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map_genera
Author | SHA1 | Date | |
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ebca28930c | ||
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bcfde6fa49 | ||
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5981927dac | ||
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38878687c4 |
32
README.md
32
README.md
@ -11,37 +11,31 @@
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|
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Squirrel Battle is an infinite rogue-like game with randomly generated levels, in which the player controls a squirrel in its quest down in a dungeon, using diverse items to defeat monsters, and trying not to die.
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## Installation
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##Installation
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#### Via PyPI :
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```
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$ pip install --user squirrel-battle
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```
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to install
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####Via PyPI :
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``` pip install --user squirrel-battle
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``` to install
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|
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```
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$ pip install --user --upgrade squirrel-battle
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```
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to upgrade
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``` pip install --user --upgrade squirrel-battle
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``` to upgrade
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#### Via ArchLinux package :
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####Via ArchLinux package :
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Download one of these two packages on the AUR :
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* python-squirrel-battle
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* python-squirrel-battle-git
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#### Via Debian package :
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####Via Debian package :
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Available on our git repository, has a dependency on fonts-noto-color-emoji (to be found in the official Debian repositories).
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Run
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```
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$ dpkg -i python3-squirrelbattle_23.14_all.deb
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```
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after downloading
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Run ```
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dpkg -i python3-squirrelbattle_3.14.1_all.deb
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``` after downloading
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In all cases, execute via command line : `squirrel-battle`
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In all cases, execute via command line : ```squirrel-battle```
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## For first-time players
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##For first-time players
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The game is played in a terminal only, preferably one that supports color, markdown and emojis, but it can be played with only grey levels and relatively classic unicode characters.
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|
6
debian/changelog
vendored
6
debian/changelog
vendored
@ -1,9 +1,3 @@
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python3-squirrel-battle (23.14) beta; urgency=low
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* Big update
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-- Yohann D'ANELLO <squirrel-battle@crans.org> Sun, 10 Jan 2021 23:56:42 +0100
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python3-squirrel-battle (3.14.1) beta; urgency=low
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* Some graphical improvements.
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|
@ -3,7 +3,7 @@ Déploiement du projet
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.. _PyPI: https://pypi.org/project/squirrel-battle/
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.. _AUR: https://aur.archlinux.org/packages/python-squirrel-battle/
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.. _Debian: https://gitlab.crans.org/ynerant/squirrel-battle/-/jobs/artifacts/master/raw/build/python3-squirrelbattle_23.14_all.deb?job=build-deb
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.. _Debian: https://gitlab.crans.org/ynerant/squirrel-battle/-/jobs/artifacts/master/raw/build/python3-squirrelbattle_3.14.1_all.deb?job=build-deb
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.. _installation: install.html
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À chaque nouvelle version du projet, il est compilé et déployé dans PyPI_, dans
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@ -46,7 +46,7 @@ paquet ainsi que des détails à fournir à PyPI :
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setup(
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name="squirrel-battle",
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version="23.14",
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version="3.14.1",
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author="ÿnérant, eichhornchen, nicomarg, charlse",
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author_email="squirrel-battle@crans.org",
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description="Watch out for squirrel's knives!",
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@ -172,7 +172,7 @@ du dépôt Git. Le fichier ``PKGBUILD`` dispose de cette structure :
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pkgbase=squirrel-battle
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pkgname=python-squirrel-battle-git
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pkgver=23.14
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pkgver=3.14.1
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pkgrel=1
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pkgdesc="Watch out for squirrel's knives!"
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arch=('any')
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@ -222,7 +222,7 @@ les releases, est plus ou moins similaire :
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pkgbase=squirrel-battle
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pkgname=python-squirrel-battle
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pkgver=23.14
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pkgver=3.14.1
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pkgrel=1
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pkgdesc="Watch out for squirrel's knives!"
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arch=('any')
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@ -232,7 +232,7 @@ les releases, est plus ou moins similaire :
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makedepends=('gettext' 'python-setuptools')
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depends=('noto-fonts-emoji')
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checkdepends=('python-tox')
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source=("https://gitlab.crans.org/ynerant/squirrel-battle/-/archive/v23.14/$pkgbase-v$pkgver.tar.gz")
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source=("https://gitlab.crans.org/ynerant/squirrel-battle/-/archive/v3.14.1/$pkgbase-v$pkgver.tar.gz")
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sha256sums=("6090534d598c0b3a8f5acdb553c12908ba8107d62d08e17747d1dbb397bddef0")
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build() {
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@ -317,7 +317,7 @@ On peut ensuite construire le paquet :
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dpkg-buildpackage
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mkdir build && cp ../*.deb build/
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Le paquet sera installé dans ``build/python3-squirrel-battle_23.14_all.deb``.
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Le paquet sera installé dans ``build/python3-squirrel-battle_3.14.1_all.deb``.
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Le paquet Debian_ est construit par l'intégration continue Gitlab et ajouté
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à chaque release.
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|
@ -61,7 +61,7 @@ Le jeu peut être ensuite lancé via la commande ``squirrel-battle``.
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Sur Ubuntu/Debian
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~~~~~~~~~~~~~~~~~
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.. _paquet: https://gitlab.crans.org/ynerant/squirrel-battle/-/jobs/artifacts/master/raw/build/python3-squirrelbattle_23.14_all.deb?job=build-deb
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.. _paquet: https://gitlab.crans.org/ynerant/squirrel-battle/-/jobs/artifacts/master/raw/build/python3-squirrelbattle_3.14.1_all.deb?job=build-deb
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Un paquet_ est généré par l'intégration continue de Gitlab à chaque commit.
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Ils sont également attachés à chaque nouvelle release.
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@ -73,7 +73,7 @@ Pour installer ce paquet, il suffit de le télécharger et d'appeler ``dpkg`` :
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.. code:: bash
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dpkg -i python3-squirrelbattle_23.14_all.deb
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dpkg -i python3-squirrelbattle_3.14.1_all.deb
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Ce paquet inclut un patch pour afficher les émojis écureuil correctement.
