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w_rpg_fight_round.py
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import random
import y_helpers
class FightRound:
def __init__(self, hero_party, enemy_party, inventory, magic_model, input_list=[]):
self.hero_party = hero_party
self.enemy_party = enemy_party
self.inventory = inventory
self.magic_model = magic_model
self.combined_parties = self.hero_party + self.enemy_party
self.input_list = input_list
self.round_index = 0
self.enemy_strategies = {'cure': self.strat_enemy_cure,
'twice': self.strat_enemy_attack_twice}
self.turnOrderList = self.create_turn_order_list()
@property
def is_battle_over(self):
return next((False for x in self.hero_party if not y_helpers.is_character_KOed(x)), True) or \
next(
(False for x in self.enemy_party if not x['statusEffect']['KO']), True)
@property
def outcome(self):
if self.is_battle_over:
ishero_partyDefeated = next(
(False for x in self.hero_party if not y_helpers.is_character_KOed(x)), True)
return y_helpers.OUTCOME_DEFEAT if ishero_partyDefeated else y_helpers.OUTCOME_VICTORY
return y_helpers.OUTCOME_DRAW
def handle_enemy(self, enemy, order):
if y_helpers.is_team_KOed(self.hero_party):
return
if 'strategy' in enemy:
self.enemy_strategies[enemy['strategy']](enemy, order)
else:
self.strat_enemy_vanilla(enemy, order)
def enemy_choose_target(self, targetType, duel, enemy):
if targetType == y_helpers.TARGET_ANOTHER:
duel['target'] = [random.choice(self.hero_party)]
while y_helpers.is_character_KOed(duel['target'][0]):
duel['target'] = [random.choice(self.hero_party)]
elif targetType == y_helpers.TARGET_SELF:
duel['target'] = [enemy]
elif targetType == y_helpers.TARGET_ANOTHER_PARTY:
duel['target'] = self.hero_party
elif targetType == y_helpers.TARGET_OWN_PARTY:
duel['target'] = self.enemy_party
def handle_poison(self, element, order):
duel = {'agent': {'name': 'POISONED',
'hp': 1,
'speed': {'base': 1, 'buffAdd': 0, 'buffMult': 1},
'statusEffect': {'KO': False, 'POISONED': False, 'STUNNED': False, 'CONFUSED': False}
}
}
duel['target'] = [element]
duel['type'] = y_helpers.TYPE_POISON
order.append(duel)
def create_turn_order_list(self):
order = []
for duel in self.input_list:
if y_helpers.is_character_KOed(duel['agent']) or duel['agent']['statusEffect']['CONFUSED']:
continue
duel['isHeroAgent'] = True
order.append(duel)
for enemy in self.enemy_party:
if y_helpers.is_character_KOed(enemy) or enemy['statusEffect']['CONFUSED']:
continue
self.handle_enemy(enemy, order)
for element in self.combined_parties:
if element['statusEffect']['KO']:
continue
if element['statusEffect']['POISONED']:
self.handle_poison(element, order)
if element['statusEffect']['CONFUSED']:
self.handle_confused(element, order)
order = sorted(order, key=lambda x: y_helpers.get_stat(
x['agent']['speed']), reverse=True)
return order
def handle_confused(self, element, order):
if y_helpers.is_team_KOed(self.combined_parties):
return
duel = {'agent': element}
duel['target'] = [random.choice(self.combined_parties)]
while y_helpers.is_character_KOed(duel['target'][0]):
duel['target'] = [random.choice(self.combined_parties)]
duel['type'] = y_helpers.TYPE_ATTACK
order.append(duel)
@property
def is_last_turn_in_round(self):
return len(self.turnOrderList) == self.round_index + 1
@property
def current_turn(self):
return self.turnOrderList[self.round_index]
def next_turn(self):
if self.round_index <= len(self.turnOrderList) - 1:
self.round_index += 1
def round_fight(self):
turn = self.current_turn
if self.is_battle_over:
return
if y_helpers.is_character_KOed(turn['agent']):
return
message = ''
if turn['type'] == y_helpers.TYPE_ATTACK:
message = self.attack()
elif turn['type'] == y_helpers.TYPE_MAGIC:
message = self.magic()
elif turn['type'] == y_helpers.TYPE_POISON:
message = self.poison()
# this may need to change in the future if the messages don't fit
return [message]
def poison(self):
turn = self.current_turn
message = ''
poisonDamage = 1
for target in turn['target']:
if target['statusEffect']['KO']:
target['statusEffect']['POISONED'] = False
return
y_helpers.update_hp(target, poisonDamage)
message += '{} took {} damage from Poison\n'.format(
target['name'], poisonDamage)
return message
def can_cast_spell(self, spell):
for cost in spell['costs']:
letter = y_helpers.find_by_name(self.inventory, cost)
if letter["amount"] < spell['costs'][cost]:
return False
return True
def magic(self):
turn = self.current_turn
canCastSpell = self.can_cast_spell(turn['spell'])
if not canCastSpell:
return "{} cannot cast {}".format(turn['agent']['name'], turn['spell']['name'])
for cost in turn['spell']['costs'].keys():
letter = y_helpers.find_by_name(self.inventory, cost)
letter['amount'] -= turn['spell']['costs'][cost]
message = ''
for target in turn['target']:
message = self.cast_spell(message, target, turn)
return message
def cast_spell(self, message, target, turn):
if turn['agent']['name'] == target['name']:
message += '{} cast {}'.format(
turn['agent']['name'], turn['spell']['name'])
else:
message += '{} cast {} on {}'.format(
turn['agent']['name'], turn['spell']['name'], target['name'])
for affect in turn['spell']['affects'].keys():
key = turn['spell']['affects'][affect]
if affect == 'custom':
message += self.spells.items[key](
turn['agent'], self.hero_party, self.enemy_party)
elif affect == 'statusOn':
if key in target['statusImmunity']:
message += self.failed_status_message(target, key)
else:
target['statusEffect'][key] = True
message += self.added_status_message(target, key)
elif affect == 'statusOff':
target['statusEffect'][key] = False
message += self.removed_status_message(target, key)
else:
if affect == 'hp':
if key >= 1:
# cure
y_helpers.update_hp(target, key)
message += self.append_cure_message(target)
elif key <= 1:
m_attack = (
key + 0 - y_helpers.get_stat(turn['agent']['attack']))
y_helpers.update_hp(target, m_attack)
message += self.append_attack_message(
turn['agent'], target, m_attack)
else:
# by percentage points
# add later
pass
else:
if key >= 1 or key <= -1:
target[affect]['buffAdd'] += key
else:
target[affect]['buffMult'] += key
return message
def failed_status_message(self, target, key):
return '\nbut {} is immune to {}'.format(target['name'], key)
def added_status_message(self, target, key):
return '\n{} is {}'.format(target['name'], key)
def removed_status_message(self, target, key):
return '\n{} is not {} any more'.format(target['name'], key)
def attack(self):
turn = self.current_turn
message = ''
for target in turn['target']:
if y_helpers.is_character_KOed(target):
defendingParty = self.enemy_party if turn['isHeroAgent'] else self.hero_party
target = next(
(x for x in defendingParty if not y_helpers.is_character_KOed(x)), None)
if not target:
