Merge pull request #16 from KW46/improvement-use-dicts
Switch to dictionaries, better imports, adds game_config.py and DEBUG_MODE
This commit is contained in:
commit
be70fa4bf4
62
game.py
62
game.py
@ -1,5 +1,10 @@
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from player import *
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from wands import *
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import random
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from player import Player
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from wands import wands
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from spells import SPELL_TYPE_COMMON, SPELL_TYPE_POWERFUL, _INVALID_SPELL
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from spells import random_combat_spell, print_spells, find_spell_by_name
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from spells import spells
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from game_config import MAX_PLAYER_HEALTH
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##
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## Definitions
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@ -34,19 +39,20 @@ def get_player_spell_from_input(player: Player):
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player_input = input(print_turn_message(player))
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if not player_input:
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return [random_combat_spell(), 0]
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spell_name, spell_obj = random_combat_spell()
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return ((spell_name, spell_obj), 0)
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else:
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if player_input == "help":
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print_spells()
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continue
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elif player_input.find("help", 0) != -1:
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find_what = player_input[5:]
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spell = find_spell_by_name(find_what)[0]
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spell_name, spell_obj = find_spell_by_name(find_what)[0]
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if spell is spell_object_none:
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print("<!> Spell '{what}' does not exist!".format(what=find_what))
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if spell_obj is spells[_INVALID_SPELL]:
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print("<!> Spell '{what}' does not exist!".format(what=spell_name))
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else:
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print(spell)
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print("'{spell_name}':{spell_desc}".format(spell_name=spell_name, spell_desc=spell_obj))
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continue
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else:
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return find_spell_by_name(player_input)
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@ -72,8 +78,8 @@ while True:
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#GET: WANDS
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print("Welcome {p1_name} and {p2_name}! You're about to choose a wand to use in this duel! Available wands are:".format(p1_name=player1_name, p2_name=player2_name))
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for i in Wand.wandList:
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print(i)
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for i in wands.items():
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print("{wand_id}:{wand_desc}".format(wand_id=i[0], wand_desc=i[1]))
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#Player 1
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while (True):
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@ -81,10 +87,10 @@ while (True):
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wand_input = int(input("What wand do you want {name}? (Enter one of the numbers): ".format(name=player1_name)))
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except ValueError:
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continue
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if wand_input < 1 or wand_input > len(Wand.wandList):
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if wand_input < 1 or wand_input > len(wands):
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continue
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player1_wand = Wand.wandList[wand_input-1]
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player1_wand = wands[wand_input]
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break
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#Player 2
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while (True):
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@ -92,10 +98,10 @@ while (True):
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wand_input = int(input("What wand do you want {name}? (Enter one of the numbers): ".format(name=player2_name)))
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except ValueError:
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continue
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if wand_input < 1 or wand_input > len(Wand.wandList):
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if wand_input < 1 or wand_input > len(wands):
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continue
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player2_wand = Wand.wandList[wand_input-1]
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player2_wand = wands[wand_input]
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break
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player1 = Player(player1_name, player1_wand)
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@ -131,13 +137,18 @@ try:
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round_end()
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print("== Round {round} ==".format(round=current_round))
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player1.active_spell, player1.active_spell_levenshtein_distance = get_player_spell_from_input(player1)
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player2.active_spell, player2.active_spell_levenshtein_distance = get_player_spell_from_input(player2)
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spell, dist = get_player_spell_from_input(player1)
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player1.active_spell = spells.get(spell[0])
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player1.active_spell_levenshtein_distance = dist
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if (player1.stunned_rounds > 0 and player1.active_spell is not spell_finite_incantatem):
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player1.active_spell = spell_object_stunned
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if (player2.stunned_rounds > 0 and player2.active_spell is not spell_finite_incantatem):
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player2.active_spell = spell_object_stunned
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spell, dist = get_player_spell_from_input(player2)
