541 lines
18 KiB
Python
541 lines
18 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 random import choice, randint
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from typing import Optional
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from ..interfaces import Entity, FightingEntity, Map, InventoryHolder
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from ..translations import gettext as _
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class Item(Entity):
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"""
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A class for items.
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"""
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held: bool
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held_by: Optional[InventoryHolder]
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price: int
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def __init__(self, held: bool = False,
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held_by: Optional[InventoryHolder] = None,
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price: int = 2, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.held = held
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self.held_by = held_by
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self.price = price
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def drop(self) -> None:
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"""
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The item is dropped from the inventory onto the floor.
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"""
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if self.held:
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self.held_by.remove_from_inventory(self)
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self.held_by.map.add_entity(self)
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self.move(self.held_by.y, self.held_by.x)
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self.held = False
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self.held_by = None
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def use(self) -> None:
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"""
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Indicates what should be done when the item is used.
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"""
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def throw(self, direction: int) -> None:
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"""
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Indicates what should be done when the item is thrown.
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"""
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def equip(self) -> None:
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"""
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Indicates what should be done when the item is equipped.
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"""
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# Other objects are only equipped as secondary.
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if self.held_by.equipped_secondary:
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self.held_by.equipped_secondary.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_secondary = self
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def unequip(self) -> None:
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"""
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Indicates what should be done when the item is unequipped.
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"""
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self.held_by.remove_from_inventory(self)
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self.held_by.add_to_inventory(self)
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def hold(self, holder: InventoryHolder) -> None:
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"""
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The item is taken from the floor and put into the inventory.
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"""
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self.held = True
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self.held_by = holder
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self.held_by.map.remove_entity(self)
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holder.add_to_inventory(self)
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def save_state(self) -> dict:
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"""
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Saves the state of the item into a dictionary.
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"""
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d = super().save_state()
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d["held"] = self.held
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return d
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@staticmethod
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def get_all_items() -> list:
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"""
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Returns the list of all item classes.
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"""
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
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Chestplate, Helmet, RingCritical, RingXP, \
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ScrollofDamage, ScrollofWeakening, Ruler, Bow]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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"""
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Does all necessary actions when an object is to be sold.
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Is overwritten by some classes that cannot exist in the player's
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inventory.
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"""
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if buyer.hazel >= self.price:
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self.hold(buyer)
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seller.remove_from_inventory(self)
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buyer.change_hazel_balance(-self.price)
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seller.change_hazel_balance(self.price)
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return True
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else:
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return False
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class Heart(Item):
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"""
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A heart item to return health to the player.
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"""
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healing: int
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def __init__(self, name: str = "heart", healing: int = 5, price: int = 3,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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self.healing = healing
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def hold(self, entity: InventoryHolder) -> None:
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"""
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When holding a heart, the player is healed and
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the item is not put in the inventory.
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"""
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entity.health = min(entity.maxhealth, entity.health + self.healing)
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entity.map.remove_entity(self)
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def save_state(self) -> dict:
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"""
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Saves the state of the heart into a dictionary.
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"""
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d = super().save_state()
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d["healing"] = self.healing
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return d
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class Bomb(Item):
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"""
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A bomb item intended to deal damage to enemies at long range
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"""
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damage: int = 5
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exploding: bool
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owner: Optional["InventoryHolder"]
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tick: int
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def __init__(self, name: str = "bomb", damage: int = 5,
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exploding: bool = False, price: int = 4, *args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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self.damage = damage
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self.exploding = exploding
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self.tick = 4
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self.owner = None
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def use(self) -> None:
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"""
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When the bomb is used, it is thrown and then it explodes.
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"""
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if self.held:
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self.owner = self.held_by
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super().drop()
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self.exploding = True
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def act(self, m: Map) -> None:
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"""
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Special exploding action of the bomb.
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"""
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if self.exploding:
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if self.tick > 0:
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# The bomb will explode in <tick> moves
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self.tick -= 1
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else:
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# The bomb is exploding.
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# Each entity that is close to the bomb takes damages.
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# The player earn XP if the entity was killed.
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log_message = _("Bomb is exploding.")
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for e in m.entities.copy():
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if abs(e.x - self.x) + abs(e.y - self.y) <= 3 and \
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isinstance(e, FightingEntity):
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log_message += " " + e.take_damage(self, self.damage)
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if e.dead:
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self.owner.add_xp(randint(3, 7))
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m.logs.add_message(log_message)
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m.entities.remove(self)
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# Add sparkles where the bomb exploded.
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explosion = Explosion(y=self.y, x=self.x)
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self.map.add_entity(explosion)
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def save_state(self) -> dict:
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"""
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Saves the state of the bomb into a dictionary.
