Added functionnal save system and broken load system
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dungeonbattle/__init__.pyc
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dungeonbattle/__init__.pyc
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dungeonbattle/bootstrap.pyc
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dungeonbattle/bootstrap.pyc
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@ -5,6 +5,9 @@ from ..interfaces import FightingEntity, Map
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class Monster(FightingEntity):
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def __init__(self) -> None:
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super().__init__()
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def act(self, m: Map) -> None:
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"""
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By default, a monster will move randomly where it is possible
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@ -35,24 +38,32 @@ class Monster(FightingEntity):
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class Beaver(Monster):
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def __init__(self) -> None:
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super().__init__()
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name = "beaver"
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maxhealth = 30
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strength = 2
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class Hedgehog(Monster):
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def __init__(self) -> None:
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super().__init__()
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name = "hedgehog"
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maxhealth = 10
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strength = 3
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class Rabbit(Monster):
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def __init__(self) -> None:
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super().__init__()
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name = "rabbit"
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maxhealth = 15
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strength = 1
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class TeddyBear(Monster):
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def __init__(self) -> None:
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super().__init__()
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name = "teddy_bear"
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maxhealth = 50
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strength = 0
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@ -1,5 +1,7 @@
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from random import randint
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from typing import Any, Optional
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from typing import Any, Optional,Generator
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import json
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import os
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from .entities.player import Player
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from .enums import GameMode, KeyValues, DisplayActions
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@ -38,11 +40,6 @@ class Game:
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self.player.move(self.map.start_y, self.map.start_x)
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self.map.spawn_random_entities(randint(3, 10))
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@staticmethod
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def load_game(filename: str) -> None:
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# TODO loading map from a file
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raise NotImplementedError()
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def run(self, screen: Any) -> None:
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"""
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Main infinite loop.
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@ -66,7 +63,7 @@ class Game:
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if self.state == GameMode.PLAY:
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self.handle_key_pressed_play(key)
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elif self.state == GameMode.MAINMENU:
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self.main_menu.handle_key_pressed(key, self)
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self.handle_key_pressed_main_menu(key)
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elif self.state == GameMode.SETTINGS:
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self.settings_menu.handle_key_pressed(key, raw_key, self)
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self.display_actions(DisplayActions.REFRESH)
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@ -89,3 +86,50 @@ class Game:
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self.map.tick()
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elif key == KeyValues.SPACE:
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self.state = GameMode.MAINMENU
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def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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"""
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In the main menu, we can navigate through options.
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"""
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if key == KeyValues.DOWN:
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self.main_menu.go_down()
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if key == KeyValues.UP:
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self.main_menu.go_up()
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if key == KeyValues.ENTER:
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option = self.main_menu.validate()
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if option == menus.MainMenuValues.START:
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self.state = GameMode.PLAY
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elif option == menus.MainMenuValues.SAVE:
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self.save_game()
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elif option == menus.MainMenuValues.LOAD:
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self.load_game()
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elif option == menus.MainMenuValues.SETTINGS:
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self.state = GameMode.SETTINGS
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elif option == menus.MainMenuValues.EXIT:
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sys.exit(0)
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def game_to_str(self) -> str:
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d = dict()
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d["Map"] = game.map
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d["Player"] = game.player
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def save_state(self) -> dict():
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return self.map.save_state()
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def load_state(self, d: dict) -> None:
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self.map.load_state(d)
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def load_game(self) -> None:
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"""
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Loads the game from a file
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"""
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if os.path.isfile("save.json"):
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with open("save.json", "r") as f:
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self.load_state(json.loads(f.read()))
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def save_game(self) -> None:
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"""
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Save the game to a file
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"""
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with open("save.json", "w") as f:
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f.write(json.dumps(self.save_state()))
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@ -78,6 +78,17 @@ class Map:
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return Map(width, height, tiles, start_y, start_x)
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@staticmethod
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def load_dungeon_from_string(content: str) -> "Map":
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"""
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Transforms a string into the list of corresponding tiles
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"""
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lines = content.split("\n")
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lines = [line for line in lines[1:] if line]
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tiles = [[Tile.from_ascii_char(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return tiles
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def draw_string(self, pack: TexturePack) -> str:
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"""
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Draw the current map as a string object that can be rendered
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@ -108,14 +119,39 @@ class Map:
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for entity in self.entities:
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entity.act(self)
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def save_state(self) -> dict:
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d = dict()
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d["width"] = self.width
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d["height"] = self.height
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d["start_y"] = self.start_y
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d["start_x"] = self.start_x
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d["currentx"] = self.currentx
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d["currenty"] = self.currenty
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for enti in self.entities:
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d.update(enti.save_state())
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d["map"] = self.draw_string(TexturePack.ASCII_PACK)
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return d
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def load_state(self, d: dict) -> None:
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self.width = d["width"]
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self.height = d["height"]
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self.start_y = d["start_y"]
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self.start_x = d["start_x"]
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self.currentx = d["currentx"]
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self.currenty = d["currenty"]
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self.map = self.load_dungeon_from_string(d["map"])
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#add entities
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class Tile(Enum):
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EMPTY = auto()
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WALL = auto()
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FLOOR = auto()
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@classmethod
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def from_ascii_char(cls, ch: str) -> "Tile":
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@staticmethod
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def from_ascii_char(ch: str) -> "Tile":
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"""
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Maps an ascii character to its equivalent in the texture pack
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"""
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for tile in Tile:
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if tile.char(TexturePack.ASCII_PACK) == ch:
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return tile
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@ -206,6 +242,22 @@ class Entity:
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Rabbit, TeddyBear
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return [Beaver, Bomb, Heart, Hedgehog, Rabbit, TeddyBear]
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def save_state(self) -> dict:
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"""
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Saves the coordinates of the entity
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"""
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d = dict()
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d["x"] = self.x
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d["y"] = self.y
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return d
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def recover_state(self, d : dict) -> None:
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"""
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Loads the coordinates of the entity from a dictionnary
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"""
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self.x = d["x"]
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self.y = d["y"]
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class FightingEntity(Entity):
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maxhealth: int
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@ -222,6 +274,15 @@ class FightingEntity(Entity):
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super().__init__()
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self.health = self.maxhealth
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self.dead = False
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self.health = 0
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self.strength = 0
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self.dead = False
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self.intelligence = 0
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self.charisma = 0
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self.dexterity = 0
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self.constitution = 0
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self.level = 1
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def hit(self, opponent: "FightingEntity") -> None:
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opponent.take_damage(self, self.strength)
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@ -234,3 +295,17 @@ class FightingEntity(Entity):
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def die(self) -> None:
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self.dead = True
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self.map.remove_entity(self)
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def keys(self) -> list:
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return ["maxhealth", "health", "level", "dead", "strength", "intelligence", "charisma", "dexterity", "constitution"]
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def save_state(self) -> dict:
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d = super().save_state()
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for name in self.keys():
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d[name] = self.__getattribute__(name)
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return d
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def recover_state(self, d : dict) -> None:
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super().recover_state(d)
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for name in d.keys():
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self.__setattribute__(name, d[name])
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resources/example_map_3.txt
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1 1
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##############################################################################################################
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##############################################################################################################
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save.json
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save.json
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{"width": 80, "height": 40, "start_y": 1, "start_x": 17, "currentx": 29, "currenty": 25, "x": 74, "y": 22, "maxhealth": 50, "health": 0, "level": 1, "dead": false, "strength": 0, "intelligence": 0, "charisma": 0, "dexterity": 0, "constitution": 0, "map": " ########### ######### \n #.........# #.......# \n #.........# ############.......# \n #.........###############..........#.......############## \n #.........#........................#....................# \n #.........#.............#..........#.......#............# \n ########.########.............#..................#............# \n #.........# #.............####.#######.......#............# \n #.........# #.............##.........###################### \n #.........# #####.##########.........# ########### \n #.........# #......# #.........# #.........# \n ########.##########......# #.........# #.........# \n #...........##......# #.........# #.........# \n #...........##......# #.........# #.........# \n #...........##......# #.........# ################.###### \n #...........##......# #.........# #.................############\n #...........##......# ########.########.......#.........#..........#\n #...........##......# #...............#.......#.........#..........#\n #...........######### #...............#.......#.........#..........#\n #...........# #...............#.......#....................#\n #####.####### #.......................#.........#..........#\n #.........# #...............###################..........#\n #.........############ #...............# #..........#\n #.........#..........# #...............# ############\n #....................#####.###########.############# \n ########.#########...................# #.............# \n #........# #..........#........# #.............######### \n #........# ######.##########........# #.............#.......# \n #........# #..........# #........# #.....................# \n #........# #..........# #........# #.............#.......# \n #........# #..........# #........# #.............#.......# \n #........# #..........# #........# #.............#.......# \n #........# #..........#########.##### #.............#.......# \n #........# #..........#.........# ##########.############.####### \n #........# #..........#.........# #..............# #..........# \n ########## #..........#.........# #..............# #..........# \n ############.........# #..............# #..........# \n #.........# #..............# #..........# \n ########### #..............# #..........# \n ################ ############ "}
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