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from __future__ import annotations
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import copy
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from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING
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from render_order import RenderOrder
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if TYPE_CHECKING:
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from components.ai import BaseAI
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from components.consumable import Consumable
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from components.fighter import Fighter
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from components.inventory import Inventory
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from game_map import GameMap
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T = TypeVar("T", bound="Entity")
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class Entity:
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"""
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A generic object to represent players, enemies, items, etc.
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"""
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parent: GameMap
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def __init__(
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self,
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parent: Optional[GameMap] = None,
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x: int = 0,
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y: int = 0,
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char: str = "?",
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color: Tuple[int, int, int] = (255, 255, 255),
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name: str = "<Unnamed>",
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blocks_movement: bool = False,
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render_order: RenderOrder = RenderOrder.CORPSE,
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):
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self.x = x
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self.y = y
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self.char = char
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self.color = color
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self.name = name
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self.blocks_movement = blocks_movement
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self.render_order = render_order
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if parent:
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# If gamemap isn't provided now, it will be later.
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self.parent = parent
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parent.entities.add(self)
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@property
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def gamemap(self) -> GameMap:
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return self.parent.gamemap
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def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
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"""Spawn a copy of this instance at the given location."""
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clone = copy.deepcopy(self)
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clone.x = x
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clone.y = y
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clone.parent = gamemap
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gamemap.entities.add(clone)
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return clone
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def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
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"""Place this entity at a new location. Handles moving across GameMaps."""
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self.x = x
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self.y = y
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if gamemap:
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if hasattr(self, "parent"): # Possibly uninitialized
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if self.parent is self.gamemap:
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self.gamemap.entities.remove(self)
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self.parent = gamemap
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gamemap.entities.add(self)
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def move(self, dx: int, dy: int):
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# Move the entity by a given amount
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self.x += dx
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self.y += dy
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class Actor(Entity):
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def __init__(
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self,
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*,
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x: int = 0,
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y: int = 0,
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char: str = "?",
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color: Tuple[int, int, int] = (255, 255, 255),
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name: str = "<Unamed>",
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ai_cls: Type[BaseAI],
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fighter: Fighter,
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inventory: Inventory,
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):
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super().__init__(
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x=x,
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y=y,
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char=char,
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color=color,
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name=name,
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blocks_movement=True,
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render_order=RenderOrder.ACTOR,
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)
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self.ai: Optional[BaseAI] = ai_cls(self)
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self.fighter = fighter
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self.fighter.parent = self
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self.inventory = inventory
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self.inventory.parent = self
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@property
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def is_alive(self) -> bool:
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"""Returns True as long as this actor can perform actions."""
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return bool(self.ai)
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class Item(Entity):
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def __init__(
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self,
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*,
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x: int = 0,
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y: int = 0,
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char: str = "?",
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color: Tuple[int, int, int] = (255, 255, 255),
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name: str = "<Unamed>",
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consumable: Consumable,
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):
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super().__init__(
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x=x,
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y=y,
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char=char,
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color=color,
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name=name,
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blocks_movement=False,
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render_order=RenderOrder.ITEM,
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)
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self.consumable = consumable
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self.consumable.parent = self
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