# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse # SPDX-License-Identifier: GPL-3.0-or-later from random import choice, randint from typing import Any, Optional from ..interfaces import Entity, FightingEntity, InventoryHolder, Map from ..translations import gettext as _ class Item(Entity): """ A class for items. """ held_by: Optional[InventoryHolder] price: int def __init__(self, equipped: bool = False, held_by: Optional[InventoryHolder] = None, hold_slot: str = "equipped_secondary", price: int = 2, *args, **kwargs): super().__init__(*args, **kwargs) self.held_by = held_by self.equipped = equipped self.hold_slot = hold_slot if equipped: self.equip() self.price = price @property def description(self) -> str: """ In the inventory, indicate the usefulness of the item. """ return "" def drop(self) -> None: """ The item is dropped from the inventory onto the floor. """ if self.held_by is not None: self.unequip() self.held_by.remove_from_inventory(self) self.held_by.map.add_entity(self) self.move(self.held_by.y, self.held_by.x) self.held_by = None def use(self) -> None: """ Indicates what should be done when the item is used. """ def throw(self, direction: int) -> Any: """ 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. """ # Other objects are only equipped as secondary. if not self.equipped: if getattr(self.held_by, self.hold_slot): getattr(self.held_by, self.hold_slot).unequip() self.equipped = True setattr(self.held_by, self.hold_slot, self) self.on_equip() 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() def hold(self, holder: InventoryHolder) -> None: """ The item is taken from the floor and put into the inventory. """ self.held_by = holder self.held_by.map.remove_entity(self) holder.add_to_inventory(self) def save_state(self) -> dict: """ Saves the state of the item into a dictionary. """ d = super().save_state() d["equipped"] = self.equipped return d @staticmethod def get_all_items() -> list: """ Returns the list of all item classes. """ return [BodySnatchPotion, Bomb, Bow, Chestplate, FireBallStaff, Heart, Helmet, Monocle, ScrollofDamage, ScrollofWeakening, Shield, Sword, RingCritical, RingXP, Ruler] def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder, for_free: bool = False) -> bool: """ Does all necessary actions when an object is to be sold. Is overwritten by some classes that cannot exist in the player's 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) seller.change_hazel_balance(self.price) return True else: return False class Heart(Item): """ A heart item to return health to the player. """ healing: int def __init__(self, name: str = "heart", healing: int = 5, price: int = 3, *args, **kwargs): super().__init__(name=name, price=price, *args, **kwargs) self.healing = healing @property def description(self) -> str: return f"HP+{self.healing}" def hold(self, entity: InventoryHolder) -> None: """ When holding a heart, the player is healed and the item is not put in the inventory. """ entity.health = min(entity.maxhealth, entity.health + self.healing) entity.map.remove_entity(self) def save_state(self) -> dict: """ Saves the state of the heart into a dictionary. """ d = super().save_state() d["healing"] = self.healing return d class Bomb(Item): """ A bomb item intended to deal damage to enemies at long range """ damage: int = 5 exploding: bool owner: Optional["InventoryHolder"] tick: int def __init__(self, name: str = "bomb", damage: int = 5, exploding: bool = False, price: int = 4, *args, **kwargs): super().__init__(name=name, price=price, *args, **kwargs) self.damage = damage self.exploding = exploding self.tick = 4 self.owner = None def use(self) -> None: """ When the bomb is used, it is thrown and then it explodes. """ if self.held_by is not None: self.owner = self.held_by super().drop() self.exploding = True def act(self, m: Map) -> None: """ Special exploding action of the bomb. """ if self.exploding: if self.tick > 0: # The bomb will explode in moves self.tick -= 1 else: # The bomb is exploding. # Each entity that is close to the bomb takes damages. # The player earn XP if the entity was killed. log_message = _("Bomb is exploding.") for e in m.entities.copy(): if abs(e.x - self.x) + abs(e.y - self.y) <= 3 and \ isinstance(e, FightingEntity): log_message += " " + e.take_damage(self, self.damage) if e.dead: self.owner.add_xp(randint(3, 7)) m.logs.add_message(log_message) m.entities.remove(self) # Add sparkles where the bomb exploded. explosion = Explosion(y=self.y, x=self.x) self.map.add_entity(explosion) def save_state(self) -> dict: """ Saves the state of the bomb into a dictionary. """ d = super().save_state() d["exploding"] = self.exploding d["damage"] = self.damage return d class Explosion(Item): """ When a bomb explodes, the explosion is displayed. """ living_ticks: int def __init__(self, living_ticks: int = 2, *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) def hold(self, player: InventoryHolder) -> None: """ The player can't hold an explosion. """ class Weapon(Item): """ Non-throwable items that improve player damage """ damage: int def __init__(self, damage: int = 3, *args, **kwargs): super().