Finish cast_spell(), few tweaks done
This commit is contained in:
125
player.py
125
player.py
@ -1,5 +1,5 @@
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from wands import Wand
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from spells import Spell, SPELL_TYPE_USELESS, SPELL_TYPE_UNFORGIVABLE, spell_none
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from spells import *
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MAX_PLAYER_HEALTH = 500
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@ -9,6 +9,7 @@ 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_none
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self.active_spell_levenshtein_distance = 0 # Penalty => If >0 then damage reduction, 15% per distance
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self.stunned_rounds = 0
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self.decreased_spell_speed = False
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@ -36,9 +37,9 @@ class Player:
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effect_slowed = "Slowed"
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effect_blinded = "Blinded"
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if (self.decreased_spell_speed):
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if self.decreased_spell_speed:
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output = effect_slowed
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if (self.decreased_spell_damage):
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if self.decreased_spell_damage:
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if not output:
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output = effect_blinded
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else: output += ", " + effect_blinded
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@ -47,17 +48,121 @@ 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 (succes):
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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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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_USELESS):
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elif spell.type == SPELL_TYPE_USELESS:
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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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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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def cast_spell(self, spell: Spell, opponent): #: Player ?
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# Below is pretty much a placeholder and will be implemented after placing all cast_spell()s in game.py
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print("> {} