Fix for loading game in progress, there remains to change all entities __init__ to allow being initialized by a dictionnary (work in progress, breaks the game)

This commit is contained in:
eichhornchen 2020-11-18 22:42:46 +01:00
parent 7ae4e47fc3
commit 657345e6f7
5 changed files with 139 additions and 48 deletions

View File

@ -37,6 +37,13 @@ class Item(Entity):
self.map.remove_entity(self) self.map.remove_entity(self)
player.inventory.append(self) player.inventory.append(self)
def save_state(self) -> None:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["held"] = self.held
class Heart(Item): class Heart(Item):
""" """
@ -55,6 +62,13 @@ class Heart(Item):
player.health = min(player.maxhealth, player.health + self.healing) player.health = min(player.maxhealth, player.health + self.healing)
self.map.remove_entity(self) self.map.remove_entity(self)
def save_state(self) -> None:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["type"] = "Heart"
class Bomb(Item): class Bomb(Item):
""" """
@ -82,3 +96,10 @@ class Bomb(Item):
if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \ if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
isinstance(e, FightingEntity): isinstance(e, FightingEntity):
e.take_damage(self, self.damage) e.take_damage(self, self.damage)
def save_state(self) -> None:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["type"] = "Bomb"

View File

@ -81,6 +81,13 @@ class Rabbit(Monster):
super().__init__(name="rabbit", strength=strength, super().__init__(name="rabbit", strength=strength,
maxhealth=maxhealth, *args, **kwargs) maxhealth=maxhealth, *args, **kwargs)
def save_state(self) -> None:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["type"] = "Rabbit"
class TeddyBear(Monster): class TeddyBear(Monster):
""" """
@ -90,3 +97,10 @@ class TeddyBear(Monster):
*args, **kwargs) -> None: *args, **kwargs) -> None:
super().__init__(name="teddy_bear", strength=strength, super().__init__(name="teddy_bear", strength=strength,
maxhealth=maxhealth, *args, **kwargs) maxhealth=maxhealth, *args, **kwargs)
def save_state(self) -> None:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["type"] = "Teddy"

View File

@ -13,16 +13,34 @@ class Player(FightingEntity):
inventory: list inventory: list
paths: Dict[Tuple[int, int], Tuple[int, int]] paths: Dict[Tuple[int, int], Tuple[int, int]]
def __init__(self, maxhealth: int = 20, strength: int = 5, ## def __init__(self, maxhealth: int = 20, strength: int = 5,
intelligence: int = 1, charisma: int = 1, dexterity: int = 1, ## intelligence: int = 1, charisma: int = 1, dexterity: int = 1,
constitution: int = 1, level: int = 1, current_xp: int = 0, ## constitution: int = 1, level: int = 1, current_xp: int = 0,
max_xp: int = 10, *args, **kwargs) -> None: ## max_xp: int = 10, *args, **kwargs) -> None:
super().__init__(name="player", maxhealth=maxhealth, strength=strength, ## super().__init__(name="player", maxhealth=maxhealth, strength=strength,
intelligence=intelligence, charisma=charisma, ## intelligence=intelligence, charisma=charisma,
dexterity=dexterity, constitution=constitution, ## dexterity=dexterity, constitution=constitution,
level=level, *args, **kwargs) ## level=level, *args, **kwargs)
self.current_xp = current_xp ## self.current_xp = current_xp
self.max_xp = max_xp ## self.max_xp = max_xp
## self.inventory = list()
## self.paths = dict()
def __init__(self, *args, **kwargs) -> None:
super().__init__(*args, **kwargs)
validkeys = {"current_xp" : 0,"max_xp" : 0}
for dictionary in args :
for key in validkeys :
if key in dictionary :
self.__setattr__(key, dictionary[key])
else :
self.__setattr__(key, validkeys[key])
for key in validkeys:
if key in kwargs :
self.__setattr__(key, kwargs[key])
else :
self.__setattr__(key, validkeys[key])
self.inventory = list() self.inventory = list()
self.paths = dict() self.paths = dict()
@ -104,3 +122,13 @@ class Player(FightingEntity):
distances[(new_y, new_x)] = distances[(y, x)] + 1 distances[(new_y, new_x)] = distances[(y, x)] + 1
queue.append((new_y, new_x)) queue.append((new_y, new_x))
self.paths = predecessors self.paths = predecessors
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["type"] = "Player"
d["current_xp"] = self.current_xp
d["max_xp"] = self.max_xp
return d

