Linting and tests...

This commit is contained in:
eichhornchen
2021-01-08 22:25:00 +01:00
parent 746379bad6
commit 9ff615a6b0
4 changed files with 160 additions and 45 deletions

View File

@ -84,8 +84,8 @@ class Item(Entity):
"""
Returns the list of all item classes.
"""
return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
Chestplate, Helmet, RingCritical, RingXP, \
return [BodySnatchPotion, Bomb, Heart, Shield, Sword,
Chestplate, Helmet, RingCritical, RingXP,
ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff]
def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
@ -256,13 +256,15 @@ class Sword(Weapon):
*args, **kwargs):
super().__init__(name=name, price=price, *args, **kwargs)
class Ruler(Weapon):
"""
A basic weapon
"""
def __init__(self, name: str = "ruler", price: int = 2,
damage: int = 1, *args, **kwargs):
super().__init__(name=name, price=price, damage=damage, *args, **kwargs)
super().__init__(name=name, price=price, damage=damage, *args, **kwargs)
class Armor(Item):
"""
@ -297,6 +299,7 @@ class Shield(Armor):
super().__init__(name=name, constitution=constitution, price=price,
*args, **kwargs)
class Helmet(Armor):
"""
Class of helmet items, they can be equipped on the head.
@ -312,6 +315,7 @@ class Helmet(Armor):
self.held_by.remove_from_inventory(self)
self.held_by.equipped_helmet = self
class Chestplate(Armor):
"""
Class of chestplate items, they can be equipped on the body.
@ -327,6 +331,7 @@ class Chestplate(Armor):
self.held_by.remove_from_inventory(self)
self.held_by.equipped_armor = self
class BodySnatchPotion(Item):
"""
The body-snatch potion allows to exchange all characteristics with a random
@ -436,6 +441,7 @@ class RingXP(Ring):
super().__init__(name=name, price=price, experience=experience,
*args, **kwargs)
class ScrollofDamage(Item):
"""
A scroll that, when used, deals damage to all entities in a certain radius.
@ -451,11 +457,12 @@ class ScrollofDamage(Item):
"""
for entity in self.held_by.map.entities:
if entity.is_fighting_entity() and not entity == self.held_by:
if entity.distance(self.held_by)<=5:
self.held_by.map.logs.add_message(entity.take_damage(\
if entity.distance(self.held_by) <= 5:
self.held_by.map.logs.add_message(entity.take_damage(
self.held_by, self.held_by.intelligence))
self.held_by.inventory.remove(self)
class ScrollofWeakening(Item):
"""
A scroll that, when used, reduces the damage of the ennemies for 3 turn.
@ -470,13 +477,17 @@ class ScrollofWeakening(Item):
"""
for entity in self.held_by.map.entities:
if entity.is_fighting_entity() and not entity == self.held_by:
entity.strength = entity.strength - max(1, self.held_by.intelligence//2)
entity.effects.append(["strength", \
-max(1, self.held_by.intelligence//2), 3])
self.held_by.map.logs.add_message(\
_(f"The ennemies have -{max(1, self.held_by.intelligence//2)} strength for 3 turns"))
entity.strength = entity.strength - \
max(1, self.held_by.intelligence // 2)
entity.effects.append(["strength",
-max(1, self.held_by.intelligence // 2),
3])
self.held_by.map.logs.add_message(
_(f"The ennemies have -{max(1, self.held_by.intelligence // 2)}"
+ "strength for 3 turns"))
self.held_by.inventory.remove(self)
class LongRangeWeapon(Item):
def __init__(self, damage: int = 4,
rang: int = 3, *args, **kwargs):
@ -489,26 +500,28 @@ class LongRangeWeapon(Item):
for entity in self.held_by.map.entities:
if entity.is_fighting_entity():
if direction == 0 and self.held_by.x == entity.x \
and self.held_by.y-entity.y>0 and \
self.held_by.y-entity.y<=self.range:
and self.held_by.y - entity.y > 0 and \
self.held_by.y - entity.y <= self.range:
to_kill = entity
elif direction == 2 and self.held_by.x == entity.x \
and entity.y-self.held_by.y>0 and \
entity.y-self.held_by.y<=self.range:
and entity.y - self.held_by.y > 0 and \
entity.y - self.held_by.y <= self.range:
to_kill = entity
elif direction == 1 and self.held_by.y == entity.y \
and entity.x-self.held_by.x>0 and \
entity.x-self.held_by.x<=self.range:
and entity.x - self.held_by.x > 0 and \
entity.x - self.held_by.x <= self.range:
to_kill = entity
elif direction == 3 and self.held_by.y == entity.y \
and self.held_by.x-entity.x>0 and \
self.held_by.x-entity.x<=self.range:
and self.held_by.x - entity.x > 0 and \
self.held_by.x - entity.x <= self.range:
to_kill = entity
if to_kill:
self.held_by.map.logs.add_message(_("{name}")\
.format(name=to_kill.translated_name.capitalize())+ self.string + " " \
+ to_kill.take_damage(self.held_by, self.damage + \
getattr(self.held_by, self.stat)))
line = _("{name}").format(name=to_kill.translated_name.capitalize()
) + self.string + " "\
+ to_kill.take_damage(
self.held_by, self.damage
+ getattr(self.held_by, self.stat))
self.held_by.map.logs.add_message(line)
return (to_kill.x, to_kill.y) if to_kill else None
def equip(self) -> None:
@ -531,13 +544,15 @@ class LongRangeWeapon(Item):
The string that is printed when we hit an ennemy.
"""
class Bow(LongRangeWeapon):
"""
A type of long range weapon that deals damage based on the player's dexterity
A type of long range weapon that deals damage
based on the player's dexterity
"""
def __init__(self, name: str = "bow", price: int = 22, damage: int = 4,
rang: int = 3, *args, **kwargs):
super().__init__(name=name, price=price, damage=damage, \
super().__init__(name=name, price=price, damage=damage,
rang=rang, *args, **kwargs)
@property
@ -551,13 +566,15 @@ class Bow(LongRangeWeapon):
def string(self) -> str:
return " is shot by an arrow."
class FireBallStaff(LongRangeWeapon):
"""
A type of long range weapon that deals damage based on the player's dexterity
A type of powerful long range weapon that deals damage
based on the player's intelligence
"""
def __init__(self, name: str = "fire_ball_staff", price: int = 36,\
def __init__(self, name: str = "fire_ball_staff", price: int = 36,
damage: int = 6, rang: int = 4, *args, **kwargs):
super().__init__(name=name, price=price, damage=damage, \
super().__init__(name=name, price=price, damage=damage,
rang=rang, *args, **kwargs)
@property
@ -575,10 +592,10 @@ class FireBallStaff(LongRangeWeapon):
"""
Adds an explosion animation when killing something.
"""
A = super().throw(direction)
if A:
x=A[0]
y=A[1]
coord = super().throw(direction)
if coord:
x = coord[0]
y = coord[1]
explosion = Explosion(y=y, x=x)
self.held_by.map.add_entity(explosion)