Added a familiar class that follows the player around and hits monsters when it sees one. Added a trumpet, an instance of familiar. Closes #46.
This commit is contained in:
		@@ -32,6 +32,7 @@ class TexturePack:
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    SWORD: str
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					    SWORD: str
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    TEDDY_BEAR: str
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					    TEDDY_BEAR: str
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    TIGER: str
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					    TIGER: str
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					    TRUMPET: str
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    WALL: str
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					    WALL: str
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    ASCII_PACK: "TexturePack"
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					    ASCII_PACK: "TexturePack"
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@@ -77,6 +78,7 @@ TexturePack.ASCII_PACK = TexturePack(
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    SWORD='\u2020',
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					    SWORD='\u2020',
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    TEDDY_BEAR='8',
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					    TEDDY_BEAR='8',
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    TIGER='n',
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					    TIGER='n',
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					    TRUMPET='/',
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    WALL='#',
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					    WALL='#',
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)
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					)
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@@ -103,5 +105,6 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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    SWORD='🗡️',
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					    SWORD='🗡️',
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    TEDDY_BEAR='🧸',
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					    TEDDY_BEAR='🧸',
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    TIGER='🐅',
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					    TIGER='🐅',
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					    TRUMPET='🎺',
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    WALL='🧱',
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					    WALL='🧱',
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)
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					)
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@@ -1,8 +1,9 @@
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from ..interfaces import FriendlyEntity, InventoryHolder
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					from ..interfaces import FriendlyEntity, InventoryHolder, FightingEntity, Map
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from ..translations import gettext as _
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					from ..translations import gettext as _
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from .player import Player
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					from .player import Player
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					from .monsters import Monster
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from .items import Item
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					from .items import Item
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from random import choice
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					from random import choice, shuffle
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class Merchant(InventoryHolder, FriendlyEntity):
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					class Merchant(InventoryHolder, FriendlyEntity):
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@@ -11,7 +12,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
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    """
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					    """
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    def keys(self) -> list:
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					    def keys(self) -> list:
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        """
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					        """
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        Returns a friendly entitie's specific attributes
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					        Returns a friendly entitie's specific attributes.
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        """
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					        """
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        return super().keys() + ["inventory", "hazel"]
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					        return super().keys() + ["inventory", "hazel"]
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@@ -20,7 +21,6 @@ class Merchant(InventoryHolder, FriendlyEntity):
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        super().__init__(name=name, *args, **kwargs)
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					        super().__init__(name=name, *args, **kwargs)
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        self.inventory = self.translate_inventory(inventory or [])
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					        self.inventory = self.translate_inventory(inventory or [])
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        self.hazel = hazel
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					        self.hazel = hazel
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        if not self.inventory:
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					        if not self.inventory:
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            for i in range(5):
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					            for i in range(5):
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                self.inventory.append(choice(Item.get_all_items())())
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					                self.inventory.append(choice(Item.get_all_items())())
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@@ -41,7 +41,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
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class Sunflower(FriendlyEntity):
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					class Sunflower(FriendlyEntity):
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    """
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					    """
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    A friendly sunflower
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					    A friendly sunflower.
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    """
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					    """
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    def __init__(self, maxhealth: int = 15,
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					    def __init__(self, maxhealth: int = 15,
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                 *args, **kwargs) -> None:
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					                 *args, **kwargs) -> None:
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@@ -53,3 +53,64 @@ class Sunflower(FriendlyEntity):
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        Lists all that a sunflower can say to the player.
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					        Lists all that a sunflower can say to the player.
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        """
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					        """
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        return [_("Flower power!!"), _("The sun is warm today")]
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					        return [_("Flower power!!"), _("The sun is warm today")]
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					class Familiar(FightingEntity):
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					    """
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					    A friendly familiar that helps the player defeat monsters.
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					    """
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					    def __init__(self, maxhealth: int = 25, 
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					                 *args, **kwargs) -> None:
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					        super().__init__(*args, **kwargs)
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					        self.target = None
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					    def act(self, p: Player, m : Map) :
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					        """
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					        By default, the familiar tries to stay at distance at most 2 of the
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					        player and if a monster comes in range 3, it focuses on the monster
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					        and attacks it.
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					        """
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					        if self.target == None:
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					            self.target = p
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					        if self.target == p:
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					            for entity in m.entities:
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					                if (self.y - entity.y) ** 2 + (self.x - entity.x) ** 2 <= 9 and \
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					                        isinstance(entity, Monster):
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					                    self.target = entity
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					                    entity.paths = dict() #Allows the paths to be calculated.
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					                    break
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					        # Familiars move according to a Dijkstra algorithm
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					        # that targets their target.
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					        # If they can not move and are already close to their target,
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					        # they hit, except if their target is the player.
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					        if self.target and (self.y, self.x) in self.target.paths:
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					            # Moves to target player by choosing the best available path
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					            for next_y, next_x in self.target.paths[(self.y, self.x)]:
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					                moved = self.check_move(next_y, next_x, True)
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					                if moved:
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					                    break
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					                if self.distance_squared(self.target) <= 1 and \
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					                           not isinstance(self.target, Player):
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					                    self.map.logs.add_message(self.hit(self.target))
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					                    if self.target.dead :
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					                        self.target.paths = None
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					                        self.target = None
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					                    break
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					        else:
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					            # Moves in a random direction
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					            # If the direction is not available, tries another one
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					            moves = [self.move_up, self.move_down,
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					                     self.move_left, self.move_right]
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					            shuffle(moves)
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					            for move in moves:
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					                if move():
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					                    break
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					class Trumpet(Familiar) :
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					    """
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					    A class of familiars.
