Merge branch 'master' into 'moreitems'

# Conflicts:
#   squirrelbattle/entities/items.py
#   squirrelbattle/interfaces.py
#   squirrelbattle/tests/game_test.py
This commit is contained in:
eichhornchen
2021-01-08 23:41:21 +01:00
20 changed files with 503 additions and 180 deletions

View File

@ -24,6 +24,13 @@ class Item(Entity):
self.held_by = held_by
self.price = price
@property
def description(self) -> str:
"""
In the inventory, indicate the usefulness of the item.
"""
return ""
def drop(self) -> None:
"""
The item is dropped from the inventory onto the floor.
@ -84,9 +91,9 @@ class Item(Entity):
"""
Returns the list of all item classes.
"""
return [BodySnatchPotion, Bomb, Heart, Shield, Sword,
Chestplate, Helmet, RingCritical, RingXP,
ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff]
return [BodySnatchPotion, Bomb, Bow, Chestplate, FireBallStaff,
Heart, Helmet, Monocle, ScrollofDamage, ScrollofWeakening,
Shield, Sword, RingCritical, RingXP, Ruler]
def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder,
for_free: bool = False) -> bool:
@ -120,6 +127,10 @@ class Heart(Item):
super().__init__(name=name, price=price, *args, **kwargs)
self.healing = healing
@property
def description(self) -> str:
return f"HP+{self.healing}"
def hold(self, entity: InventoryHolder) -> None:
"""
When holding a heart, the player is healed and
@ -228,6 +239,10 @@ class Weapon(Item):
super().__init__(*args, **kwargs)
self.damage = damage
@property
def description(self) -> str:
return f"STR+{self.damage}" if self.damage else super().description
def save_state(self) -> dict:
"""
Saves the state of the weapon into a dictionary
@ -281,6 +296,11 @@ class Armor(Item):
super().__init__(*args, **kwargs)
self.constitution = constitution
@property
def description(self) -> str:
return f"CON+{self.constitution}" if self.constitution \
else super().description
def equip(self) -> None:
super().equip()
self.held_by.constitution += self.constitution
@ -398,6 +418,14 @@ class Ring(Item):
self.critical = critical
self.experience = experience
@property
def description(self) -> str:
fields = [("MAX HP", self.maxhealth), ("STR", self.strength),
("INT", self.intelligence), ("CHR", self.charisma),
("DEX", self.dexterity), ("CON", self.constitution),
("CRI", self.critical), ("XP", self.experience)]
return ", ".join(f"{key}+{value}" for key, value in fields if value)
def equip(self) -> None:
super().equip()
self.held_by.maxhealth += self.maxhealth
@ -446,7 +474,6 @@ 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.
@ -604,3 +631,9 @@ class FireBallStaff(LongRangeWeapon):
explosion = Explosion(y=y, x=x)
self.held_by.map.add_entity(explosion)
class Monocle(Item):
def __init__(self, name: str = "monocle", price: int = 10,
*args, **kwargs):
super().__init__(name=name, price=price, *args, **kwargs)

View File

@ -43,7 +43,9 @@ class Monster(FightingEntity):
# that targets the player.
# If they can not move and are already close to the player,
# they hit.
if target and (self.y, self.x) in target.paths:
if target and (self.y, self.x) in target.paths and \
self.map.is_visible_from(self.y, self.x,
target.y, target.x, 5):
# Moves to target player by choosing the best available path
for next_y, next_x in target.paths[(self.y, self.x)]:
moved = self.check_move(next_y, next_x, True)