Added documentation on a lot of classes and functions (and removed some files I commited by mistake)
This commit is contained in:
		
				
					committed by
					
						
						Yohann D'ANELLO
					
				
			
			
				
	
			
			
			
						parent
						
							41d1696c9b
						
					
				
				
					commit
					8f932604f6
				
			@@ -4,6 +4,11 @@ from dungeonbattle.term_manager import TermManager
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class Bootstrap:
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    """
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    The bootstrap object is used to bootstrap the game so that it starts properly.
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    (It was initially created to avoid circulary imports between the Game and
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    Display classes)
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    """
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    @staticmethod
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    def run_game():
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@@ -3,13 +3,22 @@ from typing import Optional
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from dungeonbattle.settings import Settings
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#This file contains a few useful enumeration classes used elsewhere in the code
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class DisplayActions(Enum):
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    """
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    Display actions options for the callable displayaction Game uses
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    (it just calls the same action on the display object displayaction refers to)
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    """
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    REFRESH = auto()
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    UPDATE = auto()
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class GameMode(Enum):
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    """
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    Game mode options
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    """
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    MAINMENU = auto()
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    PLAY = auto()
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    SETTINGS = auto()
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@@ -17,6 +26,9 @@ class GameMode(Enum):
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class KeyValues(Enum):
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    """
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    Key values options used in the game
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    """
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    UP = auto()
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    DOWN = auto()
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    LEFT = auto()
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@@ -12,6 +12,9 @@ from typing import Callable
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class Game:
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    """
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    The game object controls all actions in the game.
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    """
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    map: Map
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    player: Player
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    # display_actions is a display interface set by the bootstrapper
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@@ -43,8 +46,8 @@ class Game:
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    def run(self, screen: Any) -> None:
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        """
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        Main infinite loop.
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        We wait for a player action, then we do what that should be done
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        when the given key got pressed.
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        We wait for the player's action, then we do what that should be done
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        when the given key gets pressed.
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        """
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        while True:  # pragma no cover
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            screen.clear()
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@@ -70,7 +73,7 @@ class Game:
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    def handle_key_pressed_play(self, key: KeyValues) -> None:
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        """
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        In play mode, arrows or zqsd should move the main character.
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        In play mode, arrows or zqsd move the main character.
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        """
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        if key == KeyValues.UP:
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            if self.player.move_up():
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@@ -108,15 +111,16 @@ class Game:
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            elif option == menus.MainMenuValues.EXIT:
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                sys.exit(0)
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    def game_to_str(self) -> str:
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        d = dict()
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        d["Map"] = game.map
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        d["Player"] = game.player
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    def save_state(self) -> dict():
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        """
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        Saves the game to a dictionnary
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        """
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        return self.map.save_state()
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    def load_state(self, d: dict) -> None:
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        """
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        Loads the game from a dictionnary
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        """
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        self.map.load_state(d)
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    def load_game(self) -> None:
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@@ -129,7 +133,7 @@ class Game:
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    def save_game(self) -> None:
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        """
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        Save the game to a file
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        Saves the game to a file
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        """
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        with open("save.json", "w") as f:
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            f.write(json.dumps(self.save_state()))
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@@ -10,7 +10,7 @@ from dungeonbattle.display.texturepack import TexturePack
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class Map:
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    """
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    Object that represents a Map with its width, height
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    and the whole tiles, with their custom properties.
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    and tiles, that have their custom properties.
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    """
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    width: int
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    height: int
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@@ -120,6 +120,9 @@ class Map:
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            entity.act(self)
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    def save_state(self) -> dict:
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        """
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        Saves the map's attributes to a dictionnary
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        """
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        d = dict()
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        d["width"] = self.width
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        d["height"] = self.height
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@@ -133,6 +136,9 @@ class Map:
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        return d
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    def load_state(self, d: dict) -> None:
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        """
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        Loads the map's attributes from a dictionnary
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        """
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        self.width = d["width"]
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        self.height = d["height"]
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        self.start_y = d["start_y"] 
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@@ -143,6 +149,9 @@ class Map:
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        #add entities
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class Tile(Enum):
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    """
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    The internal representation of the tiles of the map
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    """
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    EMPTY = auto()
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    WALL = auto()
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    FLOOR = auto()
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@@ -158,9 +167,15 @@ class Tile(Enum):
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        raise ValueError(ch)
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    def char(self, pack: TexturePack) -> str:
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        """
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        Translates a Tile to the corresponding character according to the texture pack
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        """
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        return getattr(pack, self.name)
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    def is_wall(self) -> bool:
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        """
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        Is this Tile a wall?
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        """
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        return self == Tile.WALL
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    def can_walk(self) -> bool:
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@@ -171,10 +186,13 @@ class Tile(Enum):
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class Entity:
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    """
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    An Entity object represents any entity present on the map
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    """
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    y: int
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    x: int
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    name: str
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    map: Map
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    map: Map 
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    def __init__(self):
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        self.y = 0
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@@ -182,29 +200,47 @@ class Entity:
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    def check_move(self, y: int, x: int, move_if_possible: bool = False)\
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            -> bool:
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        """
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        Checks if moving to (y,x) is authorized
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        """
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        free = self.map.is_free(y, x)
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        if free and move_if_possible:
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            self.move(y, x)
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        return free
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    def move(self, y: int, x: int) -> bool:
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        """
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        Moves an entity to (y,x) coordinates
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        """
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        self.y = y
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        self.x = x
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        return True
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    def move_up(self, force: bool = False) -> bool:
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        """
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        Moves the entity up one tile, if possible
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        """
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        return self.move(self.y - 1, self.x) if force else \
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            self.check_move(self.y - 1, self.x, True)
