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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@ -111,9 +111,10 @@ class MainMenuDisplay(Display):
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class InventoryDisplay(MenuDisplay):
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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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@ -34,6 +34,7 @@ class Merchant(FriendlyEntity) :
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# TODO
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return _("I don't sell any squirrel")
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class Sunflower(FriendlyEntity):
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"""
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A friendly sunflower
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@ -42,5 +43,4 @@ class Sunflower(FriendlyEntity) :
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def __init__(self, maxhealth: int = 15,
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*args, **kwargs) -> None:
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super().__init__(name="sunflower",
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maxhealth=maxhealth, *args, **kwargs)
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super().__init__(name="sunflower", maxhealth=maxhealth, *args, **kwargs)
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@ -148,6 +148,7 @@ class Bomb(Item):
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d["damage"] = self.damage
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return d
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class Weapon(Item):
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"""
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Non-throwable items that improve player damage
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@ -166,6 +167,7 @@ class Weapon(Item):
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d["damage"] = self.damage
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return d
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class Sword(Weapon):
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"""
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A basic weapon
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@ -118,6 +118,9 @@ class Game:
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elif key == KeyValues.SPACE:
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self.state = GameMode.MAINMENU
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elif key == KeyValues.T:
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self.handle_friendly_entity_chat()
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def handle_friendly_entity_chat(self) -> None:
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keykey = self.screen.getkey()
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keykey = KeyValues.translate_key(keykey, self.settings)
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if keykey == KeyValues.UP:
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@ -132,16 +135,18 @@ class Game:
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elif keykey == KeyValues.RIGHT:
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xp = self.player.x + 1
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yp = self.player.y
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else:
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return
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if self.map.entity_is_present(yp, xp):
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for entity in self.map.entities:
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if entity.is_friendly() and entity.x == xp and entity.y == yp :
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if entity.is_friendly() and entity.x == xp and \
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entity.y == yp:
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msg = entity.talk_to(self.player)
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self.logs.add_message(msg)
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if entity.is_merchant():
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self.state = GameMode.STORE
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self.store_menu.update_merchant(entity)
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def handle_key_pressed_inventory(self, key: KeyValues) -> None:
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"""
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In the inventory menu, we can interact with items or close the menu.
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@ -180,8 +185,7 @@ class Game:
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self.player.add_to_inventory(self.store_menu.validate())
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# Ensure that the cursor has a good position
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self.store_menu.position = min(self.store_menu.position,
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len(self.store_menu.values)
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- 1)
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len(self.store_menu.values) - 1)
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def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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"""
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@ -84,11 +84,12 @@ class Map:
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def entity_is_present(self, y: int, x: int) -> bool:
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"""
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Indicates that the tile at the coordinates (y, x) contains a killable entity
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Indicates that the tile at the coordinates (y, x) contains a killable
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entity
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"""
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return 0 <= y < self.height and 0 <= x < self.width and \
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any(entity.x == x and entity.y == y and \
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entity.is_friendly() for entity in self.entities)
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any(entity.x == x and entity.y == y and entity.is_friendly()
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for entity in self.entities)
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@staticmethod
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def load(filename: str) -> "Map":
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@ -349,7 +350,7 @@ class Entity:
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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Rabbit, TeddyBear
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from squirrelbattle.entities.friendly import Merchant, Sunflower
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return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear, \
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return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
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Sunflower, Tiger, Merchant]
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@staticmethod
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@ -462,6 +463,7 @@ class FightingEntity(Entity):
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d[name] = getattr(self, name)
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return d
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class FriendlyEntity(FightingEntity):
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"""
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Friendly entities are living entities which do not attack the player
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@ -470,7 +472,8 @@ class FriendlyEntity(FightingEntity):
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def talk_to(self, player: Any) -> str:
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a = randint(0, len(self.dialogue_option) - 1)
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return "The "+self.name+" said : "+self.dialogue_option[a]
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return "The " + self.translated_name \
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+ " said : " + self.dialogue_option[a]
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def keys(self) -> list:
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"""
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@ -129,6 +129,7 @@ class InventoryMenu(Menu):
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def values(self) -> list:
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return self.player.inventory
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class StoreMenu(Menu):
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merchant: Merchant
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@ -138,4 +139,3 @@ class StoreMenu(Menu) :
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@property
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def values(self) -> list:
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return self.merchant.inventory
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