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|
@ -65,7 +65,7 @@ d'exécuter pour chaque langue ``<LANG>`` :
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find squirrelbattle -iname '*.py' | xargs xgettext --from-code utf-8
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--add-comments
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--package-name=squirrelbattle
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--package-version=23.14
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--package-version=3.14.1
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"--copyright-holder=ÿnérant, eichhornchen, nicomarg, charlse"
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--msgid-bugs-address=squirrel-battle@crans.org
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-o squirrelbattle/locale/<LANG>/LC_MESSAGES/squirrelbattle.po
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|
2
setup.py
2
setup.py
@ -22,7 +22,7 @@ for language in ["de", "es", "fr"]:
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setup(
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name="squirrel-battle",
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version="23.14",
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version="3.14.1",
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author="ÿnérant, eichhornchen, nicomarg, charlse",
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author_email="squirrel-battle@crans.org",
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description="Watch out for squirrel's knives!",
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|
@ -2,17 +2,17 @@
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####### #############
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||||
#.H...# #...........#
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||||
#.....# #####...........#
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||||
#.....# #...&........H..#
|
||||
#.....# #............H..#
|
||||
#.##### #.###...........#
|
||||
#.# #.# #...........#
|
||||
#.# #.# #############
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||||
#.# #.#
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||||
#.#### #.#
|
||||
#....# #.#
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||||
####&###################&#
|
||||
####.###################.#
|
||||
#.....................# #################
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||||
#.....................# #...............#
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||||
#.....................#######...............#
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||||
#.....................&.....&...............#
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||||
#...........................................#
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||||
#.....................#######...............#
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####################### #################
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|
@ -176,8 +176,7 @@ class PlayerInventoryDisplay(MenuDisplay):
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selection = f"[{rep}]" if i == self.menu.position \
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and self.selected else f" {rep} "
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self.addstr(self.pad, i + 1, 0, selection
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+ " " + ("[E]" if item.equipped else "")
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+ item.translated_name.capitalize()
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+ " " + item.translated_name.capitalize()
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+ (f" ({item.description})" if item.description else "")
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+ (": " + str(item.price) + " Hazels"
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if self.store_mode else ""))
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|
@ -82,7 +82,6 @@ TexturePack.ASCII_PACK = TexturePack(
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BOW=')',
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CHEST='□',
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CHESTPLATE='(',
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DOOR='&',
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EAGLE='µ',
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EMPTY=' ',
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EXPLOSION='%',
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@ -125,8 +124,6 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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BOW='🏹',
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CHEST='🧰',
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CHESTPLATE='🦺',
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DOOR=('🚪', curses.COLOR_WHITE, (1000, 1000, 1000),
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curses.COLOR_WHITE, (1000, 1000, 1000)),
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EAGLE='🦅',
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EMPTY=' ',
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EXPLOSION='💥',
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|
@ -12,19 +12,16 @@ class Item(Entity):
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"""
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A class for items.
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"""
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held: bool
|
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held_by: Optional[InventoryHolder]
|
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price: int
|
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|
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def __init__(self, equipped: bool = False,
|
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def __init__(self, held: bool = False,
|
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held_by: Optional[InventoryHolder] = None,
|
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hold_slot: str = "equipped_secondary",
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price: int = 2, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.held = held
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self.held_by = held_by
|
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self.equipped = equipped
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self.hold_slot = hold_slot
|
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if equipped:
|
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self.equip()
|
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self.price = price
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|
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@property
|
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@ -38,11 +35,11 @@ class Item(Entity):
|
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"""
|
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The item is dropped from the inventory onto the floor.
|
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"""
|
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if self.held_by is not None:
|
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self.unequip()
|
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if self.held:
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self.held_by.remove_from_inventory(self)
|
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self.held_by.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_by = None
|
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|
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def use(self) -> None:
|
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@ -55,41 +52,28 @@ class Item(Entity):
|
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Indicates what should be done when the item is thrown.
|
||||
"""
|
||||
|
||||
def on_equip(self) -> None:
|
||||
"""
|
||||
Indicates a special behaviour when equipping
|
||||
"""
|
||||
|
||||
def on_unequip(self) -> None:
|
||||
"""
|
||||
Indicates a special behaviour when unequipping
|
||||
"""
|
||||
|
||||
def equip(self) -> None:
|
||||
"""
|
||||
Indicates what should be done when the item is equipped.
|
||||
"""
|
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# Other objects are only equipped as secondary.
|
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if not self.equipped:
|
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if getattr(self.held_by, self.hold_slot):
|
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getattr(self.held_by, self.hold_slot).unequip()
|
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self.equipped = True
|
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setattr(self.held_by, self.hold_slot, self)
|
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self.on_equip()
|
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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)
|
||||
self.held_by.equipped_secondary = self
|
||||
|
||||
def unequip(self) -> None:
|
||||
"""
|
||||
Indicates what should be done when the item is unequipped.
|
||||
"""
|
||||
if self.equipped:
|
||||
setattr(self.held_by, self.hold_slot, None)
|
||||
self.equipped = False
|
||||
self.on_unequip()
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.add_to_inventory(self)
|
||||
|
||||
def hold(self, holder: InventoryHolder) -> None:
|
||||
"""
|
||||
The item is taken from the floor and put into the inventory.
|
||||
"""
|
||||
self.held = True
|
||||
self.held_by = holder
|
||||
self.held_by.map.remove_entity(self)
|
||||
holder.add_to_inventory(self)
|
||||
@ -99,7 +83,7 @@ class Item(Entity):
|
||||
Saves the state of the item into a dictionary.
|
||||
"""
|
||||
d = super().save_state()
|
||||
d["equipped"] = self.equipped
|
||||
d["held"] = self.held
|
||||
return d
|
||||
|
||||
@staticmethod
|
||||
@ -119,12 +103,10 @@ class Item(Entity):
|
||||
inventory.
|
||||
"""
|
||||
if for_free:
|
||||
self.unequip() if self.equipped else None
|
||||
self.hold(buyer)
|
||||
seller.remove_from_inventory(self)
|
||||
return True
|
||||
elif buyer.hazel >= self.price:
|
||||
self.unequip() if self.equipped else None
|
||||
self.hold(buyer)
|
||||
seller.remove_from_inventory(self)
|
||||
buyer.change_hazel_balance(-self.price)
|
||||
@ -187,7 +169,7 @@ class Bomb(Item):
|
||||
"""
|
||||
When the bomb is used, it is thrown and then it explodes.
|
||||
"""
|
||||
if self.held_by is not None:
|
||||
if self.held:
|
||||
self.owner = self.held_by
|
||||
super().drop()
|
||||
self.exploding = True
|
||||
@ -232,19 +214,14 @@ class Explosion(Item):
|
||||
"""
|
||||
When a bomb explodes, the explosion is displayed.
|
||||
"""
|
||||
living_ticks: int
|
||||
|
||||
def __init__(self, living_ticks: int = 2, *args, **kwargs):
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(name="explosion", *args, **kwargs)
|
||||
self.living_ticks = living_ticks
|
||||
|
||||
def act(self, m: Map) -> None:
|
||||
"""
|
||||
The bomb disappears after exploding.
