Merge branch 'master' into map_generation
# Conflicts: # squirrelbattle/entities/player.py # squirrelbattle/game.py # squirrelbattle/interfaces.py # squirrelbattle/tests/game_test.py
This commit is contained in:
@ -1,2 +1,2 @@
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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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@ -1,10 +1,15 @@
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from ..interfaces import FriendlyEntity, InventoryHolder, 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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# Copyright (C) 2020-2021 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, shuffle
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from .items import Bomb, Item
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from .monsters import Monster
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from .player import Player
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from ..interfaces import Entity, FightingEntity, FriendlyEntity, \
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InventoryHolder, Map
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from ..translations import gettext as _
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class Merchant(InventoryHolder, FriendlyEntity):
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"""
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@ -17,11 +22,13 @@ class Merchant(InventoryHolder, FriendlyEntity):
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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, *args, **kwargs):
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super().__init__(name=name, *args, **kwargs)
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self.inventory = self.translate_inventory(inventory or [])
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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) \
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if inventory is not None else None
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self.hazel = hazel
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if not self.inventory:
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if self.inventory is None:
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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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@ -39,11 +46,54 @@ class Merchant(InventoryHolder, FriendlyEntity):
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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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annihilated: bool
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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) \
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if inventory is not None else None
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self.annihilated = False
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if self.inventory is None:
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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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if isinstance(attacker, Bomb):
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self.die()
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self.annihilated = True
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return _("The chest exploded")
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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 self.annihilated
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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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def __init__(self, maxhealth: int = 20,
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*args, **kwargs) -> None:
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super().__init__(name="sunflower", maxhealth=maxhealth, *args, **kwargs)
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@ -123,6 +173,6 @@ class Trumpet(Familiar):
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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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maxhealth: int = 30, *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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@ -1,10 +1,10 @@
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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# Copyright (C) 2020-2021 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 typing import Any, Optional
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from ..interfaces import Entity, FightingEntity, Map, InventoryHolder
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from ..interfaces import Entity, FightingEntity, InventoryHolder, Map
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from ..translations import gettext as _
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@ -47,6 +47,11 @@ class Item(Entity):
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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) -> Any:
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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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@ -86,16 +91,22 @@ class Item(Entity):
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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, Chestplate, Bomb, Heart, Helmet, Monocle,
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Shield, Sword, RingCritical, RingXP]
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return [BodySnatchPotion, Bomb, Bow, Chestplate, FireBallStaff,
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Heart, Helmet, Monocle, ScrollofDamage, ScrollofWeakening,
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Shield, Sword, RingCritical, RingXP, Ruler]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder,
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for_free: bool = False) -> 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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if for_free:
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self.hold(buyer)
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seller.remove_from_inventory(self)
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return True
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elif 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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@ -266,6 +277,15 @@ class Sword(Weapon):
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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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@ -455,6 +475,166 @@ class RingXP(Ring):
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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 turns.
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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 - \
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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),
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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)}"
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+ "strength for 3 turns"))
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self.held_by.inventory.remove(self)
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class LongRangeWeapon(Weapon):
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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) -> Any:
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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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line = _("{name}").format(name=to_kill.translated_name.capitalize()
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) + self.string + " "\
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+ to_kill.take_damage(
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self.held_by, self.damage
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+ getattr(self.held_by, self.stat))
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self.held_by.map.logs.add_message(line)
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return (to_kill.y, to_kill.x) if to_kill else None
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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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@property
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def string(self) -> str:
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"""
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The string that is printed when we hit an ennemy.
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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
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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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@property
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def string(self) -> str:
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return _(" is shot by an arrow.")
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class FireBallStaff(LongRangeWeapon):
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"""
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A type of powerful long range weapon that deals damage
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based on the player's intelligence
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"""
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def __init__(self, name: str = "fire_ball_staff", price: int = 36,
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damage: int = 6, rang: int = 4, *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 intelligence
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"""
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return "intelligence"
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@property
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def string(self) -> str:
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return _(" is shot by a fire ball.")
