squirrel-battle/squirrelbattle/entities/items.py

110 lines
2.9 KiB
Python

from typing import Optional
from .player import Player
from ..interfaces import Entity, FightingEntity, Map
class Item(Entity):
"""
A class for items
"""
held: bool
held_by: Optional[Player]
def __init__(self, held: bool = False, held_by: Optional[Player] = None,
*args, **kwargs):
super().__init__(*args, **kwargs)
self.held = held
self.held_by = held_by
def drop(self, y: int, x: int) -> None:
"""
The item is dropped from the inventory onto the floor
"""
if self.held:
self.held_by.inventory.remove(self)
self.held = False
self.held_by = None
self.map.add_entity(self)
self.move(y, x)
def hold(self, player: "Player") -> None:
"""
The item is taken from the floor and put into the inventory
"""
self.held = True
self.held_by = player
self.map.remove_entity(self)
player.inventory.append(self)
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["held"] = self.held
return d
class Heart(Item):
"""
A heart item to return health to the player
"""
healing: int
def __init__(self, healing: int = 5, *args, **kwargs):
super().__init__(name="heart", *args, **kwargs)
self.healing = healing
def hold(self, player: "Player") -> None:
"""
When holding a heart, heal the player and don't put item in inventory.
"""
player.health = min(player.maxhealth, player.health + self.healing)
self.map.remove_entity(self)
def save_state(self) -> dict:
"""
Saves the state of the header into a dictionary
"""
d = super().save_state()
d["healing"] = self.healing
return d
class Bomb(Item):
"""
A bomb item intended to deal damage to enemies at long range
"""
damage: int = 5
exploding: bool
def __init__(self, damage: int = 5, exploding: bool = False,
*args, **kwargs):
super().__init__(name="bomb", *args, **kwargs)
self.damage = damage
self.exploding = exploding
def drop(self, x: int, y: int) -> None:
super().drop(x, y)
self.exploding = True
def act(self, m: Map) -> None:
"""
Special exploding action of the bomb
"""
if self.exploding:
for e in m.entities.copy():
if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
isinstance(e, FightingEntity):
e.take_damage(self, self.damage)
def save_state(self) -> dict:
"""
Saves the state of the bomb into a dictionary
"""
d = super().save_state()
d["exploding"] = self.exploding
d["damage"] = self.damage
return d