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weaponInfo.py
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weaponInfo.py
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class weaponInfo:
def __init__(self):
self.bow = ['longStick', 'shortStick', 'vine', 'sharpStone', 'feather']
self.slingshot= ['longGrass', 'pebbles']
self.blowgun = ['reeds', 'feather', 'thorn']
self.hammer = ['broadStone','shortStick']
self.mace = ['sharpStone', 'thorn', 'shortStick']
self.trident = ['longStick', 'shortStick', 'sharpStone']
self.spear = ['longStick', 'sharpStone']
self.axe = ['broadStone', 'longStick', 'reeds']
self.sword = []
self.dagger = ['sharpStone', 'longGrass']
self.craftTypes = ['shortStick', 'longStick', 'sharpStone', 'broadStone', 'pebbles', 'feather', 'vine', 'reeds', 'longGrass', 'thorns']
self.weaponList = ['bow', 'slingshot', 'blowgun', 'hammer', 'mace', 'trident', 'spear', 'axe', 'sword', 'dagger']
self.error = []
def weaponType(self, num):
if(num == 1):
res = 'bow'
elif(num == 2):
res= 'slingshot'
elif(num == 3):
res = 'blowgun'
elif(num == 4):
res = 'hammer'
elif(num == 5):
res = 'mace'
elif(num == 6):
res= 'trident'
elif(num == 7):
res = 'spear'
elif(num == 8):
res = 'axe'
elif(num == 9):
res = 'sword'
elif(num == 10):
res = 'dagger'
else:
res = None
return res
def weaponStrength(self, type):
if(type == 'bow'):
strength = 6
elif(type == 'slingshot'):
strength = 3
elif(type == 'blowgun'):
strength = 3
elif(type == 'hammer'):
strength = 5
elif(type == 'mace'):
strength = 6
elif(type == 'trident'):
strength = 5
elif(type == 'spear'):
strength = 5
elif(type == 'axe'):
strength = 5
elif(type == 'sword'):
strength = 6
elif(type == 'dagger'):
strength = 4
else:
strength = 5
return strength
def weaponRange(self, type):
if(type == 'bow'):
range = 7
elif(type == 'slingshot'):
range = 5
elif(type == 'blowgun'):
range = 4
else:
range = 1
return range
## Returns full list of items needed to craft a certain weapon
def totalItemsToCraft(self, type):
if(type == 'bow'):
return self.bow
elif(type == 'slingshot'):
return self.slingshot
elif(type == 'blowgun'):
return self.blowgun
elif(type == 'hammer'):
return self.hammer
elif(type == 'mace'):
return self.mace
elif(type == 'trident'):
return self.trident
elif(type == 'spear'):
return self.spear
elif(type == 'axe'):
return self.axe
elif(type == 'sword'):
return self.sword
elif(type == 'dagger'):
return self.dagger
else:
return self.error
def totalNumItemsToCraft(self, type):
if(type == 'bow'):
return len(self.bow)
elif(type == 'slingshot'):
return len(self.slingshot)
elif(type == 'blowgun'):
return len(self.blowgun)
elif(type == 'hammer'):
return len(self.hammer)
elif(type == 'mace'):
return len(self.mace)
elif(type == 'trident'):
return len(self.trident)
elif(type == 'spear'):
return len(self.spear)
elif(type == 'axe'):
return len(self.axe)
elif(type == 'sword'):
return len(self.sword)
elif(type == 'dagger'):
return len(self.dagger)
else:
return len(self.error)
def canCraft(self, type, items):
itemList = self.totalItemsToCraft(type)
tribItems = items
ans = False
if(type == 'sword'):
return False
if(len(itemList) > len(tribItems)):
ans = False
else:
matchedItems = 0
for needed in itemList:
for item in tribItems:
if item == needed:
matchedItems += 1
if matchedItems >= len(itemList):
ans = True
else:
ans = False
return ans
def itemsNeededToCraft(self, type, items):
itemList = self.totalItemsToCraft(type)
tribItems = items
ans = []
if(type == 'sword'):
return []
for needed in itemList:
match = 0
for item in tribItems:
if item == needed:
match = 1
if match == 0:
ans.append(needed)
return ans