|
||||
"""
|
||||
self.living_ticks -= 1
|
||||
if self.living_ticks <= 0:
|
||||
m.remove_entity(self)
|
||||
m.remove_entity(self)
|
||||
|
||||
def hold(self, player: InventoryHolder) -> None:
|
||||
"""
|
||||
@ -259,7 +236,7 @@ class Weapon(Item):
|
||||
damage: int
|
||||
|
||||
def __init__(self, damage: int = 3, *args, **kwargs):
|
||||
super().__init__(hold_slot="equipped_main", *args, **kwargs)
|
||||
super().__init__(*args, **kwargs)
|
||||
self.damage = damage
|
||||
|
||||
@property
|
||||
@ -274,17 +251,20 @@ class Weapon(Item):
|
||||
d["damage"] = self.damage
|
||||
return d
|
||||
|
||||
def on_equip(self) -> None:
|
||||
def equip(self) -> None:
|
||||
"""
|
||||
When a weapon is equipped, the player gains strength.
|
||||
"""
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.equipped_main = self
|
||||
self.held_by.strength += self.damage
|
||||
|
||||
def on_unequip(self) -> None:
|
||||
def unequip(self) -> None:
|
||||
"""
|
||||
Remove the strength earned by the weapon.
|
||||
:return:
|
||||
"""
|
||||
super().unequip()
|
||||
self.held_by.strength -= self.damage
|
||||
|
||||
|
||||
@ -321,10 +301,12 @@ class Armor(Item):
|
||||
return f"CON+{self.constitution}" if self.constitution \
|
||||
else super().description
|
||||
|
||||
def on_equip(self) -> None:
|
||||
def equip(self) -> None:
|
||||
super().equip()
|
||||
self.held_by.constitution += self.constitution
|
||||
|
||||
def on_unequip(self) -> None:
|
||||
def unequip(self) -> None:
|
||||
super().unequip()
|
||||
self.held_by.constitution -= self.constitution
|
||||
|
||||
def save_state(self) -> dict:
|
||||
@ -350,7 +332,13 @@ class Helmet(Armor):
|
||||
def __init__(self, name: str = "helmet", constitution: int = 2,
|
||||
price: int = 18, *args, **kwargs):
|
||||
super().__init__(name=name, constitution=constitution, price=price,
|
||||
hold_slot="equipped_helmet", *args, **kwargs)
|
||||
*args, **kwargs)
|
||||
|
||||
def equip(self) -> None:
|
||||
if self.held_by.equipped_helmet:
|
||||
self.held_by.equipped_helmet.unequip()
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.equipped_helmet = self
|
||||
|
||||
|
||||
class Chestplate(Armor):
|
||||
@ -360,7 +348,13 @@ class Chestplate(Armor):
|
||||
def __init__(self, name: str = "chestplate", constitution: int = 4,
|
||||
price: int = 30, *args, **kwargs):
|
||||
super().__init__(name=name, constitution=constitution, price=price,
|
||||
hold_slot="equipped_armor", *args, **kwargs)
|
||||
*args, **kwargs)
|
||||
|
||||
def equip(self) -> None:
|
||||
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
|
||||
|
||||
|
||||
class BodySnatchPotion(Item):
|
||||
@ -432,7 +426,8 @@ class Ring(Item):
|
||||
("CRI", self.critical), ("XP", self.experience)]
|
||||
return ", ".join(f"{key}+{value}" for key, value in fields if value)
|
||||
|
||||
def on_equip(self) -> None:
|
||||
def equip(self) -> None:
|
||||
super().equip()
|
||||
self.held_by.maxhealth += self.maxhealth
|
||||
self.held_by.strength += self.strength
|
||||
self.held_by.intelligence += self.intelligence
|
||||
@ -442,7 +437,8 @@ class Ring(Item):
|
||||
self.held_by.critical += self.critical
|
||||
self.held_by.xp_buff += self.experience
|
||||
|
||||
def on_unequip(self) -> None:
|
||||
def unequip(self) -> None:
|
||||
super().unequip()
|
||||
self.held_by.maxhealth -= self.maxhealth
|
||||
self.held_by.strength -= self.strength
|
||||
self.held_by.intelligence -= self.intelligence
|
||||
@ -561,6 +557,13 @@ class LongRangeWeapon(Weapon):
|
||||
self.held_by.map.logs.add_message(line)
|
||||
return (to_kill.y, to_kill.x) if to_kill else None
|
||||
|
||||
def equip(self) -> None:
|
||||
"""
|
||||
Equip the weapon.
|
||||
"""
|
||||
self.held_by.remove_from_inventory(self)
|
||||
self.held_by.equipped_main = self
|
||||
|
||||
@property
|
||||
def stat(self) -> str:
|
||||
"""
|
||||
|
@ -6,7 +6,7 @@ from random import randint
|
||||
from typing import Dict, Optional, Tuple
|
||||
|
||||
from .items import Item
|
||||
from ..interfaces import FightingEntity, InventoryHolder, Tile
|
||||
from ..interfaces import FightingEntity, InventoryHolder
|
||||
from ..translations import gettext as _
|
||||
|
||||
|
||||
@ -117,6 +117,21 @@ class Player(InventoryHolder, FightingEntity):
|
||||
self.current_xp += int(xp * self.xp_buff)
|
||||
self.level_up()
|
||||
|
||||
def remove_from_inventory(self, obj: Item) -> None:
|
||||
"""
|
||||
Remove the given item from the inventory, even if the item is equipped.
