Linting
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@ -3,7 +3,7 @@ from ..translations import gettext as _
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from .player import Player
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from .player import Player
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from .items import Item
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from .items import Item
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from random import choice
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from random import choice
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from typing import Dict, Tuple, Any
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from typing import Any
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class Merchant(FriendlyEntity):
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class Merchant(FriendlyEntity):
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@ -17,8 +17,8 @@ class Item(Entity):
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held_by: Optional[Player]
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held_by: Optional[Player]
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price: int
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price: int
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def __init__(self, held: bool = False, held_by: Optional[Player] = None, price : int=2,
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def __init__(self, held: bool = False, held_by: Optional[Player] = None,
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*args, **kwargs):
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price: int = 2, *args, **kwargs):
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super().__init__(*args, **kwargs)
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super().__init__(*args, **kwargs)
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self.held = held
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self.held = held
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self.held_by = held_by
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self.held_by = held_by
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@ -66,27 +66,30 @@ class Item(Entity):
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def get_all_items() -> list:
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def get_all_items() -> list:
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return [BodySnatchPotion, Bomb, Heart, Sword]
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return [BodySnatchPotion, Bomb, Heart, Sword]
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def be_sold(self, buyer: Entity, seller: Entity, game : Any) -> bool:
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def be_sold(self, buyer: Entity, seller: Entity, game: Any) -> bool:
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"""
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"""
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Does all necessary actions when an object is to be sold.
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Does all necessary actions when an object is to be sold.
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Is overwritten by some classes that cannot exist in the player's inventory
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Is overwritten by some classes that cannot exist in the player's
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inventory
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"""
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"""
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if buyer.hazel>=self.price :
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if buyer.hazel >= self.price:
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buyer.add_to_inventory(self)
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buyer.add_to_inventory(self)
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seller.remove_from_inventory(self)
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seller.remove_from_inventory(self)
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buyer.change_hazel_balance(-self.price)
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buyer.change_hazel_balance(-self.price)
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seller.change_hazel_balance(self.price)
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seller.change_hazel_balance(self.price)
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return True
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return True
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else :
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else:
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return False
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return False
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class Heart(Item):
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class Heart(Item):
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"""
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"""
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A heart item to return health to the player
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A heart item to return health to the player
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"""
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"""
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healing: int
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healing: int
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def __init__(self, name: str = "heart", healing: int = 5, price: int = 3, *args, **kwargs):
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def __init__(self, name: str = "heart", healing: int = 5, price: int = 3,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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super().__init__(name=name, price=price, *args, **kwargs)
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self.healing = healing
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self.healing = healing
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@ -105,18 +108,19 @@ class Heart(Item):
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d["healing"] = self.healing
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d["healing"] = self.healing
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return d
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return d
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def be_sold(self, buyer: Entity, seller: Entity, game: Any) -> str:
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def be_sold(self, buyer: Entity, seller: Entity, game: Any) -> bool:
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"""
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"""
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Does all necessary actions when an object is to be sold.
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Does all necessary actions when an object is to be sold.
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Is overwritten by some classes that cannot exist in the player's inventory
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Is overwritten by some classes that cannot exist in the player's
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inventory
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"""
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"""
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if buyer.hazel>=self.price :
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if buyer.hazel >= self.price:
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self.hold(buyer)
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self.hold(buyer)
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seller.remove_from_inventory(self)
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seller.remove_from_inventory(self)
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buyer.change_hazel_balance(-self.price)
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buyer.change_hazel_balance(-self.price)
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seller.change_hazel_balance(self.price)
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seller.change_hazel_balance(self.price)
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return True
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return True
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else :
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else:
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return False
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return False
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@ -212,7 +216,8 @@ class BodySnatchPotion(Item):
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other entity.
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other entity.
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"""
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"""
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def __init__(self, name: str = "body_snatch_potion", price: int = 14, *args, **kwargs):
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def __init__(self, name: str = "body_snatch_potion", price: int = 14,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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super().__init__(name=name, price=price, *args, **kwargs)
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def use(self) -> None:
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def use(self) -> None:
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@ -195,7 +195,7 @@ class Game:
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if key == KeyValues.ENTER:
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if key == KeyValues.ENTER:
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item = self.store_menu.validate()
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item = self.store_menu.validate()
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flag = item.be_sold(self.player, self.store_menu.merchant, self)
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flag = item.be_sold(self.player, self.store_menu.merchant, self)
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if not flag :
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if not flag:
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self.message = _("You do not have enough money")
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self.message = _("You do not have enough money")
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self.display_actions(DisplayActions.UPDATE)
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self.display_actions(DisplayActions.UPDATE)
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# Ensure that the cursor has a good position
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# Ensure that the cursor has a good position
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