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def throw(self, direction: int) -> Any:
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"""
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Adds an explosion animation when killing something.
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"""
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coord = super().throw(direction)
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if coord:
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y = coord[0]
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x = coord[1]
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explosion = Explosion(y=y, x=x)
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self.held_by.map.add_entity(explosion)
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return y, x
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class Monocle(Item):
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def __init__(self, name: str = "monocle", price: int = 10,
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*args, **kwargs):
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@ -1,4 +1,4 @@
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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from random import shuffle
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@ -31,6 +31,7 @@ class Monster(FightingEntity):
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By default, a monster will move randomly where it is possible
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If the player is closeby, the monster runs to the player.
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"""
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super().act(m)
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target = None
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for entity in m.entities:
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if self.distance_squared(entity) <= 25 and \
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@ -42,7 +43,9 @@ class Monster(FightingEntity):
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# that targets the player.
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# If they can not move and are already close to the player,
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# they hit.
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if target and (self.y, self.x) in target.paths:
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if target and (self.y, self.x) in target.paths and \
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self.map.is_visible_from(self.y, self.x,
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target.y, target.x, 5):
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# Moves to target player by choosing the best available path
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for next_y, next_x in target.paths[(self.y, self.x)]:
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moved = self.check_move(next_y, next_x, True)
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@ -73,8 +76,8 @@ class Tiger(Monster):
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"""
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A tiger monster.
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"""
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def __init__(self, name: str = "tiger", strength: int = 2,
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maxhealth: int = 20, *args, **kwargs) -> None:
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def __init__(self, name: str = "tiger", strength: int = 5,
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maxhealth: int = 30, *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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@ -94,7 +97,7 @@ class Rabbit(Monster):
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A rabbit monster.
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"""
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def __init__(self, name: str = "rabbit", strength: int = 1,
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maxhealth: int = 15, critical: int = 30,
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maxhealth: int = 20, critical: int = 30,
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*args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, critical=critical,
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|
@ -1,11 +1,13 @@
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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from math import log
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from random import randint
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from typing import Dict, Optional, Tuple
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from .items import Item
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from ..interfaces import FightingEntity, InventoryHolder
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from ..translations import gettext as _
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class Player(InventoryHolder, FightingEntity):
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@ -61,6 +63,31 @@ class Player(InventoryHolder, FightingEntity):
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self.recalculate_paths()
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self.map.compute_visibility(self.y, self.x, self.vision)
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def dance(self) -> None:
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"""
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Dancing has a certain probability or making ennemies unable
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to fight for 3 turns. That probability depends on the player's
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charisma.
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"""
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diceroll = randint(1, 10)
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found = False
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if diceroll <= self.charisma:
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for entity in self.map.entities:
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if entity.is_fighting_entity() and not entity == self \
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and entity.distance(self) <= 3:
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found = True
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entity.confused = 1
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entity.effects.append(["confused", 1, 3])
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if found:
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self.map.logs.add_message(_(
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"It worked! Nearby ennemies will be confused for 3 turns."))
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else:
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self.map.logs.add_message(_(
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"It worked, but there is no one nearby..."))
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else:
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self.map.logs.add_message(
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_("The dance was not effective..."))
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def level_up(self) -> None:
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"""
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Add as many levels as possible to the player.
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@ -69,8 +96,18 @@ class Player(InventoryHolder, FightingEntity):
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self.level += 1
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self.current_xp -= self.max_xp
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self.max_xp = self.level * 10
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self.maxhealth += int(2 * log(self.level) / log(2))
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self.health = self.maxhealth
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self.strength = self.strength + 1
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if self.level % 3 == 0:
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self.dexterity += 1
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self.constitution += 1
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if self.level % 4 == 0:
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self.intelligence += 1
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if self.level % 6 == 0:
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self.charisma += 1
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if self.level % 10 == 0 and self.critical < 95:
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self.critical += (100 - self.charisma) // 30
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def add_xp(self, xp: int) -> None:
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"""
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|
Reference in New Issue
Block a user