Player now pays for what he buys and buying a heart does not put it in the inventory. Solves #38 and #36

This commit is contained in:
eichhornchen 2020-12-11 16:49:17 +01:00
parent 7ba49277a9
commit b9b776b7ad
4 changed files with 75 additions and 12 deletions

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@ -3,6 +3,7 @@ from ..translations import gettext as _
from .player import Player from .player import Player
from .items import Item from .items import Item
from random import choice from random import choice
from typing import Dict, Tuple, Any
class Merchant(FriendlyEntity): class Merchant(FriendlyEntity):
@ -51,6 +52,24 @@ class Merchant(FriendlyEntity):
d["inventory"] = [item.save_state() for item in self.inventory] d["inventory"] = [item.save_state() for item in self.inventory]
return d return d
def add_to_inventory(self, obj: Any) -> None:
"""
Adds an object to inventory
"""
self.inventory.append(obj)
def remove_from_inventory(self, obj: Any) -> None:
"""
Removes an object from the inventory
"""
self.inventory.remove(obj)
def change_hazel_balance(self, hz: int) -> None:
"""
Change the number of hazel the merchant has by hz.
"""
self.hazel += hz
class Sunflower(FriendlyEntity): class Sunflower(FriendlyEntity):
""" """

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@ -2,7 +2,7 @@
# SPDX-License-Identifier: GPL-3.0-or-later # SPDX-License-Identifier: GPL-3.0-or-later
from random import choice, randint from random import choice, randint
from typing import Optional from typing import Optional, Any
from .player import Player from .player import Player
from ..interfaces import Entity, FightingEntity, Map from ..interfaces import Entity, FightingEntity, Map
@ -15,12 +15,14 @@ class Item(Entity):
""" """
held: bool held: bool
held_by: Optional[Player] held_by: Optional[Player]
price: int
def __init__(self, held: bool = False, held_by: Optional[Player] = None, def __init__(self, held: bool = False, held_by: Optional[Player] = None, price : int=2,
*args, **kwargs): *args, **kwargs):
super().__init__(*args, **kwargs) super().__init__(*args, **kwargs)
self.held = held self.held = held
self.held_by = held_by self.held_by = held_by
self.price = price
def drop(self) -> None: def drop(self) -> None:
""" """
@ -64,6 +66,19 @@ class Item(Entity):
def get_all_items() -> list: def get_all_items() -> list:
return [BodySnatchPotion, Bomb, Heart, Sword] return [BodySnatchPotion, Bomb, Heart, Sword]
def be_sold(self, buyer: Entity, seller: Entity, game : Any) -> bool:
"""
Does all necessary actions when an object is to be sold.
Is overwritten by some classes that cannot exist in the player's inventory
"""
if buyer.hazel>=self.price :
buyer.add_to_inventory(self)
seller.remove_from_inventory(self)
buyer.change_hazel_balance(-self.price)
seller.change_hazel_balance(self.price)
return True
else :
return False
class Heart(Item): class Heart(Item):
""" """
@ -71,8 +86,8 @@ class Heart(Item):
""" """
healing: int healing: int
def __init__(self, name: str = "heart", healing: int = 5, *args, **kwargs): def __init__(self, name: str = "heart", healing: int = 5, price: int = 3, *args, **kwargs):
super().__init__(name=name, *args, **kwargs) super().__init__(name=name, price=price, *args, **kwargs)
self.healing = healing self.healing = healing
def hold(self, player: "Player") -> None: def hold(self, player: "Player") -> None:
@ -90,6 +105,20 @@ class Heart(Item):
d["healing"] = self.healing d["healing"] = self.healing
return d return d
def be_sold(self, buyer: Entity, seller: Entity, game: Any) -> str:
"""
Does all necessary actions when an object is to be sold.
Is overwritten by some classes that cannot exist in the player's inventory
"""
if buyer.hazel>=self.price :
self.hold(buyer)
seller.remove_from_inventory(self)
buyer.change_hazel_balance(-self.price)
seller.change_hazel_balance(self.price)
return True
else :
return False
class Bomb(Item): class Bomb(Item):
""" """
@ -101,8 +130,8 @@ class Bomb(Item):
tick: int tick: int
def __init__(self, name: str = "bomb", damage: int = 5, def __init__(self, name: str = "bomb", damage: int = 5,
exploding: bool = False, *args, **kwargs): exploding: bool = False, price: int = 4, *args, **kwargs):
super().__init__(name=name, *args, **kwargs) super().__init__(name=name, price=price, *args, **kwargs)
self.damage = damage self.damage = damage
self.exploding = exploding self.exploding = exploding
self.tick = 4 self.tick = 4
@ -172,8 +201,8 @@ class Sword(Weapon):
""" """
A basic weapon A basic weapon
""" """
def __init__(self, name: str = "sword", *args, **kwargs): def __init__(self, name: str = "sword", price: int = 20, *args, **kwargs):
super().__init__(name=name, *args, **kwargs) super().__init__(name=name, price=price, *args, **kwargs)
self.name = name self.name = name
@ -183,8 +212,8 @@ class BodySnatchPotion(Item):
other entity. other entity.
""" """
def __init__(self, name: str = "body_snatch_potion", *args, **kwargs): def __init__(self, name: str = "body_snatch_potion", price: int = 14, *args, **kwargs):
super().__init__(name=name, *args, **kwargs) super().__init__(name=name, price=price, *args, **kwargs)
def use(self) -> None: def use(self) -> None:
""" """

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@ -70,6 +70,13 @@ class Player(FightingEntity):
self.current_xp += xp self.current_xp += xp
self.level_up() self.level_up()
def change_hazel_balance(self, hz: int) -> None:
"""
Change the number of hazel the player has by hz. hz is negative
when the player loses money and positive when he gains money
"""
self.hazel += hz
# noinspection PyTypeChecker,PyUnresolvedReferences # noinspection PyTypeChecker,PyUnresolvedReferences
def check_move(self, y: int, x: int, move_if_possible: bool = False) \ def check_move(self, y: int, x: int, move_if_possible: bool = False) \
-> bool: -> bool:
@ -125,6 +132,12 @@ class Player(FightingEntity):
""" """
self.inventory.append(obj) self.inventory.append(obj)
def remove_from_inventory(self, obj: Any) -> None:
"""
Removes an object from the inventory
"""
self.inventory.remove(obj)
def save_state(self) -> dict: def save_state(self) -> dict:
""" """
Saves the state of the entity into a dictionary Saves the state of the entity into a dictionary

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@ -194,8 +194,10 @@ class Game:
if self.store_menu.values and not self.player.dead: if self.store_menu.values and not self.player.dead:
if key == KeyValues.ENTER: if key == KeyValues.ENTER:
item = self.store_menu.validate() item = self.store_menu.validate()
item.hold(self.player) flag = item.be_sold(self.player, self.store_menu.merchant, self)
self.store_menu.merchant.inventory.remove(item) if not flag :
self.message = _("You do not have enough money")
self.display_actions(DisplayActions.UPDATE)
# Ensure that the cursor has a good position # Ensure that the cursor has a good position
self.store_menu.position = min(self.store_menu.position, self.store_menu.position = min(self.store_menu.position,
len(self.store_menu.values) - 1) len(self.store_menu.values) - 1)