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Add initial equipment, and allow equipping items. This completes the main tutorial

This commit is contained in:
Timothy Warren 2022-02-08 10:40:14 -05:00
parent 359258862d
commit ceeaf22d2f
4 changed files with 47 additions and 10 deletions

View File

@ -82,9 +82,22 @@ class ItemAction(Action):
class DropItem(ItemAction):
def perform(self) -> None:
if self.entity.equipment.item_is_equipped(self.item):
self.entity.equipment.toggle_equip(self.item)
self.entity.inventory.drop(self.item)
class EquipAction(Action):
def __init__(self, entity: Actor, item: Item):
super().__init__(entity)
self.item = item
def perform(self) -> None:
self.entity.equipment.toggle_equip(self.item)
class WaitAction(Action):
def perform(self) -> None:
pass

View File

@ -1,15 +1,14 @@
from __future__ import annotations
import os
from typing import overload, Callable, Optional, Tuple, TYPE_CHECKING, Union
import tcod.event
import actions
from actions import Action, BumpAction, PickupAction, WaitAction
import color
import exceptions
from actions import Action, BumpAction, PickupAction, WaitAction
if TYPE_CHECKING:
from engine import Engine
@ -344,7 +343,15 @@ class InventoryEventHandler(AskUserEventHandler):
if number_of_items_in_inventory > 0:
for i, item in enumerate(self.engine.player.inventory.items):
item_key = chr(ord("a") + i)
console.print(x + 1, y + i + 1, f"({item_key}) {item.name}")
is_equipped = self.engine.player.equipment.item_is_equipped(item)
item_string = f"({item_key}) {item.name}"
if is_equipped:
item_string = f"{item_string} (E)"
console.print(x + 1, y + i + 1, item_string)
else:
console.print(x + 1, y + 1, "(Empty)")
@ -375,8 +382,13 @@ class InventoryActivateHandler(InventoryEventHandler):
TITLE = "Select an item to use"
def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
"""Return the action for the selected item."""
if item.consumable:
# Return the action for the selected item.
return item.consumable.get_action(self.engine.player)
elif item.equippable:
return actions.EquipAction(self.engine.player, item)
else:
return None
class InventoryDropHandler(InventoryEventHandler):

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@ -6,8 +6,8 @@ from typing import Dict, Iterator, List, Tuple, TYPE_CHECKING
import tcod
import entity_factories
from game_map import GameMap
import tile_types
from game_map import GameMap
if TYPE_CHECKING:
from engine import Engine
@ -27,8 +27,8 @@ max_monsters_by_floor = [
item_chances: Dict[int, List[Tuple[Entity, int]]] = {
0: [(entity_factories.health_potion, 35)],
2: [(entity_factories.confusion_scroll, 10)],
4: [(entity_factories.lightning_scroll, 25)],
6: [(entity_factories.fireball_scroll, 25)],
4: [(entity_factories.lightning_scroll, 25), (entity_factories.sword, 5)],
6: [(entity_factories.fireball_scroll, 25), (entity_factories.chain_mail, 15)],
}
enemy_chances: Dict[int, List[Tuple[Entity, int]]] = {

View File

@ -10,10 +10,10 @@ from typing import Optional
import tcod
import color
from engine import Engine
import entity_factories
from game_map import GameWorld
import input_handlers
from engine import Engine
from game_map import GameWorld
# Load the background image and remove the alpha channel.
background_image = tcod.image.load("menu_background.png")[:, :, :3]
@ -47,6 +47,18 @@ def new_game() -> Engine:
"Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
)
dagger = copy.deepcopy(entity_factories.dagger)
leather_armor = copy.deepcopy(entity_factories.leather_armor)
dagger.parent = player.inventory
leather_armor.parent = player.inventory
player.inventory.items.append(dagger)
player.equipment.toggle_equip(dagger, add_message=False)
player.inventory.items.append(leather_armor)
player.equipment.toggle_equip(leather_armor, add_message=False)
return engine