Modulares Python-Textadventure mit Kampfsystem (Stagger, Bullet Time, Glory Kills, Hacking-Skill-Checks), Hub-Raum-Navigation, prozeduralen Encountern, 3 Charakterklassen, mehreren Enden und Story-Elementen (weißer Hase, Orakel, schwarze-Katze-Deja-vu-Glitch).
233 lines
8.5 KiB
Python
233 lines
8.5 KiB
Python
#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""Player-Klasse: Stats, Klassen, Leveling, Inventar, Story-Flags."""
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import json
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import os
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from doom_matrix.engine.ui import Colors, bar
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from doom_matrix.entities.items import Inventory, Weapon
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_WEAPON_DATA_PATH = os.path.join(os.path.dirname(os.path.dirname(__file__)), "data", "weapons.json")
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_WEAPON_TEMPLATES = None
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def _load_weapon_templates():
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global _WEAPON_TEMPLATES
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if _WEAPON_TEMPLATES is None:
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with open(_WEAPON_DATA_PATH, "r", encoding="utf-8") as f:
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data = json.load(f)
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_WEAPON_TEMPLATES = {d["id"]: d for d in data}
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return _WEAPON_TEMPLATES
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def make_weapon(weapon_id):
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templates = _load_weapon_templates()
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return Weapon.from_dict(templates[weapon_id])
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# Charakterklassen: Basiswerte
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CLASSES = {
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"slayer": {
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"name": "Slayer",
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"description": "Doom-Fokus. Mehr HP und Staerke, schwaecheres Hacking.",
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"hp": 120, "armor": 20, "focus": 60, "hacking": 2, "strength": 8, "corruption_rate": 1.0,
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"start_weapon": "super_shotgun", "start_ammo": {"shells": 20},
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},
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"operator": {
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"name": "Operator",
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"description": "Matrix-Fokus. Starkes Hacking und Focus, koerperlich schwaecher.",
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"hp": 85, "armor": 10, "focus": 100, "hacking": 9, "strength": 3, "corruption_rate": 1.0,
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"start_weapon": "plasma_rifle", "start_ammo": {"cells": 100},
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},
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"hybrid": {
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"name": "Anomalie",
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"description": "Ausgewogen. Einzigartige Dialogoptionen, aber doppelte Corruption.",
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"hp": 100, "armor": 15, "focus": 80, "hacking": 5, "strength": 5, "corruption_rate": 2.0,
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"start_weapon": "super_shotgun", "start_ammo": {"shells": 10, "cells": 40},
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},
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}
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class Player:
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def __init__(self, player_class="slayer"):
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cls_data = CLASSES[player_class]
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self.player_class = player_class
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self.class_name = cls_data["name"]
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self.name = "The One Slayer"
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self.max_health = cls_data["hp"]
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self.health = cls_data["hp"]
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self.armor = cls_data["armor"]
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self.max_focus = cls_data["focus"]
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self.focus = cls_data["focus"]
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self.hacking = cls_data["hacking"]
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self.strength = cls_data["strength"]
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self.corruption_rate = cls_data["corruption_rate"]
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self.corruption = 0 # 0-100
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self.level = 1
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self.praetor_tokens = 0
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self.weapons = [make_weapon("fists")]
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start_weapon = make_weapon(cls_data["start_weapon"])
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self.weapons.append(start_weapon)
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self.ammo = {"bullets": 0, "shells": 0, "cells": 0, "bfg": 0}
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self.ammo.update(cls_data["start_ammo"])
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self.inventory = Inventory()
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self.layer = 3 # Start in Matrix
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self.location = "construct"
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self.glory_kills = 0
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self.hacks = 0
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self.trace_marks = 0
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# Story-Flags fuer Easter Eggs / Verzweigungen
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self.flags = {
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"met_oracle": False,
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"saw_rabbit": False,
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"cat_glitch_count": 0,
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"cat_glitch_seen": False,
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"god_mode": False,
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"cheats_used": [],
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}
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def has_weapon(self, weapon_id):
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return any(w.weapon_id == weapon_id for w in self.weapons)
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def get_weapon(self, weapon_id):
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for w in self.weapons:
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if w.weapon_id == weapon_id:
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return w
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return None
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def add_weapon(self, weapon_id):
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if not self.has_weapon(weapon_id):
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self.weapons.append(make_weapon(weapon_id))
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def heal(self, amount):
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self.health = min(self.max_health, self.health + amount)
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def take_damage(self, amount):
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"""Wendet Schaden an, Armor absorbiert zuerst. Gibt (final_damage, armor_absorbed) zurueck."""
