Fix for loading game in progress, there remains to change all entities __init__ to allow being initialized by a dictionnary (work in progress, breaks the game)
This commit is contained in:
committed by
Yohann D'ANELLO
parent
57a20c53f3
commit
a4482849ae
@ -130,8 +130,9 @@ class Map:
|
||||
d["start_x"] = self.start_x
|
||||
d["currentx"] = self.currentx
|
||||
d["currenty"] = self.currenty
|
||||
d["entities"] = []
|
||||
for enti in self.entities:
|
||||
d.update(enti.save_state())
|
||||
d.append(enti.save_state())
|
||||
d["map"] = self.draw_string(TexturePack.ASCII_PACK)
|
||||
return d
|
||||
|
||||
@ -146,7 +147,10 @@ class Map:
|
||||
self.currentx = d["currentx"]
|
||||
self.currenty = d["currenty"]
|
||||
self.tiles = self.load_dungeon_from_string(d["map"])
|
||||
# add entities
|
||||
self.entities = []
|
||||
dictclasses = get_all_entity_classes_in_a_dict()
|
||||
for entisave in d["entities"] :
|
||||
self.add_entity(dictclasses[entisave["type"]](entisave))
|
||||
|
||||
|
||||
class Tile(Enum):
|
||||
@ -196,13 +200,27 @@ class Entity:
|
||||
name: str
|
||||
map: Map
|
||||
|
||||
# noinspection PyShadowingBuiltins
|
||||
def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
|
||||
map: Optional[Map] = None):
|
||||
self.y = y
|
||||
self.x = x
|
||||
self.name = name
|
||||
self.map = map
|
||||
## # noinspection PyShadowingBuiltins
|
||||
## def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
|
||||
## map: Optional[Map] = None):
|
||||
## self.y = y
|
||||
## self.x = x
|
||||
## self.name = name
|
||||
## self.map = map
|
||||
|
||||
def __init__(self, dictionary, **kwargs) -> None:
|
||||
validkeys = self.attributes()
|
||||
for key in validkeys :
|
||||
self.__setattr__(key, dictionary[key])
|
||||
for key in validkeys:
|
||||
self.__setattr__(key, kwargs[key])
|
||||
|
||||
@staticmethod
|
||||
def attributes(self) -> list:
|
||||
"""
|
||||
Returns the list of attributes
|
||||
"""
|
||||
return ["x", "y", "name"]
|
||||
|
||||
def check_move(self, y: int, x: int, move_if_possible: bool = False)\
|
||||
-> bool:
|
||||
@ -293,6 +311,14 @@ class Entity:
|
||||
Rabbit, TeddyBear
|
||||
return [Beaver, Bomb, Heart, Hedgehog, Rabbit, TeddyBear]
|
||||
|
||||
@staticmethod
|
||||
def get_all_entity_classes_in_a_dict() -> dict:
|
||||
"""
|
||||
Returns all entities subclasses in a dictionnary
|
||||
"""
|
||||
from dungeonbattle.entities.player import Player
|
||||
return {"Beaver" : Beaver, "Bomb" : Bomb, "Heart" : Heart, "Hedgehog" : Hedgehog, "Rabbit" : Rabbit, "Teddy" : TeddyBear, "Player" : Player}
|
||||
|
||||
def save_state(self) -> dict:
|
||||
"""
|
||||
Saves the coordinates of the entity
|
||||
@ -302,13 +328,6 @@ class Entity:
|
||||
d["y"] = self.y
|
||||
return d
|
||||
|
||||
def recover_state(self, d: dict) -> None:
|
||||
"""
|
||||
Loads the coordinates of the entity from a dictionnary
|
||||
"""
|
||||
self.x = d["x"]
|
||||
self.y = d["y"]
|
||||
|
||||
|
||||
class FightingEntity(Entity):
|
||||
"""
|
||||
@ -324,19 +343,36 @@ class FightingEntity(Entity):
|
||||
constitution: int
|
||||
level: int
|
||||
|
||||
def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
|
||||
strength: int = 0, intelligence: int = 0, charisma: int = 0,
|
||||
dexterity: int = 0, constitution: int = 0, level: int = 0,
|
||||
*args, **kwargs) -> None:
|
||||
super().__init__(*args, **kwargs)
|
||||
self.maxhealth = maxhealth
|
||||
self.health = maxhealth if health is None else health
|
||||
self.strength = strength
|
||||
self.intelligence = intelligence
|
||||
self.charisma = charisma
|
||||
self.dexterity = dexterity
|
||||
self.constitution = constitution
|
||||
self.level = level
|
||||
## def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
|
||||
## strength: int = 0, intelligence: int = 0, charisma: int = 0,
|
||||
## dexterity: int = 0, constitution: int = 0, level: int = 0,
|
||||
## *args, **kwargs) -> None:
|
||||
## super().__init__(*args, **kwargs)
|
||||
## self.maxhealth = maxhealth
|
||||
## self.health = maxhealth if health is None else health
|
||||
## self.strength = strength
|
||||
## self.intelligence = intelligence
|
||||
## self.charisma = charisma
|
||||
## self.dexterity = dexterity
|
||||
## self.constitution = constitution
|
||||
## self.level = level
|
||||
|
||||
def __init__(self, *args, **kwargs) -> None:
|
||||
validkeys = {"maxhealth" : 0,"health" : 0,"strength" : 0 \
|
||||
,"intelligence" : 0,"charisma" : 0,"dexterity" : 0\
|
||||
,"constitution" : 0,"level" : 0}
|
||||
#All the keys we wan to set in this init, with their default value
|
||||
for dictionary in args :
|
||||
for key in validkeys :
|
||||
if key in dictionary :
|
||||
self.__setattr__(key, dictionary[key])
|
||||
else :
|
||||
self.__setattr__(key, validkeys[key])
|
||||
for key in validkeys:
|
||||
if key in kwargs :
|
||||
self.__setattr__(key, kwargs[key])
|
||||
else :
|
||||
self.__setattr__(key, validkeys[key])
|
||||
|
||||
@property
|
||||
def dead(self) -> bool:
|
||||
@ -377,11 +413,3 @@ class FightingEntity(Entity):
|
||||
for name in self.keys():
|
||||
d[name] = self.__getattribute__(name)
|
||||
return d
|
||||
|
||||
def recover_state(self, d: dict) -> None:
|
||||
"""
|
||||
Loads the state of an entity from a dictionary
|
||||
"""
|
||||
super().recover_state(d)
|
||||
for name in d.keys():
|
||||
setattr(self, name, d[name])
|
||||
|
Reference in New Issue
Block a user