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* 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>
89 lines
2.4 KiB
Python
89 lines
2.4 KiB
Python
from collections import Counter
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from collections.abc import Callable
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from typing import TYPE_CHECKING
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from .events import Event, LocationClearedEvent, VictoryEvent
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from .gameboard import Gameboard
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from .graphics import Graphic
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from .inputs import Direction
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from .items import Item
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class Player:
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current_x: int
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current_y: int
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current_health: int
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has_won: bool = False
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facing: Direction
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inventory: Counter[Item]
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gameboard: Gameboard
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push_event: Callable[[Event], None]
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def __init__(self, gameboard: Gameboard, push_event: Callable[[Event], None]) -> None:
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self.gameboard = gameboard
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self.inventory = Counter()
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self.push_event = push_event
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self.respawn()
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def respawn(self) -> None:
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self.current_x = 4
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self.current_y = 9
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self.current_health = self.max_health
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self.facing = Direction.DOWN
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@property
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def max_health(self) -> int:
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return 2 + 2 * self.inventory[Item.HEALTH_UPGRADE]
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def render(self) -> Graphic:
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if not self.gameboard.ready:
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return Graphic.EMPTY
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if self.facing == Direction.LEFT:
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return Graphic.PLAYER_LEFT
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if self.facing == Direction.UP:
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return Graphic.PLAYER_UP
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if self.facing == Direction.RIGHT:
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return Graphic.PLAYER_RIGHT
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return Graphic.PLAYER_DOWN
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def receive_item(self, item: Item) -> None:
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assert item != Item.REMOTE_ITEM, "Player should not directly receive the remote item"
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self.inventory[item] += 1
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if item == Item.HEALTH_UPGRADE:
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self.current_health += 2
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def has_item(self, item: Item) -> bool:
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return self.inventory[item] > 0
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def remove_item(self, item: Item) -> None:
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self.inventory[item] -= 1
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def damage(self, damage: int) -> None:
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if self.has_item(Item.SHIELD):
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damage = damage // 2
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self.current_health = max(0, self.current_health - damage)
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if self.current_health <= 0:
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self.die()
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def die(self) -> None:
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self.respawn()
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self.gameboard.respawn_final_boss()
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self.gameboard.heal_alive_enemies()
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def location_cleared(self, location_id: int) -> None:
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event = LocationClearedEvent(location_id)
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self.push_event(event)
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def victory(self) -> None:
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self.has_won = True
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event = VictoryEvent()
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self.push_event(event)
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