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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@ -5,7 +5,7 @@ from .items import Item
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from random import choice
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class Merchant(FriendlyEntity) :
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class Merchant(FriendlyEntity):
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"""
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The class for merchants in the dungeon
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"""
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@ -26,7 +26,7 @@ class Merchant(FriendlyEntity) :
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for i in range(5):
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self.inventory.append(choice(Item.get_all_items())())
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def talk_to(self, player : Player) -> str:
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def talk_to(self, player: Player) -> str:
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"""
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This function is used to open the merchant's inventory in a menu,
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and allow the player to buy/sell objects
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@ -34,7 +34,8 @@ 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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class Sunflower(FriendlyEntity):
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"""
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A friendly sunflower
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"""
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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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@ -166,12 +167,13 @@ 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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class Sword(Weapon):
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"""
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A basic weapon
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"""
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def __init__(self, name: str = "sword", *args, **kwargs):
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super().__init__(name = name, *args, **kwargs)
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super().__init__(name=name, *args, **kwargs)
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self.name = name
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@ -15,7 +15,7 @@ class Player(FightingEntity):
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max_xp: int = 10
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inventory: list
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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hazel: int #It is the currency of this game
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hazel: int # It is the currency of this game
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def __init__(self, name: str = "player", maxhealth: int = 20,
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strength: int = 5, intelligence: int = 1, charisma: int = 1,
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@ -91,7 +91,7 @@ class Player(FightingEntity):
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elif entity.is_item():
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entity.hold(self)
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elif entity.is_friendly():
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# self.map.logs.add_message(entity.talk_to(self))
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# self.map.logs.add_message(entity.talk_to(self))
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self.map.logs.add_message(self.hit(entity))
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if entity.dead:
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self.add_xp(randint(3, 7))
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@ -124,7 +124,7 @@ class Player(FightingEntity):
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queue.append((new_y, new_x))
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self.paths = predecessors
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def add_to_inventory(self, obj : Any) -> None :
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def add_to_inventory(self, obj: Any) -> None:
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"""
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Adds an object to inventory
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"""
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@ -117,31 +117,36 @@ class Game:
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self.state = GameMode.INVENTORY
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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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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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xp = self.player.x
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yp = self.player.y-1
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yp = self.player.y - 1
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elif keykey == KeyValues.DOWN:
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xp = self.player.x
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yp = self.player.y+1
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yp = self.player.y + 1
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elif keykey == KeyValues.LEFT:
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xp = self.player.x-1
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xp = self.player.x - 1
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yp = self.player.y
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elif keykey == KeyValues.RIGHT:
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xp = self.player.x+1
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xp = self.player.x + 1
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yp = self.player.y
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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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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 \
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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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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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@ -169,7 +174,7 @@ class Game:
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"""
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In a store menu, we can buy items or close the menu.
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"""
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if key == KeyValues.SPACE :
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if key == KeyValues.SPACE:
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self.state = GameMode.PLAY
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elif key == KeyValues.UP:
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self.store_menu.go_up()
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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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@ -348,9 +349,9 @@ class Entity:
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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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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Sunflower,Tiger,Merchant]
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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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Sunflower, Tiger, Merchant]
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@staticmethod
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def get_all_entity_classes_in_a_dict() -> dict:
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@ -360,7 +361,7 @@ class Entity:
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from squirrelbattle.entities.player import Player
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \
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TeddyBear
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from squirrelbattle.entities.friendly import Merchant,Sunflower
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from squirrelbattle.entities.friendly import Merchant, Sunflower
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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return {
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"Tiger": Tiger,
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@ -462,17 +463,19 @@ 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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"""
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dialogue_option : list
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dialogue_option: list
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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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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.translated_name \
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+ " said : " + self.dialogue_option[a]
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def keys(self) -> list :
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def keys(self) -> list:
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"""
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Returns a friendly entity's specific attributes
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"""
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@ -129,7 +129,8 @@ 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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class StoreMenu(Menu):
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merchant: Merchant
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def update_merchant(self, merchant: Merchant) -> None:
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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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