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)
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						 Yohann D'ANELLO
						Yohann D'ANELLO
					
				
			
			
				
	
			
			
			
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							57a20c53f3
						
					
				
				
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					a4482849ae
				
			| @@ -37,6 +37,13 @@ class Item(Entity): | ||||
|         self.map.remove_entity(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): | ||||
|     """ | ||||
| @@ -55,6 +62,13 @@ class Heart(Item): | ||||
|         player.health = min(player.maxhealth, player.health + self.healing) | ||||
|         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): | ||||
|     """ | ||||
| @@ -82,3 +96,10 @@ class Bomb(Item): | ||||
|                 if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \ | ||||
|                         isinstance(e, FightingEntity): | ||||
|                     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" | ||||
|   | ||||
| @@ -81,6 +81,13 @@ class Rabbit(Monster): | ||||
|         super().__init__(name="rabbit", strength=strength, | ||||
|                          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): | ||||
|     """ | ||||
| @@ -90,3 +97,10 @@ class TeddyBear(Monster): | ||||
|                  *args, **kwargs) -> None: | ||||
|         super().__init__(name="teddy_bear", strength=strength, | ||||
|                          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" | ||||
|   | ||||
| @@ -13,16 +13,34 @@ class Player(FightingEntity): | ||||
|     inventory: list | ||||
|     paths: Dict[Tuple[int, int], Tuple[int, int]] | ||||
|  | ||||
|     def __init__(self, maxhealth: int = 20, strength: int = 5, | ||||
|                  intelligence: int = 1, charisma: int = 1, dexterity: int = 1, | ||||
|                  constitution: int = 1, level: int = 1, current_xp: int = 0, | ||||
|                  max_xp: int = 10, *args, **kwargs) -> None: | ||||
|         super().__init__(name="player", maxhealth=maxhealth, strength=strength, | ||||
|                          intelligence=intelligence, charisma=charisma, | ||||
|                          dexterity=dexterity, constitution=constitution, | ||||
|                          level=level, *args, **kwargs) | ||||
|         self.current_xp = current_xp | ||||
|         self.max_xp = max_xp | ||||
| ##    def __init__(self, maxhealth: int = 20, strength: int = 5, | ||||
| ##                 intelligence: int = 1, charisma: int = 1, dexterity: int = 1, | ||||
| ##                 constitution: int = 1, level: int = 1, current_xp: int = 0, | ||||
| ##                 max_xp: int = 10, *args, **kwargs) -> None: | ||||
| ##        super().__init__(name="player", maxhealth=maxhealth, strength=strength, | ||||
| ##                         intelligence=intelligence, charisma=charisma, | ||||
| ##                         dexterity=dexterity, constitution=constitution, | ||||
| ##                         level=level, *args, **kwargs) | ||||
| ##        self.current_xp = current_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.paths = dict() | ||||
|  | ||||
| @@ -104,3 +122,13 @@ class Player(FightingEntity): | ||||
|                 distances[(new_y, new_x)] = distances[(y, x)] + 1 | ||||
|                 queue.append((new_y, new_x)) | ||||
|         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 | ||||
|   | ||||
| @@ -130,8 +130,9 @@ class Map: | ||||
|         d["start_x"] = self.start_x | ||||
|         d["currentx"] = self.currentx | ||||
|         d["currenty"] = self.currenty | ||||
|         d["entities"] = [] | ||||
|         for enti in self.entities: | ||||
|             d.update(enti.save_state()) | ||||
|             d.append(enti.save_state()) | ||||
|         d["map"] = self.draw_string(TexturePack.ASCII_PACK) | ||||
|         return d | ||||
|  | ||||
| @@ -146,7 +147,10 @@ class Map: | ||||
|         self.currentx = d["currentx"] | ||||
|         self.currenty = d["currenty"] | ||||
|         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): | ||||
| @@ -196,13 +200,27 @@ class Entity: | ||||
|     name: str | ||||
|     map: Map | ||||
|  | ||||
|     # noinspection PyShadowingBuiltins | ||||
|     def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None, | ||||
|                  map: Optional[Map] = None): | ||||
|         self.y = y | ||||
|         self.x = x | ||||
|         self.name = name | ||||
|         self.map = map | ||||
| ##    # noinspection PyShadowingBuiltins | ||||
| ##    def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None, | ||||
| ##                 map: Optional[Map] = None): | ||||
| ##        self.y = y | ||||
| ##        self.x = x | ||||
| ##        self.name = name | ||||
| ##        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)\ | ||||
|             -> bool: | ||||
| @@ -293,6 +311,14 @@ class Entity: | ||||
|             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: | ||||
|         """ | ||||
|         Saves the coordinates of the entity | ||||
| @@ -302,13 +328,6 @@ class Entity: | ||||
|         d["y"] = self.y | ||||
|         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): | ||||
|     """ | ||||
| @@ -324,19 +343,36 @@ class FightingEntity(Entity): | ||||
|     constitution: int | ||||
|     level: int | ||||
|  | ||||
|     def __init__(self, maxhealth: int = 0, health: Optional[int] = None, | ||||
|                  strength: int = 0, intelligence: int = 0, charisma: int = 0, | ||||
|                  dexterity: int = 0, constitution: int = 0, level: int = 0, | ||||
|                  *args, **kwargs) -> None: | ||||
|         super().__init__(*args, **kwargs) | ||||
|         self.maxhealth = maxhealth | ||||
|         self.health = maxhealth if health is None else health | ||||
|         self.strength = strength | ||||
|         self.intelligence = intelligence | ||||
|         self.charisma = charisma | ||||
|         self.dexterity = dexterity | ||||
|         self.constitution = constitution | ||||
|         self.level = level | ||||
| ##    def __init__(self, maxhealth: int = 0, health: Optional[int] = None, | ||||
| ##                 strength: int = 0, intelligence: int = 0, charisma: int = 0, | ||||
| ##                 dexterity: int = 0, constitution: int = 0, level: int = 0, | ||||
| ##                 *args, **kwargs) -> None: | ||||
| ##        super().__init__(*args, **kwargs) | ||||
| ##        self.maxhealth = maxhealth | ||||
| ##        self.health = maxhealth if health is None else health | ||||
| ##        self.strength = strength | ||||
| ##        self.intelligence = intelligence | ||||
| ##        self.charisma = charisma | ||||
| ##        self.dexterity = dexterity | ||||
| ##        self.constitution = constitution | ||||
| ##        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 | ||||
|     def dead(self) -> bool: | ||||
| @@ -377,11 +413,3 @@ class FightingEntity(Entity): | ||||
|         for name in self.keys(): | ||||
|             d[name] = self.__getattribute__(name) | ||||
|         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]) | ||||
|   | ||||
| @@ -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                                        ################   ############         "} | ||||
|   | ||||
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