Merge branch 'equipment-in-inventory' into 'master'

Resolve "Display equipment in inventory"

Closes #75

See merge request ynerant/squirrel-battle!71
This commit is contained in:
nicomarg 2021-01-10 22:45:04 +01:00
commit 96e9612d16
7 changed files with 57 additions and 85 deletions

View File

@ -176,7 +176,8 @@ class PlayerInventoryDisplay(MenuDisplay):
selection = f"[{rep}]" if i == self.menu.position \
and self.selected else f" {rep} "
self.addstr(self.pad, i + 1, 0, selection
+ " " + item.translated_name.capitalize()
+ " " + ("[E]" if item.equipped else "")
+ item.translated_name.capitalize()
+ (f" ({item.description})" if item.description else "")
+ (": " + str(item.price) + " Hazels"
if self.store_mode else ""))

View File

@ -12,16 +12,19 @@ class Item(Entity):
"""
A class for items.
"""
held: bool
held_by: Optional[InventoryHolder]
price: int
def __init__(self, held: bool = False,
def __init__(self, equipped: bool = False,
held_by: Optional[InventoryHolder] = None,
hold_slot: str = "equipped_secondary",
price: int = 2, *args, **kwargs):
super().__init__(*args, **kwargs)
self.held = held
self.held_by = held_by
self.equipped = equipped
self.hold_slot = hold_slot
if equipped:
self.equip()
self.price = price
@property
@ -35,11 +38,11 @@ class Item(Entity):
"""
The item is dropped from the inventory onto the floor.
"""
if self.held:
if self.held_by is not None:
self.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.map.add_entity(self)
self.move(self.held_by.y, self.held_by.x)
self.held = False
self.held_by = None
def use(self) -> None:
@ -52,28 +55,41 @@ class Item(Entity):
Indicates what should be done when the item is thrown.
"""
def on_equip(self) -> None:
"""
Indicates a special behaviour when equipping
"""
def on_unequip(self) -> None:
"""
Indicates a special behaviour when unequipping
"""
def equip(self) -> None:
"""
Indicates what should be done when the item is equipped.
"""
# Other objects are only equipped as secondary.
if self.held_by.equipped_secondary:
self.held_by.equipped_secondary.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_secondary = self
if not self.equipped:
if getattr(self.held_by, self.hold_slot):
getattr(self.held_by, self.hold_slot).unequip()
self.equipped = True
setattr(self.held_by, self.hold_slot, self)
self.on_equip()
def unequip(self) -> None:
"""
Indicates what should be done when the item is unequipped.
"""
self.held_by.remove_from_inventory(self)
self.held_by.add_to_inventory(self)
if self.equipped:
setattr(self.held_by, self.hold_slot, None)
self.equipped = False
self.on_unequip()
def hold(self, holder: InventoryHolder) -> None:
"""
The item is taken from the floor and put into the inventory.
"""
self.held = True
self.held_by = holder
self.held_by.map.remove_entity(self)
holder.add_to_inventory(self)
@ -83,7 +99,7 @@ class Item(Entity):
Saves the state of the item into a dictionary.
"""
d = super().save_state()
d["held"] = self.held
d["equipped"] = self.equipped
return d
@staticmethod
@ -103,10 +119,12 @@ class Item(Entity):
inventory.
"""
if for_free:
self.unequip() if self.equipped else None
self.hold(buyer)
seller.remove_from_inventory(self)
return True
elif buyer.hazel >= self.price:
self.unequip() if self.equipped else None
self.hold(buyer)
seller.remove_from_inventory(self)
buyer.change_hazel_balance(-self.price)
@ -169,7 +187,7 @@ class Bomb(Item):
"""
When the bomb is used, it is thrown and then it explodes.
"""
if self.held:
if self.held_by is not None:
self.owner = self.held_by
super().drop()
self.exploding = True
@ -236,7 +254,7 @@ class Weapon(Item):
damage: int
def __init__(self, damage: int = 3, *args, **kwargs):
super().__init__(*args, **kwargs)
super().__init__(hold_slot="equipped_main", *args, **kwargs)
self.damage = damage
@property
@ -251,20 +269,17 @@ class Weapon(Item):
d["damage"] = self.damage
return d
def equip(self) -> None:
def on_equip(self) -> None:
"""
When a weapon is equipped, the player gains strength.
"""
self.held_by.remove_from_inventory(self)
self.held_by.equipped_main = self
self.held_by.strength += self.damage
def unequip(self) -> None:
def on_unequip(self) -> None:
"""
Remove the strength earned by the weapon.
:return:
"""
super().unequip()
self.held_by.strength -= self.damage
@ -301,12 +316,10 @@ class Armor(Item):
return f"CON+{self.constitution}" if self.constitution \
else super().description
def equip(self) -> None:
super().equip()
def on_equip(self) -> None:
self.held_by.constitution += self.constitution
def unequip(self) -> None:
super().unequip()
def on_unequip(self) -> None:
self.held_by.constitution -= self.constitution
def save_state(self) -> dict:
@ -332,13 +345,7 @@ class Helmet(Armor):
def __init__(self, name: str = "helmet", constitution: int = 2,
price: int = 18, *args, **kwargs):
super().__init__(name=name, constitution=constitution, price=price,
*args, **kwargs)
def equip(self) -> None:
if self.held_by.equipped_helmet:
self.held_by.equipped_helmet.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_helmet = self
hold_slot="equipped_helmet", *args, **kwargs)
class Chestplate(Armor):
@ -348,13 +355,7 @@ class Chestplate(Armor):
def __init__(self, name: str = "chestplate", constitution: int = 4,
price: int = 30, *args, **kwargs):
super().__init__(name=name, constitution=constitution, price=price,
*args, **kwargs)
def equip(self) -> None:
if self.held_by.equipped_armor:
self.held_by.equipped_armor.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_armor = self
hold_slot="equipped_armor", *args, **kwargs)
class BodySnatchPotion(Item):
@ -426,8 +427,7 @@ class Ring(Item):
("CRI", self.critical), ("XP", self.experience)]
return ", ".join(f"{key}+{value}" for key, value in fields if value)
def equip(self) -> None:
super().equip()
def on_equip(self) -> None:
self.held_by.maxhealth += self.maxhealth
self.held_by.strength += self.strength
self.held_by.intelligence += self.intelligence
@ -437,8 +437,7 @@ class Ring(Item):
self.held_by.critical += self.critical
self.held_by.xp_buff += self.experience
def unequip(self) -> None:
super().unequip()
def on_unequip(self) -> None:
self.held_by.maxhealth -= self.maxhealth
self.held_by.strength -= self.strength
self.held_by.intelligence -= self.intelligence
@ -557,13 +556,6 @@ class LongRangeWeapon(Weapon):
self.held_by.map.logs.add_message(line)
return (to_kill.y, to_kill.x) if to_kill else None
def equip(self) -> None:
"""
Equip the weapon.
"""
self.held_by.remove_from_inventory(self)
self.held_by.equipped_main = self
@property
def stat(self) -> str:
"""

View File

@ -120,21 +120,6 @@ class Player(InventoryHolder, FightingEntity):
self.current_xp += int(xp * self.xp_buff)
self.level_up()
def remove_from_inventory(self, obj: Item) -> None:
"""
Remove the given item from the inventory, even if the item is equipped.
"""
if obj == self.equipped_main:
self.equipped_main = None
elif obj == self.equipped_armor:
self.equipped_armor = None
elif obj == self.equipped_secondary:
self.equipped_secondary = None
elif obj == self.equipped_helmet:
self.equipped_helmet = None
else:
return super().remove_from_inventory(obj)
# noinspection PyTypeChecker,PyUnresolvedReferences
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
-> bool:

View File

@ -309,7 +309,8 @@ class Game:
if key == KeyValues.USE:
self.inventory_menu.validate().use()
elif key == KeyValues.EQUIP:
self.inventory_menu.validate().equip()
item = self.inventory_menu.validate()
item.unequip() if item.equipped else item.equip()
elif key == KeyValues.DROP:
self.inventory_menu.validate().drop()

View File

@ -839,6 +839,7 @@ class InventoryHolder(Entity):
for i in range(len(inventory)):
if isinstance(inventory[i], dict):
inventory[i] = self.dict_to_item(inventory[i])
inventory[i].held_by = self
return inventory
def dict_to_item(self, item_dict: dict) -> Entity:

