164 lines
6.5 KiB
Python
164 lines
6.5 KiB
Python
# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from math import log
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from random import randint
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from typing import Dict, Optional, Tuple
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from .items import Item
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from ..interfaces import FightingEntity, InventoryHolder, Tile
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from ..translations import gettext as _
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class Player(InventoryHolder, FightingEntity):
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"""
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The class of the player.
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"""
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current_xp: int = 0
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max_xp: int = 10
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xp_buff: float = 1
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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equipped_main: Optional[Item]
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equipped_secondary: Optional[Item]
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equipped_helmet: Optional[Item]
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equipped_armor: Optional[Item]
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def __init__(self, name: str = "player", maxhealth: int = 20,
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strength: int = 5, intelligence: int = 1, charisma: int = 1,
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dexterity: int = 1, constitution: int = 1, level: int = 1,
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current_xp: int = 0, max_xp: int = 10, inventory: list = None,
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hazel: int = 42, equipped_main: Optional[Item] = None,
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equipped_armor: Optional[Item] = None, critical: int = 5,
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equipped_secondary: Optional[Item] = None,
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equipped_helmet: Optional[Item] = None, xp_buff: float = 1,
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vision: int = 5, *args, **kwargs) -> None:
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super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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intelligence=intelligence, charisma=charisma,
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dexterity=dexterity, constitution=constitution,
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level=level, critical=critical, *args, **kwargs)
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self.current_xp = current_xp
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self.max_xp = max_xp
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self.xp_buff = xp_buff
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self.inventory = self.translate_inventory(inventory or [])
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self.paths = dict()
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self.hazel = hazel
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self.equipped_main = self.dict_to_item(equipped_main) \
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if isinstance(equipped_main, dict) else equipped_main
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self.equipped_armor = self.dict_to_item(equipped_armor) \
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if isinstance(equipped_armor, dict) else equipped_armor
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self.equipped_secondary = self.dict_to_item(equipped_secondary) \
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if isinstance(equipped_secondary, dict) else equipped_secondary
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self.equipped_helmet = self.dict_to_item(equipped_helmet) \
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if isinstance(equipped_helmet, dict) else equipped_helmet
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self.vision = vision
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def move(self, y: int, x: int) -> None:
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"""
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Moves the view of the map (the point on which the camera is centered)
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according to the moves of the player.
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"""
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super().move(y, x)
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self.map.currenty = y
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self.map.currentx = x
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self.recalculate_paths()
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self.map.compute_visibility(self.y, self.x, self.vision)
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def dance(self) -> None:
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"""
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Dancing has a certain probability or making ennemies unable
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to fight for 3 turns. That probability depends on the player's
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charisma.
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"""
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diceroll = randint(1, 10)
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found = False
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if diceroll <= self.charisma:
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for entity in self.map.entities:
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if entity.is_fighting_entity() and not entity == self \
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and entity.distance(self) <= 3:
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found = True
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entity.confused = 1
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entity.effects.append(["confused", 1, 3])
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if found:
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self.map.logs.add_message(_(
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"It worked! Nearby ennemies will be confused for 3 turns."))
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else:
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self.map.logs.add_message(_(
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"It worked, but there is no one nearby..."))
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else:
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self.map.logs.add_message(
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_("The dance was not effective..."))
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def level_up(self) -> None:
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"""
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Add as many levels as possible to the player.
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"""
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while self.current_xp > self.max_xp:
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self.level += 1
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self.current_xp -= self.max_xp
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self.max_xp = self.level * 10
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self.maxhealth += int(2 * log(self.level) / log(2))
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self.health = self.maxhealth
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self.strength = self.strength + 1
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if self.level % 3 == 0:
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self.dexterity += 1
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self.constitution += 1
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if self.level % 4 == 0:
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self.intelligence += 1
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if self.level % 6 == 0:
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self.charisma += 1
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if self.level % 10 == 0 and self.critical < 95:
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self.critical += (100 - self.charisma) // 30
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def add_xp(self, xp: int) -> None:
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"""
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Adds some experience to the player.
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If the required amount is reached, the player levels up.
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"""
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self.current_xp += int(xp * self.xp_buff)
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self.level_up()
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# noinspection PyTypeChecker,PyUnresolvedReferences
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def check_move(self, y: int, x: int, move_if_possible: bool = False) \
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-> bool:
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"""
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If the player tries to move but a fighting entity is there,
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the player fights this entity.
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If the entity dies, the player is rewarded with some XP
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"""
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# Don't move if we are dead
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if self.dead:
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return False
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for entity in self.map.entities:
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if entity.y == y and entity.x == x:
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if entity.is_fighting_entity():
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self.map.logs.add_message(self.hit(entity))
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if entity.dead:
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self.add_xp(randint(3, 7))
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return True
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elif entity.is_item():
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entity.hold(self)
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tile = self.map.tiles[y][x]
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if tile == Tile.DOOR and move_if_possible:
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# Open door
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self.map.tiles[y][x] = Tile.FLOOR
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self.map.compute_visibility(y, x, self.vision)
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return super().check_move(y, x, move_if_possible)
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return super().check_move(y, x, move_if_possible)
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def save_state(self) -> dict:
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"""
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Saves the state of the entity into a dictionary
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"""
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d = super().save_state()
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d["current_xp"] = self.current_xp
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d["max_xp"] = self.max_xp
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d["equipped_main"] = self.equipped_main.save_state()\
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if self.equipped_main else None
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d["equipped_armor"] = self.equipped_armor.save_state()\
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if self.equipped_armor else None
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d["equipped_secondary"] = self.equipped_secondary.save_state()\
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if self.equipped_secondary else None
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d["equipped_helmet"] = self.equipped_helmet.save_state()\
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if self.equipped_helmet else None
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return d
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