|
||||
"""
|
||||
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)
|
||||
|
||||
# noinspection PyTypeChecker,PyUnresolvedReferences
|
||||
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
|
||||
-> bool:
|
||||
@ -137,12 +152,6 @@ class Player(InventoryHolder, FightingEntity):
|
||||
return True
|
||||
elif entity.is_item():
|
||||
entity.hold(self)
|
||||
tile = self.map.tiles[y][x]
|
||||
if tile == Tile.DOOR and move_if_possible:
|
||||
# Open door
|
||||
self.map.tiles[y][x] = Tile.FLOOR
|
||||
self.map.compute_visibility(y, x, self.vision)
|
||||
return super().check_move(y, x, move_if_possible)
|
||||
return super().check_move(y, x, move_if_possible)
|
||||
|
||||
def save_state(self) -> dict:
|
||||
|
@ -192,16 +192,14 @@ class Game:
|
||||
|
||||
# We move up on the ladder of the beginning,
|
||||
# down at the end of the stage
|
||||
move_down = y != self.map.start_y or x != self.map.start_x
|
||||
move_down = y != self.map.start_y and x != self.map.start_x
|
||||
old_map = self.map
|
||||
self.map_index += 1 if move_down else -1
|
||||
if self.map_index == -1:
|
||||
self.map_index = 0
|
||||
return
|
||||
while self.map_index >= len(self.maps):
|
||||
m = broguelike.Generator().run()
|
||||
m.logs = self.logs
|
||||
self.maps.append(m)
|
||||
self.maps.append(broguelike.Generator().run())
|
||||
new_map = self.map
|
||||
new_map.floor = self.map_index
|
||||
old_map.remove_entity(self.player)
|
||||
@ -307,8 +305,7 @@ class Game:
|
||||
if key == KeyValues.USE:
|
||||
self.inventory_menu.validate().use()
|
||||
elif key == KeyValues.EQUIP:
|
||||
item = self.inventory_menu.validate()
|
||||
item.unequip() if item.equipped else item.equip()
|
||||
self.inventory_menu.validate().equip()
|
||||
elif key == KeyValues.DROP:
|
||||
self.inventory_menu.validate().drop()
|
||||
|
||||
@ -420,7 +417,6 @@ class Game:
|
||||
self.maps = [Map().load_state(map_dict) for map_dict in d["maps"]]
|
||||
for i, m in enumerate(self.maps):
|
||||
m.floor = i
|
||||
m.logs = self.logs
|
||||
except KeyError as error:
|
||||
self.message = _("Some keys are missing in your save file.\n"
|
||||
"Your save seems to be corrupt. It got deleted.")\
|
||||
|
@ -390,7 +390,6 @@ class Tile(Enum):
|
||||
WALL = auto()
|
||||
FLOOR = auto()
|
||||
LADDER = auto()
|
||||
DOOR = auto()
|
||||
|
||||
@staticmethod
|
||||
def from_ascii_char(ch: str) -> "Tile":
|
||||
@ -431,7 +430,7 @@ class Tile(Enum):
|
||||
"""
|
||||
Is this Tile a wall?
|
||||
"""
|
||||
return self == Tile.WALL or self == Tile.DOOR
|
||||
return self == Tile.WALL
|
||||
|
||||
def is_ladder(self) -> bool:
|
||||
"""
|
||||
@ -858,9 +857,7 @@ class InventoryHolder(Entity):
|
||||
entity_classes = self.get_all_entity_classes_in_a_dict()
|
||||
|
||||
item_class = entity_classes[item_dict["type"]]
|
||||
item = item_class(**item_dict)
|
||||
item.held_by = self
|
||||
return item
|
||||
return item_class(**item_dict)
|
||||
|
||||
def save_state(self) -> dict:
|
||||
"""
|
||||
@ -876,7 +873,6 @@ class InventoryHolder(Entity):
|
||||
Adds an object to the inventory.
|
||||
"""
|
||||
if obj not in self.inventory:
|
||||
obj.held_by = self
|
||||
self.inventory.append(obj)
|
||||
|
||||
def remove_from_inventory(self, obj: Any) -> None:
|
||||
|
@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: squirrelbattle 23.14\n"
|
||||
"Project-Id-Version: squirrelbattle 3.14.1\n"
|
||||
"Report-Msgid-Bugs-To: squirrel-battle@crans.org\n"
|
||||
"POT-Creation-Date: 2021-01-10 21:30+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
|
@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: squirrelbattle 23.14\n"
|
||||
"Project-Id-Version: squirrelbattle 3.14.1\n"
|
||||
"Report-Msgid-Bugs-To: squirrel-battle@crans.org\n"
|
||||
"POT-Creation-Date: 2021-01-10 21:30+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
@ -23,19 +23,19 @@ msgstr "Inventorio :"
|
||||
|
||||
#: squirrelbattle/display/gamedisplay.py:167
|
||||
msgid "Equipped main:"
|
||||
msgstr "Equipado principal :"
|
||||
msgstr "Principal equipado:"
|
||||
|
||||
#: squirrelbattle/display/gamedisplay.py:171
|
||||
msgid "Equipped secondary:"
|
||||
msgstr "Equipado segundario :"
|
||||
msgstr "Equipado secundario:"
|
||||
|
||||
#: squirrelbattle/display/gamedisplay.py:176
|
||||
msgid "Equipped chestplate:"
|
||||
msgstr "Pechera equipada :"
|
||||
msgstr "Pechera equipada:"
|
||||
|
||||
#: squirrelbattle/display/gamedisplay.py:180
|
||||
msgid "Equipped helmet:"
|
||||
msgstr "Casco equipado :"
|
||||
msgstr "Casco equipado:"
|
||||
|
||||
#: squirrelbattle/display/gamedisplay.py:187
|
||||
msgid "YOU ARE DEAD"
|
||||
@ -44,22 +44,22 @@ msgstr "ERES MUERTO"
|
||||
#: squirrelbattle/display/gamedisplay.py:191
|
||||
#, python-brace-format
|
||||
msgid "Use {key} to use the ladder"
|
||||
msgstr "Presiona {key} para utilizar la escala"
|
||||
msgstr "Usa {key} para usar la escalera"
|
||||
|
||||
#: squirrelbattle/display/gamedisplay.py:210
|
||||
msgid "Move to the friendly entity to talk to it"
|
||||
msgstr "Moverse hasta la entitad amistosa para hablar con ella"
|
||||
msgstr "Muévete hacia la entidad amiga para hablar con ella."
|
||||
|
||||
#: squirrelbattle/display/gamedisplay.py:212
|
||||
#, python-brace-format
|
||||
msgid "Use {key} then move to talk to the entity"
|
||||
msgstr "Presionar {key} pues moverse para hablar con la entitad"
|
||||
msgstr "Usa {key} y luego muévete para hablar con la entidad"
|
||||
|
||||
#: squirrelbattle/display/menudisplay.py:124
|
||||
#: squirrelbattle/display/menudisplay.py:149
|
||||
#: squirrelbattle/display/menudisplay.py:304
|
||||
msgid "Credits"
|
||||
msgstr "Créditos"
|
||||
msgstr "Creditos"
|
||||
|
||||
#: squirrelbattle/display/menudisplay.py:173
|
||||
msgid "INVENTORY"
|
||||
@ -75,11 +75,11 @@ msgstr "COFRE"
|
||||
|
||||
#: squirrelbattle/display/menudisplay.py:308
|
||||
msgid "Developers:"
|
||||
msgstr "Desarrolladores :"
|
||||
msgstr "Desarrollador:"
|
||||
|
||||
#: squirrelbattle/display/menudisplay.py:314
|
||||
msgid "Translators:"
|
||||
msgstr "Traductores :"
|
||||
msgstr "Traductores:"
|
||||
|
||||
#: squirrelbattle/entities/friendly.py:38
|
||||
msgid "I don't sell any squirrel"
|
||||
@ -153,12 +153,12 @@ msgstr "El baile no fue efectivo ..."
