Merge branch 'master' into 'doc'
# Conflicts: # squirrelbattle/entities/items.py # squirrelbattle/interfaces.py
This commit is contained in:
		@@ -44,48 +44,17 @@ class Item(Entity):
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        """
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        Indicates what should be done when the item is equipped.
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        """
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        if isinstance(self, Chestplate):
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            if self.held_by.equipped_armor:
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                self.held_by.equipped_armor.unequip()
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            self.held_by.remove_from_inventory(self)
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            self.held_by.equipped_armor = self
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        elif isinstance(self, Helmet):
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            if self.held_by.equipped_helmet:
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                self.held_by.equipped_helmet.unequip()
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            self.held_by.remove_from_inventory(self)
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            self.held_by.equipped_helmet = self
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        elif isinstance(self, Weapon):
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            if self.held_by.equipped_main:
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                if self.held_by.equipped_secondary:
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                    self.held_by.equipped_secondary.unequip()
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                self.held_by.remove_from_inventory(self)
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                self.held_by.equipped_secondary = self
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                # For weapons, they are equipped as main only if main is empty.
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            else:
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                self.held_by.remove_from_inventory(self)
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                self.held_by.equipped_main = self
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        else:
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            # Other objects are only equipped as secondary.
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            if self.held_by.equipped_secondary:
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                self.held_by.equipped_secondary.unequip()
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            self.held_by.remove_from_inventory(self)
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            self.held_by.equipped_secondary = self
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        # Other objects are only equipped as secondary.
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        if self.held_by.equipped_secondary:
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            self.held_by.equipped_secondary.unequip()
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        self.held_by.remove_from_inventory(self)
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        self.held_by.equipped_secondary = self
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    def unequip(self) -> None:
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        """
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        Indicates what should be done when the item is unequipped.
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        """
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        if isinstance(self, Chestplate):
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            self.held_by.equipped_armor = None
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        elif isinstance(self, Helmet):
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            self.held_by.equipped_helmet = None
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        elif isinstance(self, Weapon):
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            if self.held_by.equipped_main == self:
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                self.held_by.equipped_main = None
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            else:
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                self.held_by.equipped_secondary = None
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        else:
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            self.held_by.equipped_secondary = None
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        self.held_by.remove_from_inventory(self)
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        self.held_by.add_to_inventory(self)
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    def hold(self, holder: InventoryHolder) -> None:
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@@ -236,7 +205,6 @@ class Explosion(Item):
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        """
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        The player can't hold an explosion.
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        """
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        pass
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class Weapon(Item):
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@@ -261,7 +229,8 @@ class Weapon(Item):
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        """
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        When a weapon is equipped, the player gains strength.
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        """
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        super().equip()
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        self.held_by.remove_from_inventory(self)
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        self.held_by.equipped_main = self
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        self.held_by.strength += self.damage
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    def unequip(self) -> None:
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@@ -287,7 +256,7 @@ class Armor(Item):
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    Class of items that increase the player's constitution.
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    """
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    constitution: int
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    def __init__(self, constitution: int, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.constitution = constitution
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@@ -305,33 +274,45 @@ class Armor(Item):
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        d["constitution"] = self.constitution
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        return d
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class Shield(Armor):
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    """
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    Class of shield items, they can be equipped in the other hand.
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    """
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    def __init__(self, name: str = "shield", constitution: int = 2,\
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    def __init__(self, name: str = "shield", constitution: int = 2,
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                 price: int = 16, *args, **kwargs):
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        super().__init__(name=name, constitution=constitution, *args, **kwargs)
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        super().__init__(name=name, constitution=constitution, price=price,
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                         *args, **kwargs)
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class Helmet(Armor):
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    """
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    Class of helmet items, they can be equipped on the head.
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    """
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    def __init__(self, name: str = "helmet", constitution: int = 2, \
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    def __init__(self, name: str = "helmet", constitution: int = 2,
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                 price: int = 18, *args, **kwargs):
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        super().__init__(name=name, constitution=constitution, *args, **kwargs)
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        super().__init__(name=name, constitution=constitution, price=price,
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                         *args, **kwargs)
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    def equip(self) -> None:
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        if self.held_by.equipped_helmet:
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            self.held_by.equipped_helmet.unequip()
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        self.held_by.remove_from_inventory(self)
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        self.held_by.equipped_helmet = self
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class Chestplate(Armor):
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    """
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    Class of chestplate items, they can be equipped on the body.
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    """
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    def __init__(self, name: str = "chestplate", constitution: int = 4,\
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    def __init__(self, name: str = "chestplate", constitution: int = 4,
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                 price: int = 30, *args, **kwargs):
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        super().__init__(name=name, constitution=constitution, *args, **kwargs)
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        super().__init__(name=name, constitution=constitution, price=price,
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                         *args, **kwargs)
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    def equip(self) -> None:
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        if self.held_by.equipped_armor:
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            self.held_by.equipped_armor.unequip()
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        self.held_by.remove_from_inventory(self)
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        self.held_by.equipped_armor = self
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class BodySnatchPotion(Item):
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    """
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@@ -366,6 +347,7 @@ class BodySnatchPotion(Item):
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        self.held_by.inventory.remove(self)
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class Ring(Item):
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    """
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    A class of rings that boost the player's statistics.