View File

@ -130,8 +130,9 @@ class Map:
d["start_x"] = self.start_x d["start_x"] = self.start_x
d["currentx"] = self.currentx d["currentx"] = self.currentx
d["currenty"] = self.currenty d["currenty"] = self.currenty
d["entities"] = []
for enti in self.entities: for enti in self.entities:
d.update(enti.save_state()) d.append(enti.save_state())
d["map"] = self.draw_string(TexturePack.ASCII_PACK) d["map"] = self.draw_string(TexturePack.ASCII_PACK)
return d return d
@ -146,7 +147,10 @@ class Map:
self.currentx = d["currentx"] self.currentx = d["currentx"]
self.currenty = d["currenty"] self.currenty = d["currenty"]
self.tiles = self.load_dungeon_from_string(d["map"]) self.tiles = self.load_dungeon_from_string(d["map"])
# add entities self.entities = []
dictclasses = get_all_entity_classes_in_a_dict()
for entisave in d["entities"] :
self.add_entity(dictclasses[entisave["type"]](entisave))
class Tile(Enum): class Tile(Enum):
@ -196,13 +200,27 @@ class Entity:
name: str name: str
map: Map map: Map
# noinspection PyShadowingBuiltins ## # noinspection PyShadowingBuiltins
def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None, ## def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
map: Optional[Map] = None): ## map: Optional[Map] = None):
self.y = y ## self.y = y
self.x = x ## self.x = x
self.name = name ## self.name = name
self.map = map ## self.map = map
def __init__(self, dictionary, **kwargs) -> None:
validkeys = self.attributes()
for key in validkeys :
self.__setattr__(key, dictionary[key])
for key in validkeys:
self.__setattr__(key, kwargs[key])
@staticmethod
def attributes(self) -> list:
"""
Returns the list of attributes
"""
return ["x", "y", "name"]
def check_move(self, y: int, x: int, move_if_possible: bool = False)\ def check_move(self, y: int, x: int, move_if_possible: bool = False)\
-> bool: -> bool:
@ -293,6 +311,14 @@ class Entity:
Rabbit, TeddyBear Rabbit, TeddyBear
return [Beaver, Bomb, Heart, Hedgehog, Rabbit, TeddyBear] return [Beaver, Bomb, Heart, Hedgehog, Rabbit, TeddyBear]
@staticmethod
def get_all_entity_classes_in_a_dict() -> dict:
"""
Returns all entities subclasses in a dictionnary
"""
from dungeonbattle.entities.player import Player
return {"Beaver" : Beaver, "Bomb" : Bomb, "Heart" : Heart, "Hedgehog" : Hedgehog, "Rabbit" : Rabbit, "Teddy" : TeddyBear, "Player" : Player}
def save_state(self) -> dict: def save_state(self) -> dict:
""" """
Saves the coordinates of the entity Saves the coordinates of the entity
@ -302,13 +328,6 @@ class Entity:
d["y"] = self.y d["y"] = self.y
return d return d
def recover_state(self, d: dict) -> None:
"""
Loads the coordinates of the entity from a dictionnary
"""
self.x = d["x"]
self.y = d["y"]
class FightingEntity(Entity): class FightingEntity(Entity):
""" """
@ -324,19 +343,36 @@ class FightingEntity(Entity):
constitution: int constitution: int
level: int level: int
def __init__(self, maxhealth: int = 0, health: Optional[int] = None, ## def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
strength: int = 0, intelligence: int = 0, charisma: int = 0, ## strength: int = 0, intelligence: int = 0, charisma: int = 0,
dexterity: int = 0, constitution: int = 0, level: int = 0, ## dexterity: int = 0, constitution: int = 0, level: int = 0,
*args, **kwargs) -> None: ## *args, **kwargs) -> None:
super().__init__(*args, **kwargs) ## super().__init__(*args, **kwargs)
self.maxhealth = maxhealth ## self.maxhealth = maxhealth
self.health = maxhealth if health is None else health ## self.health = maxhealth if health is None else health
self.strength = strength ## self.strength = strength
self.intelligence = intelligence ## self.intelligence = intelligence
self.charisma = charisma ## self.charisma = charisma
self.dexterity = dexterity ## self.dexterity = dexterity
self.constitution = constitution ## self.constitution = constitution
self.level = level ## self.level = level
def __init__(self, *args, **kwargs) -> None:
validkeys = {"maxhealth" : 0,"health" : 0,"strength" : 0 \
,"intelligence" : 0,"charisma" : 0,"dexterity" : 0\
,"constitution" : 0,"level" : 0}
#All the keys we wan to set in this init, with their default value
for dictionary in args :
for key in validkeys :
if key in dictionary :
self.__setattr__(key, dictionary[key])
else :
self.__setattr__(key, validkeys[key])
for key in validkeys:
if key in kwargs :
self.__setattr__(key, kwargs[key])
else :
self.__setattr__(key, validkeys[key])
@property @property
def dead(self) -> bool: def dead(self) -> bool:
@ -377,11 +413,3 @@ class FightingEntity(Entity):
for name in self.keys(): for name in self.keys():
d[name] = self.__getattribute__(name) d[name] = self.__getattribute__(name)
return d return d
def recover_state(self, d: dict) -> None:
"""
Loads the state of an entity from a dictionary
"""
super().recover_state(d)
for name in d.keys():
setattr(self, name, d[name])

