Merge remote-tracking branch 'origin/master' into display
# Conflicts: # dungeonbattle/entities/player.py # dungeonbattle/game.py # dungeonbattle/interfaces.py # dungeonbattle/mapdisplay.py # dungeonbattle/settings.py # dungeonbattle/tests/settings_test.py # dungeonbattle/texturepack.py
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@ -13,13 +13,20 @@ class Map:
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height: int
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tiles: list
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currentx : int #coordinates of the point that should be on the topleft corner of the screen
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currenty : int
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currenty : int
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def __init__(self, width: int, height: int, tiles: list, entities = []):
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def __init__(self, width: int, height: int, tiles: list):
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self.width = width
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self.height = height
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self.tiles = tiles
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self.entities = entities
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self.entities = []
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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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@staticmethod
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def load(filename: str):
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@ -42,8 +49,7 @@ class Map:
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tiles = [[Tile(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, [])
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return Map(width, height, tiles)
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def draw_string(self, pack: TexturePack) -> str:
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"""
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@ -73,21 +79,39 @@ class Tile(Enum):
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class Entity:
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x: int
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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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def move(self, x: int, y: int) -> None:
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self.x = x
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def __init__(self):
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self.y = 0
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self.x = 0
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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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tile = self.map.tiles[y][x]
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if tile.can_walk() and move_if_possible:
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self.move(y, x)
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return tile.can_walk()
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def move(self, y: int, x: int) -> None:
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self.y = y
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def act(self, m:Map):
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self.x = x
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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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class FightingEntity(Entity):
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maxhealth: int
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health: int
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strength: int
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dead: bool
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intelligence: int
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charisma: int
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dexterity: int
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@ -95,15 +119,17 @@ class FightingEntity(Entity):
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level: int
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def __init__(self):
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super().__init__()
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self.health = self.maxhealth
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self.dead = False
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def hit(self, opponent) -> None:
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def hit(self, opponent: "FightingEntity") -> None:
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opponent.take_damage(self, self.strength)
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def take_damage(self, attacker, amount:int) -> None:
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def take_damage(self, attacker: "Entity", amount: int) -> None:
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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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def die(self) -> None:
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pass
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self.dead = True
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