Instantiate entity attributes in __init__ rather than in the class definition

This commit is contained in:
Yohann D'ANELLO 2020-11-18 14:54:21 +01:00
parent 0488d8a9e2
commit be6c949b18
4 changed files with 82 additions and 60 deletions

View File

@ -9,11 +9,13 @@ class Item(Entity):
A class for items
"""
held: bool
held_by: Optional["Player"]
held_by: Optional[Player]
def __init__(self, *args, **kwargs):
def __init__(self, held: bool = False, held_by: Optional[Player] = None,
*args, **kwargs):
super().__init__(*args, **kwargs)
self.held = False
self.held = held
self.held_by = held_by
def drop(self, y: int, x: int) -> None:
"""
@ -40,8 +42,11 @@ class Heart(Item):
"""
A heart item to return health to the player
"""
name: str = "heart"
healing: int = 5
healing: int
def __init__(self, healing: int = 5, *args, **kwargs):
super().__init__(name="heart", *args, **kwargs)
self.healing = healing
def hold(self, player: "Player") -> None:
"""
@ -53,15 +58,16 @@ class Heart(Item):
class Bomb(Item):
"""
A bomb item intended to deal damage to ennemies at long range
A bomb item intended to deal damage to enemies at long range
"""
name: str = "bomb"
damage: int = 5
exploding: bool
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.exploding = False
def __init__(self, damage: int = 5, exploding: bool = False,
*args, **kwargs):
super().__init__(name="bomb", *args, **kwargs)
self.damage = damage
self.exploding = exploding
def drop(self, x: int, y: int) -> None:
super().drop(x, y)

View File

@ -6,11 +6,23 @@ from ..interfaces import FightingEntity, Map
class Monster(FightingEntity):
"""
The class for all monsters in the dungeon
The class for all monsters in the dungeon.
A monster must override this class, and the parameters are given
in the __init__ function.
An example of the specification of a monster that has a strength of 4
and 20 max HP:
class MyMonster(Monster):
def __init__(self, strength: int = 4, maxhealth: int = 20,
*args, **kwargs) -> None:
super().__init__(name="my_monster", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
With that way, attributes can be overwritten when the entity got created.
"""
def __init__(self) -> None:
super().__init__()
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
def act(self, m: Map) -> None:
"""
By default, a monster will move randomly where it is possible
@ -44,41 +56,37 @@ class Beaver(Monster):
"""
A beaver monster
"""
def __init__(self) -> None:
super().__init__()
name = "beaver"
maxhealth = 30
strength = 2
def __init__(self, strength: int = 2, maxhealth: int = 20,
*args, **kwargs) -> None:
super().__init__(name="beaver", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class Hedgehog(Monster):
"""
A really mean hedgehog monster
"""
def __init__(self) -> None:
super().__init__()
name = "hedgehog"
maxhealth = 10
strength = 3
def __init__(self, strength: int = 3, maxhealth: int = 10,
*args, **kwargs) -> None:
super().__init__(name="hedgehog", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class Rabbit(Monster):
"""
A rabbit monster
"""
def __init__(self) -> None:
super().__init__()
name = "rabbit"
maxhealth = 15
strength = 1
def __init__(self, strength: int = 1, maxhealth: int = 15,
*args, **kwargs) -> None:
super().__init__(name="rabbit", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class TeddyBear(Monster):
"""
A cute teddybear monster
"""
def __init__(self) -> None:
super().__init__()
name = "teddy_bear"
maxhealth = 50
strength = 0
def __init__(self, strength: int = 0, maxhealth: int = 50,
*args, **kwargs) -> None:
super().__init__(name="teddy_bear", strength=strength,
maxhealth=maxhealth, *args, **kwargs)

View File

@ -8,22 +8,23 @@ class Player(FightingEntity):
"""
The class of the player
"""
name = "player"
maxhealth: int = 20
strength: int = 5
intelligence: int = 1
charisma: int = 1
dexterity: int = 1
constitution: int = 1
level: int = 1
current_xp: int = 0
max_xp: int = 10
inventory: list
paths: Dict[Tuple[int, int], Tuple[int, int]]
def __init__(self):
super().__init__()
def __init__(self, maxhealth: int = 20, strength: int = 5,
intelligence: int = 1, charisma: int = 1, dexterity: int = 1,
constitution: int = 1, level: int = 1, current_xp: int = 0,
max_xp: int = 10, *args, **kwargs) -> None:
super().__init__(name="player", maxhealth=maxhealth, strength=strength,
intelligence=intelligence, charisma=charisma,
dexterity=dexterity, constitution=constitution,
level=level, *args, **kwargs)
self.current_xp = current_xp
self.max_xp = max_xp
self.inventory = list()
self.paths = dict()
def move(self, y: int, x: int) -> None:
"""

View File

@ -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
@ -141,7 +141,7 @@ class Map:
"""
self.width = d["width"]
self.height = d["height"]
self.start_y = d["start_y"]
self.start_y = d["start_y"]
self.start_x = d["start_x"]
self.currentx = d["currentx"]
self.currenty = d["currenty"]
@ -192,11 +192,15 @@ class Entity:
y: int
x: int
name: str
map: Map
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):
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:
@ -318,16 +322,19 @@ class FightingEntity(Entity):
constitution: int
level: int
def __init__(self):
super().__init__()
self.health = self.maxhealth
self.health = 0
self.strength = 0
self.intelligence = 0
self.charisma = 0
self.dexterity = 0
self.constitution = 0
self.level = 1
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: