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, held: bool = False, held_by: Optional[Player] = None, *args, **kwargs): super().__init__(*args, **kwargs) self.held = held self.held_by = held_by 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) def save_state(self) -> dict: """ Saves the state of the entity into a dictionary """ d = super().save_state() d["held"] = self.held return d class Heart(Item): """ A heart item to return health to the player """ healing: int def __init__(self, healing: int = 5, *args, **kwargs): super().__init__(name="heart", *args, **kwargs) self.healing = healing 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 enemies at long range """ damage: int = 5 exploding: bool def __init__(self, damage: int = 5, exploding: bool = False, *args, **kwargs): super().__init__(name="bomb", *args, **kwargs) self.damage = damage self.exploding = exploding 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)