Merge branch 'loadgame' into 'master'
Loadgame See merge request ynerant/dungeon-battle!12
This commit is contained in:
commit
bbeab344d9
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@ -11,3 +11,6 @@ __pycache__
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# Don't commit settings
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settings.json
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# Don't commit game save
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save.json
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Binary file not shown.
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@ -4,6 +4,12 @@ from dungeonbattle.term_manager import TermManager
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class Bootstrap:
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"""
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The bootstrap object is used to bootstrap the game so that it starts
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properly.
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(It was initially created to avoid circular imports between the Game and
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Display classes)
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"""
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@staticmethod
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def run_game():
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Binary file not shown.
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@ -5,14 +5,22 @@ from ..interfaces import Entity, FightingEntity, Map
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class Item(Entity):
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"""
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A class for items
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"""
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held: bool
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held_by: Optional["Player"]
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held_by: Optional[Player]
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def __init__(self, *args, **kwargs):
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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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super().__init__(*args, **kwargs)
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self.held = False
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self.held = held
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self.held_by = held_by
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def drop(self, y: int, x: int) -> None:
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"""
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The item is dropped from the inventory onto the floor
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"""
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if self.held:
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self.held_by.inventory.remove(self)
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self.held = False
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@ -21,15 +29,32 @@ class Item(Entity):
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self.move(y, x)
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def hold(self, player: "Player") -> None:
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"""
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The item is taken from the floor and put into the inventory
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"""
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self.held = True
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self.held_by = player
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self.map.remove_entity(self)
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player.inventory.append(self)
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def save_state(self) -> dict:
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"""
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Saves the state of the entity into a dictionary
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"""
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d = super().save_state()
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d["held"] = self.held
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return d
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class Heart(Item):
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name: str = "heart"
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healing: int = 5
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"""
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A heart item to return health to the player
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"""
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healing: int
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def __init__(self, healing: int = 5, *args, **kwargs):
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super().__init__(name="heart", *args, **kwargs)
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self.healing = healing
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def hold(self, player: "Player") -> None:
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"""
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@ -38,23 +63,47 @@ class Heart(Item):
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player.health = min(player.maxhealth, player.health + self.healing)
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self.map.remove_entity(self)
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def save_state(self) -> dict:
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"""
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Saves the state of the header into a dictionary
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"""
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d = super().save_state()
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d["healing"] = self.healing
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return d
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class Bomb(Item):
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name: str = "bomb"
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"""
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A bomb item intended to deal damage to enemies at long range
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"""
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damage: int = 5
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exploding: bool
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.exploding = False
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def __init__(self, damage: int = 5, exploding: bool = False,
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*args, **kwargs):
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super().__init__(name="bomb", *args, **kwargs)
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self.damage = damage
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self.exploding = exploding
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def drop(self, x: int, y: int) -> None:
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super().drop(x, y)
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self.exploding = True
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def act(self, m: Map) -> None:
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"""
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Special exploding action of the bomb
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"""
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if self.exploding:
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for e in m.entities:
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for e in m.entities.copy():
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if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
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isinstance(e, FightingEntity):
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e.take_damage(self, self.damage)
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def save_state(self) -> dict:
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"""
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Saves the state of the bomb into a dictionary
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"""
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d = super().save_state()
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d["exploding"] = self.exploding
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d["damage"] = self.damage
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return d
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|
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@ -5,6 +5,24 @@ from ..interfaces import FightingEntity, Map
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class Monster(FightingEntity):
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"""
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The class for all monsters in the dungeon.
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A monster must override this class, and the parameters are given
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in the __init__ function.
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An example of the specification of a monster that has a strength of 4
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and 20 max HP:
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class MyMonster(Monster):
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def __init__(self, strength: int = 4, maxhealth: int = 20,
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*args, **kwargs) -> None:
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super().__init__(name="my_monster", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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With that way, attributes can be overwritten when the entity got created.
