Rename dungeonbattle to squirrelbattle

This commit is contained in:
Yohann D'ANELLO
2020-11-19 02:18:08 +01:00
parent 9232f67dc9
commit d0ee9ec562
30 changed files with 43 additions and 43 deletions

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from typing import Optional
from .player import Player
from ..interfaces import Entity, FightingEntity, Map
class Item(Entity):
"""
A class for items
"""
held: bool
held_by: Optional[Player]
def __init__(self, held: bool = False, held_by: Optional[Player] = None,
*args, **kwargs):
super().__init__(*args, **kwargs)
self.held = held
self.held_by = held_by
def drop(self, y: int, x: int) -> None:
"""
The item is dropped from the inventory onto the floor
"""
if self.held:
self.held_by.inventory.remove(self)
self.held = False
self.held_by = None
self.map.add_entity(self)
self.move(y, x)
def hold(self, player: "Player") -> None:
"""
The item is taken from the floor and put into the inventory
"""
self.held = True
self.held_by = player
self.map.remove_entity(self)
player.inventory.append(self)
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["held"] = self.held
return d
class Heart(Item):
"""
A heart item to return health to the player
"""
healing: int
def __init__(self, healing: int = 5, *args, **kwargs):
super().__init__(name="heart", *args, **kwargs)
self.healing = healing
def hold(self, player: "Player") -> None:
"""
When holding a heart, heal the player and don't put item in inventory.
"""
player.health = min(player.maxhealth, player.health + self.healing)
self.map.remove_entity(self)
def save_state(self) -> dict:
"""
Saves the state of the header into a dictionary
"""
d = super().save_state()
d["healing"] = self.healing
return d
class Bomb(Item):
"""
A bomb item intended to deal damage to enemies at long range
"""
damage: int = 5
exploding: bool
def __init__(self, damage: int = 5, exploding: bool = False,
*args, **kwargs):
super().__init__(name="bomb", *args, **kwargs)
self.damage = damage
self.exploding = exploding
def drop(self, x: int, y: int) -> None:
super().drop(x, y)
self.exploding = True
def act(self, m: Map) -> None:
"""
Special exploding action of the bomb
"""
if self.exploding:
for e in m.entities.copy():
if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
isinstance(e, FightingEntity):
e.take_damage(self, self.damage)
def save_state(self) -> dict:
"""
Saves the state of the bomb into a dictionary
"""
d = super().save_state()
d["exploding"] = self.exploding
d["damage"] = self.damage
return d

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from random import choice
from .player import Player
from ..interfaces import FightingEntity, Map
class Monster(FightingEntity):
"""
The class for all monsters in the dungeon.
A monster must override this class, and the parameters are given
in the __init__ function.
An example of the specification of a monster that has a strength of 4
and 20 max HP:
class MyMonster(Monster):
def __init__(self, strength: int = 4, maxhealth: int = 20,
*args, **kwargs) -> None:
super().__init__(name="my_monster", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
With that way, attributes can be overwritten when the entity got created.
"""
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
def act(self, m: Map) -> None:
"""
By default, a monster will move randomly where it is possible
And if a player is close to the monster, the monster run on the player.
"""
target = None
for entity in m.entities:
if self.distance_squared(entity) <= 25 and \
isinstance(entity, Player):
target = entity
break
# A Dijkstra algorithm has ran that targets the player.
# With that way, monsters can simply follow the path.
# If they can't move and they are already close to the player,
# They hit.
if target and (self.y, self.x) in target.paths:
# Move to target player
next_y, next_x = target.paths[(self.y, self.x)]
moved = self.check_move(next_y, next_x, True)
if not moved and self.distance_squared(target) <= 1:
self.hit(target)
else:
for _ in range(100):
if choice([self.move_up, self.move_down,
self.move_left, self.move_right])():
break
class Beaver(Monster):
"""
A beaver monster
"""
def __init__(self, strength: int = 2, maxhealth: int = 20,
*args, **kwargs) -> None:
super().__init__(name="beaver", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class Hedgehog(Monster):
"""
A really mean hedgehog monster
"""
def __init__(self, strength: int = 3, maxhealth: int = 10,
*args, **kwargs) -> None:
super().__init__(name="hedgehog", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class Rabbit(Monster):
"""
A rabbit monster
"""
def __init__(self, strength: int = 1, maxhealth: int = 15,
*args, **kwargs) -> None:
super().__init__(name="rabbit", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class TeddyBear(Monster):
"""
A cute teddybear monster
"""
def __init__(self, strength: int = 0, maxhealth: int = 50,
*args, **kwargs) -> None:
super().__init__(name="teddy_bear", strength=strength,
maxhealth=maxhealth, *args, **kwargs)

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from random import randint
from typing import Dict, Tuple
from ..interfaces import FightingEntity
class Player(FightingEntity):
"""
The class of the player
"""
current_xp: int = 0
max_xp: int = 10
inventory: list
paths: Dict[Tuple[int, int], Tuple[int, int]]
def __init__(self, maxhealth: int = 20, strength: int = 5,
intelligence: int = 1, charisma: int = 1, dexterity: int = 1,
constitution: int = 1, level: int = 1, current_xp: int = 0,
max_xp: int = 10, *args, **kwargs) -> None:
super().__init__(name="player", maxhealth=maxhealth, strength=strength,
intelligence=intelligence, charisma=charisma,
dexterity=dexterity, constitution=constitution,
level=level, *args, **kwargs)
self.current_xp = current_xp
self.max_xp = max_xp
self.inventory = list()
self.paths = dict()
def move(self, y: int, x: int) -> None:
"""
When the player moves, move the camera of the map.
"""
super().move(y, x)
self.map.currenty = y
self.map.currentx = x
self.recalculate_paths()
def level_up(self) -> None:
"""
Add levels to the player as much as it is possible.
"""
while self.current_xp > self.max_xp:
self.level += 1
self.current_xp -= self.max_xp
self.max_xp = self.level * 10
self.health = self.maxhealth
# TODO Remove it, that's only fun
self.map.spawn_random_entities(randint(3 * self.level,
10 * self.level))
def add_xp(self, xp: int) -> None:
"""
Add some experience to the player.
If the required amount is reached, level up.
"""
self.current_xp += xp
self.level_up()
# noinspection PyTypeChecker,PyUnresolvedReferences
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
-> bool:
"""
If the player tries to move but a fighting entity is there,
the player fights this entity.
It rewards some XP if it is dead.
"""
# Don't move if we are dead
if self.dead:
return False
for entity in self.map.entities:
if entity.y == y and entity.x == x:
if entity.is_fighting_entity():
self.hit(entity)
if entity.dead:
self.add_xp(randint(3, 7))
return True
elif entity.is_item():
entity.hold(self)
return super().check_move(y, x, move_if_possible)
def recalculate_paths(self, max_distance: int = 8) -> None:
"""
Use Dijkstra algorithm to calculate best paths
for monsters to go to the player.
"""
queue = [(self.y, self.x)]
visited = []
distances = {(self.y, self.x): 0}
predecessors = {}
while queue:
y, x = queue.pop(0)
visited.append((y, x))
if distances[(y, x)] >= max_distance:
continue
for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
new_y, new_x = y + diff_y, x + diff_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[y][x].can_walk() or \
(new_y, new_x) in visited or \
(new_y, new_x) in queue:
continue
predecessors[(new_y, new_x)] = (y, x)
distances[(new_y, new_x)] = distances[(y, x)] + 1
queue.append((new_y, new_x))
self.paths = predecessors
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["current_xp"] = self.current_xp
d["max_xp"] = self.max_xp
return d