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package model
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import (
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"mvvasilev/last_light/engine"
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"github.com/gdamore/tcell/v2"
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)
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type Player struct {
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Entity
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inLookState bool
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skipNextTurn bool
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}
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func CreatePlayer(x, y int, playerBaseStats map[Stat]int) *Player {
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p := &Player{
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Entity: CreateEntity(
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WithName("Player"),
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WithPosition(engine.PositionAt(x, y)),
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WithPresentation('@', tcell.StyleDefault),
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WithInventory(CreateEquippedInventory()),
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WithStats(playerBaseStats),
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WithHealthData(0, 0, false),
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WithBehavior(100, nil),
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),
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}
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p.Inventory().Push(Item_Bow())
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p.HealthData().MaxHealth = BaseMaxHealth(p)
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p.HealthData().Health = p.HealthData().MaxHealth
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return p
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}
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func (p *Player) Inventory() *EquippedInventory {
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return p.Entity.Equipped().Inventory
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}
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func (p *Player) Position() engine.Position {
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return p.Entity.Positioned().Position
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}
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func (p *Player) Presentation() (rune, tcell.Style) {
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return p.Presentable().Rune, p.Presentable().Style
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}
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func (p *Player) Stats() *Entity_StatsHolderComponent {
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return p.Entity.Stats()
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}
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func (p *Player) HealthData() *Entity_HealthComponent {
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return p.Entity.HealthData()
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}
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func (p *Player) DefaultSpeed() *Entity_BehaviorComponent {
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return p.Entity.Behavior()
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}
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func (p *Player) SkipNextTurn(skip bool) {
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p.skipNextTurn = skip
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}
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func (p *Player) IsNextTurnSkipped() bool {
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return p.skipNextTurn
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}
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func (p *Player) IsInLookState() bool {
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return p.inLookState
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}
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func (p *Player) SetInLookState(lookState bool) {
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p.inLookState = lookState
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}
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