Move the renderable part of Entity to a Renderable component
Move symbol, render order, foreground, and background properties on Entity to a new Component called Renderable.
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01b549bc6e
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5 changed files with 80 additions and 71 deletions
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@ -1,7 +1,8 @@
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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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from enum import Enum
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from typing import Optional, Tuple
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class Component:
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@ -75,3 +76,42 @@ class Fighter(Component):
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def _reset_passive_heal_clock(self) -> None:
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self.__ticks_since_last_passive_heal = 0
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self.__ticks_for_next_passive_heal = random.randint(30, 70)
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class Renderable(Component):
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class Order(Enum):
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'''
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These values indicate the order that an entity with a Renderable
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component should be rendered. Higher values are rendered later and
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therefore on top of items with lower orderings.
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'''
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ITEM = 1000
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ACTOR = 2000
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HERO = 3000
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def __init__(
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self,
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symbol: str,
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order: Order = Order.ACTOR,
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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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if len(symbol) != 1:
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raise ValueError(f'Symbol string "{symbol}" must be of length 1')
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self.symbol = symbol
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'''The symbol that represents this renderable on the map'''
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self.order = order
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'''
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Specifies the layer at which this entity is rendered. Higher values are
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rendered later, and thus on top of lower values.
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'''
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self.foreground = fg
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'''The foreground color of the entity'''
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self.background = bg
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'''The background color of the entity'''
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def __repr__(self):
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return f'{self.__class__.__name__}("{self.symbol}", {self.order}, {self.foreground}, {self.background})'
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@ -165,7 +165,7 @@ class Engine:
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if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]:
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if result.alternate:
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alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
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alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor}]'
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else:
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alternate_string = str(result.alternate)
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log.ACTIONS_TREE.info(
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@ -45,7 +45,8 @@ class Interface:
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hero = self.engine.hero
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self.info_window.update_hero(hero)
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sorted_entities = sorted(self.engine.entities, key=lambda e: e.render_order.value)
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sorted_entities = sorted(filter(lambda e: e.renderable is not None, self.engine.entities),
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key=lambda e: e.renderable.order.value)
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self.map_window.entities = sorted_entities
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def draw(self):
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@ -190,6 +190,10 @@ class MapWindow(Window):
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if not self.map.point_is_visible(entity_position):
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continue
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renderable = ent.renderable
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if not renderable:
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continue
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# Entity positions are relative to the (0, 0) point of the Map. In
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# order to render them in the correct position in the console, we
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# need to transform them into viewport-relative coordinates.
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@ -200,6 +204,6 @@ class MapWindow(Window):
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console.print(
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x=position.x,
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y=position.y,
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string=ent.symbol,
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fg=ent.foreground,
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string=renderable.symbol,
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fg=renderable.foreground,
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bg=tuple(map_tile_at_entity_position['bg'][:3]))
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@ -2,13 +2,12 @@
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'''Defines a number of high-level game objects. The parent class of all game objects is the Entity class.'''
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from enum import Enum
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from typing import TYPE_CHECKING, Optional, Tuple, Type
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from typing import TYPE_CHECKING, Optional, Type
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import tcod
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from . import items
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from .components import Fighter
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from .components import Fighter, Renderable
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from .geometry import Point
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from .monsters import Species
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@ -16,16 +15,6 @@ if TYPE_CHECKING:
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from .ai import AI
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class RenderOrder(Enum):
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'''
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These values indicate the order that an Entity should be rendered. Higher values are rendered later and therefore on
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top of items with lower orderings.
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'''
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ITEM = 1000
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ACTOR = 2000
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HERO = 3000
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class Entity:
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'''A single-tile drawable entity with a symbol and position
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@ -36,19 +25,9 @@ class Entity:
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game
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position : Point
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The Entity's location on the map
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foreground : Tuple[int, int, int]
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The foreground color used to render this Entity
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background : Tuple[int, int, int], optional
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The background color used to render this Entity
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symbol : str
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A single character string that represents this character on the map
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blocks_movement : bool
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True if this Entity blocks other Entities from moving through its
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position
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render_order : RenderOrder
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One of the RenderOrder values that specifies a layer at which this
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entity will be rendered. Higher values are rendered on top of lower
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values.
