Files
Archipelago/worlds/apquest/game/entities.py
NewSoupVi e0cbf77dae APQuest: Implement New Game (#5393)
* APQuest

* Add confetti cannon

* ID change on enemy drop

* nevermind

* Write the apworld

* Actually implement hard mode

* split everything into multiple files

* Push out webworld into a file

* Comment

* Enemy health graphics

* more ruff rules

* graphics :)

* heal player when receiving health upgrade

* the dumbest client of all time

* Fix typo

* You can kinda play it now! Now we just need to render the game... :)))

* fix kvui imports again

* It's playable. Kind of

* oops

* Sounds and stuff

* exceptions for audio

* player sprite stuff

* Not attack without sword

* Make sure it plays correctly

* Collect behavior

* ruff

* don't need to clear checked_locations, but do need to still clear finished_game

* Connect calls disconnect, so this is not necessary

* more seemless reconnection

* Ok now I think it's correct

* Bgm

* Bgm

* minor adjustment

* More refactoring of graphics and sound

* add graphics

* Item column

* Fix enemies not regaining their health

* oops

* oops

* oops

* 6 health final boss on hard mode

* boss_6.png

* Display APQuest items correctly

* auto switch tabs

* some mypy stuff

* Intro song

* Confetti Cannon

* a bit more confetti work

* launcher component

* Graphics change

* graphics and cleanup

* fix apworld

* comment out horse and cat for now

* add docs

* copypasta

* ruff made my comment look unhinged

* Move that comment

* Fix typing and don't import kvui in nogui

* lmao that already exists I don't need to do it myself

* Must've just copied this from somewhere

* order change

* Add unit tests

* Notes about the client

* oops

* another intro song case

* Write WebWorld and setup guides

* Yes description provided

* thing

* how to play

* Music and Volume

* Add cat and horse player sprites

* updates

* Add hammer and breakable wall

* TODO

* replace wav with ogg

* Codeowners and readme

* finish unit tests

* lint

* Todid

* Update worlds/apquest/client/ap_quest_client.py

Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>

* Update worlds/apquest/client/custom_views.py

Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>

* Filler pattern

* __future__ annotations

* twebhost

* Allow wasd and arrow keys

* correct wording

* oops

* just say the website

* append instead of +=

* qwint is onto my favoritism

* kitty alias

* Add a comment about preplaced items for assertAccessDependency

* Use classvar_matrix instead of MultiworldTestBase

* actually remove multiworld stuff from those tests

* missed one more

* Refactor a bit more

* Fix getting of the user path

* Actually explain components

* Meh

* Be a bit clearer about what's what

* oops

* More comments in the regions.py file

* Nevermind

* clarify regions further

* I use too many brackets

* Ok I'm done fr

* simplify wording

* missing .

* Add precollected example

* add note about precollected advancements

* missing s

* APQuest sound rework

* Volume slider

* I forgot I made this

* a

* fix volume of jingles

* Add math trap to game (only works in play_in_console mode so far)

* Math trap in apworld and client side

* Fix background during math trap

* fix leading 0

* Sound and further ui improvements for Math Trap

* fix music bug

* rename apquest subfolder to game

* Move comment to where it belongs

* Clear up language around components (hopefully)

* Clear up what CommonClient is

* Reword some more

* Mention Archipelago (the program) explicitly

* Update worlds/apquest/docs/en_APQuest.md

Co-authored-by: Ixrec <ericrhitchcock@gmail.com>

* Explain a bit more why you would use classvar matrix

* reword the assert raises stuff

* the volume slider thing is no longer true

* german game page

* Be more clear about why we're overriding Item and Location

* default item classification

* logically considered -> relevant to logic ()

* Update worlds/apquest/items.py

Co-authored-by: Ixrec <ericrhitchcock@gmail.com>

* a word on the ambiguity of the word 'filler'

* more rewording

* amount -> number

* stress the necessity of appending to the multiworld itempool

* Update worlds/apquest/locations.py

Co-authored-by: Ixrec <ericrhitchcock@gmail.com>

* get_location_names_with_ids

* slight rewording of the new helper method

* add some words about creating known location+item pairs

* Add some more words to worlds/apqeust/options.py

* more words in options.py

* 120 chars (thanks Ixrec >:((( LOL)

* Less confusing wording about rules, hopefully?

