas attaquer.
|
||||
|
||||
|
||||
Expérience
|
||||
----------
|
||||
|
@ -49,4 +58,6 @@ Lorsque le joueur atteint la quantité d'expérience requise pour monter de nive
|
|||
le joueur gagne un niveau, regagne toute sa vie, consomme son expérience et la
|
||||
nouvelle quantité d'expérience requise est 10 fois le niveau actuel. De plus,
|
||||
entre 5 et 10 fois le niveau actuel entités apparaissent aléatoirement sur la
|
||||
carte à la montée de niveau. Enfin, le joueur gagne en force en montant de niveau.
|
||||
carte à la montée de niveau. Enfin, le joueur améliore ses statistiques en augmentant
|
||||
de niveau. Toutes les caractéristiques ne sont pas incrémentées à chaque niveau
|
||||
gagné.
|
||||
|
|
|
@ -27,6 +27,9 @@ Les touches utilisées de base sont :
|
|||
* **Lacher un objet** : r
|
||||
* **Parler** : t
|
||||
* **Attendre** : w
|
||||
* **Utiliser une arme à distance** : l
|
||||
* **Dancer** : y
|
||||
* **Utiliser une échelle** : <
|
||||
|
||||
Autres
|
||||
------
|
||||
|
|
|
@ -1,97 +0,0 @@
|
|||
# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
import curses
|
||||
|
||||
from ..display.display import Box, Display
|
||||
from ..game import Game
|
||||
from ..resources import ResourceManager
|
||||
from ..translations import gettext as _
|
||||
|
||||
|
||||
class CreditsDisplay(Display):
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
self.box = Box(*args, **kwargs)
|
||||
self.pad = self.newpad(1, 1)
|
||||
self.ascii_art_displayed = False
|
||||
|
||||
def update(self, game: Game) -> None:
|
||||
return
|
||||
|
||||
def display(self) -> None:
|
||||
self.box.refresh(self.y, self.x, self.height, self.width)
|
||||
self.box.display()
|
||||
self.pad.erase()
|
||||
|
||||
messages = [
|
||||
_("Credits"),
|
||||
"",
|
||||
"Squirrel Battle",
|
||||
"",
|
||||
_("Developers:"),
|
||||
"Yohann \"ÿnérant\" D'ANELLO",
|
||||
"Mathilde \"eichhornchen\" DÉPRÉS",
|
||||
"Nicolas \"nicomarg\" MARGULIES",
|
||||
"Charles \"charsle\" PEYRAT",
|
||||
"",
|
||||
_("Translators:"),
|
||||
"Hugo \"ifugao\" JACOB (español)",
|
||||
]
|
||||
|
||||
for i, msg in enumerate(messages):
|
||||
self.addstr(self.pad, i + (self.height - len(messages)) // 2,
|
||||
(self.width - len(msg)) // 2, msg,
|
||||
bold=(i == 0), italic=(":" in msg))
|
||||
|
||||
if self.ascii_art_displayed:
|
||||
self.display_ascii_art()
|
||||
|
||||
self.refresh_pad(self.pad, 0, 0, self.y + 1, self.x + 1,
|
||||
self.height + self.y - 2,
|
||||
self.width + self.x - 2)
|
||||
|
||||
def display_ascii_art(self) -> None:
|
||||
with open(ResourceManager.get_asset_path("ascii-art-ecureuil.txt"))\
|
||||
as f:
|
||||
ascii_art = f.read().split("\n")
|
||||
|
||||
height, width = len(ascii_art), len(ascii_art[0])
|
||||
y_offset, x_offset = (self.height - height) // 2,\
|
||||
(self.width - width) // 2
|
||||
|
||||
for i, line in enumerate(ascii_art):
|
||||
for j, c in enumerate(line):
|
||||
bg_color = curses.COLOR_WHITE
|
||||
fg_color = curses.COLOR_BLACK
|
||||
bold = False
|
||||
if c == ' ':
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '━' or c == '┃' or c == '⋀':
|
||||
bold = True
|
||||
fg_color = curses.COLOR_WHITE
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '|':
|
||||
bold = True # c = '┃'
|
||||
fg_color = (100, 700, 1000)
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '▓':
|
||||
fg_color = (700, 300, 0)
|
||||
elif c == '▒':
|
||||
fg_color = (700, 300, 0)
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '░':
|
||||
fg_color = (350, 150, 0)
|
||||
elif c == '█':
|
||||
fg_color = (0, 0, 0)
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '▬':
|
||||
c = '█'
|
||||
fg_color = (1000, 1000, 1000)
|
||||
bg_color = curses.COLOR_BLACK
|
||||
self.addstr(self.pad, y_offset + i, x_offset + j, c,
|
||||
fg_color, bg_color, bold=bold)
|
||||
|
||||
def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
|
||||
if self.pad.inch(y - 1, x - 1) != ord(" "):
|
||||
self.ascii_art_displayed = True
|
|
@ -290,3 +290,29 @@ class Box(Display):
|
|||
|
||||
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
|
||||
self.y + self.height - 1, self.x + self.width - 1)
|
||||
|
||||
|
||||
class MessageDisplay(Display):
|
||||
"""
|
||||
A class to handle the display of popup messages.
