diff --git a/squirrelbattle/display/statsdisplay.py b/squirrelbattle/display/statsdisplay.py index b6ca30a..9af961c 100644 --- a/squirrelbattle/display/statsdisplay.py +++ b/squirrelbattle/display/statsdisplay.py @@ -23,15 +23,16 @@ class StatsDisplay(Display): self.player = game.player def update_pad(self) -> None: - string2 = "Player -- LVL {}\nEXP {}/{}\nHP {}/{}"\ + string2 = _("player").capitalize() + " -- LVL {}\nEXP {}/{}\nHP {}/{}"\ .format(self.player.level, self.player.current_xp, self.player.max_xp, self.player.health, self.player.maxhealth) self.addstr(self.pad, 0, 0, string2) - string3 = "STR {}\nINT {}\nCHR {}\nDEX {}\nCON {}"\ + string3 = "STR {}\nINT {}\nCHR {}\nDEX {}\nCON {}\nCRI {}%"\ .format(self.player.strength, self.player.intelligence, self.player.charisma, - self.player.dexterity, self.player.constitution) + self.player.dexterity, self.player.constitution,\ + self.player.critical) self.addstr(self.pad, 3, 0, string3) inventory_str = _("Inventory:") + " " @@ -47,13 +48,30 @@ class StatsDisplay(Display): if count > 1: inventory_str += f"x{count} " printed_items.append(item) - self.addstr(self.pad, 8, 0, inventory_str) + self.addstr(self.pad, 9, 0, inventory_str) - self.addstr(self.pad, 9, 0, f"{self.pack.HAZELNUT} " - f"x{self.player.hazel}") + if self.player.equipped_main: + self.addstr(self.pad, 10, 0, + _("Equipped main:") + " " + f"{self.pack[self.player.equipped_main.name.upper()]}") + if self.player.equipped_secondary: + self.addstr(self.pad, 11, 0, + _("Equipped secondary:") + " " + f"{self.pack[self.player.equipped_secondary.name.upper()]}") + if self.player.equipped_armor: + self.addstr(self.pad, 12, 0, + _("Equipped chestplate:") + " " + f"{self.pack[self.player.equipped_armor.name.upper()]}") + if self.player.equipped_helmet: + self.addstr(self.pad, 13, 0, + _("Equipped helmet:") + " " + f"{self.pack[self.player.equipped_helmet.name.upper()]}") + + self.addstr(self.pad, 14, 0, f"{self.pack.HAZELNUT} " + f"x{self.player.hazel}") if self.player.dead: - self.addstr(self.pad, 11, 0, _("YOU ARE DEAD"), curses.COLOR_RED, + self.addstr(self.pad, 15, 0, _("YOU ARE DEAD"), curses.COLOR_RED, bold=True, blink=True, standout=True) def display(self) -> None: diff --git a/squirrelbattle/display/texturepack.py b/squirrelbattle/display/texturepack.py index c4d68f1..fbd5273 100644 --- a/squirrelbattle/display/texturepack.py +++ b/squirrelbattle/display/texturepack.py @@ -34,6 +34,12 @@ class TexturePack: TIGER: str TRUMPET: str WALL: str + EAGLE: str + SHIELD: str + CHESTPLATE: str + HELMET: str + RING_OF_MORE_EXPERIENCE: str + RING_OF_CRITICAL_DAMAGE: str ASCII_PACK: "TexturePack" SQUIRREL_PACK: "TexturePack" @@ -64,7 +70,7 @@ TexturePack.ASCII_PACK = TexturePack( entity_bg_color=curses.COLOR_BLACK, BODY_SNATCH_POTION='S', - BOMB='o', + BOMB='รง', EMPTY=' ', EXPLOSION='%', FLOOR='.', @@ -74,12 +80,18 @@ TexturePack.ASCII_PACK = TexturePack( MERCHANT='M', PLAYER='@', RABBIT='Y', + SHIELD='D', SUNFLOWER='I', SWORD='\u2020', TEDDY_BEAR='8', TIGER='n', TRUMPET='/', WALL='#', + EAGLE='ยต', + CHESTPLATE='(', + HELMET='0', + RING_OF_MORE_EXPERIENCE='o', + RING_OF_CRITICAL_DAMAGE='o', ) TexturePack.SQUIRREL_PACK = TexturePack( @@ -101,10 +113,16 @@ TexturePack.SQUIRREL_PACK = TexturePack( PLAYER='๐Ÿฟ๏ธ ๏ธ', MERCHANT='๐Ÿฆœ', RABBIT='๐Ÿ‡', + SHIELD='๐Ÿ›ก๏ธ ', SUNFLOWER='๐ŸŒป', SWORD='๐Ÿ—ก๏ธ ', TEDDY_BEAR='๐Ÿงธ', TIGER='๐Ÿ…', TRUMPET='๐ŸŽบ', WALL='๐Ÿงฑ', + EAGLE='๐Ÿฆ…', + CHESTPLATE='๐Ÿฆบ', + HELMET='โ›‘๏ธ', + RING_OF_MORE_EXPERIENCE='๐Ÿ’', + RING_OF_CRITICAL_DAMAGE='๐Ÿ’', ) diff --git a/squirrelbattle/entities/items.py b/squirrelbattle/entities/items.py index 0661d5d..a9e0f13 100644 --- a/squirrelbattle/entities/items.py +++ b/squirrelbattle/entities/items.py @@ -4,7 +4,6 @@ from random import choice, randint from typing import Optional -from .player import Player from ..interfaces import Entity, FightingEntity, Map, InventoryHolder from ..translations import gettext as _ @@ -30,7 +29,7 @@ class Item(Entity): The item is dropped from the inventory onto the floor. """ if self.held: - self.held_by.inventory.remove(self) + self.held_by.remove_from_inventory(self) self.held_by.map.add_entity(self) self.move(self.held_by.y, self.held_by.x) self.held = False @@ -45,15 +44,58 @@ class Item(Entity): """ Indicates what should be done when the item is equipped. """ + if isinstance(self, Chestplate): + if self.held_by.equipped_armor: + self.held_by.equipped_armor.unequip() + self.held_by.remove_from_inventory(self) + self.held_by.equipped_armor = self + elif isinstance(self, Helmet): + if self.held_by.equipped_helmet: + self.held_by.equipped_helmet.unequip() + self.held_by.remove_from_inventory(self) + self.held_by.equipped_helmet = self + elif isinstance(self, Weapon): + if self.held_by.equipped_main: + if self.held_by.equipped_secondary: + self.held_by.equipped_secondary.unequip() + self.held_by.remove_from_inventory(self) + self.held_by.equipped_secondary = self + # For weapons, they are equipped as main only if main is empty. + else: + self.held_by.remove_from_inventory(self) + self.held_by.equipped_main = self + else: + # Other objects are only equipped as secondary. + if self.held_by.equipped_secondary: + self.held_by.equipped_secondary.unequip() + self.held_by.remove_from_inventory(self) + self.held_by.equipped_secondary = self - def hold(self, player: InventoryHolder) -> None: + def unequip(self) -> None: + """ + Indicates what should be done when the item is unequipped. + """ + if isinstance(self, Chestplate): + self.held_by.equipped_armor = None + elif isinstance(self, Helmet): + self.held_by.equipped_helmet = None + elif isinstance(self, Weapon): + if self.held_by.equipped_main == self: + self.held_by.equipped_main = None + else: + self.held_by.equipped_secondary = None + else: + self.held_by.equipped_secondary = None + self.held_by.add_to_inventory(self) + + def hold(self, holder: InventoryHolder) -> None: """ The item is taken from the floor and put into the inventory. """ self.held = True - self.held_by = player + self.held_by = holder self.held_by.map.remove_entity(self) - player.add_to_inventory(self) + holder.add_to_inventory(self) def save_state(self) -> dict: """ @@ -68,7 +110,8 @@ class Item(Entity): """ Returns the list of all item classes. """ - return [BodySnatchPotion, Bomb, Heart, Sword] + return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\ + Chestplate, Helmet, RingCritical, RingXP] def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool: """ @@ -120,7 +163,7 @@ class Bomb(Item): """ damage: int = 5 exploding: bool - owner: Optional["Player"] + owner: Optional["InventoryHolder"] tick: int def __init__(self, name: str = "bomb", damage: int = 5, @@ -214,14 +257,80 @@ class Weapon(Item): d["damage"] = self.damage return d + def equip(self) -> None: + """ + When a weapon is equipped, the player gains strength. + """ + super().equip() + self.held_by.strength += self.damage + + def unequip(self) -> None: + """ + Remove the strength earned by the weapon. + :return: + """ + super().unequip() + self.held_by.strength -= self.damage + class Sword(Weapon): """ A basic weapon """ - def __init__(self, name: str = "sword", price: int = 20, *args, **kwargs): + def __init__(self, name: str = "sword", price: int = 20, + *args, **kwargs): super().__init__(name=name, price=price, *args, **kwargs) - self.name = name + + +class Armor(Item): + """ + Class of items that increase the player's constitution. + """ + constitution: int + + def __init__(self, constitution: int, *args, **kwargs): + super().__init__(*args, **kwargs) + self.constitution = constitution + + def equip(self) -> None: + super().equip() + self.held_by.constitution += self.constitution + + def unequip(self) -> None: + super().unequip() + self.held_by.constitution -= self.constitution + + def save_state(self) -> dict: + d = super().save_state() + d["constitution"] = self.constitution + return d + +class Shield(Armor): + """ + Class of shield items, they can be equipped in the other hand. + """ + + def __init__(self, name: str = "shield", constitution: int = 2,\ + price: int = 6, *args, **kwargs): + super().__init__(name=name, constitution=constitution, *args, **kwargs) + +class Helmet(Armor): + """ + Class of helmet items, they can be equipped on the head. + """ + + def __init__(self, name: str = "helmet", constitution: int = 2, \ + price: int = 8, *args, **kwargs): + super().__init__(name=name, constitution=constitution, *args, **kwargs) + +class Chestplate(Armor): + """ + Class of chestplate items, they can be equipped on the body. + """ + + def __init__(self, name: str = "chestplate", constitution: int = 4,\ + price: int = 15, *args, **kwargs): + super().__init__(name=name, constitution=constitution, *args, **kwargs) class BodySnatchPotion(Item): @@ -256,3 +365,69 @@ class BodySnatchPotion(Item): self.held_by.recalculate_paths() self.held_by.inventory.remove(self) + +class Ring(Item): + """ + A class of rings that boost the player's statistics. + """ + maxhealth: int + strength: int + intelligence: int + charisma: int + dexterity: int + constitution: int + critical: int + experience: float + + def __init__(self, maxhealth: int = 0, strength: int = 0,\ + intelligence: int = 0, charisma: int = 0,\ + dexterity: int = 0, constitution: int = 0,\ + critical: int = 0, experience: float = 0, *args, **kwargs): + super().__init__(*args, **kwargs) + self.maxhealth = maxhealth + self.strength = strength + self.intelligence = intelligence + self.charisma = charisma + self.dexterity = dexterity + self.constitution = constitution + self.critical = critical + self.experience = experience + + def equip(self) -> None: + super().equip() + self.held_by.maxhealth += self.maxhealth + self.held_by.strength += self.strength + self.held_by.intelligence += self.intelligence + self.held_by.charisma += self.charisma + self.held_by.dexterity += self.dexterity + self.held_by.constitution += self.constitution + self.held_by.critical += self.critical + self.held_by.xp_buff += self.experience + + def unequip(self) -> None: + super().unequip() + self.held_by.maxhealth -= self.maxhealth + self.held_by.strength -= self.strength + self.held_by.intelligence -= self.intelligence + self.held_by.charisma -= self.charisma + self.held_by.dexterity -= self.dexterity + self.held_by.constitution -= self.constitution + self.held_by.critical -= self.critical + self.held_by.xp_buff -= self.experience + + def save_state(self) -> dict: + d = super().save_state() + d["constitution"] = self.constitution + return d + +class RingCritical(Ring): + def __init__(self, name: str = "ring_of_critical_damage", price: int = 15, + critical: int = 20, *args, **kwargs): + super().