701 lines
22 KiB
Python
701 lines
22 KiB
Python
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from enum import Enum, auto
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from math import sqrt
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from random import choice, randint
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from typing import List, Optional, Tuple, Any
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from math import ceil
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from .display.texturepack import TexturePack
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from .translations import gettext as _
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class Logs:
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"""
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The logs object stores the messages to display. It is encapsulating a list
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of such messages, to allow multiple pointers to keep track of it even if
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the list was to be reassigned.
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"""
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def __init__(self) -> None:
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self.messages = []
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def add_message(self, msg: str) -> None:
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self.messages.append(msg)
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def add_messages(self, msg: List[str]) -> None:
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self.messages += msg
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def clear(self) -> None:
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self.messages = []
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class Slope():
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X: int
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Y: int
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def __init__(self, y: int, x: int) -> None:
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self.Y = y
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self.X = x
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def compare(self, other: "Slope") -> int:
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y, x = other.Y, other.X
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return self.Y * x - self.X * y
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def __lt__(self, other: "Slope") -> bool:
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return self.compare(other) < 0
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def __eq__(self, other: "Slope") -> bool:
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return self.compare(other) == 0
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def __gt__(self, other: "Slope") -> bool:
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return self.compare(other) > 0
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def __le__(self, other: "Slope") -> bool:
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return self.compare(other) <= 0
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def __ge__(self, other: "Slope") -> bool:
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return self.compare(other) >= 0
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class Map:
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"""
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Object that represents a Map with its width, height
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and tiles, that have their custom properties.
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"""
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width: int
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height: int
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start_y: int
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start_x: int
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tiles: List[List["Tile"]]
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visibility: List[List[bool]]
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seen_tiles: List[List[bool]]
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entities: List["Entity"]
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logs: Logs
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# coordinates of the point that should be
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# on the topleft corner of the screen
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currentx: int
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currenty: int
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def __init__(self, width: int, height: int, tiles: list,
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start_y: int, start_x: int):
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self.width = width
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self.height = height
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self.start_y = start_y
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self.start_x = start_x
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self.tiles = tiles
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self.visibility = [[False for _ in range(len(tiles[0]))]
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for _ in range(len(tiles))]
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self.seen_tiles = [[False for _ in range(len(tiles[0]))]
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for _ in range(len(tiles))]
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self.entities = []
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self.logs = Logs()
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def add_entity(self, entity: "Entity") -> None:
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"""
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Register a new entity in the map.
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"""
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self.entities.append(entity)
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entity.map = self
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def remove_entity(self, entity: "Entity") -> None:
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"""
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Unregister an entity from the map.
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"""
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if entity in self.entities:
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self.entities.remove(entity)
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def find_entities(self, entity_class: type) -> list:
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return [entity for entity in self.entities
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if isinstance(entity, entity_class)]
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def is_free(self, y: int, x: int) -> bool:
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"""
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Indicates that the tile at the coordinates (y, x) is empty.
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"""
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return 0 <= y < self.height and 0 <= x < self.width and \
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self.tiles[y][x].can_walk() and \
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not any(entity.x == x and entity.y == y for entity in self.entities)
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def entity_is_present(self, y: int, x: int) -> bool:
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"""
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Indicates that the tile at the coordinates (y, x) contains a killable
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entity
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"""
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return 0 <= y < self.height and 0 <= x < self.width and \
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any(entity.x == x and entity.y == y and entity.is_friendly()
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for entity in self.entities)
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@staticmethod
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def load(filename: str) -> "Map":
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"""
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Read a file that contains the content of a map, and build a Map object.
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"""
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with open(filename, "r") as f:
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file = f.read()
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return Map.load_from_string(file)
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@staticmethod
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def load_from_string(content: str) -> "Map":
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"""
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Load a map represented by its characters and build a Map object.
