Linting
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e00d98739a
commit
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@ -1,33 +1,36 @@
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from ..interfaces import Entity, FightingEntity
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from ..interfaces import Entity, FightingEntity, Map
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class Item(Entity):
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held:bool
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held: bool
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def __init__(self, *args, **kwargs):
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super().__init__(self, *args, **kwargs)
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super().__init__(*args, **kwargs)
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self.held = False
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def drop(self, x:int, y:int):
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def drop(self, x: int, y: int) -> None:
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self.held = False
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self.move(x, y)
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def hold(self):
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def hold(self) -> None:
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self.held = True
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class Bomb(Item):
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damage:int = 5
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exploding:bool
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damage: int = 5
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exploding: bool
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def __init__(self, *args, **kwargs):
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super().__init__(self, *args, **kwargs)
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super().__init__(*args, **kwargs)
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self.exploding = False
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def drop(self, x:int, y:int):
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super.drop(self, x, y)
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def drop(self, x: int, y: int) -> None:
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super().drop(x, y)
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self.exploding = True
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def act(self, map):
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def act(self, m: Map) -> None:
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if self.exploding:
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for e in map.entities:
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if abs (e.x - self.x) + abs (e.y - self.y) <= 1 and isinstance(e,FightingEntity):
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for e in m.entities:
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if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
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isinstance(e, FightingEntity):
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e.take_damage(self, self.damage)
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@ -1,9 +1,11 @@
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from ..interfaces import FightingEntity
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from ..interfaces import FightingEntity, Map
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class Monster(FightingEntity):
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def act(self, map):
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def act(self, map: Map) -> None:
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pass
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class Squirrel(Monster):
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maxhealth = 10
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strength = 3
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@ -1,5 +1,6 @@
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from ..interfaces import FightingEntity
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class Player(FightingEntity):
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maxhealth = 20
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strength = 5
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@ -1,3 +1,5 @@
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from typing import Any
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from .interfaces import Map
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from .mapdisplay import MapDisplay
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from .settings import Settings
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@ -15,7 +17,7 @@ class Game:
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with TermManager() as term_manager:
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self._start_game(term_manager.screen)
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def _start_game(self, screen):
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def _start_game(self, screen: Any) -> None:
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# TODO Generate map, or make the possibility to load another one
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m = Map.load("example_map.txt")
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player = Player()
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@ -26,11 +28,11 @@ class Game:
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while True:
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screen.clear()
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screen.refresh()
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d.display(player.getPosY(), player.getPosX())
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d.display(player.y, player.y)
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key = screen.getkey()
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self.handle_key_pressed(key)
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def handle_key_pressed(self, key):
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def handle_key_pressed(self, key: str) -> None:
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# TODO load keys from settings
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if key == 'z' or key == 'KEY_UP':
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self.player.move_up()
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@ -47,20 +49,14 @@ class Player:
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y: int = 0
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x: int = 0
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def move_up(self):
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def move_up(self) -> None:
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self.y -= 1
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def move_down(self):
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def move_down(self) -> None:
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self.y += 1
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def move_left(self):
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def move_left(self) -> None:
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self.x -= 1
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def move_right(self):
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def move_right(self) -> None:
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self.x += 1
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def getPosX(self):
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return self.x
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def getPosY(self):
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return self.y
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@ -11,11 +11,12 @@ class Map:
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height: int
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tiles: list
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def __init__(self, width: int, height: int, tiles: list, entities = []):
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def __init__(self, width: int, height: int, tiles: list,
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entities: list = None):
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self.width = width
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self.height = height
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self.tiles = tiles
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self.entities = entities
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self.entities = entities or []
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@staticmethod
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def load(filename: str):
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@ -40,7 +41,6 @@ class Map:
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return Map(width, height, tiles, [])
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def draw_string(self) -> str:
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"""
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Draw the current map as a string object that can be rendered
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@ -72,10 +72,15 @@ class Entity:
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def move(self, x: int, y: int) -> None:
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self.x = x
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self.y = y
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def act(self, m:Map):
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def act(self, m: Map) -> None:
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"""
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Define the action of the entity that is ran each tick.
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By default, does nothing.