|
||||
"""
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
|
||||
self.box = Box(fg_border_color=curses.COLOR_RED, *args, **kwargs)
|
||||
self.message = ""
|
||||
self.pad = self.newpad(1, 1)
|
||||
|
||||
def update(self, game: Game) -> None:
|
||||
self.message = game.message
|
||||
|
||||
def display(self) -> None:
|
||||
self.box.refresh(self.y - 1, self.x - 2,
|
||||
self.height + 2, self.width + 4)
|
||||
self.box.display()
|
||||
self.pad.erase()
|
||||
self.addstr(self.pad, 0, 0, self.message, bold=True)
|
||||
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
|
||||
self.height + self.y - 1,
|
||||
self.width + self.x - 1)
|
||||
|
|
|
@ -4,14 +4,11 @@
|
|||
import curses
|
||||
from typing import Any, List
|
||||
|
||||
from .creditsdisplay import CreditsDisplay
|
||||
from .display import Display, HorizontalSplit, VerticalSplit
|
||||
from .logsdisplay import LogsDisplay
|
||||
from .mapdisplay import MapDisplay
|
||||
from .menudisplay import ChestInventoryDisplay, MainMenuDisplay, \
|
||||
PlayerInventoryDisplay, SettingsMenuDisplay, StoreInventoryDisplay
|
||||
from .messagedisplay import MessageDisplay
|
||||
from .statsdisplay import StatsDisplay
|
||||
from .display import Display, HorizontalSplit, MessageDisplay, VerticalSplit
|
||||
from .gamedisplay import LogsDisplay, MapDisplay, StatsDisplay
|
||||
from .menudisplay import ChestInventoryDisplay, CreditsDisplay, \
|
||||
MainMenuDisplay, PlayerInventoryDisplay, \
|
||||
SettingsMenuDisplay, StoreInventoryDisplay
|
||||
from .texturepack import TexturePack
|
||||
from ..enums import DisplayActions
|
||||
from ..game import Game, GameMode
|
||||
|
|
|
@ -7,10 +7,116 @@ from .display import Display
|
|||
from ..entities.items import Monocle
|
||||
from ..entities.player import Player
|
||||
from ..game import Game
|
||||
from ..interfaces import FightingEntity
|
||||
from ..interfaces import FightingEntity, Logs, Map
|
||||
from ..translations import gettext as _
|
||||
|
||||
|
||||
class LogsDisplay(Display):
|
||||
"""
|
||||
A class to handle the display of the logs.
|
||||
"""
|
||||
|
||||
logs: Logs
|
||||
|
||||
def __init__(self, *args) -> None:
|
||||
super().__init__(*args)
|
||||
self.pad = self.newpad(self.rows, self.cols)
|
||||
|
||||
def update(self, game: Game) -> None:
|
||||
self.logs = game.logs
|
||||
|
||||
def display(self) -> None:
|
||||
messages = self.logs.messages[-self.height:]
|
||||
messages = messages[::-1]
|
||||
self.pad.erase()
|
||||
for i in range(min(self.height, len(messages))):
|
||||
self.addstr(self.pad, self.height - i - 1, self.x,
|
||||
messages[i][:self.width])
|
||||
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
|
||||
self.y + self.height - 1, self.x + self.width - 1)
|
||||
|
||||
|
||||
class MapDisplay(Display):
|
||||
"""
|
||||
A class to handle the display of the map.
|
||||
"""
|
||||
|
||||
map: Map
|
||||
|
||||
def __init__(self, *args):
|
||||
super().__init__(*args)
|
||||
|
||||
def update(self, game: Game) -> None:
|
||||
self.map = game.map
|
||||
self.pad = self.newpad(self.map.height,
|
||||
self.pack.tile_width * self.map.width + 1)
|
||||
|
||||
def update_pad(self) -> None:
|
||||
for j in range(len(self.map.tiles)):
|
||||
for i in range(len(self.map.tiles[j])):
|
||||
if not self.map.seen_tiles[j][i]:
|
||||
continue
|
||||
fg, bg = self.map.tiles[j][i].visible_color(self.pack) if \
|
||||
self.map.visibility[j][i] else \
|
||||
self.map.tiles[j][i].hidden_color(self.pack)
|
||||
self.addstr(self.pad, j, self.pack.tile_width * i,
|
||||
self.map.tiles[j][i].char(self.pack), fg, bg)
|
||||
for e in self.map.entities:
|
||||
if self.map.visibility[e.y][e.x]:
