164 lines
5.6 KiB
Python
164 lines
5.6 KiB
Python
from ..interfaces import Entity, FriendlyEntity, InventoryHolder, \
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Map, FightingEntity
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from ..translations import gettext as _
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from .player import Player
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from .monsters import Monster
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from .items import Item
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from random import choice, shuffle
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class Merchant(InventoryHolder, FriendlyEntity):
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"""
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The class of merchants in the dungeon.
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"""
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def keys(self) -> list:
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"""
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Returns a friendly entitie's specific attributes.
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"""
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return super().keys() + ["inventory", "hazel"]
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def __init__(self, name: str = "merchant", inventory: list = None,
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hazel: int = 75, maxhealth: int = 8, *args, **kwargs):
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super().__init__(name=name, maxhealth=maxhealth, *args, **kwargs)
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self.inventory = self.translate_inventory(inventory or [])
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self.hazel = hazel
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if not self.inventory:
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for i in range(5):
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self.inventory.append(choice(Item.get_all_items())())
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def talk_to(self, player: Player) -> str:
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"""
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This function is used to open the merchant's inventory in a menu,
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and allows the player to buy/sell objects.
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"""
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return _("I don't sell any squirrel")
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def change_hazel_balance(self, hz: int) -> None:
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"""
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Changes the number of hazel the merchant has by hz.
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"""
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self.hazel += hz
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class Chest(InventoryHolder, FriendlyEntity):
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"""
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A class of chest inanimate entities which contain objects.
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"""
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def __init__(self, name: str = "chest", inventory: list = None,
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hazel: int = 0, *args, **kwargs):
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super().__init__(name=name, *args, **kwargs)
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self.hazel = hazel
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self.inventory = self.translate_inventory(inventory or [])
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if not self.inventory:
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for i in range(3):
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self.inventory.append(choice(Item.get_all_items())())
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def talk_to(self, player: Player) -> str:
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"""
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This function is used to open the chest's inventory in a menu,
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and allows the player to take objects.
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"""
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return _("You have opened the chest")
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def take_damage(self, attacker: Entity, amount: int) -> str:
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"""
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A chest is not living, it can not take damage
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"""
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return _("It's not really effective")
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@property
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def dead(self) -> bool:
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"""
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Chest can not die
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"""
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return False
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class Sunflower(FriendlyEntity):
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"""
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A friendly sunflower.
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"""
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def __init__(self, maxhealth: int = 15,
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*args, **kwargs) -> None:
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super().__init__(name="sunflower", maxhealth=maxhealth, *args, **kwargs)
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@property
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def dialogue_option(self) -> list:
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"""
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Lists all that a sunflower can say to the player.
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"""
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return [_("Flower power!!"), _("The sun is warm today")]
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class Familiar(FightingEntity):
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"""
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A friendly familiar that helps the player defeat monsters.
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"""
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def __init__(self, maxhealth: int = 25,
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*args, **kwargs) -> None:
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super().__init__(maxhealth=maxhealth, *args, **kwargs)
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self.target = None
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# @property
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# def dialogue_option(self) -> list:
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# """
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# Debug function (to see if used in the real game)
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# """
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# return [_("My target is"+str(self.target))]
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def act(self, p: Player, m: Map) -> None:
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"""
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By default, the familiar tries to stay at distance at most 2 of the
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player and if a monster comes in range 3, it focuses on the monster
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and attacks it.
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"""
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if self.target is None:
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# If the previous target is dead(or if there was no previous target)
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# the familiar tries to get closer to the player.
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self.target = p
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elif self.target.dead:
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self.target = p
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if self.target == p:
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# Look for monsters around the player to kill TOFIX : if monster is
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# out of range, continue targetting player.
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for entity in m.entities:
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if (p.y - entity.y) ** 2 + (p.x - entity.x) ** 2 <= 9 and\
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isinstance(entity, Monster):
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self.target = entity
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entity.paths = dict() # Allows the paths to be calculated.
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break
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# Familiars move according to a Dijkstra algorithm
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# that targets their target.
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# If they can not move and are already close to their target,
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# they hit, except if their target is the player.
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if self.target and (self.y, self.x) in self.target.paths:
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# Moves to target player by choosing the best available path
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for next_y, next_x in self.target.paths[(self.y, self.x)]:
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moved = self.check_move(next_y, next_x, True)
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if moved:
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break
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if self.distance_squared(self.target) <= 1 and \
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not isinstance(self.target, Player):
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self.map.logs.add_message(self.hit(self.target))
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break
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else:
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# Moves in a random direction
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# If the direction is not available, tries another one
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moves = [self.move_up, self.move_down,
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self.move_left, self.move_right]
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shuffle(moves)
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for move in moves:
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if move():
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break
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class Trumpet(Familiar):
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"""
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A class of familiars.
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"""
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def __init__(self, name: str = "trumpet", strength: int = 3,
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maxhealth: int = 20, *args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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