Fixed grammar, unified the docstring's format and added documentation to some classes that did not have any. Closes #32.
This commit is contained in:
@ -7,7 +7,7 @@ from random import choice
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class Merchant(InventoryHolder, FriendlyEntity):
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"""
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The class for merchants in the dungeon
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The class of merchants in the dungeon.
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"""
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def keys(self) -> list:
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"""
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@ -28,13 +28,13 @@ class Merchant(InventoryHolder, FriendlyEntity):
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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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and allows the player to buy/sell objects.
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"""
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return _("I don't sell any squirrel")
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def change_hazel_balance(self, hz: int) -> None:
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"""
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Change the number of hazel the merchant has by hz.
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Changes the number of hazel the merchant has by hz.
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"""
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self.hazel += hz
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@ -49,4 +49,7 @@ class Sunflower(FriendlyEntity):
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@property
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def dialogue_option(self) -> list:
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"""
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Lists all that a sunflower can say to the player.
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"""
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return [_("Flower power!!"), _("The sun is warm today")]
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@ -11,7 +11,7 @@ from ..translations import gettext as _
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class Item(Entity):
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"""
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A class for items
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A class for items.
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"""
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held: bool
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held_by: Optional[InventoryHolder]
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@ -27,7 +27,7 @@ class Item(Entity):
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def drop(self) -> None:
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"""
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The item is dropped from the inventory onto the floor
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The item is dropped from the inventory onto the floor.
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"""
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if self.held:
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self.held_by.inventory.remove(self)
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@ -48,7 +48,7 @@ class Item(Entity):
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def hold(self, player: InventoryHolder) -> None:
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"""
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The item is taken from the floor and put into the inventory
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The item is taken from the floor and put into the inventory.
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"""
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self.held = True
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self.held_by = player
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@ -57,7 +57,7 @@ class Item(Entity):
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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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Saves the state of the item into a dictionary.
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"""
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d = super().save_state()
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d["held"] = self.held
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@ -65,13 +65,16 @@ class Item(Entity):
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@staticmethod
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def get_all_items() -> list:
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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, Bomb, Heart, Sword]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> 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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inventory.
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"""
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if buyer.hazel >= self.price:
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self.hold(buyer)
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@ -85,7 +88,7 @@ class Item(Entity):
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class Heart(Item):
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"""
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A heart item to return health to the player
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A heart item to return health to the player.
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"""
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healing: int
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@ -96,14 +99,15 @@ class Heart(Item):
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def hold(self, entity: InventoryHolder) -> None:
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"""
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When holding a heart, heal the player and don't put item in inventory.
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When holding a heart, the player is healed and
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the item is not put in the inventory.
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"""
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entity.health = min(entity.maxhealth, entity.health + self.healing)
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entity.map.remove_entity(self)
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def save_state(self) -> dict:
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"""
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Saves the state of the header into a dictionary
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Saves the state of the heart into a dictionary.
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"""
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d = super().save_state()
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d["healing"] = self.healing
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@ -129,7 +133,7 @@ class Bomb(Item):
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def use(self) -> None:
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"""
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When the bomb is used, throw it and explodes it.
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When the bomb is used, it is thrown and then it explodes.
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"""
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if self.held:
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self.owner = self.held_by
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@ -138,7 +142,7 @@ class Bomb(Item):
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def act(self, m: Map) -> None:
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"""
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Special exploding action of the bomb
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Special exploding action of the bomb.
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"""
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if self.exploding:
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if self.tick > 0:
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@ -164,7 +168,7 @@ class Bomb(Item):
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def save_state(self) -> dict:
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"""
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Saves the state of the bomb into a dictionary
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Saves the state of the bomb into a dictionary.
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"""
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d = super().save_state()
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d["exploding"] = self.exploding
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@ -181,13 +185,13 @@ class Explosion(Item):
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def act(self, m: Map) -> None:
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"""
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The explosion instant dies.
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The bomb disappears after exploding.
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"""
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m.remove_entity(self)
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def hold(self, player: InventoryHolder) -> None:
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"""
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The player can't hold any explosion.
