Added chests, they are immortal and contain objects the player can take for free.
This commit is contained in:
parent
175706b1e4
commit
bdbf214d8d
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@ -10,7 +10,8 @@ from squirrelbattle.display.mapdisplay import MapDisplay
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from squirrelbattle.display.messagedisplay import MessageDisplay
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from squirrelbattle.display.statsdisplay import StatsDisplay
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from squirrelbattle.display.menudisplay import MainMenuDisplay, \
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PlayerInventoryDisplay, StoreInventoryDisplay, SettingsMenuDisplay
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PlayerInventoryDisplay, StoreInventoryDisplay, SettingsMenuDisplay, \
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ChestInventoryDisplay
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from squirrelbattle.display.logsdisplay import LogsDisplay
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from squirrelbattle.display.texturepack import TexturePack
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from typing import Any, List
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@ -29,6 +30,7 @@ class DisplayManager:
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self.logsdisplay = LogsDisplay(screen, pack)
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self.playerinventorydisplay = PlayerInventoryDisplay(screen, pack)
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self.storeinventorydisplay = StoreInventoryDisplay(screen, pack)
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self.chestinventorydisplay = ChestInventoryDisplay(screen, pack)
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self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
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screen, pack)
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self.settingsmenudisplay = SettingsMenuDisplay(screen, pack)
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@ -40,7 +42,8 @@ class DisplayManager:
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self.mainmenudisplay, self.settingsmenudisplay,
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self.logsdisplay, self.messagedisplay,
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self.playerinventorydisplay,
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self.storeinventorydisplay, self.creditsdisplay]
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self.storeinventorydisplay, self.creditsdisplay,
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self.chestinventorydisplay]
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self.update_game_components()
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def handle_display_action(self, action: DisplayActions, *params) -> None:
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@ -87,7 +90,8 @@ class DisplayManager:
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if self.game.state == GameMode.PLAY \
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or self.game.state == GameMode.INVENTORY \
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or self.game.state == GameMode.STORE:
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or self.game.state == GameMode.STORE\
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or self.game.state == GameMode.CHEST:
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# The map pad has already the good size
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self.mapdisplay.refresh(0, 0, self.rows * 4 // 5,
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self.mapdisplay.pack.tile_width
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@ -124,6 +128,19 @@ class DisplayManager:
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pack.tile_width * (2 * self.cols // (5 * pack.tile_width)))
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displays.append(self.storeinventorydisplay)
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displays.append(self.playerinventorydisplay)
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elif self.game.state == GameMode.CHEST:
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self.chestinventorydisplay.refresh(
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self.rows // 10,
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pack.tile_width * (self.cols // (2 * pack.tile_width)),
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8 * self.rows // 10,
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pack.tile_width * (2 * self.cols // (5 * pack.tile_width)))
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self.playerinventorydisplay.refresh(
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self.rows // 10,
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pack.tile_width * (self.cols // (10 * pack.tile_width)),
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8 * self.rows // 10,
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pack.tile_width * (2 * self.cols // (5 * pack.tile_width)))
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displays.append(self.chestinventorydisplay)
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displays.append(self.playerinventorydisplay)
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elif self.game.state == GameMode.MAINMENU:
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self.mainmenudisplay.refresh(0, 0, self.rows, self.cols)
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displays.append(self.mainmenudisplay)
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@ -5,7 +5,8 @@ import curses
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from random import randint
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from typing import List
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from squirrelbattle.menus import Menu, MainMenu, SettingsMenu, StoreMenu
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from squirrelbattle.menus import Menu, MainMenu, SettingsMenu, StoreMenu,\
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ChestMenu
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from .display import Box, Display
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from ..entities.player import Player
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from ..enums import KeyValues, GameMode
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@ -156,13 +157,16 @@ class PlayerInventoryDisplay(MenuDisplay):
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player: Player = None
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selected: bool = True
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store_mode: bool = False
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chest_mode: bool = False
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def update(self, game: Game) -> None:
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self.player = game.player
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self.update_menu(game.inventory_menu)
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self.store_mode = game.state == GameMode.STORE
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self.chest_mode = game.state == GameMode.CHEST
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self.selected = game.state == GameMode.INVENTORY \
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or (self.store_mode and not game.is_in_store_menu)
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or (self.store_mode and not game.is_in_store_menu)\
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or (self.chest_mode and not game.is_in_chest_menu)
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def update_pad(self) -> None:
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self.menubox.update_title(_("INVENTORY"))
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@ -239,3 +243,39 @@ class StoreInventoryDisplay(MenuDisplay):
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
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game.is_in_store_menu = True
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game.handle_key_pressed(KeyValues.ENTER)
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class ChestInventoryDisplay(MenuDisplay):
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"""
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A class to handle the display of a merchant's inventory.