__init__(hold_slot="equipped_main", *args, **kwargs) self.damage = damage @property def description(self) -> str: return f"STR+{self.damage}" if self.damage else super().description def save_state(self) -> dict: """ Saves the state of the weapon into a dictionary """ d = super().save_state() d["damage"] = self.damage return d def on_equip(self) -> None: """ When a weapon is equipped, the player gains strength. """ self.held_by.strength += self.damage def on_unequip(self) -> None: """ Remove the strength earned by the weapon. :return: """ self.held_by.strength -= self.damage class Sword(Weapon): """ A basic weapon """ def __init__(self, name: str = "sword", price: int = 20, *args, **kwargs): super().__init__(name=name, price=price, *args, **kwargs) class Ruler(Weapon): """ A basic weapon """ def __init__(self, name: str = "ruler", price: int = 2, damage: int = 1, *args, **kwargs): super().__init__(name=name, price=price, damage=damage, *args, **kwargs) class Armor(Item): """ Class of items that increase the player's constitution. """ constitution: int def __init__(self, constitution: int, *args, **kwargs): super().__init__(*args, **kwargs) self.constitution = constitution @property def description(self) -> str: return f"CON+{self.constitution}" if self.constitution \ else super().description def on_equip(self) -> None: self.held_by.constitution += self.constitution def on_unequip(self) -> None: self.held_by.constitution -= self.constitution def save_state(self) -> dict: d = super().save_state() d["constitution"] = self.constitution return d class Shield(Armor): """ Class of shield items, they can be equipped in the other hand. """ def __init__(self, name: str = "shield", constitution: int = 2, price: int = 16, *args, **kwargs): super().__init__(name=name, constitution=constitution, price=price, *args, **kwargs) class Helmet(Armor): """ Class of helmet items, they can be equipped on the head. """ 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) class Chestplate(Armor): """ Class of chestplate items, they can be equipped on the body. """ 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) class BodySnatchPotion(Item): """ The body-snatch potion allows to exchange all characteristics with a random other entity. """ def __init__(self, name: str = "body_snatch_potion", price: int = 14, *args, **kwargs): super().__init__(name=name, price=price, *args, **kwargs) def use(self) -> None: """ Find a valid random entity, then exchange characteristics. """ valid_entities = self.held_by.map.find_entities(FightingEntity) valid_entities.remove(self.held_by) entity = choice(valid_entities) entity_state = entity.save_state() player_state = self.held_by.save_state() self.held_by.__dict__.update(entity_state) entity.__dict__.update(player_state) self.held_by.map.currenty, self.held_by.map.currentx = self.held_by.y,\ self.held_by.x self.held_by.map.logs.add_message( _("{player} exchanged its body with {entity}.").format( player=self.held_by.translated_name.capitalize(), entity=entity.translated_name)) self.held_by.recalculate_paths() self.held_by.inventory.remove(self) class Ring(Item): """ A class of rings that boost the player's statistics. """ maxhealth: int strength: int intelligence: int charisma: int dexterity: int constitution: int critical: int experience: float def __init__(self, maxhealth: int = 0, strength: int = 0, intelligence: int = 0, charisma: int = 0, dexterity: int = 0, constitution: int = 0, critical: int = 0, experience: float = 0, *args, **kwargs): super().__init__(*args, **kwargs) self.maxhealth = maxhealth self.strength = strength self.intelligence = intelligence self.charisma = charisma self.dexterity = dexterity self.constitution = constitution self.critical = critical self.experience = experience @property def description(self) -> str: fields = [("MAX HP", self.maxhealth), ("STR", self.strength), ("INT", self.intelligence), ("CHR", self.charisma), ("DEX", self.dexterity), ("CON", self.constitution), ("CRI", self.critical), ("XP", self.experience)] return ", ".join(f"{key}+{value}" for key, value in fields if value) def on_equip(self) -> None: self.held_by.maxhealth += self.maxhealth self.held_by.strength += self.strength self.held_by.intelligence += self.intelligence self.held_by.charisma += self.charisma self.held_by.dexterity += self.dexterity self.held_by.constitution += self.constitution self.held_by.critical += self.critical self.held_by.xp_buff += self.experience def on_unequip(self) -> None: self.held_by.maxhealth -= self.maxhealth self.held_by.strength -= self.strength self.held_by.intelligence -= self.intelligence self.held_by.charisma -= self.charisma self.held_by.dexterity -= self.dexterity self.held_by.constitution -= self.constitution self.held_by.critical -= self.critical self.held_by.xp_buff -= self.experience def save_state(self) -> dict: d = super().save_state() d["maxhealth"] = self.maxhealth d["strength"] = self.strength d["intelligence"] = self.intelligence d["charisma"] = self.charisma d["dexterity"] = self.dexterity d["constitution"] = self.constitution d["critical"] = self.critical d["experience"] = self.experience return d class RingCritical(Ring): def __init__(self, name: str = "ring_of_critical_damage", price: int = 15, critical: int = 20, *args, **kwargs): super().