Testing + linting (yes there remains two linting errors, i don't know what to do.
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@ -3,7 +3,7 @@
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from random import choice, shuffle
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from .items import Item, Bomb
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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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@ -48,11 +48,14 @@ 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 or [])
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self.annihilated = False
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if not 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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@ -68,8 +71,9 @@ class Chest(InventoryHolder, FriendlyEntity):
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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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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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@ -78,7 +82,7 @@ class Chest(InventoryHolder, FriendlyEntity):
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"""
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Chest can not die
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"""
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return False
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return self.annihilated
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class Sunflower(FriendlyEntity):
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@ -1,13 +1,13 @@
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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 math import log
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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 _, Translator
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from ..translations import gettext as _
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class Player(InventoryHolder, FightingEntity):
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@ -74,10 +74,10 @@ class Player(InventoryHolder, FightingEntity):
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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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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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@ -88,7 +88,6 @@ class Player(InventoryHolder, FightingEntity):
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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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@ -97,18 +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.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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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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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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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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self.critical += (100 - self.charisma) // 30
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# TODO Remove it, that's only for fun
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self.map.spawn_random_entities(randint(3 * self.level,
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10 * self.level))
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