# maybe could call end of battle screen?
return
message += self.attack_target(turn['agent'], target)
return message
def attack_target(self, attacker, defender):
# make this more complex later
defense = y_helpers.get_stat(defender['defense'])
attack = y_helpers.get_stat(attacker['attack'])
attackOutcome = defense - attack
attackOutcome = min(-1, attackOutcome)
y_helpers.update_hp(defender, attackOutcome)
message = self.append_attack_message(attacker, defender, attackOutcome)
return message
def append_attack_message(self, attacker, defender, attackOutcome):
message = '\n{} received {} damage from {}\'s attack'.format(
defender['name'], (attackOutcome * -1), attacker['name'])
if y_helpers.is_character_KOed(defender):
message += '\nand collapsed\n'
return message
def append_cure_message(self, target):
if target['hp'] == target['max_hp']:
return "\nAnd {}'s HP is full".format(target['name'])
else:
return "\nAnd {} recovered some HP".format(target['name'])
def gain_xp(self, messages):
gainedXp = 0
messages.append('The party has won')
for enemy in self.enemy_party:
gainedXp += enemy['xp']
message = ''
for hero in self.hero_party:
if y_helpers.is_character_KOed(hero):
continue
message += '{} gained {} experience points\n'.format(
hero['name'], gainedXp)
hero['xp'] += gainedXp
messages.append(message)
def item_drop(self, messages):
message = ''
itemsDropped = []
for enemy in self.enemy_party:
if enemy['items']:
for item in enemy['items']:
droppedItem = y_helpers.find_by_id(
item['id'], itemsDropped)
if droppedItem:
droppedItem['amount'] += item['amount']
else:
itemsDropped.append(item)
for item in itemsDropped:
inventoryItem = y_helpers.find_by_id(
item['id'], self.inventory)
if inventoryItem:
inventoryItem['amount'] += item['amount']
else:
self.inventory.append(item)
itemFromModel = y_helpers.find_by_id(
item['id'], self.inventory)
message += 'Dropped {} x {}\n'.format(
itemFromModel['name'], item['amount'])
if message:
messages.append(message)
def level_up(self, messages):
message = ''
for hero in self.hero_party:
if self.has_changed_level(hero):
message += '{} is now level {}\n'.format(
hero['name'], hero['level'])
if message:
messages.append(message)
def battle_spoils_messages(self):
messages = []
if self.outcome == y_helpers.OUTCOME_DEFEAT:
messages.append('The party has been defeated')
elif self.outcome == y_helpers.OUTCOME_VICTORY:
self.make_single_party()
self.gain_xp(messages)
self.item_drop(messages)
self.level_up(messages)
return messages
def make_single_party(self):
if self.hero_party[0]['hp'] <= 0:
self.hero_party[0]['hp'] = 1
self.hero_party = [self.hero_party[0]]
def has_changed_level(self, hero):
levelFromXP = y_helpers.get_level_estimate(hero['xp'])
hasIncreased = levelFromXP > hero['level']
if hasIncreased:
hero['level'] = levelFromXP
return hasIncreased
def strat_enemy_vanilla(self, enemy, order):
duel = {'agent': enemy}
targetType = y_helpers.TARGET_ANOTHER
self.enemy_choose_target(targetType, duel, enemy)
duel['isHeroAgent'] = False
duel['type'] = y_helpers.TYPE_ATTACK
order.append(duel)
def strat_enemy_cure(self, enemy, order):
if enemy['hp'] != enemy['max_hp']:
duel = {'agent': enemy}
duel['isHeroAgent'] = False
duel['type'] = y_helpers.TYPE_MAGIC
spell_id = 4 # cure
spell = y_helpers.find_by_id(spell_id, self.magic_model.items)
duel['spell'] = spell
targetType = spell['target']
self.enemy_choose_target(targetType, duel, enemy)
order.append(duel)
else:
self.strat_enemy_vanilla(enemy, order)
def strat_enemy_attack_twice(self, enemy, order):
self.strat_enemy_vanilla(enemy, order)
self.strat_enemy_vanilla(enemy, order)