__init__(name=name, price=price, critical=critical, *args, **kwargs) class RingXP(Ring): def __init__(self, name: str = "ring_of_more_experience", price: int = 25, experience: float = 2, *args, **kwargs): super().__init__(name=name, price=price, experience=experience, *args, **kwargs) class ScrollofDamage(Item): """ A scroll that, when used, deals damage to all entities in a certain radius. """ def __init__(self, name: str = "scroll_of_damage", price: int = 18, *args, **kwargs): super().__init__(name=name, price=price, *args, **kwargs) def use(self) -> None: """ Find all entities within a radius of 5, and deal damage based on the player's intelligence. """ for entity in self.held_by.map.entities: if entity.is_fighting_entity() and not entity == self.held_by: if entity.distance(self.held_by) <= 5: self.held_by.map.logs.add_message(entity.take_damage( self.held_by, self.held_by.intelligence)) self.held_by.inventory.remove(self) class ScrollofWeakening(Item): """ A scroll that, when used, reduces the damage of the ennemies for 3 turns. """ def __init__(self, name: str = "scroll_of_weakening", price: int = 13, *args, **kwargs): super().__init__(name=name, price=price, *args, **kwargs) def use(self) -> None: """ Find all entities and reduce their damage. """ for entity in self.held_by.map.entities: if entity.is_fighting_entity() and not entity == self.held_by: entity.strength = entity.strength - \ max(1, self.held_by.intelligence // 2) entity.effects.append(["strength", -max(1, self.held_by.intelligence // 2), 3]) self.held_by.map.logs.add_message( _(f"The ennemies have -{max(1, self.held_by.intelligence // 2)}" + "strength for 3 turns")) self.held_by.inventory.remove(self) class LongRangeWeapon(Weapon): def __init__(self, damage: int = 4, rang: int = 3, *args, **kwargs): super().__init__(*args, **kwargs) self.damage = damage self.range = rang def throw(self, direction: int) -> Any: to_kill = None for entity in self.held_by.map.entities: if entity.is_fighting_entity(): if direction == 0 and self.held_by.x == entity.x \ and self.held_by.y - entity.y > 0 and \ self.held_by.y - entity.y <= self.range: to_kill = entity elif direction == 2 and self.held_by.x == entity.x \ and entity.y - self.held_by.y > 0 and \ entity.y - self.held_by.y <= self.range: to_kill = entity elif direction == 1 and self.held_by.y == entity.y \ and entity.x - self.held_by.x > 0 and \ entity.x - self.held_by.x <= self.range: to_kill = entity elif direction == 3 and self.held_by.y == entity.y \ and self.held_by.x - entity.x > 0 and \ self.held_by.x - entity.x <= self.range: to_kill = entity if to_kill: line = _("{name}").format(name=to_kill.translated_name.capitalize() ) + self.string + " "\ + to_kill.take_damage( self.held_by, self.damage + getattr(self.held_by, self.stat)) self.held_by.map.logs.add_message(line) return (to_kill.y, to_kill.x) if to_kill else None @property def stat(self) -> str: """ The stat that is used when using the object: dexterity for a bow or intelligence for a magic staff. """ @property def string(self) -> str: """ The string that is printed when we hit an ennemy. """ class Bow(LongRangeWeapon): """ A type of long range weapon that deals damage based on the player's dexterity """ def __init__(self, name: str = "bow", price: int = 22, damage: int = 4, rang: int = 3, *args, **kwargs): super().__init__(name=name, price=price, damage=damage, rang=rang, *args, **kwargs) @property def stat(self) -> str: """ Here it is dexterity """ return "dexterity" @property def string(self) -> str: return _(" is shot by an arrow.") class FireBallStaff(LongRangeWeapon): """ A type of powerful long range weapon that deals damage based on the player's intelligence """ def __init__(self, name: str = "fire_ball_staff", price: int = 36, damage: int = 6, rang: int = 4, *args, **kwargs): super().__init__(name=name, price=price, damage=damage, rang=rang, *args, **kwargs) @property def stat(self) -> str: """ Here it is intelligence """ return "intelligence" @property def string(self) -> str: return _(" is shot by a fire ball.") def throw(self, direction: int) -> Any: """ Adds an explosion animation when killing something. """ coord = super().throw(direction) if coord: y = coord[0] x = coord[1] explosion = Explosion(y=y, x=x) self.held_by.map.add_entity(explosion) return y, x class Monocle(Item): def __init__(self, name: str = "monocle", price: int = 10, *args, **kwargs): super().__init__(name=name, price=price, *args, **kwargs)