squirrel-battle/squirrelbattle/entities/items.py
ynerant 53d090a9c8 Merge branch 'master' into 'mouse_interaction'
# Conflicts:
#   squirrelbattle/display/display_manager.py
#   squirrelbattle/display/menudisplay.py
#   squirrelbattle/entities/items.py
2020-12-11 18:38:13 +01:00

231 lines
6.8 KiB
Python

# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from random import choice, randint
from typing import Optional
from .player import Player
from ..interfaces import Entity, FightingEntity, Map, InventoryHolder
from ..translations import gettext as _
class Item(Entity):
"""
A class for items
"""
held: bool
held_by: Optional[InventoryHolder]
price: int
def __init__(self, held: bool = False,
held_by: Optional[InventoryHolder] = None,
price: int = 2, *args, **kwargs):
super().__init__(*args, **kwargs)
self.held = held
self.held_by = held_by
self.price = price
def drop(self) -> None:
"""
The item is dropped from the inventory onto the floor
"""
if self.held:
self.held_by.inventory.remove(self)
self.held_by.map.add_entity(self)
self.move(self.held_by.y, self.held_by.x)
self.held = False
self.held_by = None
def use(self) -> None:
"""
Indicates what should be done when the item is used.
"""
def equip(self) -> None:
"""
Indicates what should be done when the item is equipped.
"""
def hold(self, player: InventoryHolder) -> None:
"""
The item is taken from the floor and put into the inventory
"""
self.held = True
self.held_by = player
self.held_by.map.remove_entity(self)
player.add_to_inventory(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
@staticmethod
def get_all_items() -> list:
return [BodySnatchPotion, Bomb, Heart, Sword]
def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
"""
Does all necessary actions when an object is to be sold.
Is overwritten by some classes that cannot exist in the player's
inventory
"""
if buyer.hazel >= self.price:
self.hold(buyer)
seller.remove_from_inventory(self)
buyer.change_hazel_balance(-self.price)
seller.change_hazel_balance(self.price)
return True
else:
return False
class Heart(Item):
"""
A heart item to return health to the player
"""
healing: int
def __init__(self, name: str = "heart", healing: int = 5, price: int = 3,
*args, **kwargs):
super().__init__(name=name, price=price, *args, **kwargs)
self.healing = healing
def hold(self, entity: InventoryHolder) -> None:
"""
When holding a heart, heal the player and don't put item in inventory.
"""
entity.health = min(entity.maxhealth, entity.health + self.healing)
entity.map.remove_entity(self)
def save_state(self) -> dict:
"""
Saves the state of the header into a dictionary
"""
d = super().save_state()
d["healing"] = self.healing
return d
class Bomb(Item):
"""
A bomb item intended to deal damage to enemies at long range
"""
damage: int = 5
exploding: bool
owner: Optional["Player"]
tick: int
def __init__(self, name: str = "bomb", damage: int = 5,
exploding: bool = False, price: int = 4, *args, **kwargs):
super().__init__(name=name, price=price, *args, **kwargs)
self.damage = damage
self.exploding = exploding
self.tick = 4
self.owner = None
def use(self) -> None:
"""
When the bomb is used, throw it and explodes it.
"""
if self.held:
self.owner = self.held_by
super().drop()
self.exploding = True
def act(self, m: Map) -> None:
"""
Special exploding action of the bomb
"""
if self.exploding:
if self.tick > 0:
# The bomb will explode in <tick> moves
self.tick -= 1
else:
# The bomb is exploding.
# Each entity that is close to the bomb takes damages.
# The player earn XP if the entity was killed.
log_message = _("Bomb is exploding.")
for e in m.entities.copy():
if abs(e.x - self.x) + abs(e.y - self.y) <= 3 and \
isinstance(e, FightingEntity):
log_message += " " + e.take_damage(self, self.damage)
if e.dead:
self.owner.add_xp(randint(3, 7))
m.logs.add_message(log_message)
m.entities.remove(self)
def save_state(self) -> dict:
"""
Saves the state of the bomb into a dictionary
"""
d = super().save_state()
d["exploding"] = self.exploding
d["damage"] = self.damage
return d
class Weapon(Item):
"""
Non-throwable items that improve player damage
"""
damage: int
def __init__(self, damage: int = 3, *args, **kwargs):
super().__init__(*args, **kwargs)
self.damage = damage
def save_state(self) -> dict:
"""
Saves the state of the weapon into a dictionary
"""
d = super().save_state()
d["damage"] = self.damage
return d
class Sword(Weapon):
"""
A basic weapon
"""
def __init__(self, name: str = "sword", price: int = 20, *args, **kwargs):
super().__init__(name=name, price=price, *args, **kwargs)
self.name = name
class BodySnatchPotion(Item):
"""
The body-snatch potion allows to exchange all characteristics with a random
other entity.
"""
def __init__(self, name: str = "body_snatch_potion", price: int = 14,
*args, **kwargs):
super().__init__(name=name, price=price, *args, **kwargs)
def use(self) -> None:
"""
Find a valid random entity, then exchange characteristics.
"""
valid_entities = self.held_by.map.find_entities(FightingEntity)
valid_entities.remove(self.held_by)
entity = choice(valid_entities)
entity_state = entity.save_state()
player_state = self.held_by.save_state()
self.held_by.__dict__.update(entity_state)
entity.__dict__.update(player_state)
self.held_by.map.currenty, self.held_by.map.currentx = self.held_by.y,\
self.held_by.x
self.held_by.map.logs.add_message(
_("{player} exchanged its body with {entity}.").format(
player=self.held_by.translated_name.capitalize(),
entity=entity.translated_name))
self.held_by.recalculate_paths()
self.held_by.inventory.remove(self)