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Python-ConsoleGame-WizardsDuel/spells.py

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import random
from Levenshtein import distance
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SPELL_TYPE_USELESS = 0
SPELL_TYPE_DEFENSE = 1
SPELL_TYPE_COMMON = 2
SPELL_TYPE_POWERFUL = 3
SPELL_TYPE_UNFORGIVABLE = 4
# If SPELL_TYPE_DEFENSE is casted, always these chances to heal partly (restore 5% of max hp) or completely
CHANCE_HEAL_PARTLY = 25
CHANCE_HEAL_FULLY = 5
#Maximum Levenshtein distance. Eg if a user casts 'Pritrgo' instead of 'Protego', distance would be 2 and Protego would still be cast if MAX_LEVENSHTEIN_DISTANCE is at least 2
#Set to 0 to disable
MAX_LEVENSHTEIN_DISTANCE = 3
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__INVALID_SPELL = ".@wizardduel@__spell_invalid__" #Internal usage only
##
## Spell class
##
class Spell:
spellList = []
#Class special methods
"""
name (str) Name of the spell as used in combat
speed (int) Speed of the spell. This will determine what spell is casted first.
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damage (int) Damage that the spell does.
<!> Negative damage takes away moves from opponent (eg -2 = cancel 2 moves of opponent)
succes_rate (int) How much chance for the spell to be succesfully cast. If it fails, spell won't be cast (thus spells with a succes_rate of 0 would never be executed, and 100=always succes)
description (str) Description of the spell
type (int) Type of the spell:
- SPELL_TYPE_USELESS: Spell that do nothing in combat
- SPELL_TYPE_DEFENSE: Defensive spell - Prevent incoming damage. Has 25% chance to restore 5% of caster total health and 5% chance to fully restore health
- SPELL_TYPE_COMMON: Common combat spell - Deals some damage
- SPELL_TYPE_POWER: Powerful combat spell - deals alot of damage or takes away a few moves from opponent
- SPELL_TYPE_UNFORGIVABLE: deals alot of damage or takes away alot of moves from opponent
"""
def __init__(self, name: str, speed: int, damage: int, succes_rate: int, description: str, type: int = SPELL_TYPE_COMMON):
self.name = name
self.speed = speed
self.damage = damage
self.succes_rate = succes_rate
self.description = description
self.type = type
Spell.spellList.append(self)
def __repr__(self):
return " ['{spell}']\n\t{desc}\n\tSUCCES RATE: {srate}%\tSPEED: {speed}\tDAMAGE: {dmg}".format(spell=self.name, type=type, desc=self.description, srate=self.succes_rate, speed=self.speed, dmg=self.damage)
def chance_heal_partly_succes(self):
return self.type == SPELL_TYPE_DEFENSE and CHANCE_HEAL_PARTLY > random.random() * 100
def chance_heal_fully_succes(self):
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return self.type == SPELL_TYPE_DEFENSE and CHANCE_HEAL_FULLY > random.random() * 100
##
## Spells
##
# Useless spells - These don't do anything useful in combat
spell_lumos = Spell("Lumos", 100, 000, 100, "Creates a small light at the tip of your wand", SPELL_TYPE_USELESS)
spell_nox = Spell("Nox", 100, 000, 100, "Counter spell of Lumos", SPELL_TYPE_USELESS)
spell_rennervate = Spell("Rennervate", 100, 000, 100, "Revives your opponent if they are stunned", SPELL_TYPE_USELESS)
spell_igni = Spell("Igno", 100, 000, 100, "Damages an enemy using fire. Except, this is a Witcher sign. It thus has no effect at all", SPELL_TYPE_USELESS)
# Defensive spell. Each cast from this category has a 5% chance of completely restoring health or 25% chance to heal 5% of maximum health
spell_finite_incantatem = Spell("Finite Incantatem", 100, 000, 45, "Cancel all effects casted upon you. If you are stunned/silenced, there's a 10% chance this spell might work", SPELL_TYPE_DEFENSE)
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spell_impendimenta = Spell("Impendimenta", 94, 000, 60, "Slows your opponent. EFFECT: Decrease opponent's spell speed by 33% in their next offensive move", SPELL_TYPE_DEFENSE)
spell_lumos_solem = Spell("Lumos Solem", 94, 000, 60, "Blinds your opponent. EFFECT: Decrease opponent's spell damage by 33% in their next offensive move", SPELL_TYPE_DEFENSE)
