116 lines
4.1 KiB
Python
116 lines
4.1 KiB
Python
from random import randint
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from typing import Dict, Tuple
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from ..interfaces import FightingEntity
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class Player(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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inventory: list
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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def __init__(self, maxhealth: int = 20, strength: int = 5,
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intelligence: int = 1, charisma: int = 1, dexterity: int = 1,
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constitution: int = 1, level: int = 1, current_xp: int = 0,
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max_xp: int = 10, *args, **kwargs) -> None:
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super().__init__(name="player", 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, *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.inventory = list()
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self.paths = dict()
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def move(self, y: int, x: int) -> None:
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"""
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When the player moves, move the camera of the map.
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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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def level_up(self) -> None:
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"""
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Add levels to the player as much as it is possible.
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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.health = self.maxhealth
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# TODO Remove it, that's only fun
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self.map.spawn_random_entities(randint(3 * self.level,
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10 * self.level))
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def add_xp(self, xp: int) -> None:
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"""
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Add some experience to the player.
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If the required amount is reached, level up.
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"""
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self.current_xp += xp
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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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It rewards some XP if it is dead.
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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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return super().check_move(y, x, move_if_possible)
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def recalculate_paths(self, max_distance: int = 8) -> None:
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"""
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Use Dijkstra algorithm to calculate best paths
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for monsters to go to the player.
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"""
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queue = [(self.y, self.x)]
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visited = []
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distances = {(self.y, self.x): 0}
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predecessors = {}
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while queue:
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y, x = queue.pop(0)
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visited.append((y, x))
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if distances[(y, x)] >= max_distance:
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continue
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for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
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new_y, new_x = y + diff_y, x + diff_x
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if not 0 <= new_y < self.map.height or \
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not 0 <= new_x < self.map.width or \
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not self.map.tiles[y][x].can_walk() or \
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(new_y, new_x) in visited or \
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(new_y, new_x) in queue:
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continue
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predecessors[(new_y, new_x)] = (y, x)
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distances[(new_y, new_x)] = distances[(y, x)] + 1
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queue.append((new_y, new_x))
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self.paths = predecessors
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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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return d
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