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"""
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menu: ChestMenu
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selected: bool = False
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def update(self, game: Game) -> None:
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self.update_menu(game.chest_menu)
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self.selected = game.is_in_chest_menu
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def update_pad(self) -> None:
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self.menubox.update_title(_("CHEST"))
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for i, item in enumerate(self.menu.values):
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rep = self.pack[item.name.upper()]
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selection = f"[{rep}]" if i == self.menu.position \
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and self.selected else f" {rep} "
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self.addstr(self.pad, i + 1, 0, selection
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+ " " + item.translated_name.capitalize())
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@property
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def truewidth(self) -> int:
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return max(1, self.height if hasattr(self, "height") else 10)
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@property
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def trueheight(self) -> int:
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return 2 + super().trueheight
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def handle_click(self, y: int, x: int, game: Game) -> None:
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"""
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We can select a menu item with the mouse.
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"""
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
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game.is_in_chest_menu = True
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game.handle_key_pressed(KeyValues.ENTER)
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@ -22,6 +22,7 @@ class TexturePack:
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BODY_SNATCH_POTION: str
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BOMB: str
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BOW: str
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CHEST: str
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CHESTPLATE: str
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EAGLE: str
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EMPTY: str
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@ -79,6 +80,7 @@ TexturePack.ASCII_PACK = TexturePack(
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BODY_SNATCH_POTION='S',
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BOMB='ç',
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BOW=')',
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CHEST='□',
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CHESTPLATE='(',
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EAGLE='µ',
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EMPTY=' ',
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@ -119,6 +121,7 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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BODY_SNATCH_POTION='🔀',
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BOMB='💣',
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BOW='🏹',
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CHEST='🧰',
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CHESTPLATE='🦺',
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EAGLE='🦅',
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EMPTY=' ',
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@ -38,6 +38,39 @@ class Merchant(InventoryHolder, FriendlyEntity):
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"""
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self.hazel += hz
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class Chest(InventoryHolder, FriendlyEntity):
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"""
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A class of chest inanimate entities which contain objects.
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"""
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def __init__(self, name: str = "chest", inventory: list = None,
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hazel: int = 0, *args, **kwargs):
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super().__init__(name=name, *args, **kwargs)
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self.hazel = hazel
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self.inventory = self.translate_inventory(inventory or [])
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if not self.inventory:
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for i in range(3):
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self.inventory.append(choice(Item.get_all_items())())
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def talk_to(self, player: Player) -> str:
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"""
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This function is used to open the chest's inventory in a menu,
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and allows the player to take objects.
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"""
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return _("You have opened the chest")
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def take_damage(self, attacker: "Entity", amount: int) -> str:
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"""
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A chest is not living, it can not take damage
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"""
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return _("It's not really effective")
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@property
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def dead(self) -> bool:
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"""
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Chest can not die
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"""
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return False
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class Sunflower(FriendlyEntity):
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"""
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@ -88,13 +88,18 @@ class Item(Entity):
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Chestplate, Helmet, RingCritical, RingXP,
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ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder,\
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for_free: bool = False) -> bool:
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"""
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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
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inventory.
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"""
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if buyer.hazel >= self.price:
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if for_free:
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self.hold(buyer)
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seller.remove_from_inventory(self)
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return True
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elif buyer.hazel >= self.price:
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self.hold(buyer)
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seller.remove_from_inventory(self)
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buyer.change_hazel_balance(-self.price)
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@ -28,6 +28,7 @@ class GameMode(Enum):
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SETTINGS = auto()
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INVENTORY = auto()
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STORE = auto()
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CHEST = auto()
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CREDITS = auto()
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@ -37,6 +37,7 @@ class Game:
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self.waiting_for_friendly_key = False
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self.waiting_for_launch_key = False
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self.is_in_store_menu = True
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self.is_in_chest_menu = True
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self.settings = Settings()
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self.settings.load_settings()
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self.settings.write_settings()
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@ -46,6 +47,7 @@ class Game:
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self.settings_menu.update_values(self.settings)
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self.inventory_menu = menus.InventoryMenu()
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self.store_menu = menus.StoreMenu()
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self.chest_menu = menus.ChestMenu()
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self.logs = Logs()
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self.message = None
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@ -131,6 +133,8 @@ class Game:
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self.settings_menu.handle_key_pressed(key, raw_key, self)
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elif self.state == GameMode.STORE:
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self.handle_key_pressed_store(key)
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elif self.state == GameMode.CHEST:
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self.handle_key_pressed_chest(key)
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elif self.state == GameMode.CREDITS:
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self.state = GameMode.MAINMENU
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self.display_actions(DisplayActions.REFRESH)
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@ -253,6 +257,11 @@ class Game:
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self.is_in_store_menu = True
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self.store_menu.update_merchant(entity)
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self.display_actions(DisplayActions.UPDATE)
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elif entity.is_chest():
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self.state = GameMode.CHEST
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self.is_in_chest_menu = True
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self.chest_menu.update_chest(entity)
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self.display_actions(DisplayActions.UPDATE)
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def handle_launch(self, key: KeyValues) -> None:
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"""
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@ -333,6 +342,36 @@ class Game:
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# Ensure that the cursor has a good position
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menu.position = min(menu.position, len(menu.values) - 1)
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def handle_key_pressed_chest(self, key: KeyValues) -> None:
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"""
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In a chest menu, we can take or put items or close the menu.