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The player can't hold an explosion.
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"""
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pass
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@ -10,8 +10,8 @@ from ..interfaces import FightingEntity, Map
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class Monster(FightingEntity):
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"""
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The class for all monsters in the dungeon.
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A monster must override this class, and the parameters are given
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in the __init__ function.
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All specific monster classes overwrite this class,
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and the parameters are given in the __init__ function.
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An example of the specification of a monster that has a strength of 4
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and 20 max HP:
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@ -21,7 +21,7 @@ class Monster(FightingEntity):
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super().__init__(name="my_monster", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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With that way, attributes can be overwritten when the entity got created.
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With that way, attributes can be overwritten when the entity is created.
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"""
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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@ -29,7 +29,7 @@ class Monster(FightingEntity):
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def act(self, m: Map) -> None:
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"""
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By default, a monster will move randomly where it is possible
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And if a player is close to the monster, the monster run on the player.
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If the player is closeby, the monster runs to the player.
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"""
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target = None
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for entity in m.entities:
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@ -38,12 +38,12 @@ class Monster(FightingEntity):
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target = entity
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break
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# A Dijkstra algorithm has ran that targets the player.
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# With that way, monsters can simply follow the path.
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# If they can't move and they are already close to the player,
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# They hit.
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# Monsters move according to a Dijkstra algorithm
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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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# Move to target player by choosing the best avaliable path
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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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if moved:
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@ -52,8 +52,8 @@ class Monster(FightingEntity):
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self.map.logs.add_message(self.hit(target))
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break
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else:
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# Move in a random direction
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# If the direction is not available, try another one
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# Moves in a random direction
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# If the direction is not available, tries another one
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moves = [self.move_up, self.move_down,
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self.move_left, self.move_right]
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shuffle(moves)
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@ -64,7 +64,7 @@ class Monster(FightingEntity):
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class Tiger(Monster):
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"""
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A tiger monster
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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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@ -74,7 +74,7 @@ class Tiger(Monster):
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class Hedgehog(Monster):
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"""
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A really mean hedgehog monster
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A really mean hedgehog monster.
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"""
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def __init__(self, name: str = "hedgehog", strength: int = 3,
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maxhealth: int = 10, *args, **kwargs) -> None:
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@ -84,7 +84,7 @@ class Hedgehog(Monster):
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class Rabbit(Monster):
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"""
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A 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, *args, **kwargs) -> None:
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@ -94,7 +94,7 @@ class Rabbit(Monster):
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class TeddyBear(Monster):
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"""
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A cute teddybear monster
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A cute teddybear monster.
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"""
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def __init__(self, name: str = "teddy_bear", strength: int = 0,
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maxhealth: int = 50, *args, **kwargs) -> None:
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@ -11,7 +11,7 @@ from ..interfaces import FightingEntity, InventoryHolder
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class Player(InventoryHolder, FightingEntity):
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"""
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The class of the player
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The class of the player.
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"""
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current_xp: int = 0
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max_xp: int = 10
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@ -45,7 +45,7 @@ class Player(InventoryHolder, FightingEntity):
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def level_up(self) -> None:
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"""
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Add levels to the player as much as it is possible.
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Add as many levels as possible to the player.
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"""
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while self.current_xp > self.max_xp:
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self.level += 1
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@ -59,8 +59,8 @@ class Player(InventoryHolder, FightingEntity):
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def add_xp(self, xp: int) -> None:
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"""
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Add some experience to the player.
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If the required amount is reached, level up.
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Adds some experience to the player.
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If the required amount is reached, the player levels up.
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"""
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self.current_xp += xp
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self.level_up()
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@ -89,9 +89,8 @@ class Player(InventoryHolder, FightingEntity):
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def recalculate_paths(self, max_distance: int = 8) -> None:
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"""
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Use Dijkstra algorithm to calculate best paths for monsters to go to
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the player. Actually, the paths are computed for each tile adjacent to
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the player then for each step the monsters use the best path avaliable.
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Uses Dijkstra algorithm to calculate best paths for monsters to go to
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the player.
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"""
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distances = []
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predecessors = []
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