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player2.active_spell = spells.get(spell[0])
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player2.active_spell_levenshtein_distance = dist
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if (player1.stunned_rounds > 0 and player1.active_spell is not spells["Finite Incantatem"]):
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player1.active_spell = None
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if (player2.stunned_rounds > 0 and player2.active_spell is not spells["Finite Incantatem"]):
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player2.active_spell = None
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# OUTCOME: SPELLS
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# > Get spell succes
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@ -150,17 +161,17 @@ try:
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# > Add health if defensive spell was lucky (partial heal, fully heal)
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if player1.active_spell_succes and player1.active_spell.chance_heal_partly_succes():
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player1.give_health(MAX_PLAYER_HEALTH * 0.05)
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print("<!> {name} casted {spell} above expectations, and receives {hp} health!".format(name=player1.name, spell=player1.active_spell.name, hp=MAX_PLAYER_HEALTH*0.05))
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print("<!> {name} casted {spell} above expectations, and receives {hp} health!".format(name=player1.name, spell=player1.active_spell.get_spell_name(), hp=MAX_PLAYER_HEALTH*0.05))
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elif player1.active_spell_succes and player1.active_spell.chance_heal_fully_succes() and player1.health < MAX_PLAYER_HEALTH:
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player1.give_health(MAX_PLAYER_HEALTH)
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print("<!> {name} casted {spell} outstanding! {name} now has full health!".format(name=player1.name, spell=player1.active_spell.name, hp=MAX_PLAYER_HEALTH*0.05))
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print("<!> {name} casted {spell} outstanding! {name} now has full health!".format(name=player1.name, spell=player1.active_spell.get_spell_name(), hp=MAX_PLAYER_HEALTH*0.05))
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#
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if player2.active_spell_succes and player2.active_spell.chance_heal_partly_succes():
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player2.give_health(MAX_PLAYER_HEALTH * 0.05)
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print("<!> {name} casted {spell} above expectations, and receives {hp} health!".format(name=player2.name, spell=player2.active_spell.name, hp=MAX_PLAYER_HEALTH*0.05))
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print("<!> {name} casted {spell} above expectations, and receives {hp} health!".format(name=player2.name, spell=player2.active_spell.get_spell_name(), hp=MAX_PLAYER_HEALTH*0.05))
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elif player2.active_spell_succes and player2.active_spell.chance_heal_fully_succes() and player2.health < MAX_PLAYER_HEALTH:
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player2.give_health(MAX_PLAYER_HEALTH)
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print("<!> {name} casted {spell} outstanding! {name} now has full health!".format(name=player2.name, spell=player2.active_spell.name, hp=MAX_PLAYER_HEALTH*0.05))
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print("<!> {name} casted {spell} outstanding! {name} now has full health!".format(name=player2.name, spell=player2.active_spell.get_spell_name(), hp=MAX_PLAYER_HEALTH*0.05))
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# > Determine instant winner or skip to next round
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if not player1.active_spell_succes and not player2.active_spell_succes:
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@ -207,11 +218,6 @@ try:
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if slowest_caster.health > 0:
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slowest_caster.cast_spell(fastest_caster)
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fastest_caster.active_spell = spell_object_none
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fastest_caster.active_spell_levenshtein_distance = 0
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slowest_caster.active_spell = spell_object_none
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slowest_caster.active_spell_levenshtein_distance = 0
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except KeyboardInterrupt:
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print()
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print("<!> Duel ended because both {} and {} suddenly decided to test out their apparition skill!".format(player1.name, player2.name))
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17
game_config.py
Normal file
17
game_config.py
Normal file
@ -0,0 +1,17 @@
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##
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## Player config
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##
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MAX_PLAYER_HEALTH = 1000 # Maximum health
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MAX_STUNNED_ROUNDS = 10 # Max amount of rounds a player can be stunned
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##
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## Spells config
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##
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CHANCE_HEAL_PARTLY = 25 # Percentage chance a player is healed with 5% of max health when using a defensive spell
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CHANCE_HEAL_FULLY = 5 # Percentage chance a player is fully healed when using a defensive spell
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MAX_LEVENSHTEIN_DISTANCE = 3 # Max Levenshtein distance (max amount of typos a user can make) before considering a spell fails. Setting this to 0 disables it (and in that case also doesn't require the levenshtein package)
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##
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## Misc
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##
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DEBUG_MODE = False # Enable or disable debug mode. Sets all spell chances to 100% when enabled
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63
player.py
63
player.py
@ -1,8 +1,8 @@
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import random
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from wands import Wand
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from spells import *
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MAX_PLAYER_HEALTH = 1000
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MAX_STUNNED_ROUNDS = 10
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from spells import SPELL_TYPE_NONE, SPELL_TYPE_USELESS, SPELL_TYPE_DEFENSE, SPELL_TYPE_UNFORGIVABLE#, SPELL_TYPE_COMMON, SPELL_TYPE_POWERFUL
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from spells import Spell, spells, _INVALID_SPELL