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    def move_down(self, force: bool = False) -> bool:
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        """
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        Moves the entity down one tile, if possible
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        """
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        return self.move(self.y + 1, self.x) if force else \
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            self.check_move(self.y + 1, self.x, True)
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    def move_left(self, force: bool = False) -> bool:
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        """
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        Moves the entity left one tile, if possible
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        """
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        return self.move(self.y, self.x - 1) if force else \
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            self.check_move(self.y, self.x - 1, True)
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    def move_right(self, force: bool = False) -> bool:
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        """
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        Moves the entity right one tile, if possible
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        """
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        return self.move(self.y, self.x + 1) if force else \
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            self.check_move(self.y, self.x + 1, True)
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@@ -229,14 +265,23 @@ class Entity:
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        return sqrt(self.distance_squared(other))
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    def is_fighting_entity(self) -> bool:
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        """
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        Is this entity a fighting entity?
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        """
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        return isinstance(self, FightingEntity)
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    def is_item(self) -> bool:
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        """
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        Is this entity an item?
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        """
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        from dungeonbattle.entities.items import Item
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        return isinstance(self, Item)
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    @staticmethod
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    def get_all_entity_classes():
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        """
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        Returns all entities subclasses
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        """
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        from dungeonbattle.entities.items import Heart, Bomb
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        from dungeonbattle.entities.monsters import Beaver, Hedgehog, \
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            Rabbit, TeddyBear
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@@ -260,6 +305,10 @@ class Entity:
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class FightingEntity(Entity):
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    """
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    A FightingEntity is an entity that can fight, and thus has a health,
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    level and stats
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    """
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    maxhealth: int
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    health: int
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    strength: int
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@@ -285,27 +334,45 @@ class FightingEntity(Entity):
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    def hit(self, opponent: "FightingEntity") -> None:
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        """
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        Deals damage to the opponent, based on the stats
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        """
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        opponent.take_damage(self, self.strength)
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    def take_damage(self, attacker: "Entity", amount: int) -> None:
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        """
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        Take damage from the attacker, based on the stats
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        """
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        self.health -= amount
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        if self.health <= 0:
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            self.die()
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    def die(self) -> None:
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        """
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        If a fighting entity has no more health, it dies and is removed
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        """
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        self.dead = True
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        self.map.remove_entity(self)
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    def keys(self) -> list:
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        """
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        Returns a fighting entities specific attributes
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        """
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        return ["maxhealth", "health", "level", "dead", "strength", "intelligence", "charisma", "dexterity", "constitution"]
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    def save_state(self) -> dict:
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        """
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        Saves the state of the entity into a dictionnary
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        """
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        d = super().save_state()
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        for name in self.keys():
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            d[name] = self.__getattribute__(name)
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        return d
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    def recover_state(self, d : dict) -> None:
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        """
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        Loads the state of an entity from a dictionnary
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        """
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        super().recover_state(d)
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        for name in d.keys():
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            self.__setattribute__(name, d[name])
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@@ -8,24 +8,41 @@ from .settings import Settings
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class Menu:
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    """
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    A Menu object is the logical representation of a menu in the game
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    """
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    values: list
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    def __init__(self):
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        self.position = 0
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    def go_up(self) -> None:
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        """
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        Moves the pointer of the menu on the previous value
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        """
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        self.position = max(0, self.position - 1)
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    def go_down(self) -> None:
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        """
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        Moves the pointer of the menu on the next value
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        """
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        self.position = min(len(self.values) - 1, self.position + 1)
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    def validate(self) -> Any:
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        """
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        Selects the value that is pointed by the menu pointer
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        """
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        return self.values[self.position]
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class MainMenuValues(Enum):
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    """
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    Values of the main menu
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    """
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    START = 'Nouvelle partie'
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    RESUME = 'Continuer'
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    SAVE = 'Sauvegarder'
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    LOAD = 'Charger'
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    SETTINGS = 'Paramètres'
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    EXIT = 'Quitter'
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@@ -34,34 +51,22 @@ class MainMenuValues(Enum):
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class MainMenu(Menu):
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    """
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    A special instance of a menu : the main menu
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    """
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    values = [e for e in MainMenuValues]
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    def handle_key_pressed(self, key: KeyValues, game: Any) -> None:
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        """
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        In the main menu, we can navigate through options.
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        """
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        if key == KeyValues.DOWN:
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            self.go_down()
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        if key == KeyValues.UP:
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            self.go_up()
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        if key == KeyValues.ENTER:
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            option = self.validate()
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            if option == MainMenuValues.START:
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                game.new_game()
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                game.state = GameMode.PLAY
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                game.display_actions(DisplayActions.UPDATE)
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            elif option == MainMenuValues.RESUME:
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                game.state = GameMode.PLAY
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            elif option == MainMenuValues.SETTINGS:
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                game.state = GameMode.SETTINGS
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            elif option == MainMenuValues.EXIT:
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                sys.exit(0)
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class SettingsMenu(Menu):
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    """
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    A special instance of a menu : the settings menu
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    """
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    waiting_for_key: bool = False
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    def update_values(self, settings: Settings) -> None:
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        """
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        The settings can change, so they are updated
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        """
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        self.values = []
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        for i, key in enumerate(settings.settings_keys):
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            s = settings.get_comment(key)
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@@ -81,7 +86,7 @@ class SettingsMenu(Menu):
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    def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
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                           game: Any) -> None:
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        """
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        Update settings
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        In the setting menu, we van select a setting and change it
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        """
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        if not self.waiting_for_key:
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            # Navigate normally through the menu.
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