Add Equipment class, and add equipment to actors
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components/equipment.py
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87
components/equipment.py
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@ -0,0 +1,87 @@
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from __future__ import annotations
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from typing import Optional, TYPE_CHECKING
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from components.base_component import BaseComponent
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from equipment_types import EquipmentType
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if TYPE_CHECKING:
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from entity import Actor, Item
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class Equipment(BaseComponent):
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parent: Actor
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def __init__(self, weapon: Optional[Item] = None, armor: Optional[Item] = None):
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self.weapon = weapon
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self.armor = armor
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@property
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def defense_bonuse(self) -> int:
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bonus = 0
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if self.weapon is not None and self.weapon.equippable is not None:
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bonus += self.weapon.equippable.defense_bonus
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if self.armor is not None and self.armor.equippable is not None:
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bonus += self.armor.equippable.defense_bonus
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return bonus
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@property
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def power_bonus(self) -> int:
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bonus = 0
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if self.weapon is not None and self.weapon.equippable is not None:
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bonus += self.weapon.equippable.power_bonus
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if self.armor is not None and self.armor.equippable is not None:
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bonus += self.armor.equippable.power_bonus
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return bonus
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def item_is_equipped(self, item: Item) -> bool:
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return self.weapon == item or self.armor == item
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def unequip_message(self, item_name: str) -> None:
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self.parent.gamemap.engine.message_log.add_message(
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f"You remove the {item_name}."
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)
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def equip_message(self, item_name: str) -> None:
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self.parent.gamemap.engine.message_log.add_message(
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f"You equip the {item_name}."
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)
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def equip_to_slot(self, slot: str, item: Item, add_message: bool) -> None:
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current_item = getattr(self, slot)
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if current_item is not None:
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self.unequip_from_slot(slot, add_message)
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setattr(self, slot, item)
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if add_message:
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self.equip_message(item.name)
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def unequip_from_slot(self, slot: str, add_message: bool) -> None:
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current_item = getattr(self, slot)
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if add_message:
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self.unequip_message(current_item.name)
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setattr(self, slot, None)
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def toggle_equip(self, equippable_item: Item, add_message: bool = True) -> None:
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if (
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equippable_item.equippable
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and equippable_item.equippable.equipment_type == EquipmentType.WEAPON
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):
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slot = "weapon"
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else:
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slot = "armor"
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if getattr(self, slot) == equippable_item:
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self.unequip_from_slot(slot, add_message)
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else:
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self.equip_to_slot(slot, equippable_item, add_message)
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@ -9,6 +9,7 @@ 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.equipment import Equipment
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from components.equippable import Equippable
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from components.fighter import Fighter
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from components.inventory import Inventory
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@ -95,6 +96,7 @@ class Actor(Entity):
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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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equipment: Equipment,
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fighter: Fighter,
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inventory: Inventory,
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level: Level,
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@ -111,6 +113,9 @@ class Actor(Entity):
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self.ai: Optional[BaseAI] = ai_cls(self)
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self.equipment: Equipment = equipment
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self.equipment.parent = self
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self.fighter = fighter
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self.fighter.parent = self
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@ -1,5 +1,6 @@
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from components.ai import HostileEnemy
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from components import consumable, equippable
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from components.ai import HostileEnemy
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from components.equipment import Equipment
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from components.fighter import Fighter
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from components.inventory import Inventory
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from components.level import Level
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@ -10,6 +11,7 @@ player = Actor(
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color=(255, 255, 255),
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name="Player",
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ai_cls=HostileEnemy,
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equipment=Equipment(),
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fighter=Fighter(hp=30, defense=2, power=5),
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inventory=Inventory(capacity=26),
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level=Level(level_up_base=200),
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@ -20,6 +22,7 @@ orc = Actor(
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color=(63, 127, 63),
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name="Orc",
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ai_cls=HostileEnemy,
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equipment=Equipment(),
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fighter=Fighter(hp=10, defense=0, power=3),
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inventory=Inventory(capacity=0),
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level=Level(xp_given=35),
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@ -29,6 +32,7 @@ troll = Actor(
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color=(0, 127, 0),
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name="Troll",
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ai_cls=HostileEnemy,
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equipment=Equipment(),
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fighter=Fighter(hp=16, defense=1, power=4),
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inventory=Inventory(capacity=0),
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level=Level(xp_given=100),
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