good console messages
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5c8a48e30d
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@ -44,10 +44,8 @@ class Interactable(Entity):
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player.herbs += 1
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player.herbs += 1
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if player.herbs == 10 and self.classifier == Classifiers.REST:
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if player.herbs == 10 and self.classifier == Classifiers.REST:
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player.statistics.set_hp(100)
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player.readyToCrafting = True
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player.statistics.set_stamina(100)
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player.statistics.set_thirst(-100)
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player.statistics.set_hunger(-100)
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def __str__(self):
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def __str__(self):
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return "Entity - ID:{}, pos:({}x, {}y), {}".format(self.id, self.x, self.y, self.classifier.name)
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return "Entity - ID:{}, pos:({}x, {}y), {}".format(self.id, self.x, self.y, self.classifier.name)
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@ -23,6 +23,7 @@ class Player(Entity):
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self.statistics = Statistics(100, 0, 0, 100)
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self.statistics = Statistics(100, 0, 0, 100)
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self.herbs = 0
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self.herbs = 0
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self.readyToCrafting = False
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# How many steps has the player taken through its lifetime
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# How many steps has the player taken through its lifetime
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self.movePoints = 0
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self.movePoints = 0
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# Tracks how much time has passed since the player is alive
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# Tracks how much time has passed since the player is alive
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@ -58,16 +59,16 @@ class Player(Entity):
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self.statistics.set_hunger(0.5)
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self.statistics.set_hunger(0.5)
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# gets more thirsty
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# gets more thirsty
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# self.statistics.set_thirst(2.2)
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# self.statistics.set_thirst(2.2)
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self.statistics.set_thirst(0.5)
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self.statistics.set_thirst(0.8)
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# gets tired
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# gets tired
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# self.statistics.set_stamina(-1.9)
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# self.statistics.set_stamina(-1.9)
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self.statistics.set_stamina(-0.5)
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self.statistics.set_stamina(-0.7)
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def applyTimeFatigue(self):
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def applyTimeFatigue(self):
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"""
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"""
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A separate method to lower the statistics. Invoked every frame.
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A separate method to lower the statistics. Invoked every frame.
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"""
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"""
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self.statistics.set_thirst(0.002)
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self.statistics.set_thirst(0.006)
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self.statistics.set_hunger(0.003)
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self.statistics.set_hunger(0.003)
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self.statistics.set_stamina(-0.001)
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self.statistics.set_stamina(-0.001)
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@ -122,11 +122,18 @@ class EventManager:
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self.player.gotoToTarget(target, self.game.map)
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self.player.gotoToTarget(target, self.game.map)
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self.iterator += 1
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self.iterator += 1
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if self.player.herbs > self.takenHerbs:
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if self.player.herbs > self.takenHerbs:
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self.game.screen.ui.console.printToConsole("Ziele zebrane! Ilość: " + str(self.player.herbs))
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self.game.screen.ui.console.printToConsole("Ziele zebrane! Ilość: " + str(self.player.herbs))
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self.takenHerbs = self.player.herbs
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self.takenHerbs = self.player.herbs
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if self.player.readyToCrafting:
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self.game.screen.ui.console.printToConsole("Eliksir został utworzony i spożyty!")
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self.player.statistics.set_hp(100)
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self.player.statistics.set_stamina(100)
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self.player.statistics.set_thirst(-100)
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self.player.statistics.set_hunger(-100)
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self.player.readyToCrafting = False
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if keys[pygame.K_r]:
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if keys[pygame.K_r]:
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self.game.map.respawn()
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self.game.map.respawn()
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@ -138,7 +145,8 @@ class EventManager:
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from src.entities.Interactable import Interactable
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from src.entities.Interactable import Interactable
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playerPickType = pickWeightedAffinity(self.player.affinities)
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playerPickType = pickWeightedAffinity(self.player.affinities)
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UiConsole.printToConsole("player picked" + str(playerPickType))
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UiConsole.printToConsole("player picked" + str(playerPickType))
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self.player.gotoToTarget(Random().choice(self.game.map.getInteractablesByClassifier(playerPickType)),
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self.player.gotoToTarget(
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Random().choice(self.game.map.getInteractablesByClassifier(playerPickType)),
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self.game.map)
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self.game.map)
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break
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break
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except IndexError:
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except IndexError:
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@ -437,6 +437,8 @@ class Game:
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for i in self.movementList:
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for i in self.movementList:
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self.entityToVisitList.append(self.map.getEntityOnCoord(i))
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self.entityToVisitList.append(self.map.getEntityOnCoord(i))
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self.screen.ui.console.printToConsole("First generation: " + str(firstGeneration[0]))
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self.entityToVisitList.remove(self.entityToVisitList[0])
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self.entityToVisitList.remove(self.entityToVisitList[0])
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self.screen.ui.console.printToConsole("The best generation: " + str(self.entityToVisitList))
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self.mainLoop()
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self.mainLoop()
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