Linting
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@ -28,7 +28,7 @@ class StatsDisplay(Display):
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string3 = "STR {}\nINT {}\nCHR {}\nDEX {}\nCON {}\nCRI {}%"\
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.format(self.player.strength,
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self.player.intelligence, self.player.charisma,
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self.player.dexterity, self.player.constitution,\
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self.player.dexterity, self.player.constitution,
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self.player.critical)
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self.addstr(self.pad, 3, 0, string3)
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@ -54,15 +54,16 @@ class StatsDisplay(Display):
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if self.player.equipped_secondary:
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self.addstr(self.pad, 11, 0,
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_("Equipped secondary:") + " "
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f"{self.pack[self.player.equipped_secondary.name.upper()]}")
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+ self.pack[self.player.equipped_secondary
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.name.upper()])
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if self.player.equipped_armor:
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self.addstr(self.pad, 12, 0,
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_("Equipped chestplate:") + " "
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f"{self.pack[self.player.equipped_armor.name.upper()]}")
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+ self.pack[self.player.equipped_armor.name.upper()])
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if self.player.equipped_helmet:
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self.addstr(self.pad, 13, 0,
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_("Equipped helmet:") + " "
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f"{self.pack[self.player.equipped_helmet.name.upper()]}")
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+ self.pack[self.player.equipped_helmet.name.upper()])
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self.addstr(self.pad, 14, 0, f"{self.pack.HAZELNUT} "
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f"x{self.player.hazel}")
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@ -107,7 +107,7 @@ class Item(Entity):
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@staticmethod
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def get_all_items() -> list:
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword,
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Chestplate, Helmet, RingCritical, RingXP]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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@ -283,7 +283,7 @@ class Armor(Item):
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Class of items that increase the player's constitution.
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"""
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constitution: int
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def __init__(self, constitution: int, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.constitution = constitution
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@ -301,30 +301,33 @@ class Armor(Item):
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d["constitution"] = self.constitution
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return d
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class Shield(Armor):
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"""
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Class of shield items, they can be equipped in the other hand.
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"""
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def __init__(self, name: str = "shield", constitution: int = 2,\
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def __init__(self, name: str = "shield", constitution: int = 2,
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price: int = 6, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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class Helmet(Armor):
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"""
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Class of helmet items, they can be equipped on the head.
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"""
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def __init__(self, name: str = "helmet", constitution: int = 2, \
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def __init__(self, name: str = "helmet", constitution: int = 2,
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price: int = 8, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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class Chestplate(Armor):
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"""
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Class of chestplate items, they can be equipped on the body.
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"""
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def __init__(self, name: str = "chestplate", constitution: int = 4,\
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def __init__(self, name: str = "chestplate", constitution: int = 4,
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price: int = 15, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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@ -362,6 +365,7 @@ class BodySnatchPotion(Item):
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self.held_by.inventory.remove(self)
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class Ring(Item):
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"""
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A class of rings that boost the player's statistics.
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@ -375,9 +379,9 @@ class Ring(Item):
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critical: int
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experience: float
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def __init__(self, maxhealth: int = 0, strength: int = 0,\
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intelligence: int = 0, charisma: int = 0,\
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dexterity: int = 0, constitution: int = 0,\
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def __init__(self, maxhealth: int = 0, strength: int = 0,
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intelligence: int = 0, charisma: int = 0,
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dexterity: int = 0, constitution: int = 0,
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critical: int = 0, experience: float = 0, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.maxhealth = maxhealth
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@ -416,14 +420,16 @@ class Ring(Item):
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d["constitution"] = self.constitution
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return d
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class RingCritical(Ring):
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def __init__(self, name: str = "ring_of_critical_damage", price: int = 15,
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critical: int = 20, *args, **kwargs):
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super().__init__(name=name, price=price, critical=critical, \
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super().__init__(name=name, price=price, critical=critical,
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*args, **kwargs)
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class RingXP(Ring):
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def __init__(self, name: str = "ring_of_more_experience", price: int = 25,
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experience: float = 2, *args, **kwargs):
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super().__init__(name=name, price=price, experience=experience, \
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super().__init__(name=name, price=price, experience=experience,
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*args, **kwargs)
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@ -87,9 +87,11 @@ class Rabbit(Monster):
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A rabbit monster
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"""
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def __init__(self, name: str = "rabbit", strength: int = 1,
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maxhealth: int = 15, critical: int = 30, *args, **kwargs) -> None:
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maxhealth: int = 15, critical: int = 30,
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*args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, critical=critical, *args, **kwargs)
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maxhealth=maxhealth, critical=critical,
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*args, **kwargs)
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class TeddyBear(Monster):
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@ -101,6 +103,7 @@ class TeddyBear(Monster):
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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class GiantSeaEagle(Monster):
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"""
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An eagle boss
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@ -28,9 +28,9 @@ class Player(InventoryHolder, FightingEntity):
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dexterity: int = 1, constitution: int = 1, level: int = 1,
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current_xp: int = 0, max_xp: int = 10, inventory: list = None,
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hazel: int = 42, equipped_main: Optional[Item] = None,
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equipped_armor: Optional[Item] = None, critical: int = 5,\
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equipped_secondary: Optional[Item] = None, \
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equipped_helmet: Optional[Item] = None, xp_buff: float = 1,\
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equipped_armor: Optional[Item] = None, critical: int = 5,
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equipped_secondary: Optional[Item] = None,
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equipped_helmet: Optional[Item] = None, xp_buff: float = 1,
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*args, **kwargs) -> None:
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super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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intelligence=intelligence, charisma=charisma,
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@ -84,7 +84,7 @@ class Player(InventoryHolder, FightingEntity):
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Add some experience to the player.
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If the required amount is reached, level up.
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"""
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self.current_xp += int(xp*self.xp_buff)
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self.current_xp += int(xp * self.xp_buff)
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self.level_up()
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def remove_from_inventory(self, obj: Item) -> None:
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@ -146,8 +146,8 @@ class Map:
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tile = self.tiles[y][x]
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if tile.can_walk():
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break
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entity = choices(Entity.get_all_entity_classes(),\
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weights = Entity.get_weights(), k=1)[0]()
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entity = choices(Entity.get_all_entity_classes(),
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weights=Entity.get_weights(), k=1)[0]()
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entity.move(y, x)
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self.add_entity(entity)
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