Merge branch 'master' into 'doc'

# Conflicts:
#   squirrelbattle/entities/items.py
#   squirrelbattle/interfaces.py
This commit is contained in:
eichhornchen
2021-01-08 11:10:09 +01:00
21 changed files with 802 additions and 232 deletions

View File

@ -44,48 +44,17 @@ class Item(Entity):
"""
Indicates what should be done when the item is equipped.
"""
if isinstance(self, Chestplate):
if self.held_by.equipped_armor:
self.held_by.equipped_armor.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_armor = self
elif isinstance(self, Helmet):
if self.held_by.equipped_helmet:
self.held_by.equipped_helmet.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_helmet = self
elif isinstance(self, Weapon):
if self.held_by.equipped_main:
if self.held_by.equipped_secondary:
self.held_by.equipped_secondary.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_secondary = self
# For weapons, they are equipped as main only if main is empty.
else:
self.held_by.remove_from_inventory(self)
self.held_by.equipped_main = self
else:
# Other objects are only equipped as secondary.
if self.held_by.equipped_secondary:
self.held_by.equipped_secondary.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_secondary = self
# Other objects are only equipped as secondary.
if self.held_by.equipped_secondary:
self.held_by.equipped_secondary.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_secondary = self
def unequip(self) -> None:
"""
Indicates what should be done when the item is unequipped.
"""
if isinstance(self, Chestplate):
self.held_by.equipped_armor = None
elif isinstance(self, Helmet):
self.held_by.equipped_helmet = None
elif isinstance(self, Weapon):
if self.held_by.equipped_main == self:
self.held_by.equipped_main = None
else:
self.held_by.equipped_secondary = None
else:
self.held_by.equipped_secondary = None
self.held_by.remove_from_inventory(self)
self.held_by.add_to_inventory(self)
def hold(self, holder: InventoryHolder) -> None:
@ -236,7 +205,6 @@ class Explosion(Item):
"""
The player can't hold an explosion.
"""
pass
class Weapon(Item):
@ -261,7 +229,8 @@ class Weapon(Item):
"""
When a weapon is equipped, the player gains strength.
"""
super().equip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_main = self
self.held_by.strength += self.damage
def unequip(self) -> None:
@ -287,7 +256,7 @@ class Armor(Item):
Class of items that increase the player's constitution.
"""
constitution: int
def __init__(self, constitution: int, *args, **kwargs):
super().__init__(*args, **kwargs)
self.constitution = constitution
@ -305,33 +274,45 @@ class Armor(Item):
d["constitution"] = self.constitution
return d
class Shield(Armor):
"""
Class of shield items, they can be equipped in the other hand.
"""
def __init__(self, name: str = "shield", constitution: int = 2,\
def __init__(self, name: str = "shield", constitution: int = 2,
price: int = 16, *args, **kwargs):
super().__init__(name=name, constitution=constitution, *args, **kwargs)
super().__init__(name=name, constitution=constitution, price=price,
*args, **kwargs)
class Helmet(Armor):
"""
Class of helmet items, they can be equipped on the head.
"""
def __init__(self, name: str = "helmet", constitution: int = 2, \
def __init__(self, name: str = "helmet", constitution: int = 2,
price: int = 18, *args, **kwargs):
super().__init__(name=name, constitution=constitution, *args, **kwargs)
super().__init__(name=name, constitution=constitution, price=price,
*args, **kwargs)
def equip(self) -> None:
if self.held_by.equipped_helmet:
self.held_by.equipped_helmet.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_helmet = self
class Chestplate(Armor):
"""
Class of chestplate items, they can be equipped on the body.
"""
def __init__(self, name: str = "chestplate", constitution: int = 4,\
def __init__(self, name: str = "chestplate", constitution: int = 4,
price: int = 30, *args, **kwargs):
super().__init__(name=name, constitution=constitution, *args, **kwargs)
super().__init__(name=name, constitution=constitution, price=price,
*args, **kwargs)
def equip(self) -> None:
if self.held_by.equipped_armor:
self.held_by.equipped_armor.unequip()
self.held_by.remove_from_inventory(self)
self.held_by.equipped_armor = self
class BodySnatchPotion(Item):
"""
@ -366,6 +347,7 @@ class BodySnatchPotion(Item):
self.held_by.inventory.remove(self)
class Ring(Item):
"""
A class of rings that boost the player's statistics.
@ -379,9 +361,9 @@ class Ring(Item):
critical: int
experience: float
def __init__(self, maxhealth: int = 0, strength: int = 0,\
intelligence: int = 0, charisma: int = 0,\
dexterity: int = 0, constitution: int = 0,\
def __init__(self, maxhealth: int = 0, strength: int = 0,
intelligence: int = 0, charisma: int = 0,
dexterity: int = 0, constitution: int = 0,
critical: int = 0, experience: float = 0, *args, **kwargs):
super().__init__(*args, **kwargs)
self.maxhealth = maxhealth
@ -417,17 +399,26 @@ class Ring(Item):
def save_state(self) -> dict:
d = super().save_state()
d["maxhealth"] = self.maxhealth
d["strength"] = self.strength
d["intelligence"] = self.intelligence
d["charisma"] = self.charisma
d["dexterity"] = self.dexterity
d["constitution"] = self.constitution
d["critical"] = self.critical
d["experience"] = self.experience
return d
class RingCritical(Ring):
def __init__(self, name: str = "ring_of_critical_damage", price: int = 15,
critical: int = 20, *args, **kwargs):
super().__init__(name=name, price=price, critical=critical, \
super().__init__(name=name, price=price, critical=critical,
*args, **kwargs)
class RingXP(Ring):
def __init__(self, name: str = "ring_of_more_experience", price: int = 25,
experience: float = 2, *args, **kwargs):
super().__init__(name=name, price=price, experience=experience, \
super().__init__(name=name, price=price, experience=experience,
*args, **kwargs)

