diff --git a/roguebasin/components.py b/roguebasin/components.py new file mode 100644 index 0000000..86b266f --- /dev/null +++ b/roguebasin/components.py @@ -0,0 +1,44 @@ +# Eryn Wells + +from typing import Optional + +# pylint: disable=too-few-public-methods +class Component: + '''A base, abstract Component that implement some aspect of an Entity's behavior.''' + +class Fighter(Component): + '''A Fighter is an Entity that can fight. That is, it has hit points (health), attack, and defense. + + Attributes + ---------- + maximum_hit_points : int + Maximum number of hit points the Fighter can have. In almost every case, a Fighter will be spawned with this + many hit points. + attack_power : int + The amount of damage the Figher can do. + defense : int + The amount of damage the Fighter can deflect or resist. + hit_points : int + The current number of hit points remaining. When this reaches 0, the Fighter dies. + ''' + + def __init__(self, *, maximum_hit_points: int, attack_power: int, defense: int, hit_points: Optional[int] = None): + self.maximum_hit_points = maximum_hit_points + self.__hit_points = hit_points if hit_points else maximum_hit_points + # TODO: Rename these two attributes something better + self.attack_power = attack_power + self.defense = defense + + @property + def hit_points(self) -> int: + '''Number of hit points remaining. When a Fighter reaches 0 hit points, they die.''' + return self.__hit_points + + @hit_points.setter + def hit_points(self, value: int) -> None: + self.__hit_points = min(self.maximum_hit_points, max(0, value)) + + @property + def is_dead(self) -> bool: + '''True if the Fighter has died, i.e. reached 0 hit points''' + return self.__hit_points == 0