from __future__ import annotations from typing import TYPE_CHECKING import color from components.base_component import BaseComponent from render_order import RenderOrder if TYPE_CHECKING: from entity import Actor class Fighter(BaseComponent): parent: Actor def __init__(self, hp: int, base_defense: int, base_power: int): self.max_hp = hp self._hp = hp self.base_defense = base_defense self.base_power = base_power @property def hp(self) -> int: return self._hp @hp.setter def hp(self, value: int) -> None: self._hp = max(0, min(value, self.max_hp)) if self._hp == 0 and self.parent.ai: self.die() @property def defense(self) -> int: return self.base_defense + self.defense_bonus @property def power(self) -> int: return self.base_power + self.power_bonus @property def defense_bonus(self) -> int: if self.parent.equipment: return self.parent.equipment.defense_bonuse else: return 0 @property def power_bonus(self) -> int: if self.parent.equipment: return self.parent.equipment.power_bonus else: return 0 def die(self) -> None: if self.engine.player is self.parent: death_message = "You died!" death_message_color = color.player_die else: death_message = f"{self.parent.name} is dead!" death_message_color = color.enemy_die self.parent.char = "%" self.parent.color = (191, 0, 0) self.parent.blocks_movement = False self.parent.ai = None self.parent.name = f"remains of {self.parent.name}" self.parent.render_order = RenderOrder.CORPSE self.engine.message_log.add_message(death_message, death_message_color) self.engine.player.level.add_xp(self.parent.level.xp_given) def heal(self, amount: int) -> int: if self.hp == self.max_hp: return 0 new_hp_value = self.hp + amount if new_hp_value > self.max_hp: new_hp_value = self.max_hp amount_recovered = new_hp_value - self.hp self.hp = new_hp_value return amount_recovered def take_damage(self, amount: int) -> None: self.hp -= amount