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"""
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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def act(self, m: Map) -> None:
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"""
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By default, a monster will move randomly where it is possible
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@ -35,24 +53,40 @@ class Monster(FightingEntity):
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class Beaver(Monster):
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name = "beaver"
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maxhealth = 30
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strength = 2
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"""
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A beaver monster
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"""
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def __init__(self, strength: int = 2, maxhealth: int = 20,
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*args, **kwargs) -> None:
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super().__init__(name="beaver", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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class Hedgehog(Monster):
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name = "hedgehog"
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maxhealth = 10
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strength = 3
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"""
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A really mean hedgehog monster
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"""
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def __init__(self, strength: int = 3, maxhealth: int = 10,
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*args, **kwargs) -> None:
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super().__init__(name="hedgehog", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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class Rabbit(Monster):
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name = "rabbit"
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maxhealth = 15
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strength = 1
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"""
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A rabbit monster
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"""
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def __init__(self, strength: int = 1, maxhealth: int = 15,
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*args, **kwargs) -> None:
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super().__init__(name="rabbit", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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class TeddyBear(Monster):
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name = "teddy_bear"
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maxhealth = 50
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strength = 0
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"""
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A cute teddybear monster
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"""
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def __init__(self, strength: int = 0, maxhealth: int = 50,
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*args, **kwargs) -> None:
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super().__init__(name="teddy_bear", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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@ -5,22 +5,26 @@ from ..interfaces import FightingEntity
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class Player(FightingEntity):
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name = "player"
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maxhealth: int = 20
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strength: int = 5
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intelligence: int = 1
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charisma: int = 1
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dexterity: int = 1
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constitution: int = 1
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level: int = 1
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"""
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The class of the player
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"""
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current_xp: int = 0
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max_xp: int = 10
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inventory: list
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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def __init__(self):
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super().__init__()
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def __init__(self, maxhealth: int = 20, strength: int = 5,
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intelligence: int = 1, charisma: int = 1, dexterity: int = 1,
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constitution: int = 1, level: int = 1, current_xp: int = 0,
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max_xp: int = 10, *args, **kwargs) -> None:
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super().__init__(name="player", maxhealth=maxhealth, strength=strength,
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intelligence=intelligence, charisma=charisma,
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dexterity=dexterity, constitution=constitution,
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level=level, *args, **kwargs)
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self.current_xp = current_xp
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self.max_xp = max_xp
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self.inventory = list()
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self.paths = dict()
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def move(self, y: int, x: int) -> None:
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"""
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@ -100,3 +104,12 @@ class Player(FightingEntity):
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distances[(new_y, new_x)] = distances[(y, x)] + 1
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queue.append((new_y, new_x))
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self.paths = predecessors
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def save_state(self) -> dict:
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"""
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Saves the state of the entity into a dictionary
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"""
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d = super().save_state()
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d["current_xp"] = self.current_xp
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d["max_xp"] = self.max_xp
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return d
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@ -3,13 +3,22 @@ from typing import Optional
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from dungeonbattle.settings import Settings
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# This file contains a few useful enumeration classes used elsewhere in the code
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class DisplayActions(Enum):
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"""
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Display actions options for the callable displayaction Game uses
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It just calls the same action on the display object displayaction refers to.
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"""
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REFRESH = auto()
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UPDATE = auto()
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class GameMode(Enum):
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"""
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Game mode options
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"""
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MAINMENU = auto()
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PLAY = auto()
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SETTINGS = auto()
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@ -17,6 +26,9 @@ class GameMode(Enum):
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class KeyValues(Enum):
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"""
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Key values options used in the game
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"""
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UP = auto()
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DOWN = auto()
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LEFT = auto()
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|
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@ -1,5 +1,8 @@
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from random import randint
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from typing import Any, Optional
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import json
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import os
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import sys
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from .entities.player import Player
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from .enums import GameMode, KeyValues, DisplayActions
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@ -10,6 +13,9 @@ from typing import Callable
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class Game:
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"""
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The game object controls all actions in the game.
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"""
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map: Map
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player: Player
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display_actions: Callable[[DisplayActions], None]
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|
@ -37,16 +43,11 @@ class Game:
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self.player.move(self.map.start_y, self.map.start_x)
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self.map.spawn_random_entities(randint(3, 10))
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@staticmethod
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def load_game(filename: str) -> None:
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# TODO loading map from a file
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raise NotImplementedError()
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def run(self, screen: Any) -> None:
|
||||
"""
|
||||
Main infinite loop.
|
||||
We wait for a player action, then we do what that should be done
|
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when the given key got pressed.
|
||||
We wait for the player's action, then we do what that should be done
|
||||
when the given key gets pressed.
|
||||
"""
|
||||
while True: # pragma no cover
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screen.clear()
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|
@ -65,14 +66,14 @@ class Game:
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|||
if self.state == GameMode.PLAY:
|
||||
self.handle_key_pressed_play(key)
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elif self.state == GameMode.MAINMENU:
|
||||
self.main_menu.handle_key_pressed(key, self)
|
||||
self.handle_key_pressed_main_menu(key)
|
||||
elif self.state == GameMode.SETTINGS:
|
||||
self.settings_menu.handle_key_pressed(key, raw_key, self)
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self.display_actions(DisplayActions.REFRESH)
|
||||
|
||||
def handle_key_pressed_play(self, key: KeyValues) -> None:
|
||||
"""
|
||||
In play mode, arrows or zqsd should move the main character.