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"""
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d = super().save_state()
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d["exploding"] = self.exploding
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d["damage"] = self.damage
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return d
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class Explosion(Item):
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"""
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When a bomb explodes, the explosion is displayed.
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"""
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def __init__(self, *args, **kwargs):
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super().__init__(name="explosion", *args, **kwargs)
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def act(self, m: Map) -> None:
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"""
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The bomb disappears after exploding.
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"""
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m.remove_entity(self)
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def hold(self, player: InventoryHolder) -> None:
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"""
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The player can't hold an explosion.
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"""
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class Weapon(Item):
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"""
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Non-throwable items that improve player damage
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"""
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damage: int
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def __init__(self, damage: int = 3, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.damage = damage
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def save_state(self) -> dict:
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"""
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Saves the state of the weapon into a dictionary
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"""
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d = super().save_state()
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d["damage"] = self.damage
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return d
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def equip(self) -> None:
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"""
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When a weapon is equipped, the player gains strength.
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"""
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_main = self
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self.held_by.strength += self.damage
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def unequip(self) -> None:
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"""
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Remove the strength earned by the weapon.
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:return:
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"""
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super().unequip()
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self.held_by.strength -= self.damage
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class Sword(Weapon):
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"""
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A basic weapon
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"""
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def __init__(self, name: str = "sword", price: int = 20,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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class Ruler(Weapon):
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"""
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A basic weapon
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"""
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def __init__(self, name: str = "ruler", price: int = 2,
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damage: int = 1, *args, **kwargs):
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super().__init__(name=name, price=price, damage=damage, *args, **kwargs)
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class Armor(Item):
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"""
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Class of items that increase the player's constitution.
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"""
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constitution: int
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def __init__(self, constitution: int, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.constitution = constitution
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def equip(self) -> None:
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super().equip()
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self.held_by.constitution += self.constitution
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def unequip(self) -> None:
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super().unequip()
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self.held_by.constitution -= self.constitution
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def save_state(self) -> dict:
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d = super().save_state()
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d["constitution"] = self.constitution
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return d
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class Shield(Armor):
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"""
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Class of shield items, they can be equipped in the other hand.
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"""
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def __init__(self, name: str = "shield", constitution: int = 2,
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price: int = 16, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, price=price,
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*args, **kwargs)
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class Helmet(Armor):
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"""
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Class of helmet items, they can be equipped on the head.
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"""
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def __init__(self, name: str = "helmet", constitution: int = 2,
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price: int = 18, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, price=price,
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*args, **kwargs)
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def equip(self) -> None:
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if self.held_by.equipped_helmet:
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self.held_by.equipped_helmet.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_helmet = self
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class Chestplate(Armor):
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"""
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Class of chestplate items, they can be equipped on the body.
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"""
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def __init__(self, name: str = "chestplate", constitution: int = 4,
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price: int = 30, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, price=price,
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*args, **kwargs)
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def equip(self) -> None:
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if self.held_by.equipped_armor:
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self.held_by.equipped_armor.unequip()
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_armor = self
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class BodySnatchPotion(Item):
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"""
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The body-snatch potion allows to exchange all characteristics with a random
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other entity.
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"""
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def __init__(self, name: str = "body_snatch_potion", price: int = 14,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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def use(self) -> None:
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"""
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Find a valid random entity, then exchange characteristics.
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"""
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valid_entities = self.held_by.map.find_entities(FightingEntity)
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valid_entities.remove(self.held_by)
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entity = choice(valid_entities)
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entity_state = entity.save_state()
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player_state = self.held_by.save_state()
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self.held_by.__dict__.update(entity_state)
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entity.__dict__.update(player_state)
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self.held_by.map.currenty, self.held_by.map.currentx = self.held_by.y,\
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self.held_by.x
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self.held_by.map.logs.add_message(
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_("{player} exchanged its body with {entity}.").format(
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player=self.held_by.translated_name.capitalize(),
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entity=entity.translated_name))
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self.held_by.recalculate_paths()
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self.held_by.inventory.remove(self)
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class Ring(Item):
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"""
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A class of rings that boost the player's statistics.
