Fixed grammar, unified the docstring's format and added documentation to some classes that did not have any. Closes #32.
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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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