|
||||
#: squirrelbattle/game.py:214
|
||||
#, python-brace-format
|
||||
msgid "The player climbs down to the floor {floor}."
|
||||
msgstr "El jugador baja a la planta {floor}."
|
||||
msgstr "El jugador desciende alla planta {floor}."
|
||||
|
||||
#: squirrelbattle/game.py:227
|
||||
#, python-brace-format
|
||||
msgid "The player climbs up the floor {floor}."
|
||||
msgstr "El jugador sube a la planta {floor}."
|
||||
msgstr "El jugador sube por la planta {floor}."
|
||||
|
||||
#: squirrelbattle/game.py:348 squirrelbattle/tests/game_test.py:631
|
||||
msgid "The buyer does not have enough money"
|
||||
@ -417,7 +417,7 @@ msgstr "anillo de daño crítico"
|
||||
|
||||
#: squirrelbattle/tests/translations_test.py:91
|
||||
msgid "ring of more experience"
|
||||
msgstr "anillo de mejorada experiencia"
|
||||
msgstr "anillo de más experiencia"
|
||||
|
||||
#: squirrelbattle/tests/translations_test.py:93
|
||||
msgid "monocle"
|
||||
|
@ -10,7 +10,7 @@ msgstr "{name} prend {amount} points de dégât."
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: squirrelbattle 23.14\n"
|
||||
"Project-Id-Version: squirrelbattle 3.14.1\n"
|
||||
"Report-Msgid-Bugs-To: squirrel-battle@crans.org\n"
|
||||
"POT-Creation-Date: 2021-01-10 21:30+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
|
@ -21,38 +21,38 @@ DEFAULT_PARAMS = {
|
||||
"large_circular_room": .10,
|
||||
"circular_holes": .5,
|
||||
"loop_tries": 40,
|
||||
"loop_max": 5,
|
||||
"loop_max": 8,
|
||||
"loop_threshold": 15,
|
||||
"spawn_per_region": [1, 2],
|
||||
"room_chances": {
|
||||
"circular": 5,
|
||||
"chunks": 1,
|
||||
},
|
||||
"room_chances" : {
|
||||
"circular" : 1,
|
||||
"chunks" : 1,
|
||||
"rectangle" : 1,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
def dist(level: List[List[Tile]], y1: int, x1: int, y2: int, x2: int) -> int:
|
||||
def test_dist(level, y1, x1, y2, x2, threshold):
|
||||
"""
|
||||
Compute the minimum walking distance between points (y1, x1) and (y2, x2)
|
||||
on a Tile grid
|
||||
Returns whether the minimum walking distance between points (y1, x1) and
|
||||
(y2, x2) on the Tile grid level is greater than threshold
|
||||
"""
|
||||
# simple breadth first search
|
||||
copy = [[t for t in row] for row in level]
|
||||
dist = -1
|
||||
queue, next_queue = [[y1, x1]], [0]
|
||||
while next_queue:
|
||||
while next_queue and dist < threshold:
|
||||
next_queue = []
|
||||
dist += 1
|
||||
while queue:
|
||||
y, x = queue.pop()
|
||||
copy[y][x] = Tile.EMPTY
|
||||
if y == y2 and x == x2:
|
||||
return dist
|
||||
return False
|
||||
for y, x in Map.neighbourhood(copy, y, x):
|
||||
if copy[y][x].can_walk():
|
||||
next_queue.append([y, x])
|
||||
queue = next_queue
|
||||
return -1
|
||||
return True
|
||||
|
||||
|
||||
class Generator:
|
||||
@ -66,9 +66,9 @@ class Generator:
|
||||
room: List[List[Tile]], door_y: int, door_x: int,
|
||||
dy: int, dx: int) -> bool:
|
||||
"""
|
||||
Using point (door_y, door_x) in the room as a reference and placing it
|
||||
Using point (door_y, door_x) in the room as a reference and placing it
|
||||
over point (y, x) in the level, returns whether or not the room fits
|
||||
here
|
||||
here
|
||||
"""
|
||||
lh, lw = len(level), len(level[0])
|
||||
rh, rw = len(room), len(room[0])
|
||||
@ -99,11 +99,12 @@ class Generator:
|
||||
def place_room(level: List[List[Tile]], y: int, x: int,
|
||||
room: List[List[Tile]], door_y: int, door_x: int) -> None:
|
||||
"""
|
||||
Mutates level in place to add the room. Placement is determined by
|
||||
Mutates level in place to add the room. Placement is determined by
|
||||
making (door_y, door_x) in the room correspond with (y, x) in the level
|
||||
"""
|
||||
rh, rw = len(room), len(room[0])
|
||||
level[y][x] = Tile.DOOR
|
||||
# maybe place Tile.DOOR here instead ?
|
||||
level[y][x] = Tile.FLOOR
|
||||
for ry in range(rh):
|
||||
for rx in range(rw):
|
||||
if room[ry][rx] == Tile.FLOOR:
|
||||
@ -112,11 +113,11 @@ class Generator:
|
||||
@staticmethod
|
||||
def add_loop(level: List[List[Tile]], y: int, x: int) -> bool:
|
||||
"""
|
||||
Try to add a corridor between two far apart floor tiles, passing
|
||||
Try to add a corridor between two far apart floor tiles, passing
|
||||
through point (y, x).