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from game_config import MAX_PLAYER_HEALTH, MAX_STUNNED_ROUNDS
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class Player:
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def __init__(self, name: str, wand: Wand):
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@ -10,7 +10,7 @@ class Player:
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self.health = MAX_PLAYER_HEALTH
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self.wand = wand
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self.active_spell = spell_object_none
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self.active_spell = spells[_INVALID_SPELL]
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self.active_spell_succes = False
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self.active_spell_levenshtein_distance = 0 # Penalty => If >0 then damage reduction, 15 per distance
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@ -38,6 +38,8 @@ class Player:
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self.stunned_rounds = MAX_STUNNED_ROUNDS
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def get_spell_succes_rate(self, spell: Spell):
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if spell == None:
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return 0
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return 1 * self.wand.succes_rate * spell.succes_rate
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def get_queued_effects(self):
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@ -56,57 +58,58 @@ class Player:
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return output
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def cast_spell_result(self, spell: Spell, succes: bool):
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if spell == None:
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return "<!> {name} can't cast anything but Finite Incantatem since they are stunned".format(name=self.name)
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if succes:
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message = "{name} casted '{spell}' with succes"
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else:
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if spell.type == SPELL_TYPE_UNFORGIVABLE:
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message = "{name} tried to cast '{spell}' but didn't truly mean it. Cast FAILED!"
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elif spell.type == SPELL_TYPE_NONE:
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if spell == spell_object_none:
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if spell == spells[_INVALID_SPELL]:
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return "{name} must not be feeling well, since they casted a non existing spell. Cast FAILED!".format(name=self.name)
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elif spell == spell_object_stunned:
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return "<!> {name} can't cast anything but {spell} since they are stunned".format(name=self.name, spell=spell_finite_incantatem.name)
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else: message = "{name} tried to cast '{spell}' but mispronounced it. Cast FAILED!"
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return message.format(name=self.name, spell=spell.name)
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return message.format(name=self.name, spell=spell.get_spell_name())
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def cast_spell(self, opponent): #: Player ?
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spell_name = self.active_spell.name.lower()
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spell_name = self.active_spell.get_spell_name()
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if self.active_spell is spell_object_none:
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if self.active_spell is None:
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print("- {name} does nothing".format(name=self.name))
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return
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if self.stunned_rounds > 0 and self.active_spell is not spell_finite_incantatem:
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if self.stunned_rounds > 0 and self.active_spell is not spells["Finite Incantatem"]:
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print("<!> {name} tries to cast a spell but fails because they are stunned!".format(name=self.name))
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return
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if self.active_spell.type == SPELL_TYPE_USELESS:
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if self.active_spell is spell_lumos:
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if self.active_spell is spells["Lumos"]:
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if self.lumos:
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print("- {name} casts {spell} with no effect: {name} already has a brutal shining light at the tip of their wand!".format(name=self.name, spell=spell_name))
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else:
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print("- {name} casts {spell}! Look at that brutal shining light at the tip of their wand. Absolutely gorgeous!".format(name=self.name, spell=spell_name))
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self.lumos = True
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elif self.active_spell is spell_nox:
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elif self.active_spell is spells["Nox"]:
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if not self.lumos:
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print("- {name} shouts: {spell}! Nothing happened".format(name=self.name, spell=spell_name.upper()))
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else:
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print("- {name} shouts {spell}! Their brutal shining light dissapears".format(name=self.name, spell=spell_name.upper()))
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self.lumos = False
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elif self.active_spell is spell_rennervate:
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elif self.active_spell is spells["Rennervate"]:
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if opponent.stunned_rounds == 0:
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print("- {name} casts {spell} with no effect, because {name_o} is not currently stunned!".format(name=self.name, spell=spell_name, name_o=opponent.name))
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else:
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print("- {name} casts {spell}! {name_o} is no longer stunned!".format(name=self.name, spell=spell_name, name_o=opponent.name))
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opponent.stunned_rounds = 0
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elif self.active_spell is spell_igni:
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elif self.active_spell is spells["Igni"]:
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print("- Geralt casts Igni. Wait. Geralt? White Wolf? The butcher of Blaviken? What is he doing here? Is he even here? What is going on?")