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"""
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lines = content.split("\n")
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first_line = lines[0]
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start_y, start_x = map(int, first_line.split(" "))
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lines = [line for line in lines[1:] if line]
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height = len(lines)
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width = len(lines[0])
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tiles = [[Tile.from_ascii_char(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return Map(width, height, tiles, start_y, start_x)
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@staticmethod
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def load_dungeon_from_string(content: str) -> List[List["Tile"]]:
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"""
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Transforms a string into the list of corresponding tiles
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"""
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lines = content.split("\n")
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tiles = [[Tile.from_ascii_char(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return tiles
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def draw_string(self, pack: TexturePack) -> str:
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"""
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Draw the current map as a string object that can be rendered
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in the window.
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"""
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return "\n".join("".join(tile.char(pack) for tile in line)
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for line in self.tiles)
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def spawn_random_entities(self, count: int) -> None:
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"""
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Put randomly {count} entities on the map, where it is available.
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"""
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for _ignored in range(count):
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y, x = 0, 0
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while True:
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y, x = randint(0, self.height - 1), randint(0, self.width - 1)
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tile = self.tiles[y][x]
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if tile.can_walk():
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break
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entity = choice(Entity.get_all_entity_classes())()
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entity.move(y, x)
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self.add_entity(entity)
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def compute_visibility(self, y: int, x: int, max_range: int) -> None:
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"""
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Sets the visible tiles to be the ones visible by an entity at point
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(y, x), using a twaked shadow casting algorithm
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"""
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for line in self.visibility:
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for i in range(len(line)):
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line[i] = False
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self.set_visible(0, 0, 0, (y, x))
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for octant in range(8):
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self.compute_visibility_octant(octant, (y, x), max_range, 1,
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Slope(1, 1), Slope(0, 1))
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def crop_top_visibility(self, octant: int, origin: Tuple[int, int],
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x: int, top: Slope) -> int:
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if top.X == 1:
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top_y = x
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else:
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top_y = ceil(((x * 2 - 1) * top.Y + top.X) / (top.X * 2))
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if self.is_wall(top_y, x, octant, origin):
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if top >= Slope(top_y * 2 + 1, x * 2) and not\
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self.is_wall(top_y + 1, x, octant, origin):
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top_y += 1
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else:
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ax = x * 2
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if self.is_wall(top_y + 1, x + 1, octant, origin):
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ax += 1
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if top > Slope(top_y * 2 + 1, ax):
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top_y += 1
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return top_y
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def crop_bottom_visibility(self, octant: int, origin: Tuple[int, int],
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x: int, bottom: Slope) -> int:
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if bottom.Y == 0:
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bottom_y = 0
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else:
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bottom_y = ceil(((x * 2 - 1) * bottom.Y + bottom.X)
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/ (bottom.X * 2))
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if bottom >= Slope(bottom_y * 2 + 1, x * 2) and\
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self.is_wall(bottom_y, x, octant, origin) and\
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not self.is_wall(bottom_y + 1, x, octant, origin):
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bottom_y += 1
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return bottom_y
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def compute_visibility_octant(self, octant: int, origin: Tuple[int, int],
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max_range: int, distance: int, top: Slope,
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bottom: Slope) -> None:
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for x in range(distance, max_range + 1):
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top_y = self.crop_top_visibility(octant, origin, x, top)
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bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom)
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was_opaque = -1
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for y in range(top_y, bottom_y - 1, -1):
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if x + y > max_range:
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continue
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is_opaque = self.is_wall(y, x, octant, origin)
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is_visible = is_opaque\
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or ((y != top_y or top > Slope(y * 4 - 1, x * 4 + 1))
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and (y != bottom_y
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or bottom < Slope(y * 4 + 1, x * 4 - 1)))
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# is_visible = is_opaque\
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# or ((y != top_y or top >= Slope(y, x))
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# and (y != bottom_y or bottom <= Slope(y, x)))
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if is_visible:
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self.set_visible(y, x, octant, origin)
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if x == max_range:
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continue
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if is_opaque and was_opaque == 0:
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nx, ny = x * 2, y * 2 + 1
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if self.is_wall(y + 1, x, octant, origin):
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nx -= 1
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if top > Slope(ny, nx):
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if y == bottom_y:
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bottom = Slope(ny, nx)
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break
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else:
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self.compute_visibility_octant(
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octant, origin, max_range, x + 1, top,
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Slope(ny, nx))
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else:
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if y == bottom_y:
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return
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elif not is_opaque and was_opaque == 1:
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nx, ny = x * 2, y * 2 + 1
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if self.is_wall(y + 1, x + 1, octant, origin):
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nx += 1
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if bottom >= Slope(ny, nx):
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return
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top = Slope(ny, nx)
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was_opaque = is_opaque
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if was_opaque != 0:
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break
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@staticmethod
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def translate_coord(y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> Tuple[int, int]:
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ny, nx = origin
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if octant == 0:
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return ny - y, nx + x
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elif octant == 1:
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return ny - x, nx + y
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elif octant == 2:
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return ny - x, nx - y
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elif octant == 3:
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return ny - y, nx - x
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elif octant == 4:
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return ny + y, nx - x
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elif octant == 5:
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return ny + x, nx - y
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elif octant == 6:
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return ny + x, nx + y
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elif octant == 7:
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return ny + y, nx + x
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def is_wall(self, y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> bool:
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y, x = self.translate_coord(y, x, octant, origin)
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return 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]) and \
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self.tiles[y][x].is_wall()
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def set_visible(self, y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> None:
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y, x = self.translate_coord(y, x, octant, origin)
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if 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]):
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self.visibility[y][x] = True
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self.seen_tiles[y][x] = True
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def tick(self) -> None:
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"""
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Trigger all entity events.
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"""
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for entity in self.entities:
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entity.act(self)
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def save_state(self) -> dict:
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"""
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Saves the map's attributes to a dictionary
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"""
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d = dict()
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d["width"] = self.width
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d["height"] = self.height
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d["start_y"] = self.start_y
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d["start_x"] = self.start_x
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d["currentx"] = self.currentx
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d["currenty"] = self.currenty
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d["entities"] = []
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for enti in self.entities:
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d["entities"].append(enti.save_state())
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d["map"] = self.draw_string(TexturePack.ASCII_PACK)
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return d
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def load_state(self, d: dict) -> None:
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"""
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Loads the map's attributes from a dictionary
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"""
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self.width = d["width"]
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self.height = d["height"]
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self.start_y = d["start_y"]
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self.start_x = d["start_x"]
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self.currentx = d["currentx"]
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self.currenty = d["currenty"]
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self.tiles = self.load_dungeon_from_string(d["map"])
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self.entities = []
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dictclasses = Entity.get_all_entity_classes_in_a_dict()
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for entisave in d["entities"]:
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self.add_entity(dictclasses[entisave["type"]](**entisave))
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class Tile(Enum):
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"""
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The internal representation of the tiles of the map
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"""
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EMPTY = auto()
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WALL = auto()
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FLOOR = auto()
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@staticmethod
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def from_ascii_char(ch: str) -> "Tile":
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"""
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Maps an ascii character to its equivalent in the texture pack
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"""
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for tile in Tile:
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if tile.char(TexturePack.ASCII_PACK) == ch:
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return tile
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raise ValueError(ch)
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def char(self, pack: TexturePack) -> str:
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"""
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Translates a Tile to the corresponding character according
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to the texture pack
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"""
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return getattr(pack, self.name)
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def is_wall(self) -> bool:
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"""
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Is this Tile a wall?
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"""
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return self == Tile.WALL
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def can_walk(self) -> bool:
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"""
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Check if an entity (player or not) can move in this tile.