|
||||
In play mode, arrows or zqsd move the main character.
|
||||
"""
|
||||
if key == KeyValues.UP:
|
||||
if self.player.move_up():
|
||||
|
@ -88,3 +89,54 @@ class Game:
|
|||
self.map.tick()
|
||||
elif key == KeyValues.SPACE:
|
||||
self.state = GameMode.MAINMENU
|
||||
|
||||
def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
|
||||
"""
|
||||
In the main menu, we can navigate through options.
|
||||
"""
|
||||
if key == KeyValues.DOWN:
|
||||
self.main_menu.go_down()
|
||||
if key == KeyValues.UP:
|
||||
self.main_menu.go_up()
|
||||
if key == KeyValues.ENTER:
|
||||
option = self.main_menu.validate()
|
||||
if option == menus.MainMenuValues.START:
|
||||
self.state = GameMode.PLAY
|
||||
elif option == menus.MainMenuValues.SAVE:
|
||||
self.save_game()
|
||||
elif option == menus.MainMenuValues.LOAD:
|
||||
self.load_game()
|
||||
elif option == menus.MainMenuValues.SETTINGS:
|
||||
self.state = GameMode.SETTINGS
|
||||
elif option == menus.MainMenuValues.EXIT:
|
||||
sys.exit(0)
|
||||
|
||||
def save_state(self) -> dict:
|
||||
"""
|
||||
Saves the game to a dictionary
|
||||
"""
|
||||
return self.map.save_state()
|
||||
|
||||
def load_state(self, d: dict) -> None:
|
||||
"""
|
||||
Loads the game from a dictionary
|
||||
"""
|
||||
self.map.load_state(d)
|
||||
# noinspection PyTypeChecker
|
||||
self.player = self.map.find_entities(Player)[0]
|
||||
self.display_actions(DisplayActions.UPDATE)
|
||||
|
||||
def load_game(self) -> None:
|
||||
"""
|
||||
Loads the game from a file
|
||||
"""
|
||||
if os.path.isfile("save.json"):
|
||||
with open("save.json", "r") as f:
|
||||
self.load_state(json.loads(f.read()))
|
||||
|
||||
def save_game(self) -> None:
|
||||
"""
|
||||
Saves the game to a file
|
||||
"""
|
||||
with open("save.json", "w") as f:
|
||||
f.write(json.dumps(self.save_state()))
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
from enum import Enum, auto
|
||||
from math import sqrt
|
||||
from random import choice, randint
|
||||
from typing import List
|
||||
from typing import List, Optional
|
||||
|
||||
from dungeonbattle.display.texturepack import TexturePack
|
||||
|
||||
|
@ -10,7 +10,7 @@ from dungeonbattle.display.texturepack import TexturePack
|
|||
class Map:
|
||||
"""
|
||||
Object that represents a Map with its width, height
|
||||
and the whole tiles, with their custom properties.
|
||||
and tiles, that have their custom properties.
|
||||
"""
|
||||
width: int
|
||||
height: int
|
||||
|
@ -45,6 +45,10 @@ class Map:
|
|||
"""
|
||||
self.entities.remove(entity)
|
||||
|
||||
def find_entities(self, entity_class: type) -> list:
|
||||
return [entity for entity in self.entities
|
||||
if isinstance(entity, entity_class)]
|
||||
|
||||
def is_free(self, y: int, x: int) -> bool:
|
||||
"""
|
||||
Indicates that the case at the coordinates (y, x) is empty.