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					    """
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					    def __init__(self, name: str = "trumpet", strength: int = 3,
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					                 maxhealth: int = 20, *args, **kwargs) -> None:
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					        super().__init__(name=name, strength=strength,
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					                         maxhealth=maxhealth, *args, **kwargs)
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@@ -60,7 +60,12 @@ class Monster(FightingEntity):
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            for move in moves:
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					            for move in moves:
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                if move():
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					                if move():
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                    break
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					                    break
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					    def move(self, y: int, x:int) -> None:
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					        """
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					        Overwrites the move function to recalculate paths.
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					        """
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					        super().move(y, x)
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					        self.recalculate_paths()
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class Tiger(Monster):
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					class Tiger(Monster):
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    """
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					    """
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@@ -111,16 +111,16 @@ class Game:
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        """
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					        """
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        if key == KeyValues.UP:
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					        if key == KeyValues.UP:
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            if self.player.move_up():
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					            if self.player.move_up():
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                self.map.tick()
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					                self.map.tick(self.player)
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        elif key == KeyValues.DOWN:
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					        elif key == KeyValues.DOWN:
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            if self.player.move_down():
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					            if self.player.move_down():
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                self.map.tick()
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					                self.map.tick(self.player)
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        elif key == KeyValues.LEFT:
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					        elif key == KeyValues.LEFT:
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            if self.player.move_left():
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					            if self.player.move_left():
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                self.map.tick()
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					                self.map.tick(self.player)
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        elif key == KeyValues.RIGHT:
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					        elif key == KeyValues.RIGHT:
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            if self.player.move_right():
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					            if self.player.move_right():
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                self.map.tick()
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					                self.map.tick(self.player)
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        elif key == KeyValues.INVENTORY:
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					        elif key == KeyValues.INVENTORY:
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            self.state = GameMode.INVENTORY
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					            self.state = GameMode.INVENTORY
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        elif key == KeyValues.SPACE:
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					        elif key == KeyValues.SPACE:
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@@ -129,7 +129,7 @@ class Game:
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            # Wait for the direction of the friendly entity
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					            # Wait for the direction of the friendly entity
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            self.waiting_for_friendly_key = True
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					            self.waiting_for_friendly_key = True
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        elif key == KeyValues.WAIT:
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					        elif key == KeyValues.WAIT:
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            self.map.tick()
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					            self.map.tick(self.player)
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    def handle_friendly_entity_chat(self, key: KeyValues) -> None:
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					    def handle_friendly_entity_chat(self, key: KeyValues) -> None:
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        """
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					        """
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@@ -63,7 +63,10 @@ class Map:
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        """
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					        """
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        Registers a new entity in the map.
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					        Registers a new entity in the map.
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        """
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					        """
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        self.entities.append(entity)
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					        if entity.is_familiar() :
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					            self.entities.insert(1,entity)
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					        else :
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					            self.entities.append(entity)
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        entity.map = self
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					        entity.map = self
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    def remove_entity(self, entity: "Entity") -> None:
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					    def remove_entity(self, entity: "Entity") -> None:
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@@ -152,12 +155,15 @@ class Map:
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            entity.move(y, x)
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					            entity.move(y, x)
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            self.add_entity(entity)
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					            self.add_entity(entity)
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    def tick(self) -> None:
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					    def tick(self, p: Any) -> None:
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        """
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					        """
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        Triggers all entity events.
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					        Triggers all entity events.
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        """
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					        """
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        for entity in self.entities:
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					        for entity in self.entities:
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            entity.act(self)
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					            if entity.is_familiar():
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					                entity.act(p, self)
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					            else :
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					                entity.act(self)
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    def save_state(self) -> dict:
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					    def save_state(self) -> dict:
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        """
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					        """
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@@ -296,7 +302,7 @@ class Entity:
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        return self.move(self.y, self.x + 1) if force else \
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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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					            self.check_move(self.y, self.x + 1, True)
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    def recalculate_paths(self, max_distance: int = 8) -> None:
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					    def recalculate_paths(self, max_distance: int = 12) -> None:
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        """
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					        """
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        Uses Dijkstra algorithm to calculate best paths for other entities to
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					        Uses Dijkstra algorithm to calculate best paths for other entities to
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        go to this entity. If self.paths is None, does nothing.
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					        go to this entity. If self.paths is None, does nothing.
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@@ -386,6 +392,13 @@ class Entity:
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        """
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					        """
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        return isinstance(self, FriendlyEntity)
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					        return isinstance(self, FriendlyEntity)
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					    def is_familiar(self) -> bool:
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					        """
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					        Is this entity a familiar?
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					        """
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					        from squirrelbattle.entities.friendly import Familiar
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					        return isinstance(self, Familiar)
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    def is_merchant(self) -> bool:
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					    def is_merchant(self) -> bool:
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        """
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					        """
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        Is this entity a merchant?
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					        Is this entity a merchant?
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@@ -408,9 +421,10 @@ class Entity:
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        from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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					        from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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        from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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					        from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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            Rabbit, TeddyBear
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					            Rabbit, TeddyBear
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        from squirrelbattle.entities.friendly import Merchant, Sunflower
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					        from squirrelbattle.entities.friendly import Merchant, Sunflower, \
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					             Trumpet
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        return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
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					        return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
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                Sunflower, Tiger, Merchant]
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					                Sunflower, Tiger, Merchant, Trumpet]
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    @staticmethod
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					    @staticmethod
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    def get_all_entity_classes_in_a_dict() -> dict:
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					    def get_all_entity_classes_in_a_dict() -> dict:
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