from random import randint from typing import Dict, Tuple from ..interfaces import FightingEntity class Player(FightingEntity): """ The class of the player """ current_xp: int = 0 max_xp: int = 10 inventory: list paths: Dict[Tuple[int, int], Tuple[int, int]] hazel: int #It is the currency of this game def __init__(self, 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, hazel: int = 42, *args, **kwargs) -> None: super().__init__(name="player", maxhealth=maxhealth, strength=strength, intelligence=intelligence, charisma=charisma, dexterity=dexterity, constitution=constitution, level=level, *args, **kwargs) self.current_xp = current_xp self.max_xp = max_xp self.inventory = list() self.paths = dict() self.hazel = hazel 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() def level_up(self) -> None: """ Add levels to the player as much as it is possible. """ 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: """ Add some experience to the player. If the required amount is reached, level up. """ self.current_xp += xp self.level_up() # 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) elif entity.is_friendly(): self.map.logs.add_message(entity.talk_to(self)) return super().check_move(y, x, move_if_possible) def recalculate_paths(self, max_distance: int = 8) -> None: """ Use Dijkstra algorithm to calculate best paths for monsters to go to the player. """ queue = [(self.y, self.x)] visited = [] distances = {(self.y, self.x): 0} predecessors = {} while queue: y, x = queue.pop(0) visited.append((y, x)) if distances[(y, x)] >= max_distance: continue for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]: new_y, new_x = y + diff_y, x + diff_x if not 0 <= new_y < self.map.height or \ not 0 <= new_x < self.map.width or \ not self.map.tiles[y][x].can_walk() or \ (new_y, new_x) in visited or \ (new_y, new_x) in queue: continue predecessors[(new_y, new_x)] = (y, x) distances[(new_y, new_x)] = distances[(y, x)] + 1 queue.append((new_y, new_x)) self.paths = predecessors 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 return d