Linting and tests for chests
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		@@ -1,4 +1,5 @@
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from ..interfaces import FriendlyEntity, InventoryHolder, Map, FightingEntity
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from ..interfaces import Entity, FriendlyEntity, InventoryHolder, \
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    Map, FightingEntity
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from ..translations import gettext as _
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from .player import Player
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from .monsters import Monster
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@@ -17,7 +18,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
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        return super().keys() + ["inventory", "hazel"]
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    def __init__(self, name: str = "merchant", inventory: list = None,
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                 hazel: int = 75, maxhealth = 8, *args, **kwargs):
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                 hazel: int = 75, maxhealth: int = 8, *args, **kwargs):
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        super().__init__(name=name, maxhealth=maxhealth, *args, **kwargs)
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        self.inventory = self.translate_inventory(inventory or [])
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        self.hazel = hazel
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@@ -38,6 +39,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
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        """
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        self.hazel += hz
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class Chest(InventoryHolder, FriendlyEntity):
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    """
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    A class of chest inanimate entities which contain objects.
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@@ -58,7 +60,7 @@ class Chest(InventoryHolder, FriendlyEntity):
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        """
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        return _("You have opened the chest")
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    def take_damage(self, attacker: "Entity", amount: int) -> str:
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    def take_damage(self, attacker: Entity, amount: int) -> str:
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        """
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        A chest is not living, it can not take damage
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        """
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@@ -88,7 +88,7 @@ class Item(Entity):
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                Chestplate, Helmet, RingCritical, RingXP,
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                ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff]
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    def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder,\
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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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        """
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        Does all necessary actions when an object is to be sold.
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