The player now has two hands and a slot for a helmet and a chestplate. Accordingly, new classes of items have been added.
This commit is contained in:
@@ -40,27 +40,53 @@ class Item(Entity):
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Indicates what should be done when the item is used.
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"""
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def equip(self, armor: bool = False) -> None:
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def equip(self) -> None:
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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 armor:
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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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else:
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if self.held_by.equipped_item:
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self.held_by.equipped_item.unequip()
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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_item = 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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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.add_to_inventory(self)
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self.held_by.equipped_item = None
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def hold(self, holder: InventoryHolder) -> None:
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"""
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@@ -81,7 +107,8 @@ class Item(Entity):
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@staticmethod
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def get_all_items() -> list:
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword]
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return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
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Chestplate, Helmet]
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def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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"""
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@@ -226,7 +253,7 @@ class Weapon(Item):
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d["damage"] = self.damage
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return d
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def equip(self, armor: bool = False) -> None:
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def equip(self) -> None:
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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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@@ -252,15 +279,18 @@ class Sword(Weapon):
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self.name = name
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class Shield(Item):
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class Armor(Item):
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"""
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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 = 2, *args, **kwargs):
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super().__init__(name="shield", *args, **kwargs)
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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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def equip(self, armor: bool = True) -> None:
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super().equip(armor)
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def equip(self) -> None:
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super().equip()
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self.held_by.constitution += self.constitution
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def unequip(self) -> None:
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@@ -272,6 +302,30 @@ class Shield(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, constitution: int = 2, *args, **kwargs):
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super().__init__(name="shield", constitution=constitution, *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, constitution: int = 2, *args, **kwargs):
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super().__init__(name="helmet", constitution=constitution, *args, **kwargs)
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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, constitution: int = 4, *args, **kwargs):
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super().__init__(name="chestplate", constitution=constitution, *args, **kwargs)
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class BodySnatchPotion(Item):
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"""
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