def __init__(self,
                 name,
                 sprite,
                 hp,
                 defense,
                 res,
                 strength,
                 classes,
                 equipments,
                 race,
                 gold,
                 lvl,
                 skills,
                 compl_sprite=None):
        Character.__init__(self, name, (), sprite, hp, defense, res, strength,
                           None, classes, equipments, 'MANUAL', lvl, skills,
                           race, gold, compl_sprite)
        self.state = PlayerState.WAITING_SELECTION
        self.old_pos = ()
        self._selected = False

        # Sprite displayed when player cannot be selected
        self.sprite_unavaible = self.sprite.copy()
        color_image = pg.Surface(self.sprite.get_size()).convert_alpha()
        color_image.fill(LIGHT_GREY)
        self.sprite_unavaible.blit(color_image, (0, 0),
                                   special_flags=pg.BLEND_RGBA_MULT)

        # Memorize normal state sprite
        self.normal_sprite = self.sprite

        # Memorize the current action performed by the player, it must be a value of CharacterMenu
        self.current_action = None
Esempio n. 2
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 def draw(self, gameDisplay, draw):
     Character.draw(self, gameDisplay, draw)
     # Draw the H20 bar
     draw.rect(gameDisplay, [0, 0, 255, 100], [25, 25, self._water / 5, 5])
     # Display the food bar
     draw.rect(gameDisplay, [255, 255, 0, 100],
               [25, 30, self._food / 10, 5])
 def move(self):
     if self.state is PlayerState.ON_MOVE:
         Character.move(self)
         if not self.on_move:
             self.state = PlayerState.WAITING_POST_ACTION
             return True
     return False
Esempio n. 4
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 def setUpClass(cls):
     from src.Level import Level
     from src.Character import Character
     from src import LoadFromXMLManager as Loader
     import src.fonts as font
     os.chdir(os.getcwd() + '/..')
     pg.init()
     font.init_fonts()
     cls.level_class = Level
     cls.buttons = []
     cls.buttons.append(
         Rect(NEW_GAME_BUTTON_POS[0], NEW_GAME_BUTTON_POS[1],
              BUTTON_SIZE[0], BUTTON_SIZE[1]))
     cls.buttons.append(
         Rect(LOAD_GAME_BUTTON_POS[0], LOAD_GAME_BUTTON_POS[1],
              BUTTON_SIZE[0], BUTTON_SIZE[1]))
     cls.buttons.append(
         Rect(OPTIONS_BUTTON_POS[0], NEW_GAME_BUTTON_POS[1], BUTTON_SIZE[0],
              BUTTON_SIZE[1]))
     cls.buttons.append(
         Rect(EXIT_GAME_BUTTON_POS[0], NEW_GAME_BUTTON_POS[1],
              BUTTON_SIZE[0], BUTTON_SIZE[1]))
     races = Loader.load_races()
     classes = Loader.load_classes()
     Character.init_data(races, classes)
 def setUpClass(cls):
     super(TestShop, cls).setUpClass()
     pg.init()
     font.init_fonts()
     # Window parameters
     pg.display.set_mode((MAIN_WIN_WIDTH, MAIN_WIN_HEIGHT))
     # Load some data
     races = Loader.load_races()
     classes = Loader.load_classes()
     Character.init_data(races, classes)
Esempio n. 6
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 def setUpClass(cls):
     super(TestLevel, cls).setUpClass()
     cls.save_url = "saves/main_save.xml"
     pg.init()
     font.init_fonts()
     # Window parameters
     screen = pg.display.set_mode((MAIN_WIN_WIDTH, MAIN_WIN_HEIGHT))
     cls.start_screen = StartScreen(screen)
     cls.start_screen.display()
     # Load some data
     races = Loader.load_races()
     classes = Loader.load_classes()
     Character.init_data(races, classes)
Esempio n. 7
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 def get_character(self):
     """
     Return the character chosen by the player
     :return:
     """
     # TODO fix function
     return Character(name='Billie the Kid', health=5)
Esempio n. 8
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 def test_add_card(self):
     character = Character(name='Billie the Kid', health=5)
     player_samuel = Player(name='Samuel', role='Sheriff', character=character)
     self.assertEqual(len(player_samuel.hand), 0)
     player_samuel.add_cards(['Fake card1'])
     self.assertEqual(len(player_samuel.hand), 1)
     player_samuel.add_cards(['Fake card2'])
     self.assertEqual(len(player_samuel.hand), 2)
def random_character_entity(min_hp=10, max_defense=10, max_res=10):
    attrs = random_character_attributes(min_hp, max_defense, max_res)
    return Character(attrs['name'], attrs['pos'], attrs['sprite'], attrs['hp'],
                     attrs['defense'], attrs['res'], attrs['strength'],
                     attrs['attack_kind'], attrs['classes'],
                     attrs['equipments'], attrs['strategy'], attrs['lvl'],
                     attrs['skills'], attrs['race'], attrs['gold'],
                     attrs['interaction'])
Esempio n. 10
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 def test_init(self):
     character = Character(name='Billie the Kid', health=5)
     player_samuel = Player(name='Samuel', role='Sheriff', character=character)
     self.assertEqual(player_samuel.health, 5)
     self.assertEqual(player_samuel.name, 'Samuel')
     self.assertEqual(player_samuel.role, 'Sheriff')
     self.assertIsNone(player_samuel.equipment)
     self.assertIsNone(player_samuel.weapon)
     self.assertEqual(len(player_samuel.hand), 0)
Esempio n. 11
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    def __init__(self):

