from typing import Optional from .player import Player from ..interfaces import Entity, FightingEntity, Map class Item(Entity): """ A class for items """ held: bool held_by: Optional["Player"] def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.held = False def drop(self, y: int, x: int) -> None: """ The item is dropped from the inventory onto the floor """ if self.held: self.held_by.inventory.remove(self) self.held = False self.held_by = None self.map.add_entity(self) self.move(y, x) def hold(self, player: "Player") -> None: """ The item is taken from the floor and put into the inventory """ self.held = True self.held_by = player self.map.remove_entity(self) player.inventory.append(self) class Heart(Item): """ A heart item to return health to the player """ name: str = "heart" healing: int = 5 def hold(self, player: "Player") -> None: """ When holding a heart, heal the player and don't put item in inventory. """ player.health = min(player.maxhealth, player.health + self.healing) self.map.remove_entity(self) class Bomb(Item): """ A bomb item intended to deal damage to ennemies at long range """ name: str = "bomb" damage: int = 5 exploding: bool def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.exploding = False def drop(self, x: int, y: int) -> None: super().drop(x, y) self.exploding = True def act(self, m: Map) -> None: """ Special exploding action of the bomb """ if self.exploding: for e in m.entities: if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \ isinstance(e, FightingEntity): e.take_damage(self, self.damage)