Add an Actor subclass of Entity
Make Hero and Monster subclasses of Actor
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1 changed files with 74 additions and 10 deletions
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@ -49,26 +49,90 @@ class Entity:
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def __repr__(self) -> str:
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return f'{self.__class__.__name__}({self.symbol}, position={self.position}, fg={self.foreground}, bg={self.background})'
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class Hero(Entity):
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class Actor(Entity):
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def __init__(self, symbol: str, *,
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position: Optional[Point] = None,
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blocks_movement: Optional[bool] = True,
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ai: Optional[Type['AI']] = None,
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fighter: Optional[Fighter] = None,
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fg: Optional[Tuple[int, int, int]] = None,
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bg: Optional[Tuple[int, int, int]] = None):
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super().__init__(symbol, position=position, blocks_movement=blocks_movement, fg=fg, bg=bg)
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# Components
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self.ai = ai
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self.fighter = fighter
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@property
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def name(self) -> str:
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return 'Actor'
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@property
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def sight_radius(self) -> int:
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'''The number of tiles this entity can see around itself'''
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return 0
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@property
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def yields_corpse_on_death(self) -> bool:
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'''True if this Actor should produce a corpse when it dies'''
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return False
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def __repr__(self) -> str:
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return f'{self.__class__.__name__}({self.symbol!r}, position={self.position!r}, fighter={self.fighter!r}, ai={self.ai!r}, fg={self.foreground!r}, bg={self.background!r})'
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class Hero(Actor):
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'''The hero, the player character'''
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def __init__(self, position: Point):
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super().__init__('@', position=position, fg=tuple(tcod.white))
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self.fighter = Fighter(maximum_hit_points=30, attack_power=5, defense=2)
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super().__init__('@',
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position=position,
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fighter=Fighter(maximum_hit_points=30, attack_power=5, defense=2),
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fg=tuple(tcod.white))
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@property
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def name(self) -> str:
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return 'Hero'
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@property
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def sight_radius(self) -> int:
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# TODO: Make this configurable
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return 8
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def __str__(self) -> str:
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return f'{self.symbol}[{self.position}][{self.fighter.hit_points}/{self.fighter.maximum_hit_points}]'
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class Monster(Entity):
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'''An instance of a Species.'''
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class Monster(Actor):
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'''An instance of a Species'''
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def __init__(self, species: Species, ai_class: Type['AI'], position: Point = None):
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super().__init__(species.symbol, ai=ai_class(self), position=position, fg=species.foreground_color, bg=species.background_color)
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fighter = Fighter(
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maximum_hit_points=species.maximum_hit_points,
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attack_power=species.attack_power,
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defense=species.defense)
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super().__init__(
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species.symbol,
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ai=ai_class(self),
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position=position,
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fighter=fighter,
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fg=species.foreground_color,
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bg=species.background_color)
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self.species = species
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self.fighter = Fighter(maximum_hit_points=species.maximum_hit_points,
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attack_power=species.attack_power,
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defense=species.defense)
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@property
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def name(self) -> str:
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return self.species.name
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@property
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def sight_radius(self) -> int:
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return self.species.sight_radius
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@property
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def yields_corpse_on_death(self) -> bool:
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return True
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def __str__(self) -> str:
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return f'{self.symbol}[{self.species.name}][{self.position}][{self.fighter.hit_points}/{self.fighter.maximum_hit_points}]'
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return f'{self.name} with {self.fighter.hit_points}/{self.fighter.maximum_hit_points} hp at {self.position}'
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