Implement passive healing
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ccd2e04d0e
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4e585a2650
3 changed files with 43 additions and 2 deletions
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@ -220,6 +220,12 @@ class WaitAction(Action):
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def perform(self, engine: 'Engine') -> ActionResult:
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log.ACTIONS.debug('%s is waiting a turn', self.actor)
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if self.actor == engine.hero:
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should_recover_hit_points = self.actor.fighter.passively_recover_hit_points()
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if should_recover_hit_points:
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return ActionResult(self, alternate=HealAction(self.actor, 1))
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return self.success()
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class DieAction(Action):
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@ -250,3 +256,20 @@ class DropItemAction(Action):
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def perform(self, engine: 'Engine') -> ActionResult:
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engine.entities.add(self.item)
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return self.success()
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class HealAction(Action):
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'''Heal a target actor some number of hit points'''
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def __init__(self, actor: 'Actor', hit_points_to_recover: int):
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super().__init__(actor)
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self.hit_points_to_recover = hit_points_to_recover
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def perform(self, engine: 'Engine') -> ActionResult:
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fighter = self.actor.fighter
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if not fighter:
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log.ACTIONS.error('Attempted to heal %s but it has no hit points', self.actor)
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return self.failure()
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fighter.hit_points += self.hit_points_to_recover
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return self.success()
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@ -1,8 +1,9 @@
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# Eryn Wells <eryn@erynwells.me>
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import random
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from typing import Optional
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# pylint: disable=too-few-public-methods
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class Component:
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'''A base, abstract Component that implement some aspect of an Entity's behavior.'''
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@ -29,6 +30,9 @@ class Fighter(Component):
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self.attack_power = attack_power
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self.defense = defense
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self.turns_since_last_heal = 0
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self.turn_for_next_passive_heal = random.randint(3, 7)
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@property
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def hit_points(self) -> int:
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'''Number of hit points remaining. When a Fighter reaches 0 hit points, they die.'''
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@ -42,3 +46,17 @@ class Fighter(Component):
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def is_dead(self) -> bool:
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'''True if the Fighter has died, i.e. reached 0 hit points'''
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return self.__hit_points == 0
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def passively_recover_hit_points(self) -> bool:
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'''Check the passive healing clock to see if this fighter should recover hit points. If not, increment the
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counter.'''
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if self.hit_points == self.maximum_hit_points:
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self.turns_since_last_heal = 0
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if self.turns_since_last_heal < self.turn_for_next_passive_heal:
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self.turns_since_last_heal += 1
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return False
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self.turns_since_last_heal = 0
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self.turn_for_next_passive_heal = random.randint(3, 7)
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return True
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@ -100,4 +100,4 @@ class GameOverEventHandler(EventHandler):
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case tcod.event.KeySym.ESCAPE:
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action = ExitAction(hero)
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return action
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return action
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