is_alive() is now based on player's health instead of a dedicated state
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@@ -8,11 +8,10 @@ class BrSimPlayer():
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self.inventory= inventory or []
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self.damage= 1 # this is the punch damage amount
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self.max_weight= 5 # this is the max inventory weight
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self.is_alive= True
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self.agility= 10 # chance to avoid an hit
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def is_alive(self):
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return self.is_alive
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return self.health > 0
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def attack(self, target):
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if not self.is_alive(): return
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@@ -25,7 +24,6 @@ class BrSimPlayer():
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self.health -= damage
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if self.health <= 0:
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self.health = 0
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self.is_alive = False
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# show something like 'player is dead'
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else:
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# show something like 'get hit'
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@@ -34,7 +32,6 @@ class BrSimPlayer():
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def try_to_avoid_hit(self):
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# maybe depend on the attack, if it is a gun shot it's quite impossible to dodge
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rnd= _random.randint(0, 100)
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# if rnd > self.agility: return True ## XXX this is strange, if the agility is high the chances to dodge are lower
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if rnd < self.agility: return True
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return False
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