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if self.flags.get("god_mode"):
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return 0, 0
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armor_absorb = min(self.armor, amount)
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self.armor -= armor_absorb
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remaining = amount - armor_absorb
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self.health = max(0, self.health - remaining)
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return remaining, armor_absorb
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def add_armor(self, amount):
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self.armor = min(100, self.armor + amount)
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def gain_corruption(self, amount):
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self.corruption = min(100, self.corruption + amount * self.corruption_rate)
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def is_dead(self):
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return self.health <= 0
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def try_auto_revive(self):
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if self.inventory.has_backup_pill and self.is_dead():
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self.inventory.has_backup_pill = False
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self.health = int(self.max_health * 0.5)
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return True
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return False
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def spend_praetor_token(self, stat):
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if self.praetor_tokens <= 0:
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return False
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self.praetor_tokens -= 1
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if stat == "health":
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self.max_health += 15
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self.health = min(self.max_health, self.health + 15)
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elif stat == "focus":
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self.max_focus += 15
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self.focus = min(self.max_focus, self.focus + 15)
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elif stat == "hacking":
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self.hacking += 2
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elif stat == "strength":
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self.strength += 2
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return True
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def _layer_name(self):
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layers = {
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4: f"{Colors.RED}MARS UAC BASE{Colors.END}",
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3: f"{Colors.GREEN}THE MATRIX{Colors.END}",
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2: f"{Colors.MAGENTA}HELL SERVER{Colors.END}",
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1: f"{Colors.YELLOW}THE ARCHITECT'S CORE{Colors.END}",
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0: f"{Colors.WHITE}{Colors.BOLD}LAYER 0{Colors.END}",
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}
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return layers.get(self.layer, "UNKNOWN")
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def show_status(self):
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print(f"\n{Colors.BOLD}{Colors.CYAN}═══ STATUS: {self.class_name} ═══{Colors.END}")
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print(f"Health: {bar(self.health, self.max_health, Colors.RED)}")
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print(f"Armor: {bar(self.armor, 100, Colors.YELLOW)}")
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print(f"Focus: {bar(self.focus, self.max_focus, Colors.GREEN)}")
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print(f"Corruption: {bar(int(self.corruption), 100, Colors.MAGENTA)}")
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print(f"Hacking: {self.hacking} Strength: {self.strength} Level: {self.level}")
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print(f"Layer: {self._layer_name()}")
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print(f"Weapons: {', '.join(w.name for w in self.weapons)}")
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if any(self.ammo.values()):
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print(f"Ammo: {', '.join([f'{k}={v}' for k, v in self.ammo.items() if v > 0])}")
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inv_lines = self.inventory.list_display()
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if inv_lines:
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print(f"Inventar: {' | '.join(inv_lines)}")
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if self.praetor_tokens:
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print(f"{Colors.YELLOW}Praetor-Token verfuegbar: {self.praetor_tokens}{Colors.END}")
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print(f"{Colors.CYAN}══════════════════════════════{Colors.END}\n")
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def to_dict(self):
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return {
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"player_class": self.player_class,
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"health": self.health,
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"max_health": self.max_health,
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"armor": self.armor,
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"focus": self.focus,
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"max_focus": self.max_focus,
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"hacking": self.hacking,
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"strength": self.strength,
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"corruption": self.corruption,
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"level": self.level,
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"praetor_tokens": self.praetor_tokens,
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"weapon_ids": [w.weapon_id for w in self.weapons],
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"ammo": self.ammo,
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"layer": self.layer,
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"location": self.location,
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"glory_kills": self.glory_kills,
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"hacks": self.hacks,
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"trace_marks": self.trace_marks,
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"flags": self.flags,
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"keycards": list(self.inventory.keycards),
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"crucible_fragments": self.inventory.crucible_fragments,
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"has_backup_pill": self.inventory.has_backup_pill,
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}
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@classmethod
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def from_dict(cls, d):
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p = cls(d.get("player_class", "slayer"))
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p.health = d["health"]
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p.max_health = d["max_health"]
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p.armor = d["armor"]
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p.focus = d["focus"]
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p.max_focus = d["max_focus"]
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p.hacking = d["hacking"]
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p.strength = d["strength"]
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p.corruption = d["corruption"]
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p.level = d["level"]
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p.praetor_tokens = d["praetor_tokens"]
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p.weapons = [make_weapon(wid) for wid in d["weapon_ids"]]
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p.ammo = d["ammo"]
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p.layer = d["layer"]
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p.location = d["location"]
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p.glory_kills = d["glory_kills"]
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p.hacks = d["hacks"]
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p.trace_marks = d["trace_marks"]
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p.flags = d["flags"]
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p.inventory.keycards = set(d.get("keycards", []))
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p.inventory.crucible_fragments = d.get("crucible_fragments", 0)
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p.inventory.has_backup_pill = d.get("has_backup_pill", False)
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return p
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