linting
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@ -48,7 +48,7 @@ class CreditsDisplay(Display):
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self.height + self.y - 2,
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self.width + self.x - 2)
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def display_ascii_art(self):
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def display_ascii_art(self) -> None:
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with open(ResourceManager.get_asset_path("ascii-art-ecureuil.txt"))\
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as f:
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ascii_art = f.read().split("\n")
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@ -64,12 +64,12 @@ class Familiar(FightingEntity):
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super().__init__(maxhealth=maxhealth, *args, **kwargs)
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self.target = None
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## @property
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## def dialogue_option(self) -> list:
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## """
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## Debug function (to see if used in the real game)
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## """
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## return [_("My target is"+str(self.target))]
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# @property
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# def dialogue_option(self) -> list:
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# """
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# Debug function (to see if used in the real game)
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# """
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# return [_("My target is"+str(self.target))]
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def act(self, p: Player, m: Map) -> None:
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"""
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@ -78,14 +78,14 @@ class Familiar(FightingEntity):
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and attacks it.
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"""
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if self.target is None:
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#If the previous target is dead(or if there was no previous target)
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#the familiar tries to get closer to the player.
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# If the previous target is dead(or if there was no previous target)
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# the familiar tries to get closer to the player.
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self.target = p
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elif self.target.dead:
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self.target = p
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if self.target == p:
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#Look for monsters around the player to kill TOFIX : if monster is out
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#of range, continue targetting player.
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# Look for monsters around the player to kill TOFIX : if monster is
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# out of range, continue targetting player.
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for entity in m.entities:
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if (p.y - entity.y) ** 2 + (p.x - entity.x) ** 2 <= 9 and\
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isinstance(entity, Monster):
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@ -25,5 +25,5 @@ class FakePad:
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def getmaxyx(self) -> Tuple[int, int]:
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return 42, 42
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def inch(self, y, x) -> str:
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def inch(self, y: int, x: int) -> str:
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return "i"
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