The player now has two hands and a slot for a helmet and a chestplate. Accordingly, new classes of items have been added.
This commit is contained in:
parent
601062237d
commit
f3fe04e13a
|
@ -47,20 +47,28 @@ class StatsDisplay(Display):
|
|||
printed_items.append(item)
|
||||
self.addstr(self.pad, 9, 0, inventory_str)
|
||||
|
||||
if self.player.equipped_item:
|
||||
if self.player.equipped_main:
|
||||
self.addstr(self.pad, 10, 0,
|
||||
_("Equipped item:") + " "
|
||||
f"{self.pack[self.player.equipped_item.name.upper()]}")
|
||||
if self.player.equipped_armor:
|
||||
_("Equipped main:") + " "
|
||||
f"{self.pack[self.player.equipped_main.name.upper()]}")
|
||||
if self.player.equipped_secondary:
|
||||
self.addstr(self.pad, 11, 0,
|
||||
_("Equipped armor:") + " "
|
||||
_("Equipped secondary:") + " "
|
||||
f"{self.pack[self.player.equipped_secondary.name.upper()]}")
|
||||
if self.player.equipped_armor:
|
||||
self.addstr(self.pad, 12, 0,
|
||||
_("Equipped chestplate:") + " "
|
||||
f"{self.pack[self.player.equipped_armor.name.upper()]}")
|
||||
if self.player.equipped_helmet:
|
||||
self.addstr(self.pad, 13, 0,
|
||||
_("Equipped helmet:") + " "
|
||||
f"{self.pack[self.player.equipped_helmet.name.upper()]}")
|
||||
|
||||
self.addstr(self.pad, 12, 0, f"{self.pack.HAZELNUT} "
|
||||
self.addstr(self.pad, 14, 0, f"{self.pack.HAZELNUT} "
|
||||
f"x{self.player.hazel}")
|
||||
|
||||
if self.player.dead:
|
||||
self.addstr(self.pad, 14, 0, _("YOU ARE DEAD"), curses.COLOR_RED,
|
||||
self.addstr(self.pad, 15, 0, _("YOU ARE DEAD"), curses.COLOR_RED,
|
||||
bold=True, blink=True, standout=True)
|
||||
|
||||
def display(self) -> None:
|
||||
|
|
|
@ -31,6 +31,9 @@ class TexturePack:
|
|||
TIGER: str
|
||||
WALL: str
|
||||
EAGLE: str
|
||||
SHIELD: str
|
||||
CHESTPLATE: str
|
||||
HELMET: str
|
||||
|
||||
ASCII_PACK: "TexturePack"
|
||||
SQUIRREL_PACK: "TexturePack"
|
||||
|
@ -78,6 +81,8 @@ TexturePack.ASCII_PACK = TexturePack(
|
|||
TIGER='n',
|
||||
WALL='#',
|
||||
EAGLE='µ',
|
||||
CHESTPLATE='(',
|
||||
HELMET='0',
|
||||
)
|
||||
|
||||
TexturePack.SQUIRREL_PACK = TexturePack(
|
||||
|
@ -106,4 +111,6 @@ TexturePack.SQUIRREL_PACK = TexturePack(
|
|||
TIGER='🐅',
|
||||
WALL='🧱',
|
||||
EAGLE='🦅',
|
||||
CHESTPLATE='🦺',
|
||||
HELMET='⛑️',
|
||||
)
|
||||
|
|
|
@ -40,27 +40,53 @@ class Item(Entity):
|
|||
Indicates what should be done when the item is used.
|
||||
"""
|
||||
|
||||
def equip(self, armor: bool = False) -> None:
|
||||
def equip(self) -> None:
|
||||
"""
|
||||
Indicates what should be done when the item is equipped.
|
||||
"""
|
||||
if armor:
|
||||
if isinstance(self, Chestplate):
|
||||
if self.held_by.equipped_armor:
|
||||
self.held_by.equipped_armor.unequip()
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.equipped_armor = self
|
||||
else:
|
||||
if self.held_by.equipped_item:
|
||||
self.held_by.equipped_item.unequip()
|
||||
elif isinstance(self, Helmet):
|
||||
if self.held_by.equipped_helmet:
|
||||
self.held_by.equipped_helmet.unequip()
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.equipped_item = self
|
||||
self.held_by.equipped_helmet = self
|
||||
elif isinstance(self, Weapon):
|
||||
if self.held_by.equipped_main:
|
||||
if self.held_by.equipped_secondary:
|
||||
self.held_by.equipped_secondary.unequip()
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.equipped_secondary = self
|
||||
# For weapons, they are equipped as main only if main is empty.
|
||||
else:
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.equipped_main = self
|
||||
else:
|
||||
# Other objects are only equipped as secondary.
|
||||
if self.held_by.equipped_secondary:
|
||||
self.held_by.equipped_secondary.unequip()
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.equipped_secondary = self
|
||||
|
||||
def unequip(self) -> None:
|
||||
"""
|
||||
Indicates what should be done when the item is unequipped.
|
||||
"""
|
||||
if isinstance(self, Chestplate):
|
||||
self.held_by.equipped_armor = None
|
||||
elif isinstance(self, Helmet):
|
||||
self.held_by.equipped_helmet = None
|
||||
elif isinstance(self, Weapon):
|
||||
if self.held_by.equipped_main == self:
|
||||
self.held_by.equipped_main = None
|
||||
else:
|
||||
self.held_by.equipped_secondary = None
|
||||
else:
|
||||
self.held_by.equipped_secondary = None
|
||||
self.held_by.add_to_inventory(self)
|
||||
self.held_by.equipped_item = None
|
||||
|
||||
def hold(self, holder: InventoryHolder) -> None:
|
||||
"""
|
||||
|
@ -81,7 +107,8 @@ class Item(Entity):
|
|||
|
||||
@staticmethod
|
||||
def get_all_items() -> list:
|
||||
return [BodySnatchPotion, Bomb, Heart, Shield, Sword]
|
||||
return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
|
||||
Chestplate, Helmet]
|
||||
|
||||
def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
|
||||
"""
|
||||
|
@ -226,7 +253,7 @@ class Weapon(Item):
|
|||
d["damage"] = self.damage
|
||||
return d
|
||||
|
||||
def equip(self, armor: bool = False) -> None:
|
||||
def equip(self) -> None:
|
||||
"""
|
||||
When a weapon is equipped, the player gains strength.
|
||||
"""
|
||||
|
@ -252,15 +279,18 @@ class Sword(Weapon):
|
|||
self.name = name
|
||||
|
||||
|
||||
class Shield(Item):
|
||||
class Armor(Item):
|
||||
"""
|
||||
Class of items that increase the player's constitution.
|
||||
"""
|
||||
constitution: int
|
||||
|
||||
def __init__(self, constitution: int = 2, *args, **kwargs):
|
||||
super().__init__(name="shield", *args, **kwargs)
|
||||
def __init__(self, constitution: int, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
self.constitution = constitution
|
||||
|
||||
def equip(self, armor: bool = True) -> None:
|
||||
super().equip(armor)
|
||||
def equip(self) -> None:
|
||||
super().equip()
|
||||
self.held_by.constitution += self.constitution
|
||||
|
||||
def unequip(self) -> None:
|
||||
|
@ -272,6 +302,30 @@ class Shield(Item):
|
|||
d["constitution"] = self.constitution
|
||||
return d
|
||||
|
||||
class Shield(Armor):
|
||||
"""
|
||||
Class of shield items, they can be equipped in the other hand.
|
||||
"""
|
||||
|
||||
def __init__(self, constitution: int = 2, *args, **kwargs):
|
||||
super().__init__(name="shield", constitution=constitution, *args, **kwargs)
|
||||
|
||||
class Helmet(Armor):
|
||||
"""
|
||||
Class of helmet items, they can be equipped on the head.
|
||||
"""
|
||||
|
||||
def __init__(self, constitution: int = 2, *args, **kwargs):
|
||||
super().__init__(name="helmet", constitution=constitution, *args, **kwargs)
|
||||
|
||||
class Chestplate(Armor):
|
||||
"""
|
||||
Class of chestplate items, they can be equipped on the body.