|
||||
"""
|
||||
h, w = len(level), len(level[0])
|
||||
|
||||
|
||||
if level[y][x] != Tile.EMPTY:
|
||||
return False
|
||||
|
||||
@ -134,8 +135,8 @@ class Generator:
|
||||
continue
|
||||
|
||||
def verify_sides() -> bool:
|
||||
# switching up dy and dx here pivots the axis, so
|
||||
# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
|
||||
# switching up dy and dx here pivots the axis, so
|
||||
# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
|
||||
# (y, x), but not on the original axis
|
||||
for delta_x, delta_y in [[dy, dx], [-dy, -dx]]:
|
||||
for i in range(1, y2 - y1 + x2 - x1):
|
||||
@ -148,7 +149,7 @@ class Generator:
|
||||
return True
|
||||
# if adding the path would make the two tiles significantly closer
|
||||
# and its sides don't touch already placed terrain, build it
|
||||
if dist(level, y1, x1, y2, x2) < 20 and verify_sides():
|
||||
if test_dist(level, y1, x1, y2, x2, 20) and verify_sides():
|
||||
y, x = y1 + dy, x1 + dx
|
||||
while level[y][x] == Tile.EMPTY:
|
||||
level[y][x] = Tile.FLOOR
|
||||
@ -200,8 +201,8 @@ class Generator:
|
||||
dy: int, dx: int, length: int) -> bool:
|
||||
"""
|
||||
Tries to build the exit from the room at given coordinates
|
||||
Depending on parameter length, it will either attempt to build a
|
||||
simple door, or a long corridor. Return value is a boolean
|
||||
Depending on parameter length, it will either attempt to build a
|
||||
simple door, or a long corridor. Return value is a boolean
|
||||
signifying whether or not the exit was successfully built
|
||||
"""
|
||||
rh, rw = len(room), len(room[0])
|
||||
@ -217,7 +218,8 @@ class Generator:
|
||||
return False
|
||||
# see if the path ahead is clear. needed in the case of non convex room
|
||||
for i in range(length + 1):
|
||||
if room[y + i * dy][x + i * dx] != Tile.EMPTY:
|
||||
if not(0 <= y + i * dy < rh and 0 <= x + i * dx < rw) \
|
||||
or room[y + i * dy][x + i * dx] != Tile.EMPTY:
|
||||
return False
|
||||
for i in range(length):
|
||||
room[y + i * dy][x + i * dx] = Tile.FLOOR
|
||||
@ -253,35 +255,33 @@ class Generator:
|
||||
if room[y][x] == Tile.EMPTY and \
|
||||
Generator.build_door(room, y, x, dy, dx, length):
|
||||
break
|
||||
else: # pragma: no cover
|
||||
return None, None, None, None
|
||||
|
||||
return y + length * dy, x + length * dx, dy, dx
|
||||
|
||||
def create_chunk_room(self, spawnable: bool = True) \
|
||||
-> Tuple[List[List[Tile]], int, int, int, int]:
|
||||
"""
|
||||
Create and return as a tile grid a room that is composed of multiple
|
||||
create and return as a tile grid a room that is composed of multiple
|
||||
overlapping circles of the same radius
|
||||
Also return door info so we know how to place the room in the level
|
||||
also return door info so we know how to place the room in the level
|
||||
"""
|
||||
height, width = 15, 15
|
||||
nb_chunks, r = 6, 3
|
||||
|
||||
h_sup, w_sup, h_off, w_off = self.corr_meta_info()
|
||||
room = [[Tile.EMPTY] * (width + w_sup)
|
||||
room = [[Tile.EMPTY] * (width + w_sup) \
|
||||
for _dummy in range(height + h_sup)]
|
||||
|
||||
def draw_chunk(room: List[List[Tile]], y: int, x: int) -> None:
|
||||
def draw_chunk(room, y, x):
|
||||
for i in range(y - r, y + r + 1):
|
||||
d = (y - i)**2
|
||||
for j in range(x - r, x + r + 1):
|
||||
if d + (x - j) ** 2 < r ** 2:
|
||||
if d + (x - j)**2 < r**2:
|
||||
room[i][j] = Tile.FLOOR
|
||||
|
||||
draw_chunk(room, h_off + height // 2 + 1, w_off + width // 2 + 1)
|
||||
draw_chunk(room, h_off + height//2 + 1, w_off + width//2 + 1)
|
||||
|
||||
min_w, max_w = w_off + r + 1, width + w_off - r - 1
|
||||
min_w, max_w = w_off + r + 1, width + w_off - r -1
|
||||
min_h, max_h = h_off + r + 1, height + h_off - r - 1
|
||||
for i in range(nb_chunks):
|
||||
y, x = randint(min_h, max_h), randint(min_w, max_w)
|
||||
@ -302,7 +302,7 @@ class Generator:
|
||||
def create_circular_room(self, spawnable: bool = True) \
|
||||
-> Tuple[List[List[Tile]], int, int, int, int]:
|
||||
"""
|
||||
Create and return as a tile grid a room that is circular in shape, and
|
||||
Create and return as a tile grid a room that is circular in shape, and
|
||||
may have a center, also circular hole
|
||||
Also return door info so we know how to place the room in the level
|
||||
"""
|
||||
@ -342,10 +342,46 @@ class Generator:
|
||||
|
||||
return room, door_y, door_x, dy, dx
|
||||
|
||||
def create_rectangle_room(self, spawnable: bool = True) \
|
||||
-> Tuple[List[List[Tile]], int, int, int, int]:
|
||||
"""
|
||||
create and return as a tile grid a rectangular room
|
||||
also return door info so we know how to place the room in the level
|
||||
"""
|
||||
|
||||
shrt, lng = randint(3, 6), randint(6, 12)
|
||||
if random() < .5:
|
||||
height, width = shrt, lng
|
||||
else:
|
||||
height, width = lng, shrt
|
||||
|
||||
room = []
|
||||
|
||||
h_sup, w_sup, h_off, w_off = self.corr_meta_info()
|
||||
min_w, max_w = w_off + 1, width + w_off
|
||||
min_h, max_h = h_off + 1, height + h_off
|
||||
for i in range(height + h_sup + 2):
|
||||
room.append([])
|
||||
for j in range(width + w_sup + 2):
|
||||
if min_h <= i <= max_h and min_w <= j <= max_w:
|
||||
room[-1].append(Tile.FLOOR)
|
||||
else:
|
||||
room[-1].append(Tile.EMPTY)
|
||||
|
||||
# log all placed tiles as spawn positions
|
||||
if spawnable:
|
||||
self.register_spawn_area(room)
|
||||
|
||||
# attach exit
|
||||
door_y, door_x, dy, dx = self.attach_door(room, h_sup, w_sup,
|
||||
h_off, w_off)
|
||||
|
||||
return room, door_y, door_x, dy, dx
|
||||
