Merge branch 'equipment' into doc
This commit is contained in:
@ -4,7 +4,6 @@
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from random import choice, randint
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from typing import Optional
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from .player import Player
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from ..interfaces import Entity, FightingEntity, Map, InventoryHolder
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from ..translations import gettext as _
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@ -30,7 +29,7 @@ class Item(Entity):
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The item is dropped from the inventory onto the floor.
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"""
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if self.held:
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self.held_by.inventory.remove(self)
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self.held_by.remove_from_inventory(self)
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self.held_by.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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@ -45,15 +44,58 @@ class Item(Entity):
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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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if isinstance(self, Chestplate):
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if self.held_by.equipped_armor:
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self.held_by.equipped_armor.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_armor = self
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elif isinstance(self, Helmet):
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if self.held_by.equipped_helmet:
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self.held_by.equipped_helmet.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_helmet = self
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elif isinstance(self, Weapon):
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if self.held_by.equipped_main:
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if self.held_by.equipped_secondary:
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self.held_by.equipped_secondary.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_secondary = self
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# For weapons, they are equipped as main only if main is empty.
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else:
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_main = self
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else:
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# Other objects are only equipped as secondary.
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if self.held_by.equipped_secondary:
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self.held_by.equipped_secondary.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_secondary = self
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def hold(self, player: InventoryHolder) -> None:
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def unequip(self) -> None:
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"""
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Indicates what should be done when the item is unequipped.
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"""
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if isinstance(self, Chestplate):
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self.held_by.equipped_armor = None
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elif isinstance(self, Helmet):
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self.held_by.equipped_helmet = None
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elif isinstance(self, Weapon):
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if self.held_by.equipped_main == self:
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self.held_by.equipped_main = None
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else:
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self.held_by.equipped_secondary = None
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else:
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self.held_by.equipped_secondary = None
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self.held_by.add_to_inventory(self)
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def hold(self, holder: InventoryHolder) -> 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.held_by = holder
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self.held_by.map.remove_entity(self)
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player.add_to_inventory(self)
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holder.add_to_inventory(self)
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def save_state(self) -> dict:
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"""
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@ -68,7 +110,8 @@ class Item(Entity):
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"""
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Returns the list of all item classes.
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"""
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return [BodySnatchPotion, Bomb, Heart, Sword]
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
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Chestplate, Helmet, RingCritical, RingXP]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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"""
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@ -120,7 +163,7 @@ class Bomb(Item):
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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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owner: Optional["InventoryHolder"]
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tick: int
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def __init__(self, name: str = "bomb", damage: int = 5,
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@ -214,14 +257,80 @@ class Weapon(Item):
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d["damage"] = self.damage
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return d
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def equip(self) -> None:
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"""
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When a weapon is equipped, the player gains strength.
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"""
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super().equip()
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self.held_by.strength += self.damage
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def unequip(self) -> None:
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"""
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Remove the strength earned by the weapon.
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:return:
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"""
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super().unequip()
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self.held_by.strength -= self.damage
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class Sword(Weapon):
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"""
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A basic weapon
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"""
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def __init__(self, name: str = "sword", price: int = 20, *args, **kwargs):
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def __init__(self, name: str = "sword", price: int = 20,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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self.name = name
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class Armor(Item):
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"""
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Class of items that increase the player's constitution.
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"""
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constitution: int
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def __init__(self, constitution: int, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.constitution = constitution
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def equip(self) -> None:
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super().equip()
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self.held_by.constitution += self.constitution
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def unequip(self) -> None:
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super().unequip()
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self.held_by.constitution -= self.constitution
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def save_state(self) -> dict:
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d = super().save_state()
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d["constitution"] = self.constitution
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return d
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class Shield(Armor):
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"""
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Class of shield items, they can be equipped in the other hand.
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"""
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def __init__(self, name: str = "shield", constitution: int = 2,\
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price: int = 6, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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class Helmet(Armor):
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"""
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Class of helmet items, they can be equipped on the head.
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"""
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def __init__(self, name: str = "helmet", constitution: int = 2, \
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price: int = 8, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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class Chestplate(Armor):
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"""
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Class of chestplate items, they can be equipped on the body.
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"""
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def __init__(self, name: str = "chestplate", constitution: int = 4,\
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price: int = 15, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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class BodySnatchPotion(Item):
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@ -256,3 +365,69 @@ class BodySnatchPotion(Item):
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self.held_by.recalculate_paths()
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self.held_by.inventory.remove(self)
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class Ring(Item):
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"""
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A class of rings that boost the player's statistics.