|
||||
"""
|
||||
|
||||
def __init__(self, constitution: int = 4, *args, **kwargs):
|
||||
super().__init__(name="chestplate", constitution=constitution, *args, **kwargs)
|
||||
|
||||
|
||||
class BodySnatchPotion(Item):
|
||||
"""
|
||||
|
|
|
@ -17,15 +17,19 @@ class Player(InventoryHolder, FightingEntity):
|
|||
current_xp: int = 0
|
||||
max_xp: int = 10
|
||||
paths: Dict[Tuple[int, int], Tuple[int, int]]
|
||||
equipped_item: Optional[Item]
|
||||
equipped_main: Optional[Item]
|
||||
equipped_secondary: Optional[Item]
|
||||
equipped_helmet: Optional[Item]
|
||||
equipped_armor: Optional[Item]
|
||||
|
||||
def __init__(self, name: str = "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 = None,
|
||||
hazel: int = 42, equipped_item: Optional[Item] = None,
|
||||
hazel: int = 42, equipped_main: Optional[Item] = None,
|
||||
equipped_armor: Optional[Item] = None, critical: int = 5,\
|
||||
equipped_secondary: Optional[Item] = None, \
|
||||
equipped_helmet: Optional[Item] = None, \
|
||||
*args, **kwargs) -> None:
|
||||
super().__init__(name=name, maxhealth=maxhealth, strength=strength,
|
||||
intelligence=intelligence, charisma=charisma,
|
||||
|
@ -36,12 +40,18 @@ class Player(InventoryHolder, FightingEntity):
|
|||
self.inventory = self.translate_inventory(inventory or [])
|
||||
self.paths = dict()
|
||||
self.hazel = hazel
|
||||
if isinstance(equipped_item, dict):
|
||||
equipped_item = self.dict_to_item(equipped_item)
|
||||
if isinstance(equipped_main, dict):
|
||||
equipped_main = self.dict_to_item(equipped_main)
|
||||
if isinstance(equipped_armor, dict):
|
||||
equipped_armor = self.dict_to_item(equipped_armor)
|
||||
self.equipped_item = equipped_item
|
||||
if isinstance(equipped_secondary, dict):
|
||||
equipped_secondary = self.dict_to_item(equipped_secondary)
|
||||
if isinstance(equipped_helmet, dict):
|
||||
equipped_helmet = self.dict_to_item(equipped_helmet)
|
||||
self.equipped_main = equipped_main
|
||||
self.equipped_armor = equipped_armor
|
||||
self.equipped_secondary = equipped_secondary
|
||||
self.equipped_helmet = equipped_helmet
|
||||
|
||||
def move(self, y: int, x: int) -> None:
|
||||
"""
|
||||
|
@ -79,10 +89,14 @@ class Player(InventoryHolder, FightingEntity):
|
|||
"""
|
||||
Remove the given item from the inventory, even if the item is equipped.
|
||||
"""
|
||||
if obj == self.equipped_item:
|
||||
self.equipped_item = None
|
||||
if obj == self.equipped_main:
|
||||
self.equipped_main = None
|
||||
elif obj == self.equipped_armor:
|
||||
self.equipped_armor = None
|
||||
elif obj == self.equipped_secondary:
|
||||
self.equipped_secondary = None
|
||||
elif obj == self.equipped_helmet:
|
||||
self.equipped_helmet = None
|
||||
else:
|
||||
return super().remove_from_inventory(obj)
|
||||
|
||||
|
@ -165,8 +179,12 @@ class Player(InventoryHolder, FightingEntity):
|
|||
d = super().save_state()
|
||||
d["current_xp"] = self.current_xp
|
||||
d["max_xp"] = self.max_xp
|
||||
d["equipped_item"] = self.equipped_item.save_state()\
|
||||
if self.equipped_item else None
|
||||
d["equipped_main"] = self.equipped_main.save_state()\
|
||||
if self.equipped_main else None
|
||||
d["equipped_armor"] = self.equipped_armor.save_state()\
|
||||
if self.equipped_armor else None
|
||||
d["equipped_secondary"] = self.equipped_secondary.save_state()\
|
||||
if self.equipped_secondary else None
|
||||
d["equipped_helmet"] = self.equipped_helmet.save_state()\
|
||||
if self.equipped_helmet else None
|
||||
return d
|
||||
|
|
Loading…
Reference in New Issue