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else:
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print("<!> [debug]{name} casted SPELL_TYPE_USELESS {spell}. Behaviour unscripted!".format(name=self.name, spell=spell_name))
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elif self.active_spell.type == SPELL_TYPE_DEFENSE:
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spell_succes = True
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if self.active_spell is spell_finite_incantatem:
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if self.active_spell is spells["Finite Incantatem"]:
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if self.stunned_rounds > 0:
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if not 10 > random.random() * 100:
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spell_succes = False
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@ -125,42 +128,42 @@ class Player:
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print("- {name} casts {spell}. {name_o} is looking confused. What spell did {name} try to cancel?".format(name=self.name, spell=spell_name, name_o=opponent.name))
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elif not spell_succes:
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print("- {name}: (nothing, still stunned)".format(name=self.name))
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elif self.active_spell is spell_impendimenta:
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if opponent.active_spell is spell_protego and opponent.active_spell_succes:
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elif self.active_spell is spells["Impendimenta"]:
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if opponent.active_spell is spells["Protego"] and opponent.active_spell_succes:
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print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} blocks the attack!".format(name=self.name, name_o=opponent.name, spell=spell_name))
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else:
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print("- {name} casts {spell} on {name_o}. {name_o} is slowed and their next offensive move will have a 33% slower spell speed!".format(name=self.name, name_o=opponent.name, spell=spell_name))
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opponent.decreased_spell_speed = True
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elif self.active_spell is spell_lumos_solem:
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elif self.active_spell is spells["Lumos Solem"]:
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# Light still goes through the shield, therefor always succeed blinding attempts
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print("- {name} casts {spell} on {name_o}. {name_o} is blinded and their next offensive move will have 33% less damage!".format(name=self.name, name_o=opponent.name, spell=spell_name))
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opponent.decreased_spell_damage = True
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elif self.active_spell is spell_protego and self.active_spell_succes:
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elif self.active_spell is spells["Protego"] and self.active_spell_succes:
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print("- {name} casts {spell}".format(name=self.name, spell=spell_name))
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else:
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print("<!> [debug]{name} casted SPELL_TYPE_DEFENSE {spell}. Behaviour unscripted!".format(name=self.name, spell=spell_name))
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elif self.active_spell.type == SPELL_TYPE_UNFORGIVABLE:
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if self.active_spell is spell_avada_kedavra:
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if self.active_spell is spells["Avada Kedavra"]:
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print("- THE NERVE! {name} casts the killing curse! See you in the after life {name_o}!".format(name=self.name, name_o=opponent.name))
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opponent.health = 0
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elif self.active_spell is spell_crucio:
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elif self.active_spell is spells["Crucio"]:
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print("- THE NERVE! {name} casts the torture curse. {name_o} is greatly hurt and falls to the ground. They are stunned for 5 (more) moves".format(name=self.name, name_o=opponent.name))
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opponent.add_stunned_rounds(5)
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opponent.take_health(self.active_spell.damage)
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elif self.active_spell is spell_imperio:
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elif self.active_spell is spells["Imperio"]:
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print("- THE NERVE! {name} casts the Imperius curse. \"Why don't you take a nice nap for {max_stunned_rounds} moves, {name_o}?\". {name_o} submits with pleasure".format(name=self.name, name_o=opponent.name, max_stunned_rounds=MAX_STUNNED_ROUNDS))
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opponent.add_stunned_rounds(MAX_STUNNED_ROUNDS)
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else:
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if self.active_spell is spell_mimblewimble:
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if opponent.active_spell is spell_protego and opponent.active_spell_succes:
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if self.active_spell is spells["Mimblewimble"]:
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if opponent.active_spell is spells["Protego"] and opponent.active_spell_succes:
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print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} blocks the attack!".format(name=self.name, spell=spell_name, name_o=opponent.name))
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else:
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print("- {name} casts {spell} on {name_o}. {name_o}'s tongue is tied in a knot. That's annoying! {name_o} is silenced for 1 (more) move".format(name=self.name, spell=spell_name, name_o=opponent.name))
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opponent.add_stunned_rounds(-self.active_spell.damage)
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elif self.active_spell is spell_silencio:
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if opponent.active_spell is spell_protego and opponent.active_spell_succes:
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elif self.active_spell is spells["Silencio"]:
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if opponent.active_spell is spells["Protego"] and opponent.active_spell_succes:
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print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} blocks the attack!".format(name=self.name, spell=spell_name, name_o=opponent.name))
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else:
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if opponent.stunned_rounds == 0:
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@ -181,8 +184,8 @@ class Player:
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total_damage = self.active_spell.damage * self.wand.damage * damage_modifier - damage_penalty
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if total_damage < 0: total_damage = 0
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if opponent.active_spell is spell_protego and opponent.active_spell_succes:
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if opponent.active_spell is spells["Protego"] and opponent.active_spell_succes:
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print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} blocks the attack!".format(name=self.name, spell=spell_name, name_o=opponent.name))
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else:
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print("- {name} casts {spell} on {name_o} causing {dmg} damage!".format(name=self.name, spell=spell_name, name_o=opponent.name, dmg=total_damage))
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||||
opponent.take_health(total_damage)
|
||||
opponent.take_health(total_damage)
|
123
spells.py
123
spells.py
@ -1,5 +1,8 @@
|
||||
import random
|
||||
from Levenshtein import distance
|
||||
from game_config import CHANCE_HEAL_PARTLY, CHANCE_HEAL_FULLY, DEBUG_MODE, MAX_LEVENSHTEIN_DISTANCE
|
||||
|
||||