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"""
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pass
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class FightingEntity(Entity):
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maxhealth: int
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health: int
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@ -84,13 +89,13 @@ class FightingEntity(Entity):
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def __init__(self):
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self.health = self.maxhealth
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def hit(self, opponent) -> None:
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def hit(self, opponent: "FightingEntity") -> None:
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opponent.take_damage(self, self.strength)
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def take_damage(self, attacker, amount:int) -> None:
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def take_damage(self, attacker: "Entity", amount: int) -> None:
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self.health -= amount
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if self.health <= 0:
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self.die()
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def die(self) -> None:
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pass
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pass
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@ -1,30 +1,33 @@
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#!/usr/bin/env python
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import curses
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from typing import Any
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from dungeonbattle.interfaces import Map
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class MapDisplay:
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def __init__(self, m: Map, player):
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class MapDisplay:
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def __init__(self, m: Map, player: Any):
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# TODO Type the player field with the good type
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self.map = m
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self.pad = curses.newpad(m.height, m.width+1)
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self.pad = curses.newpad(m.height, m.width + 1)
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self.player = player
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def update_pad(self):
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def update_pad(self) -> None:
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self.pad.addstr(0, 0, self.map.draw_string())
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for e in self.map.entities:
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self.pad.addch(e.y, e.x, e.img)
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self.pad.addstr(self.player.getPosY(), self.player.getPosX(), '🐿')
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def display(self, y, x):
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deltay, deltax = (curses.LINES // 2) + 1, (curses.COLS //2) + 1
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pminrow, pmincol = y-deltay, x-deltax
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def display(self, y: int, x: int) -> None:
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deltay, deltax = (curses.LINES // 2) + 1, (curses.COLS // 2) + 1
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pminrow, pmincol = y - deltay, x - deltax
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sminrow, smincol = max(-pminrow, 0), max(-pmincol, 0)
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deltay, deltax = curses.LINES - deltay, curses.COLS - deltax
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smaxrow = self.map.height - (y + deltay) + curses.LINES -1
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smaxrow = min(smaxrow, curses.LINES-1)
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smaxcol = self.map.width - (x + deltax) + curses.COLS -1
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smaxcol = min(smaxcol, curses.COLS-1)
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pminrow = max(0, min(self.map.height, pminrow))
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smaxrow = self.map.height - (y + deltay) + curses.LINES - 1
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smaxrow = min(smaxrow, curses.LINES - 1)
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smaxcol = self.map.width - (x + deltax) + curses.COLS - 1
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smaxcol = min(smaxcol, curses.COLS - 1)
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pminrow = max(0, min(self.map.height, pminrow))
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pmincol = max(0, min(self.map.width, pmincol))
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self.pad.clear()
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self.update_pad()
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@ -11,14 +11,22 @@ class Settings:
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We can define the setting by simply use settings.TEXTURE_PACK = 'new_key'
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"""
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def __init__(self):
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self.KEY_UP_PRIMARY = ['z', 'Touche principale pour aller vers le haut']
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self.KEY_UP_SECONDARY = ['KEY_UP', 'Touche secondaire pour aller vers le haut']
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self.KEY_DOWN_PRIMARY = ['s', 'Touche principale pour aller vers le bas']
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self.KEY_DOWN_SECONDARY = ['KEY_DOWN', 'Touche secondaire pour aller vers le bas']
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self.KEY_LEFT_PRIMARY = ['q', 'Touche principale pour aller vers la gauche']
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self.KEY_LEFT_SECONDARY = ['KEY_LEFT', 'Touche secondaire pour aller vers la gauche']
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self.KEY_RIGHT_PRIMARY = ['d', 'Touche principale pour aller vers la droite']
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self.KEY_RIGHT_SECONDARY = ['KEY_RIGHT', 'Touche secondaire pour aller vers la droite']
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self.KEY_UP_PRIMARY = \
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['z', 'Touche principale pour aller vers le haut']
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self.KEY_UP_SECONDARY = \
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['KEY_UP', 'Touche secondaire pour aller vers le haut']
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self.KEY_DOWN_PRIMARY = \
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['s', 'Touche principale pour aller vers le bas']
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self.KEY_DOWN_SECONDARY = \
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['KEY_DOWN', 'Touche secondaire pour aller vers le bas']
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self.KEY_LEFT_PRIMARY = \
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['q', 'Touche principale pour aller vers la gauche']
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self.KEY_LEFT_SECONDARY = \
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['KEY_LEFT', 'Touche secondaire pour aller vers la gauche']
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self.KEY_RIGHT_PRIMARY = \
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['d', 'Touche principale pour aller vers la droite']
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self.KEY_RIGHT_SECONDARY = \
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['KEY_RIGHT', 'Touche secondaire pour aller vers la droite']
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self.TEXTURE_PACK = ['ASCII', 'Pack de textures utilisé']
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def __getattribute__(self, item: str) -> Any:
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@ -18,8 +18,10 @@ class TestSettings(unittest.TestCase):
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self.assertEqual(settings.KEY_LEFT_SECONDARY, 'KEY_LEFT')
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self.assertEqual(settings.KEY_RIGHT_SECONDARY, 'KEY_RIGHT')
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self.assertEqual(settings.TEXTURE_PACK, 'ASCII')
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self.assertEqual(settings.get_comment(settings.TEXTURE_PACK), settings.get_comment('TEXTURE_PACK'))
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self.assertEqual(settings.get_comment(settings.TEXTURE_PACK), 'Pack de textures utilisé')
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self.assertEqual(settings.get_comment(settings.TEXTURE_PACK),
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settings.get_comment('TEXTURE_PACK'))
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self.assertEqual(settings.get_comment(settings.TEXTURE_PACK),
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'Pack de textures utilisé')
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settings.TEXTURE_PACK = 'UNICODE'
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self.assertEqual(settings.TEXTURE_PACK, 'UNICODE')
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