Added rings that can augment the player's statistics. Also added a new statistic : xp_buff, which helps the player level up sooner.
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@ -34,6 +34,8 @@ class TexturePack:
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SHIELD: str
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CHESTPLATE: str
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HELMET: str
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RING_OF_MORE_EXPERIENCE: str
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RING_OF_CRITICAL_DAMAGE: str
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ASCII_PACK: "TexturePack"
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SQUIRREL_PACK: "TexturePack"
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@ -64,7 +66,7 @@ TexturePack.ASCII_PACK = TexturePack(
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entity_bg_color=curses.COLOR_BLACK,
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BODY_SNATCH_POTION='S',
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BOMB='o',
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BOMB='ç',
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EMPTY=' ',
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EXPLOSION='%',
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FLOOR='.',
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@ -83,6 +85,8 @@ TexturePack.ASCII_PACK = TexturePack(
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EAGLE='µ',
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CHESTPLATE='(',
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HELMET='0',
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RING_OF_MORE_EXPERIENCE='o',
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RING_OF_CRITICAL_DAMAGE='o',
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)
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TexturePack.SQUIRREL_PACK = TexturePack(
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@ -113,4 +117,6 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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EAGLE='🦅',
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CHESTPLATE='🦺',
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HELMET='⛑️',
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RING_OF_MORE_EXPERIENCE='💍',
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RING_OF_CRITICAL_DAMAGE='💍',
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)
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@ -108,7 +108,7 @@ class Item(Entity):
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@staticmethod
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def get_all_items() -> list:
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
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Chestplate, Helmet]
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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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@ -361,3 +361,69 @@ 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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@ -16,6 +16,7 @@ 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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@ -29,7 +30,7 @@ class Player(InventoryHolder, FightingEntity):
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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, \
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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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@ -37,6 +38,7 @@ class Player(InventoryHolder, FightingEntity):
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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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@ -82,7 +84,7 @@ class Player(InventoryHolder, FightingEntity):
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Add some experience to the player.
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If the required amount is reached, level 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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@ -374,7 +374,7 @@ class Entity:
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TeddyBear, GiantSeaEagle
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from squirrelbattle.entities.friendly import Merchant, Sunflower
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
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Heart, Sword, Shield, Chestplate, Helmet
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Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP
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return {
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"Tiger": Tiger,
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"Bomb": Bomb,
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@ -391,6 +391,8 @@ class Entity:
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"Shield": Shield,
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"Chestplate": Chestplate,
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"Helmet": Helmet,
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"RingCritical": RingCritical,
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"RingXP": RingXP,
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}
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def save_state(self) -> dict:
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