def available_actions(self,player): moves = self.adjacent_moves() if self.item: moves.append(actions.PickUpItem()) if self.enemy.is_alive(): moves.append(actions.Attack(enemy=self.enemy)) if player.Potion_Of_Life: moves.append(actions.Undead()) moves.append(actions.ViewInventory()) moves.append(actions.CheckHP()) moves.append(actions.EquipWep()) if player.HealingPotions > 0: moves.append(actions.Heal()) if player.beer > 0: moves.append(actions.Drink()) if player.Potion_Of_Life: moves.append(actions.Undead()) return moves
def available_actions(self,player): moves = self.adjacent_moves() moves.append(actions.ViewInventory()) moves.append(actions.CheckHP()) moves.append(actions.EquipWep()) if player.Potion_Of_Life: moves.append(actions.Undead()) if player.HealingPotions > 0: moves.append(actions.Heal()) if player.beer > 0: moves.append(actions.Drink()) return moves