Added documentation on a lot of classes and functions (and removed some files I commited by mistake)
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@ -4,6 +4,11 @@ from dungeonbattle.term_manager import TermManager
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class Bootstrap:
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"""
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The bootstrap object is used to bootstrap the game so that it starts properly.
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(It was initially created to avoid circulary imports between the Game and
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Display classes)
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"""
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@staticmethod
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def run_game():
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@ -3,13 +3,22 @@ from typing import Optional
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from dungeonbattle.settings import Settings
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#This file contains a few useful enumeration classes used elsewhere in the code
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class DisplayActions(Enum):
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"""
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Display actions options for the callable displayaction Game uses
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(it just calls the same action on the display object displayaction refers to)
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"""
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REFRESH = auto()
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UPDATE = auto()
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class GameMode(Enum):
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"""
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Game mode options
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"""
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MAINMENU = auto()
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PLAY = auto()
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SETTINGS = auto()
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@ -17,6 +26,9 @@ class GameMode(Enum):
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class KeyValues(Enum):
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"""
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Key values options used in the game
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"""
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UP = auto()
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DOWN = auto()
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LEFT = auto()
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@ -12,6 +12,9 @@ from typing import Callable
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class Game:
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"""
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The game object controls all actions in the game.
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"""
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map: Map
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player: Player
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display_actions: Callable[[DisplayActions], None]
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@ -42,8 +45,8 @@ class Game:
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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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We wait for a player action, then we do what that should be done
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when the given key got pressed.
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We wait for the player's action, then we do what that should be done
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when the given key gets pressed.
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"""
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while True: # pragma no cover
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screen.clear()
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@ -69,7 +72,7 @@ class Game:
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def handle_key_pressed_play(self, key: KeyValues) -> None:
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"""
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In play mode, arrows or zqsd should move the main character.
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In play mode, arrows or zqsd move the main character.
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"""
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if key == KeyValues.UP:
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if self.player.move_up():
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@ -107,15 +110,16 @@ class Game:
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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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"""
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Saves the game to a dictionnary
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"""
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return self.map.save_state()
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def load_state(self, d: dict) -> None:
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"""
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Loads the game from a dictionnary
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"""
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self.map.load_state(d)
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def load_game(self) -> None:
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@ -128,7 +132,7 @@ class Game:
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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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Saves 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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@ -10,7 +10,7 @@ from dungeonbattle.display.texturepack import TexturePack
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class Map:
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"""
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Object that represents a Map with its width, height
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and the whole tiles, with their custom properties.
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and tiles, that have their custom properties.
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"""
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width: int
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height: int
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@ -120,6 +120,9 @@ class Map:
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entity.act(self)
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def save_state(self) -> dict:
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"""
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Saves the map's attributes to a dictionnary
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"""
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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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@ -133,6 +136,9 @@ class Map:
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return d
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def load_state(self, d: dict) -> None:
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"""
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Loads the map's attributes from a dictionnary
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"""
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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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@ -143,6 +149,9 @@ class Map:
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#add entities
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class Tile(Enum):
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"""
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The internal representation of the tiles of the map
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"""
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EMPTY = auto()
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WALL = auto()
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FLOOR = auto()
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@ -158,9 +167,15 @@ class Tile(Enum):
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raise ValueError(ch)
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def char(self, pack: TexturePack) -> str:
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"""
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Translates a Tile to the corresponding character according to the texture pack
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"""
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return getattr(pack, self.name)
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def is_wall(self) -> bool:
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"""
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Is this Tile a wall?