|
||||
self.addstr(self.pad, e.y, self.pack.tile_width * e.x,
|
||||
self.pack[e.name.upper()],
|
||||
self.pack.entity_fg_color,
|
||||
self.pack.entity_bg_color)
|
||||
|
||||
# Display Path map for debug purposes
|
||||
# from squirrelbattle.entities.player import Player
|
||||
# players = [ p for p in self.map.entities if isinstance(p,Player) ]
|
||||
# player = players[0] if len(players) > 0 else None
|
||||
# if player:
|
||||
# for x in range(self.map.width):
|
||||
# for y in range(self.map.height):
|
||||
# if (y,x) in player.paths:
|
||||
# deltay, deltax = (y - player.paths[(y, x)][0],
|
||||
# x - player.paths[(y, x)][1])
|
||||
# if (deltay, deltax) == (-1, 0):
|
||||
# character = '↓'
|
||||
# elif (deltay, deltax) == (1, 0):
|
||||
# character = '↑'
|
||||
# elif (deltay, deltax) == (0, -1):
|
||||
# character = '→'
|
||||
# else:
|
||||
# character = '←'
|
||||
# self.addstr(self.pad, y, self.pack.tile_width * x,
|
||||
# character, self.pack.tile_fg_color,
|
||||
# self.pack.tile_bg_color)
|
||||
|
||||
def display(self) -> None:
|
||||
y, x = self.map.currenty, self.pack.tile_width * self.map.currentx
|
||||
deltay, deltax = (self.height // 2) + 1, (self.width // 2) + 1
|
||||
pminrow, pmincol = y - deltay, x - deltax
|
||||
sminrow, smincol = max(-pminrow, 0), max(-pmincol, 0)
|
||||
deltay, deltax = self.height - deltay, self.width - deltax
|
||||
smaxrow = self.map.height - (y + deltay) + self.height - 1
|
||||
smaxrow = min(smaxrow, self.height - 1)
|
||||
smaxcol = self.pack.tile_width * self.map.width - \
|
||||
(x + deltax) + self.width - 1
|
||||
|
||||
# Wrap perfectly the map according to the width of the tiles
|
||||
pmincol = self.pack.tile_width * (pmincol // self.pack.tile_width)
|
||||
smincol = self.pack.tile_width * (smincol // self.pack.tile_width)
|
||||
smaxcol = self.pack.tile_width \
|
||||
* (smaxcol // self.pack.tile_width + 1) - 1
|
||||
|
||||
smaxcol = min(smaxcol, self.width - 1)
|
||||
pminrow = max(0, min(self.map.height, pminrow))
|
||||
pmincol = max(0, min(self.pack.tile_width * self.map.width, pmincol))
|
||||
|
||||
self.pad.erase()
|
||||
self.update_pad()
|
||||
self.refresh_pad(self.pad, pminrow, pmincol, sminrow, smincol, smaxrow,
|
||||
smaxcol)
|
||||
|
||||
|
||||
class StatsDisplay(Display):
|
||||
"""
|
||||
A class to handle the display of the stats of the player.
|
|
@ -1,31 +0,0 @@
|
|||
# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
from squirrelbattle.display.display import Display
|
||||
from squirrelbattle.game import Game
|
||||
from squirrelbattle.interfaces import Logs
|
||||
|
||||
|
||||
class LogsDisplay(Display):
|
||||
"""
|
||||
A class to handle the display of the logs.
|
||||
"""
|
||||
|
||||
logs: Logs
|
||||
|
||||
def __init__(self, *args) -> None:
|
||||
super().__init__(*args)
|
||||
self.pad = self.newpad(self.rows, self.cols)
|
||||
|
||||
def update(self, game: Game) -> None:
|
||||
self.logs = game.logs
|
||||
|
||||
def display(self) -> None:
|
||||
messages = self.logs.messages[-self.height:]
|
||||
messages = messages[::-1]
|
||||
self.pad.erase()
|
||||
for i in range(min(self.height, len(messages))):
|
||||
self.addstr(self.pad, self.height - i - 1, self.x,
|
||||
messages[i][:self.width])
|
||||
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
|
||||
self.y + self.height - 1, self.x + self.width - 1)
|
|
@ -1,87 +0,0 @@
|
|||
# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
from .display import Display
|
||||
from ..game import Game
|
||||
from ..interfaces import Map
|
||||
|
||||
|
||||
class MapDisplay(Display):
|
||||
"""
|
||||
A class to handle the display of the map.
|
||||
"""
|
||||
|
||||
map: Map
|
||||
|
||||
def __init__(self, *args):
|
||||
super().__init__(*args)
|
||||
|
||||
def update(self, game: Game) -> None:
|
||||
self.map = game.map
|
||||
self.pad = self.newpad(self.map.height,
|
||||
self.pack.tile_width * self.map.width + 1)
|
||||
|
||||
def update_pad(self) -> None:
|
||||
for j in range(len(self.map.tiles)):
|
||||
for i in range(len(self.map.tiles[j])):
|
||||
if not self.map.seen_tiles[j][i]:
|
||||
continue
|
||||
fg, bg = self.map.tiles[j][i].visible_color(self.pack) if \
|
||||
self.map.visibility[j][i] else \
|
||||
self.map.tiles[j][i].hidden_color(self.pack)
|
||||
self.addstr(self.pad, j, self.pack.tile_width * i,
|
||||
self.map.tiles[j][i].char(self.pack), fg, bg)
|
||||
for e in self.map.entities:
|
||||
if self.map.visibility[e.y][e.x]:
|
||||
self.addstr(self.pad, e.y, self.pack.tile_width * e.x,
|
||||
self.pack[e.name.upper()],
|
||||
self.pack.entity_fg_color,
|
||||
self.pack.entity_bg_color)
|
||||
|
||||
# Display Path map for debug purposes
|
||||
# from squirrelbattle.entities.player import Player
|
||||
# players = [ p for p in self.map.entities if isinstance(p,Player) ]
|
||||
# player = players[0] if len(players) > 0 else None
|
||||
# if player:
|
||||
# for x in range(self.map.width):
|
||||
# for y in range(self.map.height):
|
||||
# if (y,x) in player.paths:
|
||||
# deltay, deltax = (y - player.paths[(y, x)][0],
|
||||
# x - player.paths[(y, x)][1])
|
||||
# if (deltay, deltax) == (-1, 0):
|
||||
# character = '↓'
|
||||
# elif (deltay, deltax) == (1, 0):
|
||||
# character = '↑'
|
||||
# elif (deltay, deltax) == (0, -1):
|
||||
# character = '→'
|
||||
# else:
|
||||
# character = '←'
|
||||
# self.addstr(self.pad, y, self.pack.tile_width * x,
|
||||
# character, self.pack.tile_fg_color,
|
||||
# self.pack.tile_bg_color)
|
||||
|
||||
def display(self) -> None:
|
||||
y, x = self.map.currenty, self.pack.tile_width * self.map.currentx
|
||||
deltay, deltax = (self.height // 2) + 1, (self.width // 2) + 1
|
||||
pminrow, pmincol = y - deltay, x - deltax
|
||||
sminrow, smincol = max(-pminrow, 0), max(-pmincol, 0)
|
||||
deltay, deltax = self.height - deltay, self.width - deltax
|
||||
smaxrow = self.map.height - (y + deltay) + self.height - 1
|
||||
smaxrow = min(smaxrow, self.height - 1)
|
||||
smaxcol = self.pack.tile_width * self.map.width - \
|
||||
(x + deltax) + self.width - 1
|
||||
|
||||
# Wrap perfectly the map according to the width of the tiles
|
||||
pmincol = self.pack.tile_width * (pmincol // self.pack.tile_width)
|
||||
smincol = self.pack.tile_width * (smincol // self.pack.tile_width)
|
||||
smaxcol = self.pack.tile_width \
|
||||
* (smaxcol // self.pack.tile_width + 1) - 1
|
||||
|
||||
smaxcol = min(smaxcol, self.width - 1)
|
||||
pminrow = max(0, min(self.map.height, pminrow))
|
||||
pmincol = max(0, min(self.pack.tile_width * self.map.width, pmincol))
|
||||
|
||||
self.pad.erase()
|
||||
self.update_pad()
|
||||
self.refresh_pad(self.pad, pminrow, pmincol, sminrow, smincol, smaxrow,
|
||||
smaxcol)
|
|
@ -104,7 +104,8 @@ class MainMenuDisplay(Display):
|
|||
super().__init__(*args)
|
||||
self.menu = menu
|
||||
|
||||
with open(ResourceManager.get_asset_path("ascii_art.txt"), "r") as file:
|
||||
with open(ResourceManager.get_asset_path("ascii_art-title.txt"), "r")\
|
||||
as file:
|
||||
self.title = file.read().split("\n")
|
||||
|
||||
self.pad = self.newpad(max(self.rows, len(self.title) + 30),
|
||||
|
@ -281,3 +282,91 @@ class ChestInventoryDisplay(MenuDisplay):
|
|||
self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
|
||||
game.is_in_chest_menu = True
|
||||
game.handle_key_pressed(KeyValues.ENTER)
|
||||
|
||||
|
||||
class CreditsDisplay(Display):
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
self.box = Box(*args, **kwargs)
|
||||
self.pad = self.newpad(1, 1)
|
||||
self.ascii_art_displayed = False
|
||||
|
||||
def update(self, game: Game) -> None:
|
||||
return
|
||||
|
||||
def display(self) -> None:
|
||||
self.box.refresh(self.y, self.x, self.height, self.width)
|
||||
self.box.display()
|
||||
self.pad.erase()
|
||||
|
||||
messages = [
|
||||
_("Credits"),
|
||||
"",
|
||||
"Squirrel Battle",
|
||||
"",
|
||||
_("Developers:"),
|
||||
"Yohann \"ÿnérant\" D'ANELLO",
|
||||
"Mathilde \"eichhornchen\" DÉPRÉS",
|
||||
"Nicolas \"nicomarg\" MARGULIES",
|
||||
"Charles \"charsle\" PEYRAT",
|
||||
"",
|
||||
_("Translators:"),
|
||||
"Hugo \"ifugao\" JACOB (español)",
|
||||
]
|
||||
|
||||
for i, msg in enumerate(messages):
|
||||
self.addstr(self.pad, i + (self.height - len(messages)) // 2,
|
||||
(self.width - len(msg)) // 2, msg,
|
||||
bold=(i == 0), italic=(":" in msg))
|
||||
|
||||
if self.ascii_art_displayed:
|
||||
self.display_ascii_art()
|
||||
|
||||
self.refresh_pad(self.pad, 0, 0, self.y + 1, self.x + 1,
|
||||
self.height + self.y - 2,
|
||||
self.width + self.x - 2)
|
||||
|
||||
def display_ascii_art(self) -> None:
|
||||
with open(ResourceManager.get_asset_path("ascii-art-ecureuil.txt"))\
|
||||
as f:
|
||||
ascii_art = f.read().split("\n")
|
||||
|
||||
height, width = len(ascii_art), len(ascii_art[0])
|
||||
y_offset, x_offset = (self.height - height) // 2,\
|
||||
(self.width - width) // 2
|
||||
|
||||
for i, line in enumerate(ascii_art):
|
||||
for j, c in enumerate(line):
|
||||
bg_color = curses.COLOR_WHITE
|
||||
fg_color = curses.COLOR_BLACK
|
||||
bold = False
|
||||
if c == ' ':
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '━' or c == '┃' or c == '⋀':
|
||||
bold = True
|
||||
fg_color = curses.COLOR_WHITE
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '|':
|
||||
bold = True # c = '┃'
|
||||
fg_color = (100, 700, 1000)
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '▓':
|
||||
fg_color = (700, 300, 0)
|
||||
elif c == '▒':
|
||||
fg_color = (700, 300, 0)
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '░':
|
||||
fg_color = (350, 150, 0)
|
||||
elif c == '█':
|
||||
fg_color = (0, 0, 0)
|
||||
bg_color = curses.COLOR_BLACK
|
||||
elif c == '▬':
|
||||
c = '█'
|
||||
fg_color = (1000, 1000, 1000)
|
||||
bg_color = curses.COLOR_BLACK
|
||||
self.addstr(self.pad, y_offset + i, x_offset + j, c,
|
||||
fg_color, bg_color, bold=bold)
|
||||
|
||||
def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
|
||||
if self.pad.inch(y - 1, x - 1) != ord(" "):
|
||||
self.ascii_art_displayed = True
|
||||
|
|
|
@ -1,32 +0,0 @@
|
|||
# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
import curses
|
||||
|
||||
from squirrelbattle.display.display import Box, Display
|
||||
from squirrelbattle.game import Game
|
||||
|
||||
|
||||
class MessageDisplay(Display):
|
||||
"""
|
||||
A class to handle the display of popup messages.
|
||||
"""
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
|
||||
self.box = Box(fg_border_color=curses.COLOR_RED, *args, **kwargs)
|
||||
self.message = ""
|
||||
self.pad = self.newpad(1, 1)
|
||||
|
||||
def update(self, game: Game) -> None:
|
||||
self.message = game.message
|
||||
|
||||
def display(self) -> None:
|
||||
self.box.refresh(self.y - 1, self.x - 2,
|
||||
self.height + 2, self.width + 4)
|
||||
self.box.display()
|
||||
self.pad.erase()
|
||||
self.addstr(self.pad, 0, 0, self.message, bold=True)
|
||||
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
|
||||
self.height + self.y - 1,
|
||||
self.width + self.x - 1)
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
from random import choice, shuffle
|
||||
|
||||
from .items import Item
|
||||
from .items import Bomb, Item
|
||||
from .monsters import Monster
|
||||
from .player import Player
|
||||
from ..interfaces import Entity, FightingEntity, FriendlyEntity, \
|
||||
|
@ -48,11 +48,14 @@ class Chest(InventoryHolder, FriendlyEntity):
|
|||
"""
|
||||
A class of chest inanimate entities which contain objects.
|
||||
"""
|
||||
annihilated: bool
|
||||
|
||||
def __init__(self, name: str = "chest", inventory: list = None,
|
||||
hazel: int = 0, *args, **kwargs):
|
||||
super().__init__(name=name, *args, **kwargs)
|
||||
self.hazel = hazel
|
||||
self.inventory = self.translate_inventory(inventory or [])
|
||||
self.annihilated = False
|
||||
if not self.inventory:
|
||||
for i in range(3):
|
||||
self.inventory.append(choice(Item.get_all_items())())
|
||||
|
@ -68,6 +71,10 @@ class Chest(InventoryHolder, FriendlyEntity):
|
|||
"""
|
||||
A chest is not living, it can not take damage
|
||||
"""
|
||||
if isinstance(attacker, Bomb):
|
||||
self.die()
|
||||
self.annihilated = True
|
||||
return _("The chest exploded")
|
||||
return _("It's not really effective")
|
||||
|
||||
@property
|
||||
|
@ -75,14 +82,14 @@ class Chest(InventoryHolder, FriendlyEntity):
|
|||
"""
|
||||
Chest can not die
|
||||
"""
|
||||
return False
|
||||
return self.annihilated
|
||||
|
||||
|
||||
class Sunflower(FriendlyEntity):
|
||||
"""
|
||||
A friendly sunflower.
|
||||
"""
|
||||
def __init__(self, maxhealth: int = 15,
|
||||
def __init__(self, maxhealth: int = 20,
|
||||
*args, **kwargs) -> None:
|
||||
super().__init__(name="sunflower", maxhealth=maxhealth, *args, **kwargs)
|
||||
|
||||
|
@ -162,6 +169,6 @@ class Trumpet(Familiar):
|
|||
A class of familiars.