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@ -1 +1 @@
{"width": 80, "height": 40, "start_y": 1, "start_x": 17, "currentx": 29, "currenty": 25, "x": 74, "y": 22, "maxhealth": 50, "health": 0, "level": 1, "dead": false, "strength": 0, "intelligence": 0, "charisma": 0, "dexterity": 0, "constitution": 0, "map": " ########### ######### \n #.........# #.......# \n #.........# ############.......# \n #.........###############..........#.......############## \n #.........#........................#....................# \n #.........#.............#..........#.......#............# \n ########.########.............#..................#............# \n #.........# #.............####.#######.......#............# \n #.........# #.............##.........###################### \n #.........# #####.##########.........# ########### \n #.........# #......# #.........# #.........# \n ########.##########......# #.........# #.........# \n #...........##......# #.........# #.........# \n #...........##......# #.........# #.........# \n #...........##......# #.........# ################.###### \n #...........##......# #.........# #.................############\n #...........##......# ########.########.......#.........#..........#\n #...........##......# #...............#.......#.........#..........#\n #...........######### #...............#.......#.........#..........#\n #...........# #...............#.......#....................#\n #####.####### #.......................#.........#..........#\n #.........# #...............###################..........#\n #.........############ #...............# #..........#\n #.........#..........# #...............# ############\n #....................#####.###########.############# \n ########.#########...................# #.............# \n #........# #..........#........# #.............######### \n #........# ######.##########........# #.............#.......# \n #........# #..........# #........# #.....................# \n #........# #..........# #........# #.............#.......# \n #........# #..........# #........# #.............#.......# \n #........# #..........# #........# #.............#.......# \n #........# #..........#########.##### #.............#.......# \n #........# #..........#.........# ##########.############.####### \n #........# #..........#.........# #..............# #..........# \n ########## #..........#.........# #..............# #..........# \n ############.........# #..............# #..........# \n #.........# #..............# #..........# \n ########### #..............# #..........# \n ################ ############ "} {"width": 80, "height": 40, "start_y": 1, "start_x": 17, "currentx": 54, "currenty": 38, "x": 56, "y": 19, "maxhealth": 15, "health": 15, "level": 0, "dead": false, "strength": 1, "intelligence": 0, "charisma": 0, "dexterity": 0, "constitution": 0, "map": " ########### ######### \n #.........# #.......# \n #.........# ############.......# \n #.........###############..........#.......############## \n #.........#........................#....................# \n #.........#.............#..........#.......#............# \n ########.########.............#..................#............# \n #.........# #.............####.#######.......#............# \n #.........# #.............##.........###################### \n #.........# #####.##########.........# ########### \n #.........# #......# #.........# #.........# \n ########.##########......# #.........# #.........# \n #...........##......# #.........# #.........# \n #...........##......# #.........# #.........# \n #...........##......# #.........# ################.###### \n #...........##......# #.........# #.................############\n #...........##......# ########.########.......#.........#..........#\n #...........##......# #...............#.......#.........#..........#\n #...........######### #...............#.......#.........#..........#\n #...........# #...............#.......#....................#\n #####.####### #.......................#.........#..........#\n #.........# #...............###################..........#\n #.........############ #...............# #..........#\n #.........#..........# #...............# ############\n #....................#####.###########.############# \n ########.#########...................# #.............# \n #........# #..........#........# #.............######### \n #........# ######.##########........# #.............#.......# \n #........# #..........# #........# #.....................# \n #........# #..........# #........# #.............#.......# \n #........# #..........# #........# #.............#.......# \n #........# #..........# #........# #.............#.......# \n #........# #..........#########.##### #.............#.......# \n #........# #..........#.........# ##########.############.####### \n #........# #..........#.........# #..............# #..........# \n ########## #..........#.........# #..............# #..........# \n ############.........# #..............# #..........# \n #.........# #..............# #..........# \n ########### #..............# #..........# \n ################ ############ "}