        pokemon_names = pd.read_csv("assets/pokemon_names.txt",
                                    sep='\n').values.tolist()
        self.character_list = []

        for name in pokemon_names:
            self.character_list.append(
                Character(name[0], generate_random_stats()))
    def save(self, tree_name):
        # Build XML tree
        tree = Character.save(self, tree_name)

        # Save if turn is finished or not
        state = etree.SubElement(tree, 'turnFinished')
        state.text = str(self.turn_is_finished())

        return tree
Esempio n. 13
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 def test_player_die(self):
     beer_card = BeerCard(Suit.HEARTS, 5)
     character = Character(name='Billie the Kid', health=1)
     player_samuel = Player(name='Samuel', role='Sheriff', character=character)
     self.assertEqual(player_samuel.health, 1)
     player_samuel.add_cards(beer_card)
     player_samuel.change_health(-1)
     self.assertEqual(player_samuel.health, 1)
     with self.assertRaises(PlayerDeadException):
         player_samuel.change_health(-1)
Esempio n. 14
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 def setUpClass(cls):
     super(TestStartScreen, cls).setUpClass()
     pg.init()
     font.init_fonts()
     cls.save_url = "saves/main_save.xml"
     cls.level_class = Level
     cls.buttons = []
     cls.buttons.append(
         Rect(NEW_GAME_BUTTON_POS[0], NEW_GAME_BUTTON_POS[1],
              BUTTON_SIZE[0], BUTTON_SIZE[1]))
     cls.buttons.append(
         Rect(LOAD_GAME_BUTTON_POS[0], LOAD_GAME_BUTTON_POS[1],
              BUTTON_SIZE[0], BUTTON_SIZE[1]))
     cls.buttons.append(
         Rect(OPTIONS_BUTTON_POS[0], NEW_GAME_BUTTON_POS[1], BUTTON_SIZE[0],
              BUTTON_SIZE[1]))
     cls.buttons.append(
         Rect(EXIT_GAME_BUTTON_POS[0], NEW_GAME_BUTTON_POS[1],
              BUTTON_SIZE[0], BUTTON_SIZE[1]))
     races = Loader.load_races()
     classes = Loader.load_classes()
     Character.init_data(races, classes)
Esempio n. 15
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 def step(self):
     Character.step(self)
     self.water_priority.update(self._water)
     self.food_priority.update(self._water)
     self.companionship_priority.update(self._loneliness)
     self.step_counter += 1
     if self.step_counter == 9:
         if self._experience.sees_player():
             #                move = self.intelligence.getMove(self._experience.get_player_location())
             move = self.graph.BFS(
                 self._x, self._y,
                 self._experience.get_player_location()[0],
                 self._experience.get_player_location()[1])
             if move == 0:
                 self._dx = 2
             if move == 1:
                 self._dx = -2
             if move == 2:
                 self._dy = -2
             if move == 3:
                 self._dy = 2
         self.step_counter = 0
Esempio n. 16
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    def __init__(self,
                 name,
                 sprite,
                 hp,
                 defense,
                 res,
                 max_move,
                 strength,
                 classes,
                 equipments,
                 race,
                 gold,
                 lvl=1,
                 compl_sprite=None):
        Character.__init__(self, name, (), sprite, hp, defense, res, max_move,
                           strength, None, classes, equipments, None, lvl,
                           race, gold, compl_sprite)
        '''Possible states :
        - 0 : Waiting to be selected
        - 1 : Waiting to be moved
        - 2 : On move
        - 3 : Waiting an action post-move
        - 4 : Waiting a target selected to attack OR waiting an target to interact with
        - 5 : Turn finished'''
        self.old_pos = ()
        self.state = 0
        self.last_state = 5
        self.selected = False

