Items can be dropped/equipped/used
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0da7486750
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@ -20,16 +20,26 @@ class Item(Entity):
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self.held = held
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self.held = held
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self.held_by = held_by
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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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def drop(self) -> None:
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"""
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"""
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The item is dropped from the inventory onto the floor
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The item is dropped from the inventory onto the floor
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"""
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"""
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if self.held:
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if self.held:
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self.held_by.inventory.remove(self)
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self.held_by.inventory.remove(self)
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self.map.add_entity(self)
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self.move(self.held_by.y, self.held_by.x)
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self.held = False
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self.held = False
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self.held_by = None
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self.held_by = None
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self.map.add_entity(self)
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self.move(y, x)
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def use(self) -> None:
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"""
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Indicates what should be done when the item is used.
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"""
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def equip(self) -> None:
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"""
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Indicates what should be done when the item is equipped.
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"""
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def hold(self, player: "Player") -> None:
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def hold(self, player: "Player") -> None:
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"""
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"""
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@ -80,6 +90,7 @@ class Bomb(Item):
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A bomb item intended to deal damage to enemies at long range
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A bomb item intended to deal damage to enemies at long range
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"""
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"""
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damage: int = 5
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damage: int = 5
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tick: int
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exploding: bool
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exploding: bool
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def __init__(self, damage: int = 5, exploding: bool = False,
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def __init__(self, damage: int = 5, exploding: bool = False,
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@ -87,20 +98,29 @@ class Bomb(Item):
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super().__init__(name="bomb", *args, **kwargs)
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super().__init__(name="bomb", *args, **kwargs)
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self.damage = damage
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self.damage = damage
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self.exploding = exploding
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self.exploding = exploding
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self.tick = 5
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def drop(self, x: int, y: int) -> None:
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def use(self) -> None:
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super().drop(x, y)
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"""
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self.exploding = True
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When the bomb is used, throw it and explodes it.
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"""
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if self.held:
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super().drop()
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self.exploding = True
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def act(self, m: Map) -> None:
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def act(self, m: Map) -> None:
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"""
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"""
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Special exploding action of the bomb
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Special exploding action of the bomb
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"""
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"""
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if self.exploding:
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if self.exploding:
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for e in m.entities.copy():
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if self.tick > 0:
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if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
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self.tick -= 1
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isinstance(e, FightingEntity):
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else:
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e.take_damage(self, self.damage)
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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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m.entities.remove(self)
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def save_state(self) -> dict:
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def save_state(self) -> dict:
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"""
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"""
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@ -38,6 +38,9 @@ class KeyValues(Enum):
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RIGHT = auto()
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RIGHT = auto()
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ENTER = auto()
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ENTER = auto()
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INVENTORY = auto()
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INVENTORY = auto()
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USE = auto()
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EQUIP = auto()
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DROP = auto()
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SPACE = auto()
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SPACE = auto()
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@staticmethod
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@staticmethod
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@ -61,6 +64,12 @@ class KeyValues(Enum):
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return KeyValues.ENTER
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return KeyValues.ENTER
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elif key == settings.KEY_INVENTORY:
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elif key == settings.KEY_INVENTORY:
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return KeyValues.INVENTORY
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return KeyValues.INVENTORY
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elif key == settings.KEY_USE:
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return KeyValues.USE
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elif key == settings.KEY_EQUIP:
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return KeyValues.EQUIP
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elif key == settings.KEY_DROP:
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return KeyValues.DROP
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elif key == ' ':
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elif key == ' ':
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return KeyValues.SPACE
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return KeyValues.SPACE
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return None
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return None
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@ -123,6 +123,12 @@ class Game:
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self.inventory_menu.go_up()
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self.inventory_menu.go_up()
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elif key == KeyValues.DOWN:
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elif key == KeyValues.DOWN:
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self.inventory_menu.go_down()
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self.inventory_menu.go_down()
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elif key == KeyValues.USE:
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self.inventory_menu.validate().use()
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elif key == KeyValues.EQUIP:
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self.inventory_menu.validate().equip()
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elif key == KeyValues.DROP:
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self.inventory_menu.validate().use()
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def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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"""
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"""
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@ -28,6 +28,9 @@ class Settings:
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self.KEY_RIGHT_SECONDARY = ['KEY_RIGHT', 'Secondary key to move right']
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self.KEY_RIGHT_SECONDARY = ['KEY_RIGHT', 'Secondary key to move right']
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self.KEY_ENTER = ['\n', 'Key to validate a menu']
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self.KEY_ENTER = ['\n', 'Key to validate a menu']
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self.KEY_INVENTORY = ['i', 'Key used to open the inventory']
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self.KEY_INVENTORY = ['i', 'Key used to open the inventory']
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self.KEY_USE = ['u', 'Key used to use an item in the inventory']
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self.KEY_EQUIP = ['e', 'Key used to equip an item in the inventory']
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self.KEY_DROP = ['d', 'Key used to drop an item in the inventory']
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self.TEXTURE_PACK = ['ascii', 'Texture pack']
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self.TEXTURE_PACK = ['ascii', 'Texture pack']
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self.LOCALE = [locale.getlocale()[0][:2], 'Language']
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self.LOCALE = [locale.getlocale()[0][:2], 'Language']
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