|
||||
"""
|
||||
def __init__(self, name: str = "trumpet", strength: int = 3,
|
||||
maxhealth: int = 20, *args, **kwargs) -> None:
|
||||
maxhealth: int = 30, *args, **kwargs) -> None:
|
||||
super().__init__(name=name, strength=strength,
|
||||
maxhealth=maxhealth, *args, **kwargs)
|
||||
|
|
|
@ -498,7 +498,7 @@ class ScrollofDamage(Item):
|
|||
|
||||
class ScrollofWeakening(Item):
|
||||
"""
|
||||
A scroll that, when used, reduces the damage of the ennemies for 3 turn.
|
||||
A scroll that, when used, reduces the damage of the ennemies for 3 turns.
|
||||
"""
|
||||
def __init__(self, name: str = "scroll_of_weakening", price: int = 13,
|
||||
*args, **kwargs):
|
||||
|
@ -613,7 +613,7 @@ class FireBallStaff(LongRangeWeapon):
|
|||
@property
|
||||
def stat(self) -> str:
|
||||
"""
|
||||
Here it is dexterity
|
||||
Here it is intelligence
|
||||
"""
|
||||
return "intelligence"
|
||||
|
||||
|
|
|
@ -76,8 +76,8 @@ class Tiger(Monster):
|
|||
"""
|
||||
A tiger monster.
|
||||
"""
|
||||
def __init__(self, name: str = "tiger", strength: int = 2,
|
||||
maxhealth: int = 20, *args, **kwargs) -> None:
|
||||
def __init__(self, name: str = "tiger", strength: int = 5,
|
||||
maxhealth: int = 30, *args, **kwargs) -> None:
|
||||
super().__init__(name=name, strength=strength,
|
||||
maxhealth=maxhealth, *args, **kwargs)
|
||||
|
||||
|
@ -97,7 +97,7 @@ class Rabbit(Monster):
|
|||
A rabbit monster.
|
||||
"""
|
||||
def __init__(self, name: str = "rabbit", strength: int = 1,
|
||||
maxhealth: int = 15, critical: int = 30,
|
||||
maxhealth: int = 20, critical: int = 30,
|
||||
*args, **kwargs) -> None:
|
||||
super().__init__(name=name, strength=strength,
|
||||
maxhealth=maxhealth, critical=critical,
|
||||
|
|
|
@ -1,11 +1,13 @@
|
|||
# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
from math import log
|
||||
from random import randint
|
||||
from typing import Dict, Optional, Tuple
|
||||
|
||||
from .items import Item
|
||||
from ..interfaces import FightingEntity, InventoryHolder
|
||||
from ..translations import gettext as _
|
||||
|
||||
|
||||
class Player(InventoryHolder, FightingEntity):
|
||||
|
@ -61,6 +63,31 @@ class Player(InventoryHolder, FightingEntity):
|
|||
self.recalculate_paths()
|
||||
self.map.compute_visibility(self.y, self.x, self.vision)
|
||||
|
||||
def dance(self) -> None:
|
||||
"""
|
||||
Dancing has a certain probability or making ennemies unable
|
||||
to fight for 3 turns. That probability depends on the player's
|
||||
charisma.
|
||||
"""
|
||||
diceroll = randint(1, 10)
|
||||
found = False
|
||||
if diceroll <= self.charisma:
|
||||
for entity in self.map.entities:
|
||||
if entity.is_fighting_entity() and not entity == self \
|
||||
and entity.distance(self) <= 3:
|
||||
found = True
|
||||
entity.confused = 1
|
||||
entity.effects.append(["confused", 1, 3])
|
||||
if found:
|
||||
self.map.logs.add_message(_(
|
||||
"It worked! Nearby ennemies will be confused for 3 turns."))
|
||||
else:
|
||||
self.map.logs.add_message(_(
|
||||
"It worked, but there is no one nearby..."))
|
||||
else:
|
||||
self.map.logs.add_message(
|
||||
_("The dance was not effective..."))
|
||||
|
||||
def level_up(self) -> None:
|
||||
"""
|
||||
Add as many levels as possible to the player.
