| 
 | 1 | +from __future__ import annotations  | 
 | 2 | + | 
 | 3 | +from typing import TYPE_CHECKING, Optional  | 
 | 4 | + | 
 | 5 | +import game.components.base_component  | 
 | 6 | +import game.equipment_types  | 
 | 7 | + | 
 | 8 | +if TYPE_CHECKING:  | 
 | 9 | +    import game.entity  | 
 | 10 | + | 
 | 11 | + | 
 | 12 | +class Equipment(game.components.base_component.BaseComponent):  | 
 | 13 | +    parent: game.entity.Actor  | 
 | 14 | + | 
 | 15 | +    def __init__(self, weapon: Optional[game.entity.Item] = None, armor: Optional[game.entity.Item] = None):  | 
 | 16 | +        self.weapon = weapon  | 
 | 17 | +        self.armor = armor  | 
 | 18 | + | 
 | 19 | +    @property  | 
 | 20 | +    def defense_bonus(self) -> int:  | 
 | 21 | +        bonus = 0  | 
 | 22 | + | 
 | 23 | +        if self.weapon is not None and self.weapon.equippable is not None:  | 
 | 24 | +            bonus += self.weapon.equippable.defense_bonus  | 
 | 25 | + | 
 | 26 | +        if self.armor is not None and self.armor.equippable is not None:  | 
 | 27 | +            bonus += self.armor.equippable.defense_bonus  | 
 | 28 | + | 
 | 29 | +        return bonus  | 
 | 30 | + | 
 | 31 | +    @property  | 
 | 32 | +    def power_bonus(self) -> int:  | 
 | 33 | +        bonus = 0  | 
 | 34 | + | 
 | 35 | +        if self.weapon is not None and self.weapon.equippable is not None:  | 
 | 36 | +            bonus += self.weapon.equippable.power_bonus  | 
 | 37 | + | 
 | 38 | +        if self.armor is not None and self.armor.equippable is not None:  | 
 | 39 | +            bonus += self.armor.equippable.power_bonus  | 
 | 40 | + | 
 | 41 | +        return bonus  | 
 | 42 | + | 
 | 43 | +    def item_is_equipped(self, item: game.entity.Item) -> bool:  | 
 | 44 | +        return self.weapon == item or self.armor == item  | 
 | 45 | + | 
 | 46 | +    def unequip_message(self, item_name: str) -> None:  | 
 | 47 | +        self.parent.parent.engine.message_log.add_message(f"You remove the {item_name}.")  | 
 | 48 | + | 
 | 49 | +    def equip_message(self, item_name: str) -> None:  | 
 | 50 | +        self.parent.parent.engine.message_log.add_message(f"You equip the {item_name}.")  | 
 | 51 | + | 
 | 52 | +    def equip_to_slot(self, slot: str, item: game.entity.Item, add_message: bool) -> None:  | 
 | 53 | +        current_item = getattr(self, slot)  | 
 | 54 | + | 
 | 55 | +        if current_item is not None:  | 
 | 56 | +            self.unequip_from_slot(slot, add_message)  | 
 | 57 | + | 
 | 58 | +        setattr(self, slot, item)  | 
 | 59 | + | 
 | 60 | +        if add_message:  | 
 | 61 | +            self.equip_message(item.name)  | 
 | 62 | + | 
 | 63 | +    def unequip_from_slot(self, slot: str, add_message: bool) -> None:  | 
 | 64 | +        current_item = getattr(self, slot)  | 
 | 65 | + | 
 | 66 | +        if add_message:  | 
 | 67 | +            self.unequip_message(current_item.name)  | 
 | 68 | + | 
 | 69 | +        setattr(self, slot, None)  | 
 | 70 | + | 
 | 71 | +    def toggle_equip(self, equippable_item: game.entity.Item, add_message: bool = True) -> None:  | 
 | 72 | +        if (  | 
 | 73 | +            equippable_item.equippable  | 
 | 74 | +            and equippable_item.equippable.equipment_type == game.equipment_types.EquipmentType.WEAPON  | 
 | 75 | +        ):  | 
 | 76 | +            slot = "weapon"  | 
 | 77 | +        else:  | 
 | 78 | +            slot = "armor"  | 
 | 79 | + | 
 | 80 | +        if getattr(self, slot) == equippable_item:  | 
 | 81 | +            self.unequip_from_slot(slot, add_message)  | 
 | 82 | +        else:  | 
 | 83 | +            self.equip_to_slot(slot, equippable_item, add_message)  | 
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