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"""
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return not self.is_wall() and self != Tile.EMPTY
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class Entity:
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"""
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An Entity object represents any entity present on the map
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"""
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y: int
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x: int
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name: str
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map: Map
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# noinspection PyShadowingBuiltins
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def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
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map: Optional[Map] = None, *ignored, **ignored2):
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self.y = y
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self.x = x
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self.name = name
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self.map = map
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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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Checks if moving to (y,x) is authorized
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"""
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free = self.map.is_free(y, x)
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if free and move_if_possible:
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self.move(y, x)
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return free
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def move(self, y: int, x: int) -> bool:
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"""
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Moves an entity to (y,x) coordinates
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"""
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self.y = y
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self.x = x
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return True
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def move_up(self, force: bool = False) -> bool:
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"""
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Moves the entity up one tile, if possible
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"""
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return self.move(self.y - 1, self.x) if force else \
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self.check_move(self.y - 1, self.x, True)
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def move_down(self, force: bool = False) -> bool:
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"""
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Moves the entity down one tile, if possible
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"""
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return self.move(self.y + 1, self.x) if force else \
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self.check_move(self.y + 1, self.x, True)
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def move_left(self, force: bool = False) -> bool:
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"""
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Moves the entity left one tile, if possible
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"""
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return self.move(self.y, self.x - 1) if force else \
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self.check_move(self.y, self.x - 1, True)
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def move_right(self, force: bool = False) -> bool:
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"""
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Moves the entity right one tile, if possible
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"""
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return self.move(self.y, self.x + 1) if force else \
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self.check_move(self.y, self.x + 1, True)
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def act(self, m: Map) -> None:
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"""
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Define the action of the entity that is ran each tick.
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By default, does nothing.
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"""
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pass
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def distance_squared(self, other: "Entity") -> int:
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"""
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Get the square of the distance to another entity.
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Useful to check distances since square root takes time.
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"""
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return (self.y - other.y) ** 2 + (self.x - other.x) ** 2
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def distance(self, other: "Entity") -> float:
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"""
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Get the cartesian distance to another entity.
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"""
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return sqrt(self.distance_squared(other))
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def is_fighting_entity(self) -> bool:
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"""
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Is this entity a fighting entity?
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"""
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return isinstance(self, FightingEntity)
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def is_item(self) -> bool:
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"""
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Is this entity an item?
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"""
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from squirrelbattle.entities.items import Item
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return isinstance(self, Item)
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def is_friendly(self) -> bool:
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"""
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Is this entity a friendly entity?
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"""
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return isinstance(self, FriendlyEntity)
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def is_merchant(self) -> bool:
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"""
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Is this entity a merchant?
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"""
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from squirrelbattle.entities.friendly import Merchant
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return isinstance(self, Merchant)
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@property
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def translated_name(self) -> str:
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return _(self.name.replace("_", " "))
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@staticmethod
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def get_all_entity_classes() -> list:
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"""
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Returns all entities subclasses
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"""
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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Rabbit, TeddyBear
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from squirrelbattle.entities.friendly import Merchant, Sunflower
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return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
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Sunflower, Tiger, Merchant]
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@staticmethod
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def get_all_entity_classes_in_a_dict() -> dict:
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"""
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Returns all entities subclasses in a dictionary
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"""
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from squirrelbattle.entities.player import Player
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \
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TeddyBear
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from squirrelbattle.entities.friendly import Merchant, Sunflower
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
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Heart, Sword
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return {
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"Tiger": Tiger,
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"Bomb": Bomb,
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"Heart": Heart,
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"BodySnatchPotion": BodySnatchPotion,
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"Hedgehog": Hedgehog,
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"Rabbit": Rabbit,
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"TeddyBear": TeddyBear,
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"Player": Player,
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"Merchant": Merchant,
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"Sunflower": Sunflower,
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"Sword": Sword,
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}
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def save_state(self) -> dict:
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"""
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Saves the coordinates of the entity