|
||||
|
@ -78,6 +82,16 @@ class Map:
|
|||
|
||||
return Map(width, height, tiles, start_y, start_x)
|
||||
|
||||
@staticmethod
|
||||
def load_dungeon_from_string(content: str) -> List[List["Tile"]]:
|
||||
"""
|
||||
Transforms a string into the list of corresponding tiles
|
||||
"""
|
||||
lines = content.split("\n")
|
||||
tiles = [[Tile.from_ascii_char(c)
|
||||
for x, c in enumerate(line)] for y, line in enumerate(lines)]
|
||||
return tiles
|
||||
|
||||
def draw_string(self, pack: TexturePack) -> str:
|
||||
"""
|
||||
Draw the current map as a string object that can be rendered
|
||||
|
@ -108,23 +122,69 @@ class Map:
|
|||
for entity in self.entities:
|
||||
entity.act(self)
|
||||
|
||||
def save_state(self) -> dict:
|
||||
"""
|
||||
Saves the map's attributes to a dictionary
|
||||
"""
|
||||
d = dict()
|
||||
d["width"] = self.width
|
||||
d["height"] = self.height
|
||||
d["start_y"] = self.start_y
|
||||
d["start_x"] = self.start_x
|
||||
d["currentx"] = self.currentx
|
||||
d["currenty"] = self.currenty
|
||||
d["entities"] = []
|
||||
for enti in self.entities:
|
||||
d["entities"].append(enti.save_state())
|
||||
d["map"] = self.draw_string(TexturePack.ASCII_PACK)
|
||||
return d
|
||||
|
||||
def load_state(self, d: dict) -> None:
|
||||
"""
|
||||
Loads the map's attributes from a dictionary
|
||||
"""
|
||||
self.width = d["width"]
|
||||
self.height = d["height"]
|
||||
self.start_y = d["start_y"]
|
||||
self.start_x = d["start_x"]
|
||||
self.currentx = d["currentx"]
|
||||
self.currenty = d["currenty"]
|
||||
self.tiles = self.load_dungeon_from_string(d["map"])
|
||||
self.entities = []
|
||||
dictclasses = Entity.get_all_entity_classes_in_a_dict()
|
||||
for entisave in d["entities"]:
|
||||
self.add_entity(dictclasses[entisave["type"]](**entisave))
|
||||
|
||||
|
||||
class Tile(Enum):
|
||||
"""
|
||||
The internal representation of the tiles of the map
|
||||
"""
|
||||
EMPTY = auto()
|
||||
WALL = auto()
|
||||
FLOOR = auto()
|
||||
|
||||
@classmethod
|
||||
def from_ascii_char(cls, ch: str) -> "Tile":
|
||||
@staticmethod
|
||||
def from_ascii_char(ch: str) -> "Tile":
|
||||
"""
|
||||
Maps an ascii character to its equivalent in the texture pack
|
||||
"""
|
||||
for tile in Tile:
|
||||
if tile.char(TexturePack.ASCII_PACK) == ch:
|
||||
return tile
|
||||
raise ValueError(ch)
|
||||
|
||||
def char(self, pack: TexturePack) -> str:
|
||||
"""
|
||||
Translates a Tile to the corresponding character according
|
||||
to the texture pack
|
||||
"""
|
||||
return getattr(pack, self.name)
|
||||
|
||||
def is_wall(self) -> bool:
|
||||
"""
|
||||
Is this Tile a wall?
|
||||
"""
|
||||
return self == Tile.WALL
|
||||
|
||||
def can_walk(self) -> bool:
|
||||
|
@ -135,40 +195,65 @@ class Tile(Enum):
|
|||
|
||||
|
||||
class Entity:
|
||||
"""
|
||||
An Entity object represents any entity present on the map
|
||||
"""
|
||||
y: int
|
||||
x: int
|
||||
name: str
|
||||
map: Map
|
||||
|
||||
def __init__(self):
|
||||
self.y = 0
|
||||
self.x = 0
|
||||
# noinspection PyShadowingBuiltins
|
||||
def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
|
||||
map: Optional[Map] = None, *ignored, **ignored2):
|
||||
self.y = y
|
||||
self.x = x
|
||||
self.name = name
|
||||
self.map = map
|
||||
|
||||
def check_move(self, y: int, x: int, move_if_possible: bool = False)\
|
||||
-> bool:
|
||||
"""
|
||||
Checks if moving to (y,x) is authorized
|
||||
"""
|
||||
free = self.map.is_free(y, x)
|
||||
if free and move_if_possible:
|
||||
self.move(y, x)
|
||||
return free
|
||||
|
||||
def move(self, y: int, x: int) -> bool:
|
||||
"""
|
||||
Moves an entity to (y,x) coordinates
|
||||
"""
|
||||
self.y = y
|
||||
self.x = x
|
||||
return True
|
||||
|
||||
def move_up(self, force: bool = False) -> bool:
|
||||
"""
|
||||
Moves the entity up one tile, if possible
|
||||
"""
|
||||
return self.move(self.y - 1, self.x) if force else \
|
||||
self.check_move(self.y - 1, self.x, True)
|
||||
|
||||
def move_down(self, force: bool = False) -> bool:
|
||||
"""
|
||||
Moves the entity down one tile, if possible
|
||||
"""
|
||||
return self.move(self.y + 1, self.x) if force else \
|
||||
self.check_move(self.y + 1, self.x, True)
|
||||
|
||||
def move_left(self, force: bool = False) -> bool:
|
||||
"""
|
||||
Moves the entity left one tile, if possible
|
||||
"""
|
||||
return self.move(self.y, self.x - 1) if force else \
|
||||
self.check_move(self.y, self.x - 1, True)
|
||||
|
||||
def move_right(self, force: bool = False) -> bool:
|
||||
"""
|
||||
Moves the entity right one tile, if possible
|
||||
"""
|
||||
return self.move(self.y, self.x + 1) if force else \
|
||||
self.check_move(self.y, self.x + 1, True)
|
||||
|
||||
|
@ -193,44 +278,122 @@ class Entity:
|
|||
return sqrt(self.distance_squared(other))
|
||||
|
||||
def is_fighting_entity(self) -> bool:
|
||||
"""
|
||||
Is this entity a fighting entity?