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'''
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# A monotonically increasing identifier to help differentiate between
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@ -57,66 +36,51 @@ class Entity:
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def __init__(
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self,
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symbol: str,
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*,
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position: Optional[Point] = None,
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blocks_movement: Optional[bool] = True,
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render_order: RenderOrder = RenderOrder.ITEM,
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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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renderable: Optional[Renderable] = None):
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self.identifier = Entity.__next_identifier
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self.position = position if position else Point()
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self.foreground = fg if fg else (255, 255, 255)
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self.background = bg
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self.symbol = symbol
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self.renderable = renderable
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self.blocks_movement = blocks_movement
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self.render_order = render_order
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Entity.__next_identifier += 1
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def print_to_console(self, console: tcod.Console) -> None:
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'''Render this Entity to the console'''
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console.print(x=self.position.x, y=self.position.y, string=self.symbol, fg=self.foreground, bg=self.background)
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def __str__(self):
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return f'{self.__class__.__name__}!{self.identifier}'
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def __str__(self) -> str:
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return f'{self.symbol}!{self.identifier} at {self.position}'
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def __repr__(self) -> str:
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return f'{self.__class__.__name__}({self.symbol!r}, position={self.position!r}, fg={self.foreground!r}, bg={self.background!r})'
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def __repr__(self):
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return f'{self.__class__.__name__}(position={self.position!r}, blocks_movement={self.blocks_movement}, renderable={self.renderable!r})'
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class Actor(Entity):
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'''
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An actor is an abstract class that defines an object that can act in the game world. Entities that are actors will
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be allowed an opportunity to perform an action during each game turn.
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An actor is an abstract class that defines an object that can act in the
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game world. Entities that are actors will be allowed an opportunity to
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perform an action during each game turn.
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### Attributes
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Attributes
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----------
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ai : AI, optional
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If an entity can act on its own behalf, an instance of an AI class
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fighter : Fighter, optional
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If an entity can fight or take damage, an instance of the Fighter class. This is where hit points, attack power,
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defense power, etc live.
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If an entity can fight or take damage, an instance of the Fighter class.
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This is where hit points, attack power, defense power, etc live.
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'''
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def __init__(
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self,
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symbol: str,
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*,
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position: Optional[Point] = None,
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blocks_movement: Optional[bool] = True,
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render_order: RenderOrder = RenderOrder.ACTOR,
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renderable: Optional[Renderable] = None,
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ai: Optional['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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fighter: Optional[Fighter] = None):
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super().__init__(
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symbol,
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position=position,
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blocks_movement=blocks_movement,
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fg=fg,
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bg=bg,
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render_order=render_order)
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renderable=renderable)
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# Components
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self.ai = ai
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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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return f'{self.__class__.__name__}(position={self.position!r}, fighter={self.fighter!r}, ai={self.ai!r}, renderable={self.renderable!r})'
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class Hero(Actor):
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@ -146,11 +110,9 @@ class Hero(Actor):
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def __init__(self, position: Point):
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super().__init__(
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'@',
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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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render_order=RenderOrder.HERO,
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fg=tuple(tcod.white))
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renderable=Renderable('@', Renderable.Order.HERO, tuple(tcod.white)))
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@property
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def name(self) -> str:
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@ -176,12 +138,13 @@ class Monster(Actor):
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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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renderable=Renderable(
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symbol=species.symbol,
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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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@ -206,12 +169,13 @@ class Item(Entity):
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'''An instance of an Item'''
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def __init__(self, kind: items.Item, position: Optional[Point] = None, name: Optional[str] = None):
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super().__init__(kind.symbol,
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position=position,
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super().__init__(position=position,
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blocks_movement=False,
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render_order=RenderOrder.ITEM,
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fg=kind.foreground_color,
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bg=kind.background_color)
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renderable=Renderable(
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symbol=kind.symbol,
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order=Renderable.Order.ITEM,
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fg=kind.foreground_color,
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bg=kind.background_color))
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self.kind = kind
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self._name = name
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