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@@ -379,9 +361,9 @@ class Ring(Item):
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    critical: int
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    experience: float
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    def __init__(self, maxhealth: int = 0, strength: int = 0,\
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                 intelligence: int = 0, charisma: int = 0,\
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                 dexterity: int = 0, constitution: int = 0,\
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    def __init__(self, maxhealth: int = 0, strength: int = 0,
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                 intelligence: int = 0, charisma: int = 0,
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                 dexterity: int = 0, constitution: int = 0,
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                 critical: int = 0, experience: float = 0, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.maxhealth = maxhealth
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@@ -417,17 +399,26 @@ class Ring(Item):
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    def save_state(self) -> dict:
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        d = super().save_state()
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        d["maxhealth"] = self.maxhealth
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        d["strength"] = self.strength
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        d["intelligence"] = self.intelligence
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        d["charisma"] = self.charisma
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        d["dexterity"] = self.dexterity
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        d["constitution"] = self.constitution
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        d["critical"] = self.critical
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        d["experience"] = self.experience
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        return d
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class RingCritical(Ring):
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    def __init__(self, name: str = "ring_of_critical_damage", price: int = 15,
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                 critical: int = 20, *args, **kwargs):
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        super().__init__(name=name, price=price, critical=critical, \
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        super().__init__(name=name, price=price, critical=critical,
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                         *args, **kwargs)
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class RingXP(Ring):
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    def __init__(self, name: str = "ring_of_more_experience", price: int = 25,
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                 experience: float = 2, *args, **kwargs):
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        super().__init__(name=name, price=price, experience=experience, \
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        super().__init__(name=name, price=price, experience=experience,
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                         *args, **kwargs)
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@@ -94,9 +94,11 @@ class Rabbit(Monster):
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    A rabbit monster.
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    """
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    def __init__(self, name: str = "rabbit", strength: int = 1,
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                 maxhealth: int = 15, critical: int = 30, *args, **kwargs) -> None:
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                 maxhealth: int = 15, critical: int = 30,
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                 *args, **kwargs) -> None:
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        super().__init__(name=name, strength=strength,
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                         maxhealth=maxhealth, critical=critical, *args, **kwargs)
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                         maxhealth=maxhealth, critical=critical,
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                         *args, **kwargs)
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class TeddyBear(Monster):
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@@ -108,6 +110,7 @@ class TeddyBear(Monster):
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        super().__init__(name=name, strength=strength,
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                         maxhealth=maxhealth, *args, **kwargs)
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class GiantSeaEagle(Monster):
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    """
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    An eagle boss
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@@ -26,10 +26,10 @@ class Player(InventoryHolder, FightingEntity):
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                 dexterity: int = 1, constitution: int = 1, level: int = 1,
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                 current_xp: int = 0, max_xp: int = 10, inventory: list = None,
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                 hazel: int = 42, equipped_main: Optional[Item] = None,
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                 equipped_armor: Optional[Item] = None, critical: int = 5,\
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                 equipped_secondary: Optional[Item] = None, \
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                 equipped_helmet: Optional[Item] = None, xp_buff: float = 1,\
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                 *args, **kwargs) -> None:
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                 equipped_armor: Optional[Item] = None, critical: int = 5,
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                 equipped_secondary: Optional[Item] = None,
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                 equipped_helmet: Optional[Item] = None, xp_buff: float = 1,
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                 vision: int = 5, *args, **kwargs) -> None:
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        super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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                         intelligence=intelligence, charisma=charisma,
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                         dexterity=dexterity, constitution=constitution,
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@@ -40,18 +40,15 @@ class Player(InventoryHolder, FightingEntity):
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        self.inventory = self.translate_inventory(inventory or [])
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        self.paths = dict()
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        self.hazel = hazel
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        if isinstance(equipped_main, dict):
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            equipped_main = self.dict_to_item(equipped_main)
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        if isinstance(equipped_armor, dict):
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            equipped_armor = self.dict_to_item(equipped_armor)
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        if isinstance(equipped_secondary, dict):
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            equipped_secondary = self.dict_to_item(equipped_secondary)
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        if isinstance(equipped_helmet, dict):
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            equipped_helmet = self.dict_to_item(equipped_helmet)
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        self.equipped_main = equipped_main
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        self.equipped_armor = equipped_armor
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        self.equipped_secondary = equipped_secondary
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        self.equipped_helmet = equipped_helmet
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        self.equipped_main = self.dict_to_item(equipped_main) \
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            if isinstance(equipped_main, dict) else equipped_main
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        self.equipped_armor = self.dict_to_item(equipped_armor) \
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            if isinstance(equipped_armor, dict) else equipped_armor
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        self.equipped_secondary = self.dict_to_item(equipped_secondary) \
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            if isinstance(equipped_secondary, dict) else equipped_secondary
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        self.equipped_helmet = self.dict_to_item(equipped_helmet) \
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            if isinstance(equipped_helmet, dict) else equipped_helmet
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        self.vision = vision
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    def move(self, y: int, x: int) -> None:
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        """
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@@ -62,6 +59,7 @@ class Player(InventoryHolder, FightingEntity):
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        self.map.currenty = y
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        self.map.currentx = x
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        self.recalculate_paths()
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        self.map.compute_visibility(self.y, self.x, self.vision)
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    def level_up(self) -> None:
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        """
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@@ -82,7 +80,7 @@ class Player(InventoryHolder, FightingEntity):
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        Adds some experience to the player.
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        If the required amount is reached, the player levels up.
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        """
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        self.current_xp += int(xp*self.xp_buff)
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        self.current_xp += int(xp * self.xp_buff)
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        self.level_up()
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    def remove_from_inventory(self, obj: Item) -> None:
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