|
||||
"""
|
||||
return isinstance(self, FightingEntity)
|
||||
|
||||
def is_item(self) -> bool:
|
||||
"""
|
||||
Is this entity an item?
|
||||
"""
|
||||
from dungeonbattle.entities.items import Item
|
||||
return isinstance(self, Item)
|
||||
|
||||
@staticmethod
|
||||
def get_all_entity_classes():
|
||||
"""
|
||||
Returns all entities subclasses
|
||||
"""
|
||||
from dungeonbattle.entities.items import Heart, Bomb
|
||||
from dungeonbattle.entities.monsters import Beaver, Hedgehog, \
|
||||
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 dictionary
|
||||
"""
|
||||
from dungeonbattle.entities.player import Player
|
||||
from dungeonbattle.entities.monsters import Beaver, Hedgehog, Rabbit, \
|
||||
TeddyBear
|
||||
from dungeonbattle.entities.items import Bomb, Heart
|
||||
return {
|
||||
"Beaver": Beaver,
|
||||
"Bomb": Bomb,
|
||||
"Heart": Heart,
|
||||
"Hedgehog": Hedgehog,
|
||||
"Rabbit": Rabbit,
|
||||
"TeddyBear": TeddyBear,
|
||||
"Player": Player,
|
||||
}
|
||||
|
||||
def save_state(self) -> dict:
|
||||
"""
|
||||
Saves the coordinates of the entity
|
||||
"""
|
||||
d = dict()
|
||||
d["x"] = self.x
|
||||
d["y"] = self.y
|
||||
d["type"] = self.__class__.__name__
|
||||
return d
|
||||
|
||||
|
||||
class FightingEntity(Entity):
|
||||
"""
|
||||
A FightingEntity is an entity that can fight, and thus has a health,
|
||||
level and stats
|
||||
"""
|
||||
maxhealth: int
|
||||
health: int
|
||||
strength: int
|
||||
dead: bool
|
||||
intelligence: int
|
||||
charisma: int
|
||||
dexterity: int
|
||||
constitution: int
|
||||
level: int
|
||||
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self.health = self.maxhealth
|
||||
self.dead = False
|
||||
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
|
||||
|
||||
@property
|
||||
def dead(self) -> bool:
|
||||
return self.health <= 0
|
||||
|
||||
def hit(self, opponent: "FightingEntity") -> None:
|
||||
"""
|
||||
Deals damage to the opponent, based on the stats
|
||||
"""
|
||||
opponent.take_damage(self, self.strength)
|
||||
|
||||
def take_damage(self, attacker: "Entity", amount: int) -> None:
|
||||
"""
|
||||
Take damage from the attacker, based on the stats
|
||||
"""
|
||||
self.health -= amount
|
||||
if self.health <= 0:
|
||||
self.die()
|
||||
|
||||
def die(self) -> None:
|
||||
self.dead = True
|
||||
"""
|
||||
If a fighting entity has no more health, it dies and is removed
|
||||
"""
|
||||
self.map.remove_entity(self)
|
||||
|
||||
def keys(self) -> list:
|
||||
"""
|
||||
Returns a fighting entities specific attributes
|
||||
"""
|
||||
return ["maxhealth", "health", "level", "strength",
|
||||
"intelligence", "charisma", "dexterity", "constitution"]
|
||||
|
||||
def save_state(self) -> dict:
|
||||
"""
|
||||
Saves the state of the entity into a dictionary
|
||||
"""
|
||||
d = super().save_state()
|
||||
for name in self.keys():
|
||||
d[name] = getattr(self, name)
|
||||
return d
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
import sys
|
||||
from enum import Enum
|
||||
from typing import Any, Optional
|
||||
|
||||
|
@ -8,23 +7,40 @@ from .settings import Settings
|
|||
|
||||
|
||||
class Menu:
|
||||
"""
|
||||
A Menu object is the logical representation of a menu in the game
|
||||
"""
|
||||
values: list
|
||||
|
||||
def __init__(self):
|
||||
self.position = 0
|
||||
|
||||
def go_up(self) -> None:
|
||||
"""
|
||||
Moves the pointer of the menu on the previous value