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"""
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d = dict()
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d["x"] = self.x
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d["y"] = self.y
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d["type"] = self.__class__.__name__
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return d
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class FightingEntity(Entity):
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"""
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A FightingEntity is an entity that can fight, and thus has a health,
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level and stats
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"""
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maxhealth: int
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health: int
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strength: int
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intelligence: int
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charisma: int
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dexterity: int
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constitution: int
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level: int
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def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
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strength: int = 0, intelligence: int = 0, charisma: int = 0,
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dexterity: int = 0, constitution: int = 0, level: int = 0,
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*args, **kwargs) -> None:
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super().__init__(*args, **kwargs)
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self.maxhealth = maxhealth
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self.health = maxhealth if health is None else health
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self.strength = strength
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self.intelligence = intelligence
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self.charisma = charisma
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self.dexterity = dexterity
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self.constitution = constitution
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self.level = level
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@property
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def dead(self) -> bool:
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return self.health <= 0
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def hit(self, opponent: "FightingEntity") -> str:
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"""
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Deals damage to the opponent, based on the stats
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"""
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return _("{name} hits {opponent}.")\
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.format(name=_(self.translated_name.capitalize()),
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opponent=_(opponent.translated_name)) + " " + \
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opponent.take_damage(self, self.strength)
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def take_damage(self, attacker: "Entity", amount: int) -> str:
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"""
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Take damage from the attacker, based on the stats
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"""
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self.health -= amount
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if self.health <= 0:
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self.die()
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return _("{name} takes {amount} damage.")\
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.format(name=self.translated_name.capitalize(), amount=str(amount))\
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+ (" " + _("{name} dies.")
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.format(name=self.translated_name.capitalize())
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if self.health <= 0 else "")
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def die(self) -> None:
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"""
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If a fighting entity has no more health, it dies and is removed
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"""
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self.map.remove_entity(self)
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def keys(self) -> list:
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"""
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Returns a fighting entity's specific attributes
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"""
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return ["name", "maxhealth", "health", "level", "strength",
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"intelligence", "charisma", "dexterity", "constitution"]
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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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for name in self.keys():
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d[name] = getattr(self, name)
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return d
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class FriendlyEntity(FightingEntity):
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"""
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Friendly entities are living entities which do not attack the player
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"""
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dialogue_option: list
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def talk_to(self, player: Any) -> str:
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return _("{entity} said: {message}").format(
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entity=self.translated_name.capitalize(),
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message=choice(self.dialogue_option))
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def keys(self) -> list:
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"""
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Returns a friendly entity's specific attributes
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"""
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return ["maxhealth", "health"]
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class InventoryHolder(Entity):
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hazel: int # Currency of the game
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inventory: list
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def translate_inventory(self, inventory: list) -> list:
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"""
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Translate the JSON-state of the inventory into a list of the items in
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the inventory.
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"""
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for i in range(len(inventory)):
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if isinstance(inventory[i], dict):
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inventory[i] = self.dict_to_inventory(inventory[i])
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return inventory
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def dict_to_inventory(self, item_dict: dict) -> Entity:
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"""
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Translate a dict object that contains the state of an item
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into an item object.
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"""
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entity_classes = self.get_all_entity_classes_in_a_dict()
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item_class = entity_classes[item_dict["type"]]
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return item_class(**item_dict)
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def save_state(self) -> dict:
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"""
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We save the inventory of the merchant formatted as JSON
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"""
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d = super().save_state()
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d["hazel"] = self.hazel
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d["inventory"] = [item.save_state() for item in self.inventory]
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return d
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def add_to_inventory(self, obj: Any) -> None:
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"""
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Adds an object to inventory
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"""
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self.inventory.append(obj)
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def remove_from_inventory(self, obj: Any) -> None:
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"""
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Removes an object from the inventory
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"""
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self.inventory.remove(obj)
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def change_hazel_balance(self, hz: int) -> None:
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"""
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Change the number of hazel the entity has by hz. hz is negative
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when the player loses money and positive when he gains money
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"""
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self.hazel += hz
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