'Can't loop through dict_keys in @property method in python 3?
So I have the following code:
@property
def mod_list(self) -> List[Modifier]:
mods = []
print(len(self.statuses)) #Prints 0??? Update method prints the actual number when called??? Also means it *is* getting called properly when it's getting accessed
for status in self.statuses: # I've tried calling the keys() method on the dict but that doesn't work either
print("hello") #Doesn't print, indicating that it isn't looping
mods.extend(status.mods) # Note: statuses dict uses StatusEffect objects as keys, with values being the number of turns left before that status is removed; StatusEffects all possess a 'mods' property that is initialized to '[]' and can only be made up of modifiers
return mods
I don't understand why it can't access the keys of the dict? Even if I remove the decorator and call it instead of accessing it?
Especially when this method works properly?
def update(self):
deletion = []
print(len(self.statuses)) #Prints actual number of keys????
for name in self.statuses.keys():
print(name.name, self.statuses[name]) #Prints normally whenever update is called???
if hasattr(name, "turn_effect"):
name.turn_effect(self.entity)
self.statuses[name] -= 1
if self.statuses[name] < 1:
deletion.append(name)
...
for status in deletion:
del self.statuses[status]
Why isn't it working properly? And how do I fix it?
Edit: I managed to recreate the issue below, I think it might have to do with 'deepcopy' in the spawn method since I couldn't recreate the issue from scratch until I implemented and used the spawn method.
from __future__ import annotations
from typing import Dict, List
from copy import copy, deepcopy
class Entity:
def __init__(self, name:str, **kwargs:Component):
self.name = name
self.components:Dict[str, Component] = {}
for name, component in kwargs.items():
self.add_component(name, component)
def add_component(self, name:str, component:Component):
self.components[name] = component
component.entity = self
def update(self):
for comp in self.components.values():
comp.update()
def spawn(self):
return deepcopy(self)
class Component:
__entity: Entity
@property
def entity(self) -> Entity:
return self.__entity
@entity.setter
def entity(self, entity:Entity):
if hasattr(self, "__entity") and self.__entity is not None:
self.entity.remove_component(self)
self.__entity = entity
def update(self):
"""Placeholder method for component update methods"""
class StatusList(Component):
entity: Entity
def __init__(self) -> None:
self.statuses:Dict[StatusEffect, int] = {}
def add_status(self, status:StatusEffect, turns:int=1):
self.statuses[status] = turns
def update(self):
deletion = []
print(len(self.statuses.keys()))
for name in self.statuses.keys():
print(name.name, self.statuses[name])
if hasattr(name, "turn_effect"):
name.turn_effect(self.entity)
self.statuses[name] -= 1
if self.statuses[name] < 1:
deletion.append(name)
for status in deletion:
del self.statuses[status]
@property
def mod_list(self) -> List[Modifier]:
mods = []
print(len(self.statuses))
for status in self.statuses:
print("hello")
mods.extend(status.mods)
return mods
class StatusEffect:
name:str
turn_effect: function
mods:List[Modifier] = []
def apply(self, entity:Entity, turns:int=1):
if "status_list" in entity.components.keys():
entity.components["status_list"].add_status(self.copy(), turns)
def copy(self): #I specifically defined this method in the original code in case I need to modify it in the future
return copy(self)
class StatList(Component):
entity: Entity
stat_record: List[Stat] = []
def __init__(self, **stats:Stat) -> None:
for name, stat in stats.items():
stat.stat_list = self
stat.name = name
self.stat_record.append(stat)
def get_stat(self, name:str) -> Optional[Stat]:
for stat in self.stat_record:
if name == stat.name:
return stat
def get_stat_name(self, stat:Stat) -> Optional[str]:
if stat in record:
return stat.name
class Stat:
name:str
base_value:int
def __init__(self, base:int=0):
self.base_value = base
@property
def entity(self) -> Entity:
return self.stat_list.entity
@property
def current_value(self) -> int:
value = self.base_value
for mod in self.get_modifiers():
value += mod.value
return int(value)
def get_modifiers(self):
for component in self.entity.components.values():
if hasattr(component, "mod_list"):
for mod in component.mod_list:
if mod.stat == self.name:
yield mod
class Modifier:
stat: str
value: Union[int, float]
def __init__(self, stat:str, value:Union[int, float]):
self.stat = stat
self.value = value
rage = StatusEffect()
rage.name = "Rage"
rage.turn_effect = lambda entity : print(f"{entity.name} is enraged")
rage.mods = [
Modifier("atk", 5)
]
player = Entity(
name="Player",
stat_list=StatList(atk=Stat(5)),
status_list=StatusList()
).spawn()
rage.apply(player, 10)
while True:
player.update()
player.components["stat_list"].get_stat("atk").current_value
input()
Unfortunately, using copy() in the spawn method would result in entities created that way sharing status effects, stats, etc., which really defeats the purpose of spawning new entities
Edit 2: Modified spawn method to use copy and to copy all components, have to add guard clauses now but it works.
Sources
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Source: Stack Overflow
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