        # Sprite displayed when player cannot be selected
        self.sprite_unavaible = self.sprite.copy()
        color_image = pg.Surface(self.sprite.get_size()).convert_alpha()
        color_image.fill(LIGHT_GREY)
        self.sprite_unavaible.blit(color_image, (0, 0),
                                   special_flags=pg.BLEND_RGBA_MULT)

        # Memorize normal state sprite
        self.normal_sprite = self.sprite
Esempio n. 17
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 def __init__(self,
              name,
              pos,
              sprite,
              hp,
              defense,
              res,
              max_move,
              strength,
              classes,
              equipments,
              lvl=1):
     Character.__init__(self, name, pos, sprite, hp, defense, res, max_move,
                        strength, classes, equipments, lvl)
     '''Possible states :
     - 0 : Waiting to be selected
     - 1 : Waiting to be moved
     - 2 : On move
     - 3 : Waiting an action post-move
     - 4 : Waiting a target selected to attack OR waiting an target to interact with
     - 5 : Turn finished'''
     self.state = 0
     self.last_state = 5
     self.selected = False
Esempio n. 18
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    def get_character(self, name):
        url_return = do_request("character/?name.first_lower=%s&c:resolve=world" % name.lower())

        try:
            player_id = url_return["character_list"][0]["id"]
            player_name = url_return["character_list"][0]["name"]["first"]

            api_result = do_request("single_character_by_id/?id=%s&c:resolve=outfit,world" % player_id)

            player = Character(player_id, player_name)
            base = api_result["single_character_by_id_list"][0]

            self.get_character_info(base, player)
            self.get_kills_info(base, player)

            return player

        except:

            return "Not found."
Esempio n. 19
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def load_ally(ally, from_save, gap_x, gap_y):
    name = ally.find('name').text.strip()
    x = int(ally.find('position/x').text) * TILE_SIZE + gap_x
    y = int(ally.find('position/y').text) * TILE_SIZE + gap_y
    pos = (x, y)
    lvl = int(ally.find('level').text.strip())

    infos = etree.parse('data/characters.xml').find(name)

    # Static data
    sprite = 'imgs/characs/' + infos.find('sprite').text.strip()
    race = infos.find('race').text.strip()
    classes = [infos.find('class').text.strip()]
    formatted_name = infos.find('name').text.strip()

    talks = infos.find('talks')
    dialog = []
    for talk in talks.findall('talk'):
        dialog.append(talk.text.strip())

    strategy = infos.find('strategy').text.strip()
    attack_kind = infos.find('attack_kind').text.strip()

    stats_tree = infos
    if from_save:
        stats_tree = ally
    hp = int(stats_tree.find('hp').text.strip())
    move = int(stats_tree.find('move').text.strip())
    strength = int(stats_tree.find('strength').text.strip())
    defense = int(stats_tree.find('def').text.strip())
    res = int(stats_tree.find('res').text.strip())
    gold = int(stats_tree.find('gold').text.strip())

    loaded_ally = Character(formatted_name, pos, sprite, hp, defense, res,
                            move, strength, attack_kind, classes, [], strategy,
                            lvl, race, gold, dialog)

    if from_save:
        current_hp = int(ally.find('currentHp').text.strip())
        loaded_ally.set_current_hp(current_hp)