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"""
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return self == Tile.WALL
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def can_walk(self) -> bool:
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@ -171,6 +186,9 @@ class Tile(Enum):
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class Entity:
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"""
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An Entity object represents any entity present on the map
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"""
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y: int
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x: int
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name: str
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@ -182,29 +200,47 @@ class Entity:
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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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"""
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Checks if moving to (y,x) is authorized
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"""
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free = self.map.is_free(y, x)
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if free and move_if_possible:
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self.move(y, x)
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return free
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def move(self, y: int, x: int) -> bool:
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"""
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Moves an entity to (y,x) coordinates
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"""
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self.y = y
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self.x = x
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return True
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def move_up(self, force: bool = False) -> bool:
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"""
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Moves the entity up one tile, if possible
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"""
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return self.move(self.y - 1, self.x) if force else \
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self.check_move(self.y - 1, self.x, True)
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def move_down(self, force: bool = False) -> bool:
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"""
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Moves the entity down one tile, if possible
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"""
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return self.move(self.y + 1, self.x) if force else \
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self.check_move(self.y + 1, self.x, True)
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def move_left(self, force: bool = False) -> bool:
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"""
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Moves the entity left one tile, if possible
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"""
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return self.move(self.y, self.x - 1) if force else \
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self.check_move(self.y, self.x - 1, True)
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def move_right(self, force: bool = False) -> bool:
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"""
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Moves the entity right one tile, if possible
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"""
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return self.move(self.y, self.x + 1) if force else \
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self.check_move(self.y, self.x + 1, True)
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@ -229,14 +265,23 @@ class Entity:
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return sqrt(self.distance_squared(other))
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def is_fighting_entity(self) -> bool:
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"""
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Is this entity a fighting entity?
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"""
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return isinstance(self, FightingEntity)
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def is_item(self) -> bool:
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"""
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Is this entity an item?
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"""
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from dungeonbattle.entities.items import Item
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return isinstance(self, Item)
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@staticmethod
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def get_all_entity_classes():
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"""
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Returns all entities subclasses
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"""
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from dungeonbattle.entities.items import Heart, Bomb
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from dungeonbattle.entities.monsters import Beaver, Hedgehog, \
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Rabbit, TeddyBear
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@ -260,6 +305,10 @@ class Entity:
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class FightingEntity(Entity):
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"""
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A FightingEntity is an entity that can fight, and thus has a health,
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level and stats
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"""
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maxhealth: int
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health: int
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strength: int
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@ -285,27 +334,45 @@ class FightingEntity(Entity):
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def hit(self, opponent: "FightingEntity") -> None:
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"""
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Deals damage to the opponent, based on the stats
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"""
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opponent.take_damage(self, self.strength)
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def take_damage(self, attacker: "Entity", amount: int) -> None:
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"""
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Take damage from the attacker, based on the stats
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"""
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self.health -= amount
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if self.health <= 0:
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self.die()
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def die(self) -> None:
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"""
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If a fighting entity has no more health, it dies and is removed
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"""
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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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"""
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Returns a fighting entities specific attributes
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"""
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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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"""
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Saves the state of the entity into a dictionnary
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"""
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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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"""
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Loads the state of an entity from a dictionnary
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"""
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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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@ -8,22 +8,37 @@ from .settings import Settings
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class Menu:
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"""
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A Menu object is the logical representation of a menu in the game
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"""
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values: list
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def __init__(self):
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self.position = 0
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def go_up(self) -> None:
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"""
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Moves the pointer of the menu on the previous value
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"""
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self.position = max(0, self.position - 1)
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def go_down(self) -> None:
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"""
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Moves the pointer of the menu on the next value
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"""
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self.position = min(len(self.values) - 1, self.position + 1)
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def validate(self) -> Any:
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"""
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Selects the value that is pointed by the menu pointer
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"""
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return self.values[self.position]
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class MainMenuValues(Enum):
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"""
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Values of the main menu
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"""
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START = 'Jouer'
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SAVE = 'Sauvegarder'
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LOAD = 'Charger'
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class MainMenu(Menu):
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"""
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A special instance of a menu : the main menu
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"""
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values = [e for e in MainMenuValues]
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class SettingsMenu(Menu):
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"""
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A special instance of a menu : the settings menu
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"""
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waiting_for_key: bool = False
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def update_values(self, settings: Settings) -> None:
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"""
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The settings can change, so they are updated
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"""
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self.values = []
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for i, key in enumerate(settings.settings_keys):
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s = settings.get_comment(key)
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def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
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game: Any) -> None:
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"""
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Update settings
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In the setting menu, we van select a setting and change it
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"""
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if not self.waiting_for_key:
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# Navigate normally through the menu.
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