|
||||
"""
|
||||
self.position = max(0, self.position - 1)
|
||||
|
||||
def go_down(self) -> None:
|
||||
"""
|
||||
Moves the pointer of the menu on the next value
|
||||
"""
|
||||
self.position = min(len(self.values) - 1, self.position + 1)
|
||||
|
||||
def validate(self) -> Any:
|
||||
"""
|
||||
Selects the value that is pointed by the menu pointer
|
||||
"""
|
||||
return self.values[self.position]
|
||||
|
||||
|
||||
class MainMenuValues(Enum):
|
||||
"""
|
||||
Values of the main menu
|
||||
"""
|
||||
START = 'Jouer'
|
||||
SAVE = 'Sauvegarder'
|
||||
LOAD = 'Charger'
|
||||
SETTINGS = 'Paramètres'
|
||||
EXIT = 'Quitter'
|
||||
|
||||
|
@ -33,30 +49,22 @@ class MainMenuValues(Enum):
|
|||
|
||||
|
||||
class MainMenu(Menu):
|
||||
"""
|
||||
A special instance of a menu : the main menu
|
||||
"""
|
||||
values = [e for e in MainMenuValues]
|
||||
|
||||
def handle_key_pressed(self, key: KeyValues, game: Any) -> None:
|
||||
"""
|
||||
In the main menu, we can navigate through options.
|
||||
"""
|
||||
if key == KeyValues.DOWN:
|
||||
self.go_down()
|
||||
if key == KeyValues.UP:
|
||||
self.go_up()
|
||||
if key == KeyValues.ENTER:
|
||||
option = self.validate()
|
||||
if option == MainMenuValues.START:
|
||||
game.state = GameMode.PLAY
|
||||
elif option == MainMenuValues.SETTINGS:
|
||||
game.state = GameMode.SETTINGS
|
||||
elif option == MainMenuValues.EXIT:
|
||||
sys.exit(0)
|
||||
|
||||
|
||||
class SettingsMenu(Menu):
|
||||
"""
|
||||
A special instance of a menu : the settings menu
|
||||
"""
|
||||
waiting_for_key: bool = False
|
||||
|
||||
def update_values(self, settings: Settings) -> None:
|
||||
"""
|
||||
The settings can change, so they are updated
|
||||
"""
|
||||
self.values = []
|
||||
for i, key in enumerate(settings.settings_keys):
|
||||
s = settings.get_comment(key)
|
||||
|
@ -76,7 +84,7 @@ class SettingsMenu(Menu):
|
|||
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
|
||||
game: Any) -> None:
|
||||
"""
|
||||
Update settings
|
||||
In the setting menu, we van select a setting and change it
|
||||
"""
|
||||
if not self.waiting_for_key:
|
||||
# Navigate normally through the menu.
|
||||
|
@ -112,9 +120,3 @@ class SettingsMenu(Menu):
|
|||
game.settings.write_settings()
|
||||
self.waiting_for_key = False
|
||||
self.update_values(game.settings)
|
||||
|
||||
|
||||
class ArbitraryMenu(Menu):
|
||||
def __init__(self, values: list):
|
||||
super().__init__()
|
||||
self.values = values
|
||||
|
|
|
@ -3,6 +3,10 @@ from types import TracebackType
|
|||
|
||||
|
||||
class TermManager: # pragma: no cover
|
||||
"""
|
||||
The TermManager object initializes the terminal, returns a screen object and
|
||||
de-initializes the terminal after use
|
||||
"""
|
||||
def __init__(self):
|
||||
self.screen = curses.initscr()
|
||||
# convert escapes sequences to curses abstraction
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
import unittest
|
||||
|
||||
from dungeonbattle.entities.items import Bomb, Heart, Item
|
||||
from dungeonbattle.entities.monsters import Hedgehog
|
||||
from dungeonbattle.entities.monsters import Beaver, Hedgehog, Rabbit, TeddyBear
|
||||
from dungeonbattle.entities.player import Player
|
||||
from dungeonbattle.interfaces import Entity, Map
|
||||
|
||||
|
@ -35,21 +35,18 @@ class TestEntities(unittest.TestCase):
|
|||
"""
|
||||
Test some random stuff with fighting entities.