* victory -> completion

* remove the immediate creation of the hammer rule on the option region entrance

* access rule performance

* Make all imports module-level in world.py

* formatting

* get rid of noqa RUF012 (and also disable the rule in my local ruff.toml

* move comment for docstring closer to docstring in another place

* advancement????

* Missing function type annotations

* pass mypy again (I don't love this one but all the alternatives are equally bad)

* subclass instead of override

* I forgor to remove these

* Get rid of classvar_matrix and instead talk about some other stuff

* protect people a bit from the assertAccessDependency nonsense

* reword a bit more

* word

* More accessdependency text

* More accessdependency text

* More accessdependency text

* More accessdependency text

* oops

* this is supposed to be absolute

* Add some links to docs

* that's called game now

* Add an archipelago.json and explain what it means

* new line who dis

* reorganize a bit

* ignore instead of skip

* Update archipelago.json

* She new on my line till I

* Update archipelago.json

* add controls tab

* new ruff rule? idk

* WHOOPS

* Pack graphics into fewer files

* annoying ruff format thing

* Cleanup + mypy

* relative import

* Update worlds/apquest/client/custom_views.py

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>

* Update generate_math_problem.py

* Update worlds/apquest/game/player.py

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>

---------

Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2025-11-25 00:38:06 +01:00

313 lines
6.9 KiB
Python

from __future__ import annotations
from abc import abstractmethod
from typing import TYPE_CHECKING, ClassVar
from .graphics import Graphic
from .items import ITEM_TO_GRAPHIC, Item
from .locations import Location
if TYPE_CHECKING:
from .player import Player
class Entity:
solid: bool
graphic: Graphic
class InteractableMixin:
@abstractmethod
def interact(self, player: Player) -> None:
pass
class ActivatableMixin:
@abstractmethod
def activate(self, player: Player) -> None:
pass
class LocationMixin:
location: Location
content: Item | None = None
remote: bool = False
has_given_content: bool = False
def force_clear(self) -> None:
if self.has_given_content:
return
self.has_given_content = True
self.content_success()
def give_content(self, player: Player) -> None:
if self.has_given_content:
return
if self.content is None:
self.content_failure()
return
if self.remote:
player.location_cleared(self.location.value)
else:
player.receive_item(self.content)
self.has_given_content = True
self.content_success()
def content_success(self) -> None:
pass
def content_failure(self) -> None:
pass
class Empty(Entity):
solid = False
graphic = Graphic.EMPTY
class Wall(Entity):
solid = True
graphic = Graphic.WALL
class Chest(Entity, InteractableMixin, LocationMixin):
solid = True
is_open: bool = False
def __init__(self, location: Location) -> None:
self.location = location
def update_solidity(self) -> None:
self.solid = not self.has_given_content
def open(self) -> None:
self.is_open = True
self.update_solidity()
def interact(self, player: Player) -> None:
if self.has_given_content:
return
if self.is_open:
self.give_content(player)
return
self.open()
def content_success(self) -> None:
self.update_solidity()
def content_failure(self) -> None:
self.update_solidity()
@property
def graphic(self) -> Graphic:
if self.has_given_content:
return Graphic.EMPTY
if self.is_open:
if self.content is None:
return Graphic.EMPTY
return ITEM_TO_GRAPHIC[self.content]
return Graphic.CHEST
