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Add Equipment class, and add equipment to actors

This commit is contained in:
Timothy Warren 2022-02-08 10:21:30 -05:00
parent 8ceb5f0e5d
commit aa0b19ca59
3 changed files with 97 additions and 1 deletions

87
components/equipment.py Normal file
View File

@ -0,0 +1,87 @@
from __future__ import annotations
from typing import Optional, TYPE_CHECKING
from components.base_component import BaseComponent
from equipment_types import EquipmentType
if TYPE_CHECKING:
from entity import Actor, Item
class Equipment(BaseComponent):
parent: Actor
def __init__(self, weapon: Optional[Item] = None, armor: Optional[Item] = None):
self.weapon = weapon
self.armor = armor
@property
def defense_bonuse(self) -> int:
bonus = 0
if self.weapon is not None and self.weapon.equippable is not None:
bonus += self.weapon.equippable.defense_bonus
if self.armor is not None and self.armor.equippable is not None:
bonus += self.armor.equippable.defense_bonus
return bonus
@property
def power_bonus(self) -> int:
bonus = 0
if self.weapon is not None and self.weapon.equippable is not None:
bonus += self.weapon.equippable.power_bonus
if self.armor is not None and self.armor.equippable is not None:
bonus += self.armor.equippable.power_bonus
return bonus
def item_is_equipped(self, item: Item) -> bool:
return self.weapon == item or self.armor == item
def unequip_message(self, item_name: str) -> None:
self.parent.gamemap.engine.message_log.add_message(
f"You remove the {item_name}."
)
def equip_message(self, item_name: str) -> None:
self.parent.gamemap.engine.message_log.add_message(
f"You equip the {item_name}."
)
def equip_to_slot(self, slot: str, item: Item, add_message: bool) -> None:
current_item = getattr(self, slot)
if current_item is not None:
self.unequip_from_slot(slot, add_message)
setattr(self, slot, item)
if add_message:
self.equip_message(item.name)
def unequip_from_slot(self, slot: str, add_message: bool) -> None:
current_item = getattr(self, slot)
if add_message:
self.unequip_message(current_item.name)
setattr(self, slot, None)
def toggle_equip(self, equippable_item: Item, add_message: bool = True) -> None:
if (
equippable_item.equippable
and equippable_item.equippable.equipment_type == EquipmentType.WEAPON
):
slot = "weapon"
else:
slot = "armor"
if getattr(self, slot) == equippable_item:
self.unequip_from_slot(slot, add_message)
else:
self.equip_to_slot(slot, equippable_item, add_message)

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@ -9,6 +9,7 @@ from render_order import RenderOrder
if TYPE_CHECKING:
from components.ai import BaseAI
from components.consumable import Consumable
from components.equipment import Equipment
from components.equippable import Equippable
from components.fighter import Fighter
from components.inventory import Inventory
@ -95,6 +96,7 @@ class Actor(Entity):
color: Tuple[int, int, int] = (255, 255, 255),
name: str = "<Unamed>",
ai_cls: Type[BaseAI],
equipment: Equipment,
fighter: Fighter,
inventory: Inventory,
level: Level,
@ -111,6 +113,9 @@ class Actor(Entity):
self.ai: Optional[BaseAI] = ai_cls(self)
self.equipment: Equipment = equipment
self.equipment.parent = self
self.fighter = fighter
self.fighter.parent = self

View File

@ -1,5 +1,6 @@
from components.ai import HostileEnemy
from components import consumable, equippable
from components.ai import HostileEnemy
from components.equipment import Equipment
from components.fighter import Fighter
from components.inventory import Inventory
from components.level import Level
@ -10,6 +11,7 @@ player = Actor(
color=(255, 255, 255),
name="Player",
ai_cls=HostileEnemy,
equipment=Equipment(),
fighter=Fighter(hp=30, defense=2, power=5),
inventory=Inventory(capacity=26),
level=Level(level_up_base=200),
@ -20,6 +22,7 @@ orc = Actor(
color=(63, 127, 63),
name="Orc",
ai_cls=HostileEnemy,
equipment=Equipment(),
fighter=Fighter(hp=10, defense=0, power=3),
inventory=Inventory(capacity=0),
level=Level(xp_given=35),
@ -29,6 +32,7 @@ troll = Actor(
color=(0, 127, 0),
name="Troll",
ai_cls=HostileEnemy,
equipment=Equipment(),
fighter=Fighter(hp=16, defense=1, power=4),
inventory=Inventory(capacity=0),
level=Level(xp_given=100),