Esempio n. 1
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    def create_boss(self):
        def en_collision(state, e1, e2):
            if e2.contains_component(Player):
                combat = e1.get_component(InitiateCombat)
                state.combat_launch_entity = e1
                combat.on_interact(state)
                self.combat_mechanic.enemies[1] = copy.copy(
                    e1.get_component(InitiateCombat).combat_entities[0])
                self.combat_mechanic.enemies[1].get_component(
                    Stats).reinit_HP()

        return Entity('Boss').add_component(
            Combat(copy.deepcopy(self.load_combat_images.obtain('Boss'))),
            Stats(10, (4, 8, 3, 1)), Position(None, None, None),
            AlignedBox(-4.5, -4.5, 4.5, 4.5), Collider(en_collision),
            GridMovement(C.PLAYER_WALK_RELOAD),
            Orientable(C.DIRECTION_E, C.PLAYER_WALK_RELOAD),
            Sprite({
                tuple(self.load_images.obtain_entity('Boss', 1)):
                lambda e: e.get_component(Orientable).orientation == C.
                DIRECTION_N,
                tuple(self.load_images.obtain_entity('Boss', 1)):
                lambda e: e.get_component(Orientable
                                          ).orientation == C.DIRECTION_O,
                tuple(self.load_images.obtain_entity('Boss', 1)):
                lambda e: e.get_component(Orientable
                                          ).orientation == C.DIRECTION_S,
                tuple(self.load_images.obtain_entity('Boss', 1)):
                lambda e: True
            }))
Esempio n. 2
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 def create_devil(self):
     sprite_img = self.load_combat_images.obtain('Devil')
     sprite_img.width = 48
     sprite_img.height = 48
     return Entity('Devil').add_component(
         Combat(copy.deepcopy(self.load_combat_images.obtain('Devil'))),
         Stats(20, (0.2, 0, 2, 1)), Position(None, None, None),
         AlignedBox(-0.5, -0.5, 0.5, 0.5),
         GridMovement(C.PLAYER_WALK_RELOAD),
         Orientable(C.DIRECTION_E, C.PLAYER_WALK_RELOAD),
         Sprite({sprite_img: lambda e: True}))
    def setUp(self):
        self.game_manager = GameManager()
        level = Level()
        level.name = "DEFAULT"
        level.min_room_size = 1
        level.max_room_size = 10
        level.max_rooms = 10
        level.width = 80
        level.height = 45

        self.game_manager.game_context.player = self.game_manager.game_context.character_factory.create(
            "test", "warrior", "human", Stats(), "humanoid")
        self.game_manager.init_dungeon(level)
        self.level = level
def build_leather_hood():
    _item = Item(
        uid="hood",
        name="hood",
        description="A leather hood.",
        display=Display(Colors.DARK_GRAY, Colors.BLACK_COLOR, "!"),
    )
    _item.register_component(data.python_templates.material.Leather.copy())
    _item.register_component(Stats(health=10, size=Size.Medium, weight=2))
    _item.register_component(
        Armor(base_armor_class=2,
              armor_category=item_enums.ArmorCategory.Medium,
              wearable_body_parts_uid=["humanoid_head"],
              worn_layer=item_enums.WornLayer.Outer))

    return _item
def build_long_sword():
    _long_sword = Item(
        uid="long_sword",
        name="Longsword",
        description="A longsword.",
        display=Display(Colors.DARK_GRAY, Colors.BLACK_COLOR, "!"),
    )
    _long_sword.register_component(data.python_templates.material.Iron.copy())
    _long_sword.register_component(Stats(health=1, size=Size.Medium))
    _long_sword.register_component(
        Weapon(weapon_category=item_enums.WeaponCategory.Martial,
               weapon_type=item_enums.WeaponType.Melee,
               size=Size.Medium,
               melee_damage_type=DamageType.Slash,
               damage_dice=DiceStack(1, Dice(8))))

    return _long_sword
def build_boot():
    _boot = Item(
        uid="boot",
        name="Boot",
        description="An iron boot",
        display=Display(Colors.DARK_GRAY, Colors.BLACK_COLOR, "!"),
    )
    _boot.register_component(data.python_templates.material.Iron.copy())
    _boot.register_component(Stats(health=10, size=Size.Medium, weight=0.5))
    _boot.register_component(
        Armor(base_armor_class=0.5,
              armor_category=item_enums.ArmorCategory.Medium,
              wearable_body_parts_uid=["humanoid_foot"],
              worn_layer=item_enums.WornLayer.Outer,
              maximum_dexterity_bonus=2))

    return _boot
def build_leather_pants():
    # TODO Some items need to take two slots rather than one.
    item = Item(
        uid="pants",
        name="pants",
        description="Leather pants",
        display=Display(Colors.DARK_GRAY, Colors.BLACK_COLOR, "!"),
    )
    item.register_component(data.python_templates.material.Leather.copy())
    item.register_component(Stats(health=10, size=Size.Medium, weight=0.5))
    item.register_component(
        Armor(base_armor_class=1,
              armor_category=item_enums.ArmorCategory.Medium,
              wearable_body_parts_uid=["humanoid_leg"],
              worn_layer=item_enums.WornLayer.Outer,
              maximum_dexterity_bonus=2))

    return item
Esempio n. 8
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 def create_player(self):
     return Entity().add_component(
         Stats(5), Inventory(), Controllable(),
         GridMovement(C.PLAYER_WALK_RELOAD),
         Orientable(C.DIRECTION_O, C.PLAYER_WALK_RELOAD),
         Position(None, None, None), AlignedBox(-0.5, -0.5, 0.5, 0.5),
         Sprite({
             tuple(self.load_images.obtain_entity('Player', 3)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_N,
             tuple(self.load_images.obtain_entity('Player', 1)):
             lambda e: e.get_component(Orientable).orientation == C.
             DIRECTION_O,
             tuple(self.load_images.obtain_entity('Player', 0)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_S,
             tuple(self.load_images.obtain_entity('Player', 2)):
             lambda e: True
         }), Player())
Esempio n. 9
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 def create_wolf(self):
     return Entity('Wolf').add_component(
         Combat(copy.deepcopy(self.load_combat_images.obtain('Wolf'))),
         Stats(30, (0.2, 0, 3, 1)), Position(None, None, None),
         AlignedBox(-0.5, -0.5, 0.5, 0.5),
         GridMovement(C.PLAYER_WALK_RELOAD),
         Orientable(C.DIRECTION_E, C.PLAYER_WALK_RELOAD),
         Sprite({
             tuple(self.load_images.obtain_entity('Wolf', 3)):
             lambda e: e.get_component(Orientable).orientation == C.
             DIRECTION_N,
             tuple(self.load_images.obtain_entity('Wolf', 1)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_O,
             tuple(self.load_images.obtain_entity('Wolf', 0)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_S,
             tuple(self.load_images.obtain_entity('Wolf', 2)):
             lambda e: True
         }))
Esempio n. 10
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 def create_bat(self):
     return Entity('Bat').add_component(
         Combat(copy.deepcopy(self.load_combat_images.obtain('Bat'))),
         Stats(15, (0.1, 0, 1, 1)),
     )
from __future__ import annotations

from json import load as json_load

from entity import Actor
from components.ai import HostileEnemy
from components.level import Level
from components.inventory import Inventory
from components.stats import Stats

RACES: None

try:
    with open('res/races.json') as f:
        RACES = json_load(f)
except FileNotFoundError:
    raise FileNotFoundError()

HUMAN = RACES['human']

human = Actor(
    char=RACES['human']['char'],
    color=RACES['human']['color'],
    name=str(RACES['human']['name']['singular'].capitalize()),
    ai_cls=HostileEnemy,
    stats=Stats(stats=RACES['human']['stats']),
    level=Level(),  # TODO
    inventory=Inventory())