if MAX_LEVENSHTEIN_DISTANCE > 0:
|
||||
from Levenshtein import distance
|
||||
|
||||
SPELL_TYPE_NONE = -1
|
||||
SPELL_TYPE_USELESS = 0
|
||||
@ -8,25 +11,14 @@ 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
|
||||
|
||||
__INVALID_SPELL = ".@wizardduel@__spell_invalid__" #Internal usage only
|
||||
_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.
|
||||
damage (int) Damage that the spell does.
|
||||
<!> Negative damage takes away moves from opponent (eg -2 = cancel 2 moves of opponent)
|
||||
@ -39,18 +31,15 @@ class Spell:
|
||||
- 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
|
||||
def __init__(self, speed: int, damage: int, succes_rate: int, description: str, type: int = SPELL_TYPE_COMMON):
|
||||
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)
|
||||
return "\n\t{desc}\n\tSUCCES RATE: {srate}%\tSPEED: {speed}\tDAMAGE: {dmg}".format(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
|
||||
@ -58,58 +47,69 @@ class Spell:
|
||||
def chance_heal_fully_succes(self):
|
||||
return self.type == SPELL_TYPE_DEFENSE and CHANCE_HEAL_FULLY > random.random() * 100
|
||||
|
||||
def get_spell_name(self):
|
||||
return str(list(i for i in spells if spells[i] == self)).strip("[]'")
|
||||
|
||||
##
|
||||
## 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)
|
||||
spells = {
|
||||
# Useless spells - These don't do anything useful in combat
|
||||
"Lumos": Spell(100, 000, 100, "Creates a small light at the tip of your wand", SPELL_TYPE_USELESS),
|
||||
"Nox": Spell(100, 000, 100, "Counter spell of Lumos", SPELL_TYPE_USELESS),
|
||||
"Rennervate": Spell(100, 000, 100, "Revives your opponent if they are stunned", SPELL_TYPE_USELESS),
|
||||
"Igni": Spell(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)
|
||||
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)
|
||||
"Finite Incantatem": Spell(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),
|
||||
"Impendimenta": Spell(94, 000, 60, "Slows your opponent. EFFECT: Decrease opponent's spell speed by 33% in their next offensive move", SPELL_TYPE_DEFENSE),
|
||||
"Lumos Solem": Spell(94, 000, 60, "Blinds your opponent. EFFECT: Decrease opponent's spell damage by 33% in their next offensive move", SPELL_TYPE_DEFENSE),
|
||||
"Protego": Spell(100, 000, 80, "Create a shield that blocks most attacks", SPELL_TYPE_DEFENSE),
|
||||
|
||||
# Common combat spells. High chance of succes, deals some damage
|
||||
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")
|
||||
spell_stupefy = Spell("Stupefy", 95, 75, 95, "Knock over your opponent")
|
||||
"Reducto": Spell(75, 150, 85, "Blast an object near your opponent"),
|
||||
"Rictusempra": Spell(85, 90, 90, "Causes your opponent to curl up in laughter, tiring them out"),
|
||||
"Stupefy": Spell(95, 75, 95, "Knock over your opponent"),
|
||||
|
||||
# Powerful combat spells. Medium chance of succes, deals more damage or stuns opponents
|
||||
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)
|
||||
"Bombarda": Spell(50, 180, 75, "Creates an explosion near your opponent", SPELL_TYPE_POWERFUL),
|
||||
"Confringo": Spell(50, 200, 70, "Creates an explosion directly at your opponent", SPELL_TYPE_POWERFUL),
|
||||
"Mimblewimble": Spell(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),
|
||||
"Sectumsempra": Spell(90, 400, 35, "Slices your opponent", SPELL_TYPE_POWERFUL),
|
||||
"Silencio": Spell(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),
|
||||
|
||||
# Unforgivable spells. Very low chance of success, instantly kills or deals alot of damage/stun amount
|
||||
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)
|
||||
"Avada Kedavra": Spell(999, 999, 2, "Instantly end your opponent", SPELL_TYPE_UNFORGIVABLE),
|
||||
"Crucio": Spell(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),
|
||||
"Imperio": Spell(999, -1, 3, "Muddle with your opponent's mind, convincing them to stop casting spells for 10 moves", SPELL_TYPE_UNFORGIVABLE),
|
||||
|
||||
# Internal usage
|
||||
spell_object_none = Spell(__INVALID_SPELL, 0, 0, 0, "(internal) invalid spell", SPELL_TYPE_NONE)
|
||||
spell_object_stunned = Spell(__INVALID_SPELL, 0, 0, 0, "(internal) object when stunned", SPELL_TYPE_NONE)
|
||||
_INVALID_SPELL: Spell(0, 0, 0, "(internal) invalid spell", SPELL_TYPE_NONE)
|
||||
}
|
||||
|
||||
# Set succes rates to 100% if debug mode is enabled
|
||||
if DEBUG_MODE:
|
||||
