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Add ability to pick up items and add to inventory

This commit is contained in:
Timothy Warren 2022-01-12 16:24:09 -05:00
parent 35862fcc19
commit 2b708b3b7f
6 changed files with 76 additions and 3 deletions

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@ -32,6 +32,33 @@ class Action:
""" """
class PickupAction(Action):
"""Pickup an item and add it to the inventory, if there is room for it."""
def __init__(self, entity: Actor):
super().__init__(entity)
def perform(self) -> None:
actor_location_x = self.entity.x
actor_location_y = self.entity.y
inventory = self.entity.inventory
for item in self.engine.game_map.items:
if actor_location_x == item.x and actor_location_y == item.y:
if len(inventory.items) >= inventory.capacity:
raise exceptions.Impossible("Your inventory is full.")
self.engine.game_map.entities.remove(item)
item.parent = self.entity.inventory
inventory.items.append(item)
self.engine.message_log.add_message(f"You picked up the {item.name}!")
return
raise exceptions.Impossible("There is nothing here to pick up.")
class ItemAction(Action): class ItemAction(Action):
def __init__( def __init__(
self, self,

28
components/inventory.py Normal file
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@ -0,0 +1,28 @@
from __future__ import annotations
from typing import List, TYPE_CHECKING
from components.base_component import BaseComponent
if TYPE_CHECKING:
from entity import Actor, Item
class Inventory(BaseComponent):
parent: Actor
def __init__(self, capacity: int):
self.capacity = capacity
self.items: List[Item] = []
def drop(self, item: Item) -> None:
"""
Removes an item from the inventory and restores it to the game map,
at the player's current location.
:param item:
:return:
"""
self.items.remove(item)
item.place(self.parent.x, self.parent.y, self.gamemap)
self.engine.message_log.add_message(f"You dropped the {item.name}.")

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@ -9,6 +9,7 @@ if TYPE_CHECKING:
from components.ai import BaseAI from components.ai import BaseAI
from components.consumable import Consumable from components.consumable import Consumable
from components.fighter import Fighter from components.fighter import Fighter
from components.inventory import Inventory
from game_map import GameMap from game_map import GameMap
T = TypeVar("T", bound="Entity") T = TypeVar("T", bound="Entity")
@ -85,7 +86,8 @@ class Actor(Entity):
color: Tuple[int, int, int] = (255, 255, 255), color: Tuple[int, int, int] = (255, 255, 255),
name: str = "<Unamed>", name: str = "<Unamed>",
ai_cls: Type[BaseAI], ai_cls: Type[BaseAI],
fighter: Fighter fighter: Fighter,
inventory: Inventory,
): ):
super().__init__( super().__init__(
x=x, x=x,
@ -102,6 +104,9 @@ class Actor(Entity):
self.fighter = fighter self.fighter = fighter
self.fighter.parent = self self.fighter.parent = self
self.inventory = inventory
self.inventory.parent = self
@property @property
def is_alive(self) -> bool: def is_alive(self) -> bool:
"""Returns True as long as this actor can perform actions.""" """Returns True as long as this actor can perform actions."""

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@ -1,6 +1,7 @@
from components.ai import HostileEnemy from components.ai import HostileEnemy
from components.consumable import HealingConsumable from components.consumable import HealingConsumable
from components.fighter import Fighter from components.fighter import Fighter
from components.inventory import Inventory
from entity import Actor, Item from entity import Actor, Item
player = Actor( player = Actor(
@ -9,6 +10,7 @@ player = Actor(
name="PLayer", name="PLayer",
ai_cls=HostileEnemy, ai_cls=HostileEnemy,
fighter=Fighter(hp=30, defense=2, power=5), fighter=Fighter(hp=30, defense=2, power=5),
inventory=Inventory(capacity=26),
) )
orc = Actor( orc = Actor(
@ -17,13 +19,15 @@ orc = Actor(
name="Orc", name="Orc",
ai_cls=HostileEnemy, ai_cls=HostileEnemy,
fighter=Fighter(hp=10, defense=0, power=3), fighter=Fighter(hp=10, defense=0, power=3),
inventory=Inventory(capacity=0)
) )
troll = Actor( troll = Actor(
char="T", char="T",
color=(0, 127, 0), color=(0, 127, 0),
name="Troll", name="Troll",
ai_cls=HostileEnemy, ai_cls=HostileEnemy,
fighter=Fighter(hp=16, defense=1, power=4) fighter=Fighter(hp=16, defense=1, power=4),
inventory=Inventory(capacity=0)
) )
health_potion = Item( health_potion = Item(

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@ -5,7 +5,7 @@ from typing import Iterable, Iterator, Optional, TYPE_CHECKING
import numpy as np # type: ignore import numpy as np # type: ignore
from tcod.console import Console from tcod.console import Console
from entity import Actor from entity import Actor, Item
import tile_types import tile_types
if TYPE_CHECKING: if TYPE_CHECKING:
@ -50,6 +50,10 @@ class GameMap:
if isinstance(entity, Actor) and entity.is_alive if isinstance(entity, Actor) and entity.is_alive
) )
@property
def items(self) -> Iterator[Item]:
yield from (entity for entity in self.entities if isinstance(entity, Item))
def get_blocking_entity_at_location( def get_blocking_entity_at_location(
self, self,
location_x: int, location_x: int,

View File

@ -8,6 +8,7 @@ from actions import (
Action, Action,
BumpAction, BumpAction,
EscapeAction, EscapeAction,
PickupAction,
WaitAction WaitAction
) )
import color import color
@ -109,9 +110,13 @@ class MainGameEventHandler(EventHandler):
elif key == tcod.event.K_ESCAPE: elif key == tcod.event.K_ESCAPE:
action = EscapeAction(player) action = EscapeAction(player)
elif key == tcod.event.K_v: elif key == tcod.event.K_v:
self.engine.event_handler = HistoryViewer(self.engine) self.engine.event_handler = HistoryViewer(self.engine)
elif key == tcod.event.K_g:
action = PickupAction(player)
# No valid key was pressed # No valid key was pressed
return action return action