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"""
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menu = self.chest_menu if self.is_in_chest_menu else self.inventory_menu
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if key == KeyValues.SPACE or key == KeyValues.INVENTORY:
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self.state = GameMode.PLAY
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elif key == KeyValues.UP:
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menu.go_up()
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elif key == KeyValues.DOWN:
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menu.go_down()
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elif key == KeyValues.LEFT:
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self.is_in_chest_menu = False
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self.display_actions(DisplayActions.UPDATE)
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elif key == KeyValues.RIGHT:
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self.is_in_chest_menu = True
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self.display_actions(DisplayActions.UPDATE)
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if menu.values and not self.player.dead:
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if key == KeyValues.ENTER:
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item = menu.validate()
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owner = self.chest_menu.chest if self.is_in_chest_menu \
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else self.player
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buyer = self.player if self.is_in_chest_menu \
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else self.chest_menu.chest
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flag = item.be_sold(buyer, owner, for_free = True)
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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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menu.position = min(menu.position, len(menu.values) - 1)
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def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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"""
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In the main menu, we can navigate through different options.
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@ -589,6 +589,13 @@ class Entity:
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from squirrelbattle.entities.friendly import Merchant
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return isinstance(self, Merchant)
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def is_chest(self) -> bool:
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"""
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Is this entity a chest?
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"""
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from squirrelbattle.entities.friendly import Chest
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return isinstance(self, Chest)
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@property
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def translated_name(self) -> str:
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"""
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@ -605,9 +612,9 @@ class Entity:
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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Rabbit, TeddyBear, GiantSeaEagle
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from squirrelbattle.entities.friendly import Merchant, Sunflower, \
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Trumpet
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Trumpet, Chest
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return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
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Sunflower, Tiger, Merchant, GiantSeaEagle, Trumpet]
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Sunflower, Tiger, Merchant, GiantSeaEagle, Trumpet, Chest]
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@staticmethod
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def get_weights() -> list:
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Returns a weigth list associated to the above function, to
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be used to spawn random entities with a certain probability.
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"""
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return [3, 5, 6, 5, 5, 5,
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5, 4, 4, 1, 2]
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return [3, 5, 6, 5, 5, 5, 5, 4, 3, 1, 2, 4]
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@staticmethod
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def get_all_entity_classes_in_a_dict() -> dict:
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@ -627,7 +633,7 @@ class Entity:
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \
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TeddyBear, GiantSeaEagle
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from squirrelbattle.entities.friendly import Merchant, Sunflower, \
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Trumpet
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Trumpet, Chest
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
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Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP, \
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ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff
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@ -655,6 +661,7 @@ class Entity:
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"ScrollofWeakening": ScrollofWeakening,
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"Bow": Bow,
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"FireBallStaff": FireBallStaff,
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"Chest": Chest,
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}
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def save_state(self) -> dict:
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@ -6,7 +6,7 @@ from typing import Any, Optional
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from .display.texturepack import TexturePack
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from .entities.player import Player
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from .entities.friendly import Merchant
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from .entities.friendly import Merchant, Chest
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from .enums import GameMode, KeyValues, DisplayActions
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from .settings import Settings
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from .translations import gettext as _, Translator
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@ -158,3 +158,23 @@ class StoreMenu(Menu):
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Returns the values of the menu.
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"""
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return self.merchant.inventory if self.merchant else []
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class ChestMenu(Menu):
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"""
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A special instance of a menu : the menu for the inventory of a chest.
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"""
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chest: Chest = None
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def update_chest(self, chest: Chest) -> None:
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"""
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Updates the player.
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"""
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self.chest = chest
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@property
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def values(self) -> list:
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"""
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Returns the values of the menu.
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"""
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return self.chest.inventory if self.chest else []
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