        xp = int(ally.find('exp').text.strip())
        loaded_ally.earn_xp(xp)
    return loaded_ally
 def unequip(self, eq):
     unequipped = Character.unequip(self, eq)
     if unequipped:
         self.state = PlayerState.WAITING_POST_ACTION_UNCANCELLABLE
     return unequipped
Esempio n. 21
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 def move(self):
     Character.move(self)
     if not self.on_move:
         self.state = 3
Esempio n. 22
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 def test_get_start_health(self):
     character = Character(name='Billie the Kid', health=5)
     player_samuel = Player(name='Samuel', role='Sheriff', character=character)
     self.assertEqual(player_samuel.get_start_health(), 5)
Esempio n. 23
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 def attack(self, ent):
     damages = Character.attack(self, ent)
     self.state = self.last_state
     return damages
 def use_item(self, item):
     used, result_msgs = Character.use_item(self, item)
     if used:
         self.state = PlayerState.WAITING_POST_ACTION_UNCANCELLABLE
     return used, result_msgs
 def set_move(self, pos):
     Character.set_move(self, pos)
     self.state = PlayerState.ON_MOVE
     self.old_pos = self.pos
 def display(self, screen):
     Character.display(self, screen)
     if self.state in range(PlayerState.WAITING_MOVE,
                            PlayerState.WAITING_TARGET + 1):
         screen.blit(Player.SELECTED_DISPLAY, self.pos)
 def equip(self, eq):
     equipped = Character.equip(self, eq)
     if equipped > -1:
         self.state = PlayerState.WAITING_POST_ACTION_UNCANCELLABLE
     return equipped
 def new_turn(self):
     Character.new_turn(self)
     self.state = PlayerState.WAITING_SELECTION
     self.sprite = self.normal_sprite
     for eq in self.equipments:
         eq.unset_grey()
Esempio n. 29
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    def __init__(self, players: List[Player]):
        # Todo: Should be self.players: Tuple[Player] = (player_1, player_2)
        self.players = players
        self.position_carlotta = 6  # position on the exit path
        # Todo: Should be removed and make the game ends when carlotta reach 0.
        self.exit = 22
        self.num_tour = 1
        # Todo: Should be a Dict[enum, Character]
        self.characters = set({Character(color) for color in colors})
        # character_cards are used to draw 4 characters at the beginning
        # of each round
        self.character_cards = list(self.characters)
        self.active_cards = list()
        self.alibi_cards = self.character_cards.copy()
        self.fantom = choice(self.alibi_cards)
        # Todo: Should be placed in a logger section of the __init__()
        logger.info("the fantom is " + self.fantom.color)
        self.alibi_cards.remove(self.fantom)
        self.alibi_cards.extend(['fantom'] * 3)

        # log
        logger.info("\n=======\nnew game\n=======")
        # Todo: 1 Should be removed
        logger.info(f"shuffle {len(self.character_cards)} character_cards")
        # Todo: 2 Should be removed
        logger.info(f"shuffle {len(self.alibi_cards)} alibi cards")
        # work
        # Todo: 1 Should be removed
        shuffle(self.character_cards)
        # Todo: 2 Should be removed
        shuffle(self.alibi_cards)

        # Initialise character positions
        # Rooms at the center of the game are not available
        rooms_number = list(range(10))
        start_rooms = rooms_number[:5] + rooms_number[7:]
        for character in self.characters:
            character.position = choice(start_rooms)

        for character in self.characters:
            # get position of grey character
            if character.color == "grey":
                grey_character_position = character.display()["position"]
                self.shadow = grey_character_position
            if character.color == "blue":
                blue_character_position = character.display()["position"]
                # initially the blocked passage is
                # next to blue character clockwise
                if blue_character_position == 0:
                    self.blocked = (0, 1)
                elif blue_character_position == 1:
                    self.blocked = (1, 2)
                elif blue_character_position == 2:
                    self.blocked = (2, 3)
                elif blue_character_position == 3:
                    self.blocked = (3, 4)
                elif blue_character_position == 4:
                    self.blocked = (4, 5)
                elif blue_character_position == 7:
                    self.blocked = (7, 9)
                elif blue_character_position == 9:
                    self.blocked = (8, 9)
                elif blue_character_position == 8:
                    self.blocked = (4, 8)
                else:
                    print(blue_character_position)
                    raise ValueError(
                        "Wrong initial position of blue character")

        self.characters_display = [
            character.display() for character in self.characters
        ]

        # Todo: should be removed
        self.character_cards_display = [
            tile.display() for tile in self.character_cards
        ]
        self.active_cards_display = [
            tile.display() for tile in self.active_cards
        ]

        self.game_state = {
            "position_carlotta": self.position_carlotta,
            "exit": self.exit,
            "num_tour": self.num_tour,
            "shadow": self.shadow,
            "blocked": self.blocked,
            "characters": self.characters_display,
            # Todo: should be removed
            "character_cards": self.character_cards_display,
            "active character_cards": self.active_cards_display,
        }
 def attack(self, ent):
     damages = Character.attack(self, ent)
     self.state = PlayerState.FINISHED
     return damages