|
||||
def create_random_room(self, spawnable: bool = True) \
|
||||
-> Tuple[List[list], int, int, int, int]:
|
||||
"""
|
||||
Randomly select a room shape and return one such room along with its
|
||||
Randomly select a room shape and return one such room along with its
|
||||
door info. Set spawnable to False is the room should be marked as a
|
||||
potential spawning region on the map
|
||||
"""
|
||||
@ -359,9 +395,11 @@ class Generator:
|
||||
break
|
||||
|
||||
if key == "circular":
|
||||
return self.create_circular_room(spawnable=spawnable)
|
||||
return self.create_circular_room(spawnable = spawnable)
|
||||
elif key == "chunks":
|
||||
return self.create_chunk_room(spawnable=spawnable)
|
||||
return self.create_chunk_room(spawnable = spawnable)
|
||||
elif key == "rectangle":
|
||||
return self.create_rectangle_room(spawnable = spawnable)
|
||||
|
||||
def register_spawn_area(self, area: List[List[Tile]]) -> None:
|
||||
"""
|
||||
@ -378,8 +416,8 @@ class Generator:
|
||||
def update_spawnable(self, y: int, x: int) -> None:
|
||||
"""
|
||||
Convert previous spawn positions relative to the room grid to actual
|
||||
actual spawn positions on the level grid, using the position of the
|
||||
top left corner of the room on the level, then log them as a
|
||||
actual spawn positions on the level grid, using the position of the
|
||||
top left corner of the room on the level, then log them as a
|
||||
spawnable region
|
||||
"""
|
||||
if self.queued_area is not None:
|
||||
@ -451,7 +489,6 @@ class Generator:
|
||||
tries += 1
|
||||
|
||||
# post-processing
|
||||
self.place_walls(level)
|
||||
|
||||
# because when a room is placed, it leads to exactly one previously
|
||||
# placed room, the level has a tree like structure with the starting
|
||||
@ -465,6 +502,9 @@ class Generator:
|
||||
y, x = randint(0, height - 1), randint(0, width - 1)
|
||||
loops += self.add_loop(level, y, x)
|
||||
|
||||
# surround the floor with walls
|
||||
self.place_walls(level)
|
||||
|
||||
# place an exit ladder
|
||||
y, x = randint(0, height - 1), randint(0, width - 1)
|
||||
while level[y][x] != Tile.FLOOR or \
|
||||
|
@ -134,13 +134,13 @@ class TestEntities(unittest.TestCase):
|
||||
self.map.remove_entity(entity2)
|
||||
|
||||
# Test following the player and finding the player as target
|
||||
self.player.move(6, 5)
|
||||
fam.move(5, 5)
|
||||
self.player.move(5, 5)
|
||||
fam.move(4, 5)
|
||||
fam.target = None
|
||||
self.player.move_down()
|
||||
self.map.tick(self.player)
|
||||
self.assertTrue(fam.target == self.player)
|
||||
self.assertEqual(fam.y, 6)
|
||||
self.assertEqual(fam.y, 5)
|
||||
self.assertEqual(fam.x, 5)
|
||||
|
||||
# Test random move
|
||||
@ -155,9 +155,9 @@ class TestEntities(unittest.TestCase):
|
||||
"""
|
||||
item = Item()
|
||||
self.map.add_entity(item)
|
||||
self.assertIsNone(item.held_by)
|
||||
self.assertFalse(item.held)
|
||||
item.hold(self.player)
|
||||
self.assertEqual(item.held_by, self.player)
|
||||
self.assertTrue(item.held)
|
||||
item.drop()
|
||||
self.assertEqual(item.y, 1)
|
||||
self.assertEqual(item.x, 6)
|
||||
@ -165,6 +165,7 @@ class TestEntities(unittest.TestCase):
|
||||
# Pick up item
|
||||
self.player.move_left()
|
||||
self.player.move_right()
|
||||
self.assertTrue(item.held)
|
||||
self.assertEqual(item.held_by, self.player)
|
||||
self.assertIn(item, self.player.inventory)
|
||||
self.assertNotIn(item, self.map.entities)
|
||||
@ -207,10 +208,9 @@ class TestEntities(unittest.TestCase):
|
||||
# The player can't hold the explosion
|
||||
explosion.hold(self.player)
|
||||
self.assertNotIn(explosion, self.player.inventory)
|
||||
self.assertIsNone(explosion.held_by)
|
||||
self.assertFalse(explosion.held)
|
||||
|
||||
# The explosion disappears after two ticks
|
||||
explosion.act(self.map)
|
||||
# The explosion disappears after one tick
|
||||
explosion.act(self.map)
|
||||
self.assertNotIn(explosion, self.map.entities)
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
import curses
|
||||
import os
|
||||
import unittest
|
||||
|
||||
from ..bootstrap import Bootstrap
|
||||
@ -48,7 +49,6 @@ class TestGame(unittest.TestCase):
|
||||
# Add items in the inventory to check that it is well loaded
|
||||
bomb.hold(self.game.player)
|
||||
sword.hold(self.game.player)
|
||||
sword.equip()
|
||||
|
||||
# Ensure that merchants can be saved
|
||||
merchant = Merchant()
|
||||
@ -100,6 +100,7 @@ class TestGame(unittest.TestCase):
|
||||
Yeah, that's only for coverage.
|
||||
"""
|
||||
self.assertRaises(Exception, Bootstrap.run_game)
|
||||
self.assertEqual(os.getenv("TERM", "unknown"), "unknown")
|
||||
|
||||
def test_key_translation(self) -> None:
|
||||
"""
|
||||
@ -255,7 +256,6 @@ class TestGame(unittest.TestCase):
|
||||
self.game.map.add_entity(explosion)
|
||||
self.assertIn(explosion, self.game.map.entities)
|
||||
self.game.handle_key_pressed(KeyValues.WAIT)
|
||||
self.game.handle_key_pressed(KeyValues.WAIT)
|
||||
self.assertNotIn(explosion, self.game.map.entities)
|
||||
|
||||
rabbit = Rabbit()
|
||||
@ -497,8 +497,10 @@ class TestGame(unittest.TestCase):
|
||||
# Drop an item
|
||||
bomb = self.game.player.inventory[-1]
|
||||
self.assertEqual(self.game.inventory_menu.validate(), bomb)
|
||||
self.assertTrue(bomb.held)
|
||||
self.assertEqual(bomb.held_by, self.game.player)
|
||||
self.game.handle_key_pressed(KeyValues.DROP)
|
||||
self.assertFalse(bomb.held)
|
||||
self.assertIsNone(bomb.held_by)
|
||||
self.assertIsNone(bomb.owner)
|
||||
self.assertFalse(bomb.exploding)