|
||||
"""
|
||||
entity = Hedgehog()
|
||||
entity = Beaver()
|
||||
self.map.add_entity(entity)
|
||||
self.assertEqual(entity.maxhealth, 10)
|
||||
self.assertEqual(entity.maxhealth, 20)
|
||||
self.assertEqual(entity.maxhealth, entity.health)
|
||||
self.assertEqual(entity.strength, 3)
|
||||
self.assertIsNone(entity.hit(entity))
|
||||
self.assertFalse(entity.dead)
|
||||
self.assertIsNone(entity.hit(entity))
|
||||
self.assertFalse(entity.dead)
|
||||
self.assertIsNone(entity.hit(entity))
|
||||
self.assertFalse(entity.dead)
|
||||
self.assertEqual(entity.strength, 2)
|
||||
for _ in range(9):
|
||||
self.assertIsNone(entity.hit(entity))
|
||||
self.assertFalse(entity.dead)
|
||||
self.assertIsNone(entity.hit(entity))
|
||||
self.assertTrue(entity.dead)
|
||||
|
||||
entity = Hedgehog()
|
||||
entity = Rabbit()
|
||||
self.map.add_entity(entity)
|
||||
entity.move(15, 44)
|
||||
# Move randomly
|
||||
|
@ -61,13 +58,17 @@ class TestEntities(unittest.TestCase):
|
|||
self.map.tick()
|
||||
self.assertTrue(entity.y == 2 and entity.x == 6)
|
||||
|
||||
# Hedgehog should fight
|
||||
# Rabbit should fight
|
||||
old_health = self.player.health
|
||||
self.map.tick()
|
||||
self.assertTrue(entity.y == 2 and entity.x == 6)
|
||||
self.assertEqual(old_health - entity.strength, self.player.health)
|
||||
|
||||
# Fight the hedgehog
|
||||
# Fight the rabbit
|
||||
old_health = entity.health
|
||||
self.player.move_down()
|
||||
self.assertEqual(entity.health, old_health - self.player.strength)
|
||||
self.assertFalse(entity.dead)
|
||||
old_health = entity.health
|
||||
self.player.move_down()
|
||||
self.assertEqual(entity.health, old_health - self.player.strength)
|
||||
|
@ -104,17 +105,25 @@ class TestEntities(unittest.TestCase):
|
|||
"""
|
||||
item = Bomb()
|
||||
hedgehog = Hedgehog()
|
||||
teddy_bear = TeddyBear()
|
||||
self.map.add_entity(item)
|
||||
self.map.add_entity(hedgehog)
|
||||
self.map.add_entity(teddy_bear)
|
||||
hedgehog.health = 2
|
||||
teddy_bear.health = 2
|
||||
hedgehog.move(41, 42)
|
||||
teddy_bear.move(42, 41)
|
||||
item.act(self.map)
|
||||
self.assertFalse(hedgehog.dead)
|
||||
self.assertFalse(teddy_bear.dead)
|
||||
item.drop(42, 42)
|
||||
self.assertEqual(item.y, 42)
|
||||
self.assertEqual(item.x, 42)
|
||||
item.act(self.map)
|
||||
self.assertTrue(hedgehog.dead)
|
||||
self.assertTrue(teddy_bear.dead)
|
||||
bomb_state = item.save_state()
|
||||
self.assertEqual(bomb_state["damage"], item.damage)
|
||||
|
||||
def test_hearts(self) -> None:
|
||||
"""
|
||||
|
@ -128,6 +137,8 @@ class TestEntities(unittest.TestCase):
|
|||
self.assertNotIn(item, self.map.entities)
|
||||
self.assertEqual(self.player.health,
|
||||
self.player.maxhealth - item.healing)
|
||||
heart_state = item.save_state()
|
||||
self.assertEqual(heart_state["healing"], item.healing)
|
||||
|
||||
def test_players(self) -> None:
|
||||
"""
|
||||
|
@ -158,3 +169,6 @@ class TestEntities(unittest.TestCase):
|
|||
self.assertEqual(player.current_xp, 10)
|
||||
self.assertEqual(player.max_xp, 40)
|
||||
self.assertEqual(player.level, 4)
|
||||
|
||||
player_state = player.save_state()
|
||||
self.assertEqual(player_state["current_xp"], 10)
|
||||
|
|
|
@ -21,8 +21,20 @@ class TestGame(unittest.TestCase):
|
|||
self.game.display_actions = display.handle_display_action
|
||||
|
||||
def test_load_game(self) -> None:
|
||||
self.assertRaises(NotImplementedError, Game.load_game, "game.save")
|
||||
self.assertRaises(NotImplementedError, Display(None).display)
|
||||
"""
|
||||
Save a game and reload it.
|
||||
"""
|
||||
old_state = self.game.save_state()
|
||||
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.assertEqual(self.game.main_menu.validate(), MainMenuValues.SAVE)
|
||||
self.game.handle_key_pressed(KeyValues.ENTER) # Save game
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.assertEqual(self.game.main_menu.validate(), MainMenuValues.LOAD)
|
||||
self.game.handle_key_pressed(KeyValues.ENTER) # Load game
|
||||
|
||||
new_state = self.game.save_state()
|
||||
self.assertEqual(old_state, new_state)
|
||||
|
||||
def test_bootstrap_fail(self) -> None:
|
||||
"""
|
||||
|
@ -82,6 +94,12 @@ class TestGame(unittest.TestCase):
|
|||
self.assertEqual(self.game.main_menu.validate(),
|
||||
MainMenuValues.START)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.assertEqual(self.game.main_menu.validate(),
|
||||
MainMenuValues.SAVE)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.assertEqual(self.game.main_menu.validate(),
|
||||
MainMenuValues.LOAD)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.assertEqual(self.game.main_menu.validate(),
|
||||
MainMenuValues.SETTINGS)
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
|
@ -100,6 +118,12 @@ class TestGame(unittest.TestCase):
|
|||
self.assertEqual(self.game.main_menu.validate(),
|
||||
MainMenuValues.SETTINGS)
|
||||
self.game.handle_key_pressed(KeyValues.UP)
|
||||
self.assertEqual(self.game.main_menu.validate(),
|
||||
MainMenuValues.LOAD)
|
||||
self.game.handle_key_pressed(KeyValues.UP)
|
||||
self.assertEqual(self.game.main_menu.validate(),
|
||||
MainMenuValues.SAVE)
|
||||
self.game.handle_key_pressed(KeyValues.UP)
|
||||
self.assertEqual(self.game.main_menu.validate(),
|
||||
MainMenuValues.START)
|
||||
|
||||
|
@ -146,6 +170,8 @@ class TestGame(unittest.TestCase):
|
|||
|
||||
# Open settings menu
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertEqual(self.game.state, GameMode.SETTINGS)
|
||||
|
||||
|
@ -214,3 +240,9 @@ class TestGame(unittest.TestCase):
|
|||
new_y, new_x = self.game.player.y, self.game.player.x
|
||||
self.assertEqual(new_y, y)
|
||||
self.assertEqual(new_x, x)
|
||||
|
||||
def test_not_implemented(self) -> None:
|
||||
"""
|
||||
Check that some functions are not implemented, only for coverage.
|
||||
"""
|
||||
self.assertRaises(NotImplementedError, Display.display, None)
|
||||
|
|
|
@ -1,24 +0,0 @@
|
|||
import unittest
|
||||
|
||||
from dungeonbattle.menus import ArbitraryMenu, MainMenu, MainMenuValues
|
||||
|
||||
|
||||
class TestMenus(unittest.TestCase):
|
||||
def test_scroll_menu(self) -> None:
|
||||
"""
|
||||
Test to scroll the menu.
|
||||
"""
|
||||
arbitrary_menu = ArbitraryMenu([])
|
||||
self.assertEqual(arbitrary_menu.position, 0)
|
||||
|
||||
main_menu = MainMenu()
|
||||
self.assertEqual(main_menu.position, 0)
|
||||
self.assertEqual(main_menu.validate(), MainMenuValues.START)
|
||||
main_menu.go_up()
|
||||
self.assertEqual(main_menu.validate(), MainMenuValues.START)
|
||||
main_menu.go_down()
|
||||
self.assertEqual(main_menu.validate(), MainMenuValues.SETTINGS)
|
||||
main_menu.go_down()
|
||||
self.assertEqual(main_menu.validate(), MainMenuValues.EXIT)
|
||||
main_menu.go_down()
|
||||
self.assertEqual(main_menu.validate(), MainMenuValues.EXIT)
|
Loading…
Reference in New Issue