View File

@ -94,9 +94,11 @@ class Rabbit(Monster):
A rabbit monster.
"""
def __init__(self, name: str = "rabbit", strength: int = 1,
maxhealth: int = 15, critical: int = 30, *args, **kwargs) -> None:
maxhealth: int = 15, critical: int = 30,
*args, **kwargs) -> None:
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, critical=critical, *args, **kwargs)
maxhealth=maxhealth, critical=critical,
*args, **kwargs)
class TeddyBear(Monster):
@ -108,6 +110,7 @@ class TeddyBear(Monster):
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class GiantSeaEagle(Monster):
"""
An eagle boss

View File

@ -26,10 +26,10 @@ class Player(InventoryHolder, FightingEntity):
dexterity: int = 1, constitution: int = 1, level: int = 1,
current_xp: int = 0, max_xp: int = 10, inventory: list = None,
hazel: int = 42, equipped_main: Optional[Item] = None,
equipped_armor: Optional[Item] = None, critical: int = 5,\
equipped_secondary: Optional[Item] = None, \
equipped_helmet: Optional[Item] = None, xp_buff: float = 1,\
*args, **kwargs) -> None:
equipped_armor: Optional[Item] = None, critical: int = 5,
equipped_secondary: Optional[Item] = None,
equipped_helmet: Optional[Item] = None, xp_buff: float = 1,
vision: int = 5, *args, **kwargs) -> None:
super().__init__(name=name, maxhealth=maxhealth, strength=strength,
intelligence=intelligence, charisma=charisma,
dexterity=dexterity, constitution=constitution,
@ -40,18 +40,15 @@ class Player(InventoryHolder, FightingEntity):
self.inventory = self.translate_inventory(inventory or [])
self.paths = dict()
self.hazel = hazel
if isinstance(equipped_main, dict):
equipped_main = self.dict_to_item(equipped_main)
if isinstance(equipped_armor, dict):
equipped_armor = self.dict_to_item(equipped_armor)
if isinstance(equipped_secondary, dict):
equipped_secondary = self.dict_to_item(equipped_secondary)
if isinstance(equipped_helmet, dict):
equipped_helmet = self.dict_to_item(equipped_helmet)
self.equipped_main = equipped_main
self.equipped_armor = equipped_armor
self.equipped_secondary = equipped_secondary
self.equipped_helmet = equipped_helmet
self.equipped_main = self.dict_to_item(equipped_main) \
if isinstance(equipped_main, dict) else equipped_main
self.equipped_armor = self.dict_to_item(equipped_armor) \
if isinstance(equipped_armor, dict) else equipped_armor
self.equipped_secondary = self.dict_to_item(equipped_secondary) \
if isinstance(equipped_secondary, dict) else equipped_secondary
self.equipped_helmet = self.dict_to_item(equipped_helmet) \
if isinstance(equipped_helmet, dict) else equipped_helmet
self.vision = vision
def move(self, y: int, x: int) -> None:
"""
@ -62,6 +59,7 @@ class Player(InventoryHolder, FightingEntity):
self.map.currenty = y
self.map.currentx = x
self.recalculate_paths()
self.map.compute_visibility(self.y, self.x, self.vision)
def level_up(self) -> None:
"""
@ -82,7 +80,7 @@ class Player(InventoryHolder, FightingEntity):
Adds some experience to the player.
If the required amount is reached, the player levels up.
"""
self.current_xp += int(xp*self.xp_buff)
self.current_xp += int(xp * self.xp_buff)
self.level_up()
def remove_from_inventory(self, obj: Item) -> None: