Files
fedora_openclaw d4fd5561c2 Fix keycard mismatch and typo in locked-door message
Inventory stored keycards under their full item_id (keycard_red) while
Room.locked_by/has_keycard checked against the plain color (red), so
the Waffentresor always reported itself as locked even with the
keycard in hand. Also fixes "rede Keycard" -> "rote Keycard".
2026-07-05 20:22:00 +02:00

127 lines
4.0 KiB
Python

#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""Item-, Waffen- und Inventar-Klassen."""
class Item:
def __init__(self, item_id, name, description, kind="misc", stackable=True, value=1):
self.item_id = item_id
self.name = name
self.description = description
self.kind = kind # misc, consumable, key, lore, fragment
self.stackable = stackable
self.value = value # z.B. Heilmenge bei consumables
@classmethod
def from_dict(cls, d):
return cls(
item_id=d["id"],
name=d["name"],
description=d.get("description", ""),
kind=d.get("kind", "misc"),
stackable=d.get("stackable", True),
value=d.get("value", 1),
)
class Weapon:
def __init__(self, weapon_id, name, damage_range, ammo_type, ammo_cost,
damage_type="ballistic", description=""):
self.weapon_id = weapon_id
self.name = name
self.damage_range = tuple(damage_range) # (min, max)
self.ammo_type = ammo_type # "melee" fuer unbegrenzt
self.ammo_cost = ammo_cost
self.damage_type = damage_type # ballistic, plasma, melee
self.description = description
@classmethod
def from_dict(cls, d):
return cls(
weapon_id=d["id"],
name=d["name"],
damage_range=d["damage_range"],
ammo_type=d.get("ammo_type", "melee"),
ammo_cost=d.get("ammo_cost", 0),
damage_type=d.get("damage_type", "ballistic"),
description=d.get("description", ""),
)
def __repr__(self):
return self.name
# Waffen-Dreieck: Schaden-Multiplikator (Waffentyp -> Gegnertyp)
TYPE_ADVANTAGE = {
("ballistic", "demon"): 1.3,
("ballistic", "program"): 0.8,
("ballistic", "hybrid"): 1.0,
("plasma", "program"): 1.3,
("plasma", "hybrid"): 1.15,
("plasma", "demon"): 0.85,
("melee", "demon"): 1.0,
("melee", "program"): 1.0,
("melee", "hybrid"): 1.1,
}
def type_multiplier(damage_type, enemy_type):
return TYPE_ADVANTAGE.get((damage_type, enemy_type), 1.0)
class Inventory:
def __init__(self):
self.items = {} # item_id -> (Item, count)
self.keycards = set() # "red", "blue", "yellow"
self.crucible_fragments = 0
self.has_backup_pill = False
def add(self, item, count=1):
if item.kind == "key":
color = item.item_id.removeprefix("keycard_")
self.keycards.add(color)
return
if item.kind == "fragment":
self.crucible_fragments += count
return
if item.item_id == "backup_pill":
self.has_backup_pill = True
return
if item.item_id in self.items:
existing_item, existing_count = self.items[item.item_id]
self.items[item.item_id] = (existing_item, existing_count + count)
else:
self.items[item.item_id] = (item, count)
def has(self, item_id):
return item_id in self.items and self.items[item_id][1] > 0
def consume(self, item_id):
if not self.has(item_id):
return None
item, count = self.items[item_id]
count -= 1
if count <= 0:
del self.items[item_id]
else:
self.items[item_id] = (item, count)
return item
def has_keycard(self, color):
return color in self.keycards
def list_display(self):
lines = []
for item, count in self.items.values():
lines.append(f"{item.name} x{count}")
if self.keycards:
lines.append("Keycards: " + ", ".join(sorted(self.keycards)))
if self.crucible_fragments:
lines.append(f"Crucible-Fragmente: {self.crucible_fragments}/3")
if self.has_backup_pill:
lines.append("Backup-Pille (Auto-Revive bereit)")
return lines
def is_empty(self):
return not self.items and not self.keycards and not self.crucible_fragments and not self.has_backup_pill