|
||||
@ -508,8 +510,10 @@ class TestGame(unittest.TestCase):
|
||||
# Use the bomb
|
||||
bomb = self.game.player.inventory[-1]
|
||||
self.assertEqual(self.game.inventory_menu.validate(), bomb)
|
||||
self.assertTrue(bomb.held)
|
||||
self.assertEqual(bomb.held_by, self.game.player)
|
||||
self.game.handle_key_pressed(KeyValues.USE)
|
||||
self.assertFalse(bomb.held)
|
||||
self.assertIsNone(bomb.held_by)
|
||||
self.assertEqual(bomb.owner, self.game.player)
|
||||
self.assertTrue(bomb.exploding)
|
||||
@ -662,37 +666,42 @@ class TestGame(unittest.TestCase):
|
||||
sword.hold(self.game.player)
|
||||
self.game.handle_key_pressed(KeyValues.EQUIP)
|
||||
self.assertEqual(self.game.player.equipped_main, sword)
|
||||
self.assertFalse(self.game.player.inventory)
|
||||
|
||||
# shield goes into the secondary equipment slot
|
||||
shield = Shield()
|
||||
shield.hold(self.game.player)
|
||||
shield.equip()
|
||||
self.game.handle_key_pressed(KeyValues.EQUIP)
|
||||
self.assertEqual(self.game.player.equipped_secondary, shield)
|
||||
self.assertFalse(self.game.player.inventory)
|
||||
|
||||
# helmet goes into the helmet slot
|
||||
helmet = Helmet()
|
||||
helmet.hold(self.game.player)
|
||||
helmet.equip()
|
||||
self.game.handle_key_pressed(KeyValues.EQUIP)
|
||||
self.assertEqual(self.game.player.equipped_helmet, helmet)
|
||||
self.assertFalse(self.game.player.inventory)
|
||||
|
||||
# helmet goes into the armor slot
|
||||
chestplate = Chestplate()
|
||||
chestplate.hold(self.game.player)
|
||||
chestplate.equip()
|
||||
self.game.handle_key_pressed(KeyValues.EQUIP)
|
||||
self.assertEqual(self.game.player.equipped_armor, chestplate)
|
||||
self.assertFalse(self.game.player.inventory)
|
||||
|
||||
# Use bomb
|
||||
bomb = Bomb()
|
||||
bomb.hold(self.game.player)
|
||||
bomb.equip()
|
||||
self.game.handle_key_pressed(KeyValues.EQUIP)
|
||||
self.assertEqual(self.game.player.equipped_secondary, bomb)
|
||||
self.assertFalse(shield.equipped)
|
||||
self.assertIn(shield, self.game.player.inventory)
|
||||
self.game.state = GameMode.PLAY
|
||||
self.game.handle_key_pressed(KeyValues.USE)
|
||||
self.assertIsNone(self.game.player.equipped_secondary)
|
||||
self.game.state = GameMode.INVENTORY
|
||||
shield.equip()
|
||||
self.game.handle_key_pressed(KeyValues.EQUIP)
|
||||
self.assertEqual(self.game.player.equipped_secondary, shield)
|
||||
self.assertFalse(self.game.player.inventory)
|
||||
|
||||
# Reequip, which is useless but covers code
|
||||
sword.equip()
|
||||
@ -714,13 +723,11 @@ class TestGame(unittest.TestCase):
|
||||
self.assertIn(shield, self.game.player.inventory)
|
||||
self.assertIn(helmet, self.game.player.inventory)
|
||||
self.assertIn(chestplate, self.game.player.inventory)
|
||||
self.game.display_actions(DisplayActions.REFRESH)
|
||||
|
||||
# Test rings
|
||||
self.game.player.inventory.clear()
|
||||
ring = RingCritical()
|
||||
ring.hold(self.game.player)
|
||||
self.game.display_actions(DisplayActions.REFRESH)
|
||||
old_critical = self.game.player.critical
|
||||
self.game.handle_key_pressed(KeyValues.EQUIP)
|
||||
self.assertEqual(self.game.player.critical,
|
||||
@ -944,18 +951,3 @@ class TestGame(unittest.TestCase):
|
||||
# Exit the menu
|
||||
self.game.handle_key_pressed(KeyValues.SPACE)
|
||||
self.assertEqual(self.game.state, GameMode.PLAY)
|
||||
|
||||
def test_doors(self) -> None:
|
||||
"""
|
||||
Check that the user can open doors.
|
||||
"""
|
||||
self.game.state = GameMode.PLAY
|
||||
|
||||
self.game.player.move(9, 8)
|
||||
self.assertEqual(self.game.map.tiles[10][8], Tile.DOOR)
|
||||
# Open door
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.assertEqual(self.game.map.tiles[10][8], Tile.FLOOR)
|
||||
self.assertEqual(self.game.player.y, 10)
|
||||
self.assertEqual(self.game.player.x, 8)
|
||||
self.game.display_actions(DisplayActions.REFRESH)
|
||||
|
@ -26,17 +26,16 @@ class TestBroguelike(unittest.TestCase):
|
||||
|
||||
def is_connex(self, grid: List[List[Tile]]) -> bool:
|
||||
h, w = len(grid), len(grid[0])
|
||||
y, x = -1, -1
|
||||
while not grid[y][x].can_walk():
|
||||
y, x = randint(0, h - 1), randint(0, w - 1)
|
||||
while not (grid[y][x].can_walk()):
|
||||
y, x = randint(0, h - 1), randint(0, w - 1)
|
||||
queue = Map.neighbourhood(grid, y, x)
|
||||
while queue:
|
||||
y, x = queue.pop()
|
||||
if grid[y][x].can_walk() or grid[y][x] == Tile.DOOR:
|
||||
if grid[y][x].can_walk():
|
||||
grid[y][x] = Tile.WALL
|
||||
queue += Map.neighbourhood(grid, y, x)
|
||||
return not any([t.can_walk() or t == Tile.DOOR
|
||||
for row in grid for t in row])
|
||||
return not any([t.can_walk() for row in grid for t in row])
|
||||
|
||||
def test_build_doors(self) -> None:
|
||||
m = self.stom(". .\n. .\n. .\n")
|
||||
|
@ -25,8 +25,6 @@ class Translator:
|
||||
Loads compiled translations.
|
||||
"""
|
||||
for language in cls.SUPPORTED_LOCALES:
|
||||
if language == "en":
|
||||
continue
|
||||
rep = Path(__file__).parent / "locale" / language / "LC_MESSAGES"
|
||||
rep.mkdir(parents=True) if not rep.is_dir() else None
|
||||
if os.path.isfile(rep / "squirrelbattle.mo"):
|
||||
@ -67,7 +65,7 @@ class Translator:
|
||||
args = ["xargs", "xgettext", "--from-code", "utf-8",
|
||||
"--add-comments",
|
||||
"--package-name=squirrelbattle",
|
||||
"--package-version=23.14",
|
||||
"--package-version=3.14.1",
|
||||
"--copyright-holder=ÿnérant, eichhornchen, "
|
||||
"nicomarg, charlse, ifugao",
|
||||
"--msgid-bugs-address=squirrel-battle@crans.org",
|
||||
|
Loading…
Reference in New Issue
Block a user