Linting and tests...
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@ -84,8 +84,8 @@ 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, Bomb, Heart, Shield, Sword,\
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Chestplate, Helmet, RingCritical, RingXP, \
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword,
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Chestplate, Helmet, RingCritical, RingXP,
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ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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@ -256,13 +256,15 @@ class Sword(Weapon):
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*args, **kwargs):
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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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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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@ -297,6 +299,7 @@ class Shield(Armor):
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super().__init__(name=name, constitution=constitution, price=price,
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*args, **kwargs)
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class Helmet(Armor):
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"""
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Class of helmet items, they can be equipped on the head.
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@ -312,6 +315,7 @@ class Helmet(Armor):
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_helmet = self
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class Chestplate(Armor):
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"""
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Class of chestplate items, they can be equipped on the body.
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@ -327,6 +331,7 @@ class Chestplate(Armor):
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self.held_by.remove_from_inventory(self)
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self.held_by.equipped_armor = self
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class BodySnatchPotion(Item):
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"""
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The body-snatch potion allows to exchange all characteristics with a random
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@ -436,6 +441,7 @@ class RingXP(Ring):
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super().__init__(name=name, price=price, experience=experience,
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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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@ -451,11 +457,12 @@ class ScrollofDamage(Item):
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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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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 turn.
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@ -470,13 +477,17 @@ class ScrollofWeakening(Item):
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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 - 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), 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)} strength for 3 turns"))
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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(Item):
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def __init__(self, damage: int = 4,
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rang: int = 3, *args, **kwargs):
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@ -489,26 +500,28 @@ class LongRangeWeapon(Item):
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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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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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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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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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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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self.held_by.map.logs.add_message(_("{name}")\
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.format(name=to_kill.translated_name.capitalize())+ self.string + " " \
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+ to_kill.take_damage(self.held_by, self.damage + \
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getattr(self.held_by, self.stat)))
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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.x, to_kill.y) if to_kill else None
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def equip(self) -> None:
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@ -531,13 +544,15 @@ class LongRangeWeapon(Item):
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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 based on the player's dexterity
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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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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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@ -551,13 +566,15 @@ class Bow(LongRangeWeapon):
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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 long range weapon that deals damage based on the player's dexterity
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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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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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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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@ -575,10 +592,10 @@ class FireBallStaff(LongRangeWeapon):
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"""
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Adds an explosion animation when killing something.
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"""
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A = super().throw(direction)
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if A:
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x=A[0]
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y=A[1]
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coord = super().throw(direction)
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if coord:
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x = coord[0]
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y = 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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