Add Spells class
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spells.py
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54
spells.py
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from random import random
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SPELL_TYPE_USELESS = 0
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SPELL_TYPE_DEFENSE = 1
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SPELL_TYPE_COMMON = 2
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SPELL_TYPE_POWERFUL = 3
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SPELL_TYPE_UNFORGIVABLE = 4
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# If SPELL_TYPE_DEFENSE is casted, always these chances to heal partly (restore 5% of max hp) or completely
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CHANCE_HEAL_PARTLY = 25
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CHANCE_HEAL_FULLY = 5
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__INVALID_SPELL = ".@wizardduel@__spell_invalid__" #Internal usage only
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##
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## Spell class
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##
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class Spell:
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spellList = []
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#Class special methods
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"""
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name (str) Name of the spell as used in combat
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speed (int) Speed of the spell. This will determine what spell hits who in a single move. The spell of the wizard with the lowest spell speed won't hit the player.
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If spells have the same speed, both will be executed
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damage (int) Damage that the spell does.
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<!> Negative damage takes away moves from opponent (eg -2 = cancel 2 moves of opponent)
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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)
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description (str) Description of the spell
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type (int) Type of the spell:
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- SPELL_TYPE_USELESS: Spell that do nothing in combat
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- 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
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- SPELL_TYPE_COMMON: Common combat spell - Deals some damage
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- SPELL_TYPE_POWER: Powerful combat spell - deals alot of damage or takes away a few moves from opponent
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- SPELL_TYPE_UNFORGIVABLE: deals alot of damage or takes away alot of moves from opponent
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"""
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def __init__(self, name: str, speed: int, damage: int, succes_rate: int, description: str, type: int = SPELL_TYPE_COMMON):
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self.name = name
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self.speed = speed
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self.damage = damage
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self.succes_rate = succes_rate
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self.description = description
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self.type = type
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Spell.spellList.append(self)
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def __repr__(self):
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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)
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def chance_heal_partly_succes(self):
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return self.type == SPELL_TYPE_DEFENSE and CHANCE_HEAL_PARTLY > random.random() * 100
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def chance_heal_fully_succes(self):
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return self.type == SPELL_TYPE_DEFENSE and CHANCE_HEAL_FULLY > random.random() * 100
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