Merge branch 'master' into 'moreitems'
# Conflicts: # squirrelbattle/entities/items.py # squirrelbattle/interfaces.py # squirrelbattle/tests/game_test.py
This commit is contained in:
@ -24,6 +24,13 @@ class Item(Entity):
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self.held_by = held_by
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self.price = price
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@property
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def description(self) -> str:
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"""
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In the inventory, indicate the usefulness of the item.
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"""
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return ""
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def drop(self) -> None:
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"""
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The item is dropped from the inventory onto the floor.
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@ -84,9 +91,9 @@ 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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ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff]
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return [BodySnatchPotion, Bomb, Bow, Chestplate, FireBallStaff,
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Heart, Helmet, Monocle, ScrollofDamage, ScrollofWeakening,
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Shield, Sword, RingCritical, RingXP, Ruler]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder,
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for_free: bool = False) -> bool:
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@ -120,6 +127,10 @@ class Heart(Item):
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super().__init__(name=name, price=price, *args, **kwargs)
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self.healing = healing
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@property
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def description(self) -> str:
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return f"HP+{self.healing}"
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def hold(self, entity: InventoryHolder) -> None:
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"""
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When holding a heart, the player is healed and
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@ -228,6 +239,10 @@ class Weapon(Item):
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super().__init__(*args, **kwargs)
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self.damage = damage
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@property
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def description(self) -> str:
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return f"STR+{self.damage}" if self.damage else super().description
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def save_state(self) -> dict:
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"""
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Saves the state of the weapon into a dictionary
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@ -281,6 +296,11 @@ class Armor(Item):
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super().__init__(*args, **kwargs)
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self.constitution = constitution
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@property
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def description(self) -> str:
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return f"CON+{self.constitution}" if self.constitution \
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else super().description
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def equip(self) -> None:
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super().equip()
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self.held_by.constitution += self.constitution
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@ -398,6 +418,14 @@ class Ring(Item):
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self.critical = critical
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self.experience = experience
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@property
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def description(self) -> str:
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fields = [("MAX HP", self.maxhealth), ("STR", self.strength),
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("INT", self.intelligence), ("CHR", self.charisma),
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("DEX", self.dexterity), ("CON", self.constitution),
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("CRI", self.critical), ("XP", self.experience)]
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return ", ".join(f"{key}+{value}" for key, value in fields if value)
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def equip(self) -> None:
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super().equip()
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self.held_by.maxhealth += self.maxhealth
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@ -446,7 +474,6 @@ 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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@ -604,3 +631,9 @@ class FireBallStaff(LongRangeWeapon):
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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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class Monocle(Item):
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def __init__(self, name: str = "monocle", price: int = 10,
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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@ -43,7 +43,9 @@ class Monster(FightingEntity):
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# that targets the player.
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# If they can not move and are already close to the player,
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# they hit.
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if target and (self.y, self.x) in target.paths:
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if target and (self.y, self.x) in target.paths and \
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self.map.is_visible_from(self.y, self.x,
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target.y, target.x, 5):
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# Moves to target player by choosing the best available path
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for next_y, next_x in target.paths[(self.y, self.x)]:
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moved = self.check_move(next_y, next_x, True)
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