The player now has two hands and a slot for a helmet and a chestplate. Accordingly, new classes of items have been added.
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601062237d
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@ -47,20 +47,28 @@ class StatsDisplay(Display):
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printed_items.append(item)
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self.addstr(self.pad, 9, 0, inventory_str)
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if self.player.equipped_item:
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if self.player.equipped_main:
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self.addstr(self.pad, 10, 0,
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_("Equipped item:") + " "
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f"{self.pack[self.player.equipped_item.name.upper()]}")
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if self.player.equipped_armor:
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_("Equipped main:") + " "
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f"{self.pack[self.player.equipped_main.name.upper()]}")
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if self.player.equipped_secondary:
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self.addstr(self.pad, 11, 0,
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_("Equipped armor:") + " "
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_("Equipped secondary:") + " "
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f"{self.pack[self.player.equipped_secondary.name.upper()]}")
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if self.player.equipped_armor:
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self.addstr(self.pad, 12, 0,
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_("Equipped chestplate:") + " "
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f"{self.pack[self.player.equipped_armor.name.upper()]}")
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if self.player.equipped_helmet:
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self.addstr(self.pad, 13, 0,
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_("Equipped helmet:") + " "
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f"{self.pack[self.player.equipped_helmet.name.upper()]}")
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self.addstr(self.pad, 12, 0, f"{self.pack.HAZELNUT} "
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self.addstr(self.pad, 14, 0, f"{self.pack.HAZELNUT} "
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f"x{self.player.hazel}")
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if self.player.dead:
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self.addstr(self.pad, 14, 0, _("YOU ARE DEAD"), curses.COLOR_RED,
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self.addstr(self.pad, 15, 0, _("YOU ARE DEAD"), curses.COLOR_RED,
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bold=True, blink=True, standout=True)
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def display(self) -> None:
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@ -31,6 +31,9 @@ class TexturePack:
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TIGER: str
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WALL: str
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EAGLE: str
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SHIELD: str
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CHESTPLATE: str
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HELMET: str
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ASCII_PACK: "TexturePack"
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SQUIRREL_PACK: "TexturePack"
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@ -78,6 +81,8 @@ TexturePack.ASCII_PACK = TexturePack(
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TIGER='n',
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WALL='#',
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EAGLE='µ',
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CHESTPLATE='(',
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HELMET='0',
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)
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TexturePack.SQUIRREL_PACK = TexturePack(
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@ -106,4 +111,6 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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TIGER='🐅',
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WALL='🧱',
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EAGLE='🦅',
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CHESTPLATE='🦺',
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HELMET='⛑️',
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)
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@ -40,27 +40,53 @@ class Item(Entity):
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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, armor: bool = False) -> None:
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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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if armor:
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if isinstance(self, Chestplate):
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if self.held_by.equipped_armor:
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self.held_by.equipped_armor.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_armor = self
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else:
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if self.held_by.equipped_item:
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self.held_by.equipped_item.unequip()
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elif isinstance(self, Helmet):
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if self.held_by.equipped_helmet:
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self.held_by.equipped_helmet.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_item = self
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self.held_by.equipped_helmet = self
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elif isinstance(self, Weapon):
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if self.held_by.equipped_main:
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if self.held_by.equipped_secondary:
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self.held_by.equipped_secondary.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_secondary = self
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# For weapons, they are equipped as main only if main is empty.
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else:
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_main = self
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else:
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# Other objects are only equipped as secondary.
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if self.held_by.equipped_secondary:
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self.held_by.equipped_secondary.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_secondary = self
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def unequip(self) -> None:
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"""
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Indicates what should be done when the item is unequipped.
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"""
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if isinstance(self, Chestplate):
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self.held_by.equipped_armor = None
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elif isinstance(self, Helmet):
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self.held_by.equipped_helmet = None
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elif isinstance(self, Weapon):
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if self.held_by.equipped_main == self:
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self.held_by.equipped_main = None
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else:
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self.held_by.equipped_secondary = None
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else:
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self.held_by.equipped_secondary = None
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self.held_by.add_to_inventory(self)
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self.held_by.equipped_item = None
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def hold(self, holder: InventoryHolder) -> None:
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"""
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@ -81,7 +107,8 @@ class Item(Entity):
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@staticmethod
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def get_all_items() -> list:
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword]
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
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Chestplate, Helmet]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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"""
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@ -226,7 +253,7 @@ class Weapon(Item):
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d["damage"] = self.damage
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return d
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def equip(self, armor: bool = False) -> None:
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def equip(self) -> None:
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"""
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When a weapon is equipped, the player gains strength.
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"""
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@ -252,15 +279,18 @@ class Sword(Weapon):
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self.name = name
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class Shield(Item):
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class Armor(Item):
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"""
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Class of items that increase the player's constitution.