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"""
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maxhealth: 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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critical: int
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experience: float
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def __init__(self, maxhealth: int = 0, strength: int = 0,
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intelligence: int = 0, charisma: int = 0,
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dexterity: int = 0, constitution: int = 0,
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critical: int = 0, experience: float = 0, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.maxhealth = maxhealth
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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.critical = critical
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self.experience = experience
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def equip(self) -> None:
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super().equip()
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self.held_by.maxhealth += self.maxhealth
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self.held_by.strength += self.strength
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self.held_by.intelligence += self.intelligence
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self.held_by.charisma += self.charisma
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self.held_by.dexterity += self.dexterity
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self.held_by.constitution += self.constitution
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self.held_by.critical += self.critical
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self.held_by.xp_buff += self.experience
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def unequip(self) -> None:
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super().unequip()
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self.held_by.maxhealth -= self.maxhealth
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self.held_by.strength -= self.strength
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self.held_by.intelligence -= self.intelligence
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self.held_by.charisma -= self.charisma
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self.held_by.dexterity -= self.dexterity
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self.held_by.constitution -= self.constitution
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self.held_by.critical -= self.critical
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self.held_by.xp_buff -= self.experience
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def save_state(self) -> dict:
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d = super().save_state()
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d["maxhealth"] = self.maxhealth
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d["strength"] = self.strength
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d["intelligence"] = self.intelligence
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d["charisma"] = self.charisma
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d["dexterity"] = self.dexterity
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d["constitution"] = self.constitution
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d["critical"] = self.critical
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d["experience"] = self.experience
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return d
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class RingCritical(Ring):
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def __init__(self, name: str = "ring_of_critical_damage", price: int = 15,
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critical: int = 20, *args, **kwargs):
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super().__init__(name=name, price=price, critical=critical,
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*args, **kwargs)
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class RingXP(Ring):
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def __init__(self, name: str = "ring_of_more_experience", price: int = 25,
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experience: float = 2, *args, **kwargs):
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super().__init__(name=name, price=price, experience=experience,
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*args, **kwargs)
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class ScrollofDamage(Item):
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"""
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A scroll that, when used, deals damage to all entities in a certain radius.
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"""
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def __init__(self, name: str = "scroll_of_damage", price: int = 18,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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def use(self) -> None:
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"""
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Find all entities within a radius of 5, and deal damage based on the
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player's intelligence.
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"""
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for entity in self.held_by.map.entities:
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if entity.is_fighting_entity() and not entity == self.held_by:
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if entity.distance(self.held_by)<=5:
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self.held_by.map.logs.add_message(entity.take_damage(\
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self.held_by, self.held_by.intelligence))
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self.held_by.inventory.remove(self)
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class ScrollofWeakening(Item):
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"""
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A scroll that, when used, reduces the damage of the ennemies for 3 turn.
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"""
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def __init__(self, name: str = "scroll_of_weakening", price: int = 13,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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def use(self) -> None:
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"""
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Find all entities and reduce their damage.
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"""
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for entity in self.held_by.map.entities:
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if entity.is_fighting_entity() and not entity == self.held_by:
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entity.strength = entity.strength - max(1, self.held_by.intelligence//2)
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entity.effects.append(["strength", \
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-max(1, self.held_by.intelligence//2), 3])
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self.held_by.map.logs.add_message(\
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_(f"The ennemies have -{max(1, self.held_by.intelligence//2)} strength for 3 turns"))
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self.held_by.inventory.remove(self)
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class LongRangeWeapon(Item):
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def __init__(self, damage: int = 4,
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rang: int = 3, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.damage = damage
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self.range = rang
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def throw(self, direction: int) -> str:
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to_kill = None
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for entity in self.held_by.map.entities:
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if entity.is_fighting_entity():
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if direction == 0 and self.held_by.x == entity.x \
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and self.held_by.y-entity.y>0 and \
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self.held_by.y-entity.y<=self.range:
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to_kill = entity
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elif direction == 2 and self.held_by.x == entity.x \
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and entity.y-self.held_by.y>0 and \
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entity.y-self.held_by.y<=self.range:
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to_kill = entity
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elif direction == 1 and self.held_by.y == entity.y \
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and entity.x-self.held_by.x>0 and \
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entity.x-self.held_by.x<=self.range:
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to_kill = entity
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elif direction == 3 and self.held_by.y == entity.y \
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and self.held_by.x-entity.x>0 and \
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self.held_by.x-entity.x<=self.range:
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to_kill = entity
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if to_kill:
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self.held_by.map.logs.add_message(_("{name} is shot by an arrow.")\
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.format(name=to_kill.translated_name.capitalize())+ " " \
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+ to_kill.take_damage(self.held_by, self.damage + getattr(self.held_by, self.stat)))
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def equip(self) -> None:
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"""
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Equip the weapon.
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"""
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_main = self
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@property
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def stat(self) -> str:
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"""
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The stat that is used when using the object: dexterity for a bow
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or intelligence for a magic staff.
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"""
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class Bow(LongRangeWeapon):
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"""
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A type of long range weapon that deals damage based on the player's dexterity
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"""
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def __init__(self, name: str = "bow", price: int = 22, damage: int = 4,
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rang: int = 3, *args, **kwargs):
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super().__init__(name=name, price=price, damage=damage, \
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rang=rang, *args, **kwargs)
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@property
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def stat(self) -> str:
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"""
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Here it is dexterity
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"""
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return "dexterity"
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