# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse # SPDX-License-Identifier: GPL-3.0-or-later from random import randint from typing import Dict, Optional, Tuple from .items import Item from ..interfaces import FightingEntity, InventoryHolder class Player(InventoryHolder, FightingEntity): """ The class of the player. """ current_xp: int = 0 max_xp: int = 10 xp_buff: float = 1 paths: Dict[Tuple[int, int], Tuple[int, int]] equipped_main: Optional[Item] equipped_secondary: Optional[Item] equipped_helmet: Optional[Item] equipped_armor: Optional[Item] def __init__(self, name: str = "player", maxhealth: int = 20, strength: int = 5, intelligence: int = 1, charisma: int = 1, dexterity: int = 1, constitution: int = 1, level: int = 1, current_xp: int = 0, max_xp: int = 10, inventory: list = None, hazel: int = 42, equipped_main: Optional[Item] = None, equipped_armor: Optional[Item] = None, critical: int = 5, equipped_secondary: Optional[Item] = None, equipped_helmet: Optional[Item] = None, xp_buff: float = 1, vision: int = 5, *args, **kwargs) -> None: super().__init__(name=name, maxhealth=maxhealth, strength=strength, intelligence=intelligence, charisma=charisma, dexterity=dexterity, constitution=constitution, level=level, critical=critical, *args, **kwargs) self.current_xp = current_xp self.max_xp = max_xp self.xp_buff = xp_buff self.inventory = self.translate_inventory(inventory or []) self.paths = dict() self.hazel = hazel self.equipped_main = self.dict_to_item(equipped_main) \ if isinstance(equipped_main, dict) else equipped_main self.equipped_armor = self.dict_to_item(equipped_armor) \ if isinstance(equipped_armor, dict) else equipped_armor self.equipped_secondary = self.dict_to_item(equipped_secondary) \ if isinstance(equipped_secondary, dict) else equipped_secondary self.equipped_helmet = self.dict_to_item(equipped_helmet) \ if isinstance(equipped_helmet, dict) else equipped_helmet self.vision = vision def move(self, y: int, x: int) -> None: """ Moves the view of the map (the point on which the camera is centered) according to the moves of the player. """ super().move(y, x) self.map.currenty = y self.map.currentx = x self.recalculate_paths() self.map.compute_visibility(self.y, self.x, self.vision) def level_up(self) -> None: """ Add as many levels as possible to the player. """ while self.current_xp > self.max_xp: self.level += 1 self.current_xp -= self.max_xp self.max_xp = self.level * 10 self.health = self.maxhealth self.strength = self.strength + 1 # TODO Remove it, that's only fun self.map.spawn_random_entities(randint(3 * self.level, 10 * self.level)) def add_xp(self, xp: int) -> None: """ Adds some experience to the player. If the required amount is reached, the player levels up. """ 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: """ If the player tries to move but a fighting entity is there, the player fights this entity. If the entity dies, the player is rewarded with some XP """ # Don't move if we are dead if self.dead: return False for entity in self.map.entities: if entity.y == y and entity.x == x: if entity.is_fighting_entity(): self.map.logs.add_message(self.hit(entity)) if entity.dead: self.add_xp(randint(3, 7)) return True elif entity.is_item(): entity.hold(self) return super().check_move(y, x, move_if_possible) def save_state(self) -> dict: """ Saves the state of the entity into a dictionary """ d = super().save_state() d["current_xp"] = self.current_xp d["max_xp"] = self.max_xp d["equipped_main"] = self.equipped_main.save_state()\ if self.equipped_main else None d["equipped_armor"] = self.equipped_armor.save_state()\ if self.equipped_armor else None d["equipped_secondary"] = self.equipped_secondary.save_state()\ if self.equipped_secondary else None d["equipped_helmet"] = self.equipped_helmet.save_state()\ if self.equipped_helmet else None return d