Linting
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@ -73,15 +73,13 @@ class DisplayManager:
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self.hbar.refresh(self.rows * 4 // 5, 0, 1, self.cols * 4 // 5)
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self.vbar.refresh(0, self.cols * 4 // 5, self.rows, 1)
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if self.game.state == GameMode.INVENTORY:
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self.playerinventorydisplay.refresh(self.rows // 10,
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self.cols // 2,
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8 * self.rows // 10,
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2 * self.cols // 5)
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self.playerinventorydisplay.refresh(
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self.rows // 10, self.cols // 2,
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8 * self.rows // 10, 2 * self.cols // 5)
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elif self.game.state == GameMode.STORE:
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self.storeinventorydisplay.refresh(self.rows // 10,
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self.cols // 2,
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8 * self.rows // 10,
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2 * self.cols // 5)
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self.storeinventorydisplay.refresh(
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self.rows // 10, self.cols // 2,
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8 * self.rows // 10, 2 * self.cols // 5)
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elif self.game.state == GameMode.MAINMENU:
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self.mainmenudisplay.refresh(0, 0, self.rows, self.cols)
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elif self.game.state == GameMode.SETTINGS:
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@ -110,10 +110,11 @@ class MainMenuDisplay(Display):
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class InventoryDisplay(MenuDisplay):
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message : str
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message: str
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def update_pad(self) -> None:
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self.addstr(self.pad, 0, (self.width - len(self.message)) // 2, self.message,
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curses.A_BOLD | curses.A_ITALIC)
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self.addstr(self.pad, 0, (self.width - len(self.message)) // 2,
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self.message, curses.A_BOLD | curses.A_ITALIC)
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for i, item in enumerate(self.menu.values):
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rep = self.pack[item.name.upper()]
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selection = f"[{rep}]" if i == self.menu.position else f" {rep} "
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@ -128,8 +129,10 @@ class InventoryDisplay(MenuDisplay):
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def trueheight(self) -> int:
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return 2 + super().trueheight
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class PlayerInventoryDisplay(InventoryDisplay):
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message = _("== INVENTORY ==")
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class StoreInventoryDisplay(InventoryDisplay):
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message = _("== STALL ==")
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