Added a scroll object that deals damage based on the player intelligence. Related to #60
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@ -34,6 +34,7 @@ class TexturePack:
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RABBIT: str
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RING_OF_CRITICAL_DAMAGE: str
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RING_OF_MORE_EXPERIENCE: str
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SCROLL_OF_DAMAGE: str
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SHIELD: str
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SUNFLOWER: str
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SWORD: str
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@ -95,6 +96,7 @@ TexturePack.ASCII_PACK = TexturePack(
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TIGER='n',
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TRUMPET='/',
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WALL='#',
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SCROLL_OF_DAMAGE=']',
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)
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TexturePack.SQUIRREL_PACK = TexturePack(
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@ -131,4 +133,5 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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TIGER='🐅',
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TRUMPET='🎺',
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WALL='🧱',
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SCROLL_OF_DAMAGE='📜',
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)
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@ -422,3 +422,24 @@ class RingXP(Ring):
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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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class ScrollofDamage(Item):
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"""
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A scroll that, when used, deals damage to all entities in a certain radius.
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"""
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def __init__(self, name: str = "scroll_of_damage", price: int = 18,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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def use(self) -> None:
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"""
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Find all entities within a radius of 5, and deal damage based on the
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player's intelligence.
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"""
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for entity in self.held_by.map.entities:
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if entity.is_fighting_entity() and not entity == self.held_by:
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if entity.distance(self.held_by)<=5:
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self.held_by.map.logs.add_message(entity.take_damage(\
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self.held_by, self.held_by.intelligence))
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self.held_by.inventory.remove(self)
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@ -629,7 +629,8 @@ class Entity:
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from squirrelbattle.entities.friendly import Merchant, Sunflower, \
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Trumpet
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
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Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP
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Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP, \
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ScrollofDamage
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return {
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"Tiger": Tiger,
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"Bomb": Bomb,
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@ -649,6 +650,7 @@ class Entity:
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"Helmet": Helmet,
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"RingCritical": RingCritical,
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"RingXP": RingXP,
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"ScrollofDamage": ScrollofDamage,
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}
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def save_state(self) -> dict:
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