spell_protego = Spell("Protego", 100, 000, 80, "Create a shield that blocks most attacks", SPELL_TYPE_DEFENSE)
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# Common combat spells. High chance of succes, deals some damage
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spell_reducto = Spell("Reducto", 75, 150, 85, "Blast an object near your opponent")
spell_rictusempra = Spell("Rictusempra", 85, 90, 90, "Causes your opponent to curl up in laughter, tiring them out")
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spell_stupefy = Spell("Stupefy", 95, 75, 95, "Knock over your opponent")
# Powerful combat spells. Medium chance of succes, deals more damage or stuns opponents
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spell_bombarda = Spell("Bombarda", 50, 180, 75, "Creates an explosion near your opponent", SPELL_TYPE_POWERFUL)
spell_confringo = Spell("Confringo", 50, 200, 70, "Creates an explosion directly at your opponent", SPELL_TYPE_POWERFUL)
spell_mimblewimble = Spell("Mimblewimble", 50, -1, 70, "Ties a knot in your opponents tongue, causing them to be unable to cast a spell for 1 (more) move", SPELL_TYPE_POWERFUL)
spell_sectumsempra = Spell("Sectumsempra", 90, 400, 35, "Slices your opponent", SPELL_TYPE_POWERFUL)
spell_silencio = Spell("Silencio", 35, -3, 55, "Silences your opponent, causing them unable to cast spells for 3 moves. <!>Only works if opponent is not stunned yet", SPELL_TYPE_POWERFUL)
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# Unforgivable spells. Very low chance of success, instantly kills or deals alot of damage/stun amount
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spell_avada_kedavra = Spell("Avada Kedavra", 999, 999, 2, "Instantly end your opponent", SPELL_TYPE_UNFORGIVABLE)
spell_crucio = Spell("Crucio", 999, 500, 5, "Cause excruciating pain to your opponent, causing alot of damage and making them unable to cast spells for 5 moves", SPELL_TYPE_UNFORGIVABLE)
spell_imperio = Spell("Imperio", 999, -1, 3, "Muddle with your opponent's mind, convincing them to stop casting spells for 10 moves", SPELL_TYPE_UNFORGIVABLE)
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# spell_none, used as a fallback if an invalid spell was casted
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spell_none = Spell(__INVALID_SPELL, 0, 0, 0, "(internal) invalid spell", SPELL_TYPE_USELESS)
##
## Standalone spell functions
##
def random_combat_spell():
return random.choice([i for i in Spell.spellList if i.type == SPELL_TYPE_COMMON])
def find_spell_by_name(input: str): # Returns a list with: [spell_object, levenshtein_distance]. If distance is greater than 0 (typos were made), damage goes down
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for i in Spell.spellList:
if input.title() == i.name.title():
return [i, 0]
else:
if MAX_LEVENSHTEIN_DISTANCE > 0:
dist = distance(i.name.title(), input.title())
if dist < MAX_LEVENSHTEIN_DISTANCE:
return [i, dist]
return [spell_none, 0]
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def print_spells():
header_spells_useless = "== USELESS SPELLS =="
header_spells_defensive = "== DEFENSIVE SPELLS =="
header_spells_common = "== COMMON COMBAT SPELLS =="
header_spells_powerful = "== POWERFUL COMBAT SPELLS =="
header_spells_unforgivable = "== UNFORGIVABLE CURSES =="
for i in Spell.spellList:
if i.type == SPELL_TYPE_UNFORGIVABLE or i.type == SPELL_TYPE_USELESS:
continue
if i.type == SPELL_TYPE_USELESS and header_spells_useless:
print("\n"+header_spells_useless)
header_spells_useless = ""
elif i.type == SPELL_TYPE_DEFENSE and header_spells_defensive:
print("\n"+header_spells_defensive)
header_spells_defensive = ""
elif i.type == SPELL_TYPE_COMMON and header_spells_common:
print("\n"+header_spells_common)
header_spells_common = ""
elif i.type == SPELL_TYPE_POWERFUL and header_spells_powerful:
print("\n"+header_spells_powerful)
header_spells_powerful = ""
elif i.type == SPELL_TYPE_UNFORGIVABLE and header_spells_unforgivable:
print("\n"+header_spells_unforgivable)
header_spells_unforgivable = ""
print(i)