for i in spells.items():
|
||||
i[1].succes_rate = 100
|
||||
|
||||
##
|
||||
## Standalone spell functions
|
||||
##
|
||||
def random_combat_spell():
|
||||
return random.choice([i for i in Spell.spellList if i.type == SPELL_TYPE_COMMON])
|
||||
return random.choice([i for i in spells.items() if i[1].type == SPELL_TYPE_COMMON]) # note: returns tuple ('spell_name', spell_obj)
|
||||
|
||||
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
|
||||
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_object_none, 0]
|
||||
def find_spell_by_name(input: str): # Returns a multidimensional tuple: ( ('spell_name', spell_object), levenshtein_distance )
|
||||
ret = (input, spells.get(input.title(), spells[_INVALID_SPELL]))
|
||||
dist = 0
|
||||
if ret[1] == spells[_INVALID_SPELL]:
|
||||
ret = (_INVALID_SPELL, ret[1])
|
||||
if MAX_LEVENSHTEIN_DISTANCE > 0:
|
||||
for i in spells.items():
|
||||
dist = distance(i[0].title(), input.title())
|
||||
if dist <= MAX_LEVENSHTEIN_DISTANCE:
|
||||
ret = (i[0], i[1])
|
||||
break
|
||||
return (ret, dist)
|
||||
|
||||
def print_spells():
|
||||
header_spells_useless = "== USELESS SPELLS =="
|
||||
@ -118,24 +118,29 @@ def print_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 or i.type == SPELL_TYPE_NONE:
|
||||
for i in spells.items():
|
||||
if i[1].type == SPELL_TYPE_UNFORGIVABLE or i[1].type == SPELL_TYPE_USELESS or i[1].type == SPELL_TYPE_NONE:
|
||||
continue
|
||||
|
||||
if i.type == SPELL_TYPE_USELESS and header_spells_useless:
|
||||
if i[1].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:
|
||||
elif i[1].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:
|
||||
elif i[1].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:
|
||||
elif i[1].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:
|
||||
elif i[1].type == SPELL_TYPE_UNFORGIVABLE and header_spells_unforgivable:
|
||||
print("\n"+header_spells_unforgivable)
|
||||
header_spells_unforgivable = ""
|
||||
|
||||
print(i)
|
||||
print(
|
||||
str(i)
|
||||
.strip('(')
|
||||
.strip(')')
|
||||
.replace(',', ':', 1)
|
||||
)
|
32
wands.py
32
wands.py
@ -7,12 +7,7 @@ WAND_WOOD_ELDER = 1 #Speed -4%
|
||||
WAND_WOOD_APPLE = 2 #Damage -5%
|
||||
|
||||
class Wand:
|
||||
_next_wand_id = 1
|
||||
wandList = []
|
||||
|
||||
def __init__(self, wand_core: int, wand_wood: int):
|
||||
self.id = Wand._next_wand_id
|
||||
|
||||
self.core = wand_core
|
||||
self.wood = wand_wood
|
||||
|
||||
@ -34,12 +29,9 @@ class Wand:
|
||||
elif self.wood == WAND_WOOD_APPLE:
|
||||
self.damage *= 0.95
|
||||
|
||||
Wand.wandList.append(self)
|
||||
Wand._next_wand_id += 1
|
||||
|
||||
def __repr__(self):
|
||||
return"\t{id}: {wood} wand with core: {core}\n\t\t-- SPEED: {info_speed}\tDAMAGE: {info_dmg}\tSUCCES RATE: {info_srate}".format(
|
||||
id=self.id, wood=self.get_wand_wood(), core=self.get_wand_core(), info_srate=round(self.succes_rate, 2), info_speed=self.speed, info_dmg=round(self.damage, 2)
|
||||
return"\t{wood} wand with core: {core}\n\t\t-- SPEED: {info_speed}\tDAMAGE: {info_dmg}\tSUCCES RATE: {info_srate}".format(
|
||||
wood=self.get_wand_wood(), core=self.get_wand_core(), info_srate=round(self.succes_rate, 2), info_speed=self.speed, info_dmg=round(self.damage, 2)
|
||||
)
|
||||
|
||||
def get_wand_core(self):
|
||||
@ -57,14 +49,16 @@ class Wand:
|
||||
##
|
||||
## Wands
|
||||
##
|
||||
wand_1 = Wand(WAND_CORE_UNICORN, WAND_WOOD_ASH)
|
||||
wand_2 = Wand(WAND_CORE_UNICORN, WAND_WOOD_ELDER)
|
||||
wand_3 = Wand(WAND_CORE_UNICORN, WAND_WOOD_APPLE)
|
||||
wands = {
|
||||
1: Wand(WAND_CORE_UNICORN, WAND_WOOD_ASH),
|
||||
2: Wand(WAND_CORE_UNICORN, WAND_WOOD_ELDER),
|
||||
3: Wand(WAND_CORE_UNICORN, WAND_WOOD_APPLE),
|
||||
|
||||
wand_4 = Wand(WAND_CORE_PHOENIX, WAND_WOOD_ASH)
|
||||
wand_5 = Wand(WAND_CORE_PHOENIX, WAND_WOOD_ELDER)
|
||||
wand_6 = Wand(WAND_CORE_PHOENIX, WAND_WOOD_APPLE)
|
||||
4: Wand(WAND_CORE_PHOENIX, WAND_WOOD_ASH),
|
||||
5: Wand(WAND_CORE_PHOENIX, WAND_WOOD_ELDER),
|
||||
6: Wand(WAND_CORE_PHOENIX, WAND_WOOD_APPLE),
|
||||
|
||||
wand_7 = Wand(WAND_CORE_DRAGON, WAND_WOOD_ASH)
|
||||
wand_8 = Wand(WAND_CORE_DRAGON, WAND_WOOD_ELDER)
|
||||
wand_9 = Wand(WAND_CORE_DRAGON, WAND_WOOD_APPLE)
|
||||
7: Wand(WAND_CORE_DRAGON, WAND_WOOD_ASH),
|
||||
8: Wand(WAND_CORE_DRAGON, WAND_WOOD_ELDER),
|
||||
9: Wand(WAND_CORE_DRAGON, WAND_WOOD_APPLE)
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user