class Door(Entity):
solid = True
is_open: bool = False
closed_graphic: ClassVar[Graphic]
def open(self) -> None:
self.is_open = True
self.solid = False
@property
def graphic(self) -> Graphic:
if self.is_open:
return Graphic.EMPTY
return self.closed_graphic
class KeyDoor(Door, InteractableMixin):
closed_graphic = Graphic.KEY_DOOR
def interact(self, player: Player) -> None:
if self.is_open:
return
if not player.has_item(Item.KEY):
return
player.remove_item(Item.KEY)
self.open()
class BreakableBlock(Door, InteractableMixin):
closed_graphic = Graphic.BREAKABLE_BLOCK
def interact(self, player: Player) -> None:
if self.is_open:
return
if not player.has_item(Item.HAMMER):
return
player.remove_item(Item.HAMMER)
self.open()
class Bush(Door, InteractableMixin):
closed_graphic = Graphic.BUSH
def interact(self, player: Player) -> None:
if self.is_open:
return
if not player.has_item(Item.SWORD):
return
self.open()
class Button(Entity, InteractableMixin):
solid = True
activates: ActivatableMixin
activated = False
def __init__(self, activates: ActivatableMixin) -> None:
self.activates = activates
def interact(self, player: Player) -> None:
if self.activated:
return
self.activated = True
self.activates.activate(player)
@property
def graphic(self) -> Graphic:
if self.activated:
return Graphic.BUTTON_ACTIVATED
return Graphic.BUTTON_NOT_ACTIVATED
class ButtonDoor(Door, ActivatableMixin):
closed_graphic = Graphic.BUTTON_DOOR
def activate(self, player: Player) -> None:
self.is_open = True
self.solid = False
class Enemy(Entity, InteractableMixin):
solid = True
current_health: int
max_health: int
dead: bool = False
enemy_graphic_by_health: ClassVar[dict[int, Graphic]] = {
2: Graphic.NORMAL_ENEMY_2_HEALTH,
1: Graphic.NORMAL_ENEMY_1_HEALTH,
}
enemy_default_graphic = Graphic.NORMAL_ENEMY_1_HEALTH
def __init__(self, max_health: int) -> None:
self.max_health = max_health
self.respawn()
def die(self) -> None:
self.dead = True
self.solid = False
def respawn(self) -> None:
self.dead = False
self.solid = True
self.heal_if_not_dead()
def heal_if_not_dead(self) -> None:
if self.dead:
return
self.current_health = self.max_health
def interact(self, player: Player) -> None:
if self.dead:
return
if player.has_item(Item.SWORD):
self.current_health = max(0, self.current_health - 1)
if self.current_health == 0:
if not self.dead:
self.die()
return
player.damage(2)
@property
def graphic(self) -> Graphic:
if self.dead:
return Graphic.EMPTY
return self.enemy_graphic_by_health.get(self.current_health, self.enemy_default_graphic)
class EnemyWithLoot(Enemy, LocationMixin):
def __init__(self, max_health: int, location: Location) -> None:
super().__init__(max_health)
self.location = location
def die(self) -> None:
self.dead = True
self.solid = not self.has_given_content
def interact(self, player: Player) -> None:
if self.dead:
if not self.has_given_content:
self.give_content(player)
return
super().interact(player)
@property
def graphic(self) -> Graphic:
if self.dead and not self.has_given_content:
if self.content is None:
return Graphic.EMPTY
return ITEM_TO_GRAPHIC[self.content]
return super().graphic
def content_success(self) -> None:
self.die()
def content_failure(self) -> None:
self.die()
class FinalBoss(Enemy):
enemy_graphic_by_health: ClassVar[dict[int, Graphic]] = {
5: Graphic.BOSS_5_HEALTH,
4: Graphic.BOSS_4_HEALTH,
3: Graphic.BOSS_3_HEALTH,
2: Graphic.BOSS_2_HEALTH,
1: Graphic.BOSS_1_HEALTH,
}
enemy_default_graphic = Graphic.BOSS_1_HEALTH
def interact(self, player: Player) -> None:
dead_before = self.dead
super().interact(player)
if not dead_before and self.dead:
player.victory()