__init__(name=name, price=price, critical=critical, \ + *args, **kwargs) + +class RingXP(Ring): + def __init__(self, name: str = "ring_of_more_experience", price: int = 25, + experience: float = 2, *args, **kwargs): + super().__init__(name=name, price=price, experience=experience, \ + *args, **kwargs) diff --git a/squirrelbattle/entities/monsters.py b/squirrelbattle/entities/monsters.py index 27c96a6..39ce747 100644 --- a/squirrelbattle/entities/monsters.py +++ b/squirrelbattle/entities/monsters.py @@ -94,9 +94,9 @@ class Rabbit(Monster): A rabbit monster. """ def __init__(self, name: str = "rabbit", strength: int = 1, - maxhealth: int = 15, *args, **kwargs) -> None: + maxhealth: int = 15, critical: int = 30, *args, **kwargs) -> None: super().__init__(name=name, strength=strength, - maxhealth=maxhealth, *args, **kwargs) + maxhealth=maxhealth, critical=critical, *args, **kwargs) class TeddyBear(Monster): @@ -107,3 +107,12 @@ class TeddyBear(Monster): maxhealth: int = 50, *args, **kwargs) -> None: super().__init__(name=name, strength=strength, maxhealth=maxhealth, *args, **kwargs) + +class GiantSeaEagle(Monster): + """ + An eagle boss + """ + def __init__(self, name: str = "eagle", strength: int = 1000, + maxhealth: int = 5000, *args, **kwargs) -> None: + super().__init__(name=name, strength=strength, + maxhealth=maxhealth, *args, **kwargs) diff --git a/squirrelbattle/entities/player.py b/squirrelbattle/entities/player.py index b5e146b..a36c6ef 100644 --- a/squirrelbattle/entities/player.py +++ b/squirrelbattle/entities/player.py @@ -2,7 +2,9 @@ # SPDX-License-Identifier: GPL-3.0-or-later from random import randint +from typing import Dict, Optional, Tuple +from .items import Item from ..interfaces import FightingEntity, InventoryHolder @@ -12,22 +14,44 @@ class Player(InventoryHolder, FightingEntity): """ current_xp: int = 0 max_xp: int = 10 + xp_buff: float = 1 + paths: Dict[Tuple[int, int], Tuple[int, int]] + equipped_main: Optional[Item] + equipped_secondary: Optional[Item] + equipped_helmet: Optional[Item] + equipped_armor: Optional[Item] def __init__(self, name: str = "player", 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, inventory: list = None, - hazel: int = 42, *args, **kwargs) \ - -> None: + hazel: int = 42, equipped_main: Optional[Item] = None, + equipped_armor: Optional[Item] = None, critical: int = 5,\ + equipped_secondary: Optional[Item] = None, \ + equipped_helmet: Optional[Item] = None, xp_buff: float = 1,\ + *args, **kwargs) -> None: super().__init__(name=name, maxhealth=maxhealth, strength=strength, intelligence=intelligence, charisma=charisma, dexterity=dexterity, constitution=constitution, - level=level, *args, **kwargs) + level=level, critical=critical, *args, **kwargs) self.current_xp = current_xp self.max_xp = max_xp + self.xp_buff = xp_buff self.inventory = self.translate_inventory(inventory or []) self.paths = dict() self.hazel = hazel + if isinstance(equipped_main, dict): + equipped_main = self.dict_to_item(equipped_main) + if isinstance(equipped_armor, dict): + equipped_armor = self.dict_to_item(equipped_armor) + if isinstance(equipped_secondary, dict): + equipped_secondary = self.dict_to_item(equipped_secondary) + if isinstance(equipped_helmet, dict): + equipped_helmet = self.dict_to_item(equipped_helmet) + self.equipped_main = equipped_main + self.equipped_armor = equipped_armor + self.equipped_secondary = equipped_secondary + self.equipped_helmet = equipped_helmet def move(self, y: int, x: int) -> None: """ @@ -58,9 +82,24 @@ class Player(InventoryHolder, FightingEntity): Adds some experience to the player. If the required amount is reached, the player levels up. """ - self.current_xp += xp + self.current_xp += int(xp*self.xp_buff) self.level_up() + def remove_from_inventory(self, obj: Item) -> None: + """ + Remove the given item from the inventory, even if the item is equipped. + """ + if obj == self.equipped_main: + self.equipped_main = None + elif obj == self.equipped_armor: + self.equipped_armor = None + elif obj == self.equipped_secondary: + self.equipped_secondary = None + elif obj == self.equipped_helmet: + self.equipped_helmet = None + else: + return super().remove_from_inventory(obj) + # noinspection PyTypeChecker,PyUnresolvedReferences def check_move(self, y: int, x: int, move_if_possible: bool = False) \ -> bool: @@ -90,4 +129,12 @@ class Player(InventoryHolder, FightingEntity): d = super().save_state() d["current_xp"] = self.current_xp d["max_xp"] = self.max_xp + d["equipped_main"] = self.equipped_main.save_state()\ + if self.equipped_main else None + d["equipped_armor"] = self.equipped_armor.save_state()\ + if self.equipped_armor else None + d["equipped_secondary"] = self.equipped_secondary.save_state()\ + if self.equipped_secondary else None + d["equipped_helmet"] = self.equipped_helmet.save_state()\ + if self.equipped_helmet else None return d diff --git a/squirrelbattle/game.py b/squirrelbattle/game.py index b790763..15b2b4b 100644 --- a/squirrelbattle/game.py +++ b/squirrelbattle/game.py @@ -128,6 +128,9 @@ class Game: self.map.tick(self.player) elif key == KeyValues.INVENTORY: self.state = GameMode.INVENTORY + self.display_actions(DisplayActions.UPDATE) + elif key == KeyValues.USE and self.player.equipped_main: + self.player.equipped_main.use() elif key == KeyValues.SPACE: self.state = GameMode.MAINMENU elif key == KeyValues.CHAT: diff --git a/squirrelbattle/interfaces.py b/squirrelbattle/interfaces.py index 33b1466..1b84eb2 100644 --- a/squirrelbattle/interfaces.py +++ b/squirrelbattle/interfaces.py @@ -7,6 +7,8 @@ from random import choice, randint from typing import List, Optional, Any, Dict, Tuple from queue import PriorityQueue from functools import reduce +from random import choice, randint, choices +from typing import List, Optional, Any from .display.texturepack import TexturePack from .translations import gettext as _ @@ -152,7 +154,8 @@ class Map: tile = self.tiles[y][x] if tile.can_walk(): break - entity = choice(Entity.get_all_entity_classes())() + entity = choices(Entity.get_all_entity_classes(),\ + weights = Entity.get_weights(), k=1)[0]() entity.move(y, x) self.add_entity(entity) @@ -421,11 +424,20 @@ class Entity: """ from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart from squirrelbattle.entities.monsters import Tiger, Hedgehog, \ - Rabbit, TeddyBear + Rabbit, TeddyBear, GiantSeaEagle from squirrelbattle.entities.friendly import Merchant, Sunflower, \ - Trumpet + Trumpet return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear, - Sunflower, Tiger, Merchant, Trumpet] + Sunflower, Tiger, Merchant, GiantSeaEagle, Trumpet] + + @staticmethod + def get_weights() -> list: + """ + Returns a weigth list associated to the above function, to + be used to spawn random entities with a certain probability. + """ + return [3, 5, 6, 5, 5, 5, + 5, 4, 4, 1] @staticmethod def get_all_entity_classes_in_a_dict() -> dict: @@ -434,11 +446,11 @@ class Entity: """ from squirrelbattle.entities.player import Player from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \ - TeddyBear + TeddyBear, GiantSeaEagle from squirrelbattle.entities.friendly import Merchant, Sunflower, \ - Trumpet + Trumpet from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \ - Heart, Sword + Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP return { "Tiger": Tiger, "Bomb": Bomb, @@ -452,6 +464,12 @@ class Entity: "Sunflower": Sunflower, "Sword": Sword, "Trumpet": Trumpet, + "Eagle": GiantSeaEagle, + "Shield": Shield, + "Chestplate": Chestplate, + "Helmet": Helmet, + "RingCritical": RingCritical, + "RingXP": RingXP, } def save_state(self) -> dict: @@ -478,11 +496,12 @@ class FightingEntity(Entity): dexterity: int constitution: int level: int + critical: 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: + critical: int = 0, *args, **kwargs) -> None: super().__init__(*args, **kwargs) self.maxhealth = maxhealth self.health = maxhealth if health is None else health @@ -492,6 +511,7 @@ class FightingEntity(Entity): self.dexterity = dexterity self.constitution = constitution self.level = level + self.critical = critical @property def dead(self) -> bool: @@ -505,21 +525,28 @@ class FightingEntity(Entity): The entity deals damage to the opponent based on their respective stats. """ + diceroll = randint(0, 100) + damage = self.strength + string = " " + if diceroll <= self.critical: # It is a critical hit + damage *= 4 + string = _(" It's a critical hit! ") return _("{name} hits {opponent}.")\ .format(name=_(self.translated_name.capitalize()), - opponent=_(opponent.translated_name)) + " " + \ - opponent.take_damage(self, self.strength) + opponent=_(opponent.translated_name)) + string + \ + opponent.take_damage(self, damage) def take_damage(self, attacker: "Entity", amount: int) -> str: """ The entity takes damage from the attacker based on their respective stats. """ - self.health -= amount + damage = max(0, amount - self.constitution) + self.health -= damage if self.health <= 0: self.die() - return _("{name} takes {amount} damage.")\ - .format(name=self.translated_name.capitalize(), amount=str(amount))\ + return _("{name} takes {damage} damage.")\ + .format(name=self.translated_name.capitalize(), damage=str(damage))\ + (" " + _("{name} dies.") .format(name=self.translated_name.capitalize()) if self.health <= 0 else "") @@ -576,10 +603,10 @@ class InventoryHolder(Entity): """ for i in range(len(inventory)): if isinstance(inventory[i], dict): - inventory[i] = self.dict_to_inventory(inventory[i]) + inventory[i] = self.dict_to_item(inventory[i]) return inventory - def dict_to_inventory(self, item_dict: dict) -> Entity: + def dict_to_item(self, item_dict: dict) -> Entity: """ Translates a dictionnary that contains the state of an item into an item object. @@ -602,13 +629,15 @@ class InventoryHolder(Entity): """ Adds an object to the inventory. """ - self.inventory.append(obj) + if obj not in self.inventory: + self.inventory.append(obj) def remove_from_inventory(self, obj: Any) -> None: """ Removes an object from the inventory. """ - self.inventory.remove(obj) + if obj in self.inventory: + self.inventory.remove(obj) def change_hazel_balance(self, hz: int) -> None: """ diff --git a/squirrelbattle/tests/entities_test.py b/squirrelbattle/tests/entities_test.py index b2272f2..a7843f7 100644 --- a/squirrelbattle/tests/entities_test.py +++ b/squirrelbattle/tests/entities_test.py @@ -19,6 +19,7 @@ class TestEntities(unittest.TestCase): """ self.map = Map.load(ResourceManager.get_asset_path("example_map.txt")) self.player = Player() + self.player.constitution = 0 self.map.add_entity(self.player) self.player.move(self.map.start_y, self.map.start_x) @@ -55,6 +56,7 @@ class TestEntities(unittest.TestCase): self.assertTrue(entity.dead) entity = Rabbit() + entity.critical = 0 self.map.add_entity(entity) entity.move(15, 44) # Move randomly