View File

@ -155,9 +155,9 @@ class TestEntities(unittest.TestCase):
"""
item = Item()
self.map.add_entity(item)
self.assertFalse(item.held)
self.assertIsNone(item.held_by)
item.hold(self.player)
self.assertTrue(item.held)
self.assertEqual(item.held_by, self.player)
item.drop()
self.assertEqual(item.y, 1)
self.assertEqual(item.x, 6)
@ -165,7 +165,6 @@ class TestEntities(unittest.TestCase):
# Pick up item
self.player.move_left()
self.player.move_right()
self.assertTrue(item.held)
self.assertEqual(item.held_by, self.player)
self.assertIn(item, self.player.inventory)
self.assertNotIn(item, self.map.entities)
@ -208,7 +207,7 @@ class TestEntities(unittest.TestCase):
# The player can't hold the explosion
explosion.hold(self.player)
self.assertNotIn(explosion, self.player.inventory)
self.assertFalse(explosion.held)
self.assertIsNone(explosion.held_by)
# The explosion disappears after one tick
explosion.act(self.map)

View File

@ -49,6 +49,7 @@ class TestGame(unittest.TestCase):
# Add items in the inventory to check that it is well loaded
bomb.hold(self.game.player)
sword.hold(self.game.player)
sword.equip()
# Ensure that merchants can be saved
merchant = Merchant()
@ -491,10 +492,8 @@ class TestGame(unittest.TestCase):
# Drop an item
bomb = self.game.player.inventory[-1]
self.assertEqual(self.game.inventory_menu.validate(), bomb)
self.assertTrue(bomb.held)
self.assertEqual(bomb.held_by, self.game.player)
self.game.handle_key_pressed(KeyValues.DROP)
self.assertFalse(bomb.held)
self.assertIsNone(bomb.held_by)
self.assertIsNone(bomb.owner)
self.assertFalse(bomb.exploding)
@ -504,10 +503,8 @@ class TestGame(unittest.TestCase):
# Use the bomb
bomb = self.game.player.inventory[-1]
self.assertEqual(self.game.inventory_menu.validate(), bomb)
self.assertTrue(bomb.held)
self.assertEqual(bomb.held_by, self.game.player)
self.game.handle_key_pressed(KeyValues.USE)
self.assertFalse(bomb.held)
self.assertIsNone(bomb.held_by)
self.assertEqual(bomb.owner, self.game.player)
self.assertTrue(bomb.exploding)
@ -660,42 +657,37 @@ class TestGame(unittest.TestCase):
sword.hold(self.game.player)
self.game.handle_key_pressed(KeyValues.EQUIP)
self.assertEqual(self.game.player.equipped_main, sword)
self.assertFalse(self.game.player.inventory)
# shield goes into the secondary equipment slot
shield = Shield()
shield.hold(self.game.player)
self.game.handle_key_pressed(KeyValues.EQUIP)
shield.equip()
self.assertEqual(self.game.player.equipped_secondary, shield)
self.assertFalse(self.game.player.inventory)
# helmet goes into the helmet slot
helmet = Helmet()
helmet.hold(self.game.player)
self.game.handle_key_pressed(KeyValues.EQUIP)
helmet.equip()
self.assertEqual(self.game.player.equipped_helmet, helmet)
self.assertFalse(self.game.player.inventory)
# helmet goes into the armor slot
chestplate = Chestplate()
chestplate.hold(self.game.player)
self.game.handle_key_pressed(KeyValues.EQUIP)
chestplate.equip()
self.assertEqual(self.game.player.equipped_armor, chestplate)
self.assertFalse(self.game.player.inventory)
# Use bomb
bomb = Bomb()
bomb.hold(self.game.player)
self.game.handle_key_pressed(KeyValues.EQUIP)
bomb.equip()
self.assertEqual(self.game.player.equipped_secondary, bomb)
self.assertIn(shield, self.game.player.inventory)
self.assertFalse(shield.equipped)
self.game.state = GameMode.PLAY
self.game.handle_key_pressed(KeyValues.USE)
self.assertIsNone(self.game.player.equipped_secondary)
self.game.state = GameMode.INVENTORY
self.game.handle_key_pressed(KeyValues.EQUIP)
shield.equip()
self.assertEqual(self.game.player.equipped_secondary, shield)
self.assertFalse(self.game.player.inventory)
# Reequip, which is useless but covers code
sword.equip()
@ -717,6 +709,7 @@ class TestGame(unittest.TestCase):
self.assertIn(shield, self.game.player.inventory)
self.assertIn(helmet, self.game.player.inventory)
self.assertIn(chestplate, self.game.player.inventory)
self.game.display_actions(DisplayActions.REFRESH)
# Test rings
self.game.player.inventory.clear()