|
||||
|
@ -69,9 +96,19 @@ class Player(InventoryHolder, FightingEntity):
|
|||
self.level += 1
|
||||
self.current_xp -= self.max_xp
|
||||
self.max_xp = self.level * 10
|
||||
self.maxhealth += int(2 * log(self.level) / log(2))
|
||||
self.health = self.maxhealth
|
||||
self.strength = self.strength + 1
|
||||
# TODO Remove it, that's only fun
|
||||
if self.level % 3 == 0:
|
||||
self.dexterity += 1
|
||||
self.constitution += 1
|
||||
if self.level % 4 == 0:
|
||||
self.intelligence += 1
|
||||
if self.level % 6 == 0:
|
||||
self.charisma += 1
|
||||
if self.level % 10 == 0 and self.critical < 95:
|
||||
self.critical += (100 - self.charisma) // 30
|
||||
# TODO Remove it, that's only for fun
|
||||
self.map.spawn_random_entities(randint(3 * self.level,
|
||||
10 * self.level))
|
||||
|
||||
|
|
|
@ -50,6 +50,7 @@ class KeyValues(Enum):
|
|||
WAIT = auto()
|
||||
LADDER = auto()
|
||||
LAUNCH = auto()
|
||||
DANCE = auto()
|
||||
|
||||
@staticmethod
|
||||
def translate_key(key: str, settings: Settings) -> Optional["KeyValues"]:
|
||||
|
@ -88,4 +89,6 @@ class KeyValues(Enum):
|
|||
return KeyValues.LADDER
|
||||
elif key == settings.KEY_LAUNCH:
|
||||
return KeyValues.LAUNCH
|
||||
elif key == settings.KEY_DANCE:
|
||||
return KeyValues.DANCE
|
||||
return None
|
||||
|
|
|
@ -179,6 +179,9 @@ class Game:
|
|||
self.map.tick(self.player)
|
||||
elif key == KeyValues.LADDER:
|
||||
self.handle_ladder()
|
||||
elif key == KeyValues.DANCE:
|
||||
self.player.dance()
|
||||
self.map.tick(self.player)
|
||||
|
||||
def handle_ladder(self) -> None:
|
||||
"""
|
||||
|
|
|
@ -628,8 +628,9 @@ class Entity:
|
|||
Rabbit, TeddyBear, GiantSeaEagle
|
||||
from squirrelbattle.entities.friendly import Merchant, Sunflower, \
|
||||
Trumpet, Chest
|
||||
return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
|
||||
Sunflower, Tiger, Merchant, GiantSeaEagle, Trumpet, Chest]
|
||||
return [BodySnatchPotion, Bomb, Chest, GiantSeaEagle, Heart,
|
||||
Hedgehog, Merchant, Rabbit, Sunflower, TeddyBear, Tiger,
|
||||
Trumpet]
|
||||
|
||||
@staticmethod
|
||||
def get_weights() -> list:
|
||||
|
@ -637,7 +638,7 @@ class Entity:
|
|||
Returns a weigth list associated to the above function, to
|
||||
be used to spawn random entities with a certain probability.
|
||||
"""
|
||||
return [3, 5, 6, 5, 5, 5, 5, 4, 3, 1, 2, 4]
|
||||
return [30, 80, 50, 1, 100, 100, 60, 70, 70, 20, 40, 40]
|
||||
|
||||
@staticmethod
|
||||
def get_all_entity_classes_in_a_dict() -> dict:
|
||||
|
@ -706,6 +707,7 @@ class FightingEntity(Entity):
|
|||
constitution: int
|
||||
level: int
|
||||
critical: int
|
||||
confused: int # Seulement 0 ou 1
|
||||
|
||||
def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
|
||||
strength: int = 0, intelligence: int = 0, charisma: int = 0,
|
||||
|
@ -722,6 +724,7 @@ class FightingEntity(Entity):
|
|||
self.level = level
|
||||
self.critical = critical
|
||||
self.effects = [] # effects = temporary buff or weakening of the stats.
|
||||
self.confused = 0
|
||||
|
||||
@property
|
||||
def dead(self) -> bool:
|
||||
|
@ -749,6 +752,10 @@ class FightingEntity(Entity):
|
|||
The entity deals damage to the opponent
|
||||
based on their respective stats.
|
||||
"""
|
||||
if self.confused:
|
||||
return _("{name} is confused, it can not hit {opponent}.")\
|
||||
.format(name=_(self.translated_name.capitalize()),
|
||||
opponent=_(opponent.translated_name))
|
||||
diceroll = randint(1, 100)
|
||||
damage = max(0, self.strength)
|
||||
string = " "
|
||||
|
@ -765,7 +772,7 @@ class FightingEntity(Entity):
|
|||
The entity takes damage from the attacker
|
||||
based on their respective stats.
|
||||
"""
|
||||
damage = max(0, amount - self.constitution)
|
||||
damage = max(1, amount - self.constitution)
|
||||
self.health -= damage
|
||||
if self.health <= 0:
|
||||
self.die()
|
||||
|
|
|
@ -36,6 +36,7 @@ class Settings:
|
|||
self.KEY_WAIT = ['w', 'Key used to wait']
|
||||
self.KEY_LADDER = ['<', 'Key used to use ladders']
|
||||
self.KEY_LAUNCH = ['l', 'Key used to use a bow']
|
||||
self.KEY_DANCE = ['y', 'Key used to dance']
|
||||
self.TEXTURE_PACK = ['ascii', 'Texture pack']
|
||||
self.LOCALE = [locale.getlocale()[0][:2], 'Language']
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
import random
|
||||
import unittest
|
||||
|
||||
from ..entities.friendly import Trumpet
|
||||
from ..entities.friendly import Chest, Trumpet
|
||||
from ..entities.items import BodySnatchPotion, Bomb, Explosion, Heart, Item
|
||||
from ..entities.monsters import GiantSeaEagle, Hedgehog, Rabbit, \
|
||||
TeddyBear, Tiger
|
||||
|
@ -45,18 +45,19 @@ class TestEntities(unittest.TestCase):
|
|||
"""
|
||||
entity = Tiger()
|
||||
self.map.add_entity(entity)
|
||||
self.assertEqual(entity.maxhealth, 20)
|
||||
self.assertEqual(entity.maxhealth, 30)
|
||||
self.assertEqual(entity.maxhealth, entity.health)
|
||||
self.assertEqual(entity.strength, 2)
|
||||
for _ in range(9):
|
||||
self.assertEqual(entity.strength, 5)
|
||||
for _ in range(5):
|
||||
self.assertEqual(entity.hit(entity),
|
||||
"Tiger hits tiger. Tiger takes 2 damage.")
|
||||
"Tiger hits tiger. Tiger takes 5 damage.")
|
||||
self.assertFalse(entity.dead)
|
||||
self.assertEqual(entity.hit(entity), "Tiger hits tiger. "
|
||||
+ "Tiger takes 2 damage. Tiger dies.")
|
||||
+ "Tiger takes 5 damage. Tiger dies.")
|
||||
self.assertTrue(entity.dead)
|
||||
|
||||
entity = Rabbit()
|
||||
entity.health = 15
|
||||
entity.critical = 0
|
||||
self.map.add_entity(entity)
|
||||
entity.move(15, 44)
|
||||
|
@ -94,7 +95,20 @@ class TestEntities(unittest.TestCase):
|
|||
self.assertTrue(entity.dead)
|
||||
self.assertGreaterEqual(self.player.current_xp, 3)
|
||||
|
||||
# Test the familiars
|
||||
# Test that a chest is destroyed by a bomb
|
||||
bomb = Bomb()
|
||||
bomb.owner = self.player
|
||||
bomb.move(3, 6)
|
||||
self.map.add_entity(bomb)
|
||||
chest = Chest()
|
||||
chest.move(4, 6)
|
||||
self.map.add_entity(chest)
|
||||
bomb.exploding = True
|
||||
for _ in range(5):
|
||||
self.map.tick(self.player)
|
||||
self.assertTrue(chest.annihilated)
|
||||
|
||||
def test_familiar(self) -> None:
|
||||
fam = Trumpet()
|
||||
entity = Rabbit()
|
||||
self.map.add_entity(entity)
|
||||
|
@ -266,6 +280,15 @@ class TestEntities(unittest.TestCase):
|
|||
player_state = player.save_state()
|
||||
self.assertEqual(player_state["current_xp"], 10)
|
||||
|
||||
player = Player()
|
||||
player.map = self.map
|
||||
player.add_xp(700)
|
||||
for _ in range(13):
|
||||
player.level_up()
|
||||
self.assertEqual(player.level, 12)
|
||||
self.assertEqual(player.critical, 5 + 95 // 30)
|
||||
self.assertEqual(player.charisma, 3)
|
||||
|
||||
def test_critical_hit(self) -> None:
|
||||
"""
|
||||
Ensure that critical hits are working.
|
||||
|
|
|
@ -160,6 +160,9 @@ class TestGame(unittest.TestCase):
|
|||
KeyValues.SPACE)
|
||||
self.assertEqual(KeyValues.translate_key('plop', self.game.settings),
|
||||
None)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_DANCE, self.game.settings),
|
||||
KeyValues.DANCE)
|
||||
|
||||
def test_key_press(self) -> None:
|
||||
"""
|
||||
|
@ -249,6 +252,30 @@ class TestGame(unittest.TestCase):
|
|||
self.game.handle_key_pressed(KeyValues.WAIT)
|
||||
self.assertNotIn(explosion, self.game.map.entities)
|
||||
|
||||
rabbit = Rabbit()
|
||||
self.game.map.add_entity(rabbit)
|
||||
self.game.player.move(1, 6)
|
||||
rabbit.move(3, 6)
|
||||
self.game.player.charisma = 11
|
||||
self.game.handle_key_pressed(KeyValues.DANCE)
|
||||
self.assertEqual(rabbit.confused, 1)
|
||||
string = rabbit.hit(self.game.player)
|
||||
self.assertEqual(string,
|
||||
"{name} is confused, it can not hit {opponent}."
|
||||
.format(name=_(rabbit.translated_name.capitalize()
|
||||
), opponent=_(
|
||||
self.game.player.translated_name
|
||||
)))
|
||||
rabbit.confused = 0
|
||||
self.game.player.charisma = 0
|
||||
self.game.handle_key_pressed(KeyValues.DANCE)
|
||||
self.assertEqual(rabbit.confused, 0)
|
||||
rabbit.die()
|
||||
|
||||
self.game.player.charisma = 11
|
||||
self.game.handle_key_pressed(KeyValues.DANCE)
|
||||
self.game.player.charisma = 1
|
||||
|
||||
self.game.handle_key_pressed(KeyValues.SPACE)
|
||||
self.assertEqual(self.game.state, GameMode.MAINMENU)
|
||||
|
||||
|
@ -350,7 +377,7 @@ class TestGame(unittest.TestCase):
|
|||
self.assertEqual(self.game.settings.KEY_LEFT_PRIMARY, 'a')
|
||||
|
||||
# Navigate to "texture pack"
|
||||
for ignored in range(13):
|
||||
for ignored in range(14):
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
|
||||
# Change texture pack
|
||||
|
|
Loading…
Reference in New Issue