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"""
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maxhealth: int
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strength: int
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intelligence: int
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charisma: int
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dexterity: int
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constitution: int
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critical: int
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experience: float
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def __init__(self, maxhealth: int = 0, strength: int = 0,\
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intelligence: int = 0, charisma: int = 0,\
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dexterity: int = 0, constitution: int = 0,\
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critical: int = 0, experience: float = 0, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.maxhealth = maxhealth
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self.strength = strength
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self.intelligence = intelligence
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self.charisma = charisma
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self.dexterity = dexterity
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self.constitution = constitution
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self.critical = critical
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self.experience = experience
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def equip(self) -> None:
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super().equip()
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self.held_by.maxhealth += self.maxhealth
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self.held_by.strength += self.strength
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self.held_by.intelligence += self.intelligence
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self.held_by.charisma += self.charisma
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self.held_by.dexterity += self.dexterity
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self.held_by.constitution += self.constitution
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self.held_by.critical += self.critical
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self.held_by.xp_buff += self.experience
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def unequip(self) -> None:
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super().unequip()
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self.held_by.maxhealth -= self.maxhealth
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self.held_by.strength -= self.strength
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self.held_by.intelligence -= self.intelligence
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self.held_by.charisma -= self.charisma
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self.held_by.dexterity -= self.dexterity
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self.held_by.constitution -= self.constitution
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self.held_by.critical -= self.critical
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self.held_by.xp_buff -= self.experience
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def save_state(self) -> dict:
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d = super().save_state()
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d["constitution"] = self.constitution
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return d
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class RingCritical(Ring):
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def __init__(self, name: str = "ring_of_critical_damage", price: int = 15,
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critical: int = 20, *args, **kwargs):
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super().__init__(name=name, price=price, critical=critical, \
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*args, **kwargs)
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class RingXP(Ring):
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def __init__(self, name: str = "ring_of_more_experience", price: int = 25,
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experience: float = 2, *args, **kwargs):
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super().__init__(name=name, price=price, experience=experience, \
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*args, **kwargs)
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@ -94,9 +94,9 @@ class Rabbit(Monster):
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A rabbit monster.
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"""
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def __init__(self, name: str = "rabbit", strength: int = 1,
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maxhealth: int = 15, *args, **kwargs) -> None:
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maxhealth: int = 15, critical: int = 30, *args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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maxhealth=maxhealth, critical=critical, *args, **kwargs)
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class TeddyBear(Monster):
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@ -107,3 +107,12 @@ class TeddyBear(Monster):
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maxhealth: int = 50, *args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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class GiantSeaEagle(Monster):
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"""
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An eagle boss
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"""
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def __init__(self, name: str = "eagle", strength: int = 1000,
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maxhealth: int = 5000, *args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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@ -2,7 +2,9 @@
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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, Optional, Tuple
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from .items import Item
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from ..interfaces import FightingEntity, InventoryHolder
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@ -12,22 +14,44 @@ class Player(InventoryHolder, FightingEntity):
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"""
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current_xp: int = 0
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max_xp: int = 10
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xp_buff: float = 1
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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equipped_main: Optional[Item]
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equipped_secondary: Optional[Item]
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equipped_helmet: Optional[Item]
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equipped_armor: Optional[Item]
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def __init__(self, name: str = "player", maxhealth: int = 20,
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strength: int = 5, intelligence: int = 1, charisma: int = 1,
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dexterity: int = 1, constitution: int = 1, level: int = 1,
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current_xp: int = 0, max_xp: int = 10, inventory: list = None,
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hazel: int = 42, *args, **kwargs) \
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-> None:
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hazel: int = 42, equipped_main: Optional[Item] = None,
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equipped_armor: Optional[Item] = None, critical: int = 5,\
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equipped_secondary: Optional[Item] = None, \
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equipped_helmet: Optional[Item] = None, xp_buff: float = 1,\
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*args, **kwargs) -> None:
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super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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intelligence=intelligence, charisma=charisma,
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dexterity=dexterity, constitution=constitution,
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level=level, *args, **kwargs)
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level=level, critical=critical, *args, **kwargs)
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self.current_xp = current_xp
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self.max_xp = max_xp
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self.xp_buff = xp_buff
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self.inventory = self.translate_inventory(inventory or [])
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self.paths = dict()
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self.hazel = hazel
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if isinstance(equipped_main, dict):
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equipped_main = self.dict_to_item(equipped_main)
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if isinstance(equipped_armor, dict):
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equipped_armor = self.dict_to_item(equipped_armor)
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if isinstance(equipped_secondary, dict):
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equipped_secondary = self.dict_to_item(equipped_secondary)
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if isinstance(equipped_helmet, dict):
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equipped_helmet = self.dict_to_item(equipped_helmet)
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self.equipped_main = equipped_main
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self.equipped_armor = equipped_armor
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self.equipped_secondary = equipped_secondary
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self.equipped_helmet = equipped_helmet
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def move(self, y: int, x: int) -> None:
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"""
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@ -58,9 +82,24 @@ class Player(InventoryHolder, FightingEntity):
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Adds some experience to the player.
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If the required amount is reached, the player levels up.
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"""
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self.current_xp += xp
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self.current_xp += int(xp*self.xp_buff)
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self.level_up()
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def remove_from_inventory(self, obj: Item) -> None:
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"""
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Remove the given item from the inventory, even if the item is equipped.
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"""
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if obj == self.equipped_main:
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self.equipped_main = None
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elif obj == self.equipped_armor:
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self.equipped_armor = None
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elif obj == self.equipped_secondary:
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self.equipped_secondary = None
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elif obj == self.equipped_helmet:
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self.equipped_helmet = None
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else:
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return super().remove_from_inventory(obj)
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# noinspection PyTypeChecker,PyUnresolvedReferences
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def check_move(self, y: int, x: int, move_if_possible: bool = False) \
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-> bool:
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@ -90,4 +129,12 @@ class Player(InventoryHolder, FightingEntity):
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d = super().save_state()
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d["current_xp"] = self.current_xp
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d["max_xp"] = self.max_xp
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d["equipped_main"] = self.equipped_main.save_state()\
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if self.equipped_main else None
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d["equipped_armor"] = self.equipped_armor.save_state()\
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if self.equipped_armor else None
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d["equipped_secondary"] = self.equipped_secondary.save_state()\
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if self.equipped_secondary else None
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d["equipped_helmet"] = self.equipped_helmet.save_state()\
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if self.equipped_helmet else None
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return d
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Block a user