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"""
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constitution: int
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def __init__(self, constitution: int = 2, *args, **kwargs):
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super().__init__(name="shield", *args, **kwargs)
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def __init__(self, constitution: int, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.constitution = constitution
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def equip(self, armor: bool = True) -> None:
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super().equip(armor)
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def equip(self) -> None:
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super().equip()
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self.held_by.constitution += self.constitution
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def unequip(self) -> None:
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@ -272,6 +302,30 @@ class Shield(Item):
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d["constitution"] = self.constitution
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return d
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class Shield(Armor):
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"""
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Class of shield items, they can be equipped in the other hand.
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"""
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def __init__(self, constitution: int = 2, *args, **kwargs):
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super().__init__(name="shield", constitution=constitution, *args, **kwargs)
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class Helmet(Armor):
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"""
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Class of helmet items, they can be equipped on the head.
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"""
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def __init__(self, constitution: int = 2, *args, **kwargs):
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super().__init__(name="helmet", constitution=constitution, *args, **kwargs)
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class Chestplate(Armor):
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"""
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Class of chestplate items, they can be equipped on the body.
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"""
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def __init__(self, constitution: int = 4, *args, **kwargs):
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super().__init__(name="chestplate", constitution=constitution, *args, **kwargs)
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class BodySnatchPotion(Item):
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"""
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@ -17,15 +17,19 @@ class Player(InventoryHolder, FightingEntity):
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current_xp: int = 0
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max_xp: int = 10
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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equipped_item: Optional[Item]
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equipped_main: Optional[Item]
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equipped_secondary: Optional[Item]
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equipped_helmet: Optional[Item]
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equipped_armor: Optional[Item]
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def __init__(self, name: str = "player", maxhealth: int = 20,
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strength: int = 5, intelligence: int = 1, charisma: int = 1,
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dexterity: int = 1, constitution: int = 1, level: int = 1,
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current_xp: int = 0, max_xp: int = 10, inventory: list = None,
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hazel: int = 42, equipped_item: Optional[Item] = None,
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hazel: int = 42, equipped_main: Optional[Item] = None,
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equipped_armor: Optional[Item] = None, critical: int = 5,\
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equipped_secondary: Optional[Item] = None, \
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equipped_helmet: Optional[Item] = None, \
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*args, **kwargs) -> None:
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super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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intelligence=intelligence, charisma=charisma,
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@ -36,12 +40,18 @@ class Player(InventoryHolder, FightingEntity):
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self.inventory = self.translate_inventory(inventory or [])
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self.paths = dict()
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self.hazel = hazel
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if isinstance(equipped_item, dict):
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equipped_item = self.dict_to_item(equipped_item)
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if isinstance(equipped_main, dict):
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equipped_main = self.dict_to_item(equipped_main)
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if isinstance(equipped_armor, dict):
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equipped_armor = self.dict_to_item(equipped_armor)
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self.equipped_item = equipped_item
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if isinstance(equipped_secondary, dict):
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equipped_secondary = self.dict_to_item(equipped_secondary)
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if isinstance(equipped_helmet, dict):
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equipped_helmet = self.dict_to_item(equipped_helmet)
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self.equipped_main = equipped_main
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self.equipped_armor = equipped_armor
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self.equipped_secondary = equipped_secondary
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self.equipped_helmet = equipped_helmet
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def move(self, y: int, x: int) -> None:
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"""
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@ -79,10 +89,14 @@ class Player(InventoryHolder, FightingEntity):
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"""
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Remove the given item from the inventory, even if the item is equipped.
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"""
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if obj == self.equipped_item:
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self.equipped_item = None
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if obj == self.equipped_main:
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self.equipped_main = None
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elif obj == self.equipped_armor:
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self.equipped_armor = None
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elif obj == self.equipped_secondary:
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self.equipped_secondary = None
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elif obj == self.equipped_helmet:
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self.equipped_helmet = None
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else:
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return super().remove_from_inventory(obj)
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@ -165,8 +179,12 @@ class Player(InventoryHolder, FightingEntity):
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d = super().save_state()
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d["current_xp"] = self.current_xp
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d["max_xp"] = self.max_xp
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d["equipped_item"] = self.equipped_item.save_state()\
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if self.equipped_item else None
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d["equipped_main"] = self.equipped_main.save_state()\
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if self.equipped_main else None
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d["equipped_armor"] = self.equipped_armor.save_state()\
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if self.equipped_armor else None
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d["equipped_secondary"] = self.equipped_secondary.save_state()\
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if self.equipped_secondary else None
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d["equipped_helmet"] = self.equipped_helmet.save_state()\
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if self.equipped_helmet else None
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return d
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