Linting
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@ -5,13 +5,13 @@ from .items import Item
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from random import choice
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class Merchant(FriendlyEntity) :
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class Merchant(FriendlyEntity):
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"""
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The class for merchants in the dungeon
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"""
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inventory = list
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hazel = int
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def keys(self) -> list:
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"""
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Returns a friendly entitie's specific attributes
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@ -26,21 +26,21 @@ class Merchant(FriendlyEntity) :
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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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def talk_to(self, player : Player) -> str:
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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 merchant's inventory in a menu,
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and allow the player to buy/sell objects
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"""
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# TODO
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return _("I don't sell any squirrel")
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class Sunflower(FriendlyEntity) :
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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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dialogue_option = [_("Flower power!!"), _("The sun is warm today")]
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def __init__(self, maxhealth: int = 15,
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*args, **kwargs) -> None:
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super().__init__(name="sunflower",
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maxhealth=maxhealth, *args, **kwargs)
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super().__init__(name="sunflower", maxhealth=maxhealth, *args, **kwargs)
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@ -147,7 +147,8 @@ class Bomb(Item):
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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 Weapon(Item):
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"""
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Non-throwable items that improve player damage
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@ -166,14 +167,15 @@ class Weapon(Item):
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d["damage"] = self.damage
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return d
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class Sword(Weapon) :
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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", *args, **kwargs):
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super().__init__(name = name, *args, **kwargs)
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super().__init__(name=name, *args, **kwargs)
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self.name = name
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class BodySnatchPotion(Item):
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"""
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@ -15,7 +15,7 @@ class Player(FightingEntity):
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max_xp: int = 10
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inventory: list
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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hazel: int #It is the currency of this game
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hazel: int # It is the currency of this game
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def __init__(self, name: str = "player", maxhealth: int = 20,
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strength: int = 5, intelligence: int = 1, charisma: int = 1,
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@ -91,7 +91,7 @@ class Player(FightingEntity):
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elif entity.is_item():
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entity.hold(self)
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elif entity.is_friendly():
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# self.map.logs.add_message(entity.talk_to(self))
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# self.map.logs.add_message(entity.talk_to(self))
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self.map.logs.add_message(self.hit(entity))
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if entity.dead:
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self.add_xp(randint(3, 7))
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@ -124,12 +124,12 @@ class Player(FightingEntity):
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queue.append((new_y, new_x))
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self.paths = predecessors
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def add_to_inventory(self, obj : Any) -> None :
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def add_to_inventory(self, obj: Any) -> None:
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"""
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Adds an object to inventory
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"""
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self.inventory.append(obj)
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def save_state(self) -> dict:
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"""
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Saves the state of the entity into a dictionary
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