Added a second scroll object closes #60

This commit is contained in:
eichhornchen 2021-01-08 16:14:40 +01:00
parent 5736c2300b
commit bde33e9232
4 changed files with 45 additions and 3 deletions

View File

@ -35,6 +35,7 @@ class TexturePack:
RING_OF_CRITICAL_DAMAGE: str
RING_OF_MORE_EXPERIENCE: str
SCROLL_OF_DAMAGE: str
SCROLL_OF_WEAKENING: str
SHIELD: str
SUNFLOWER: str
SWORD: str
@ -97,6 +98,7 @@ TexturePack.ASCII_PACK = TexturePack(
TRUMPET='/',
WALL='#',
SCROLL_OF_DAMAGE=']',
SCROLL_OF_WEAKENING=']',
)
TexturePack.SQUIRREL_PACK = TexturePack(
@ -134,4 +136,5 @@ TexturePack.SQUIRREL_PACK = TexturePack(
TRUMPET='🎺',
WALL='🧱',
SCROLL_OF_DAMAGE='📜',
SCROLL_OF_WEAKENING='📜',
)

View File

@ -80,7 +80,8 @@ class Item(Entity):
Returns the list of all item classes.
"""
return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
Chestplate, Helmet, RingCritical, RingXP]
Chestplate, Helmet, RingCritical, RingXP, \
ScrollofDamage, ScrollofWeakening]
def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
"""
@ -443,3 +444,25 @@ class ScrollofDamage(Item):
self.held_by.map.logs.add_message(entity.take_damage(\
self.held_by, self.held_by.intelligence))
self.held_by.inventory.remove(self)
class ScrollofWeakening(Item):
"""
A scroll that, when used, reduces the damage of the ennemies for 3 turn.
"""
def __init__(self, name: str = "scroll_of_weakening", price: int = 13,
*args, **kwargs):
super().__init__(name=name, price=price, *args, **kwargs)
def use(self) -> None:
"""
Find all entities and reduce their damage.
"""
for entity in self.held_by.map.entities:
if entity.is_fighting_entity(): #and not entity == self.held_by:
entity.strength = entity.strength - max(1, self.held_by.intelligence//2)
entity.effects.append(["strength", \
-max(1, self.held_by.intelligence//2), 3])
self.held_by.map.logs.add_message(\
_(f"The ennemies have -{max(1, self.held_by.intelligence//2)} strength for 3 turns"))
self.held_by.inventory.remove(self)

View File

@ -31,6 +31,7 @@ class Monster(FightingEntity):
By default, a monster will move randomly where it is possible
If the player is closeby, the monster runs to the player.
"""
super().act(m)
target = None
for entity in m.entities:
if self.distance_squared(entity) <= 25 and \

View File

@ -630,7 +630,7 @@ class Entity:
Trumpet
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP, \
ScrollofDamage
ScrollofDamage, ScrollofWeakening
return {
"Tiger": Tiger,
"Bomb": Bomb,
@ -651,6 +651,7 @@ class Entity:
"RingCritical": RingCritical,
"RingXP": RingXP,
"ScrollofDamage": ScrollofDamage,
"ScrollofWeakening": ScrollofWeakening,
}
def save_state(self) -> dict:
@ -693,6 +694,7 @@ class FightingEntity(Entity):
self.constitution = constitution
self.level = level
self.critical = critical
self.effects = [] #effects are temporary buff or weakening of the stats.
@property
def dead(self) -> bool:
@ -701,13 +703,26 @@ class FightingEntity(Entity):
"""
return self.health <= 0
def act(self, m: Map) -> None:
"""
Refreshes all current effects.
"""
for i in range(len(self.effects)):
self.effects[i][2] -= 1
l = self.effects[:]
for i in range(len(l)):
if l[i][2] <= 0:
setattr(self, l[i][0], getattr(self, l[i][0])-l[i][1])
self.effects.remove(l[i])
def hit(self, opponent: "FightingEntity") -> str:
"""
The entity deals damage to the opponent
based on their respective stats.
"""
diceroll = randint(1, 100)
damage = self.strength
damage = max(0, self.strength)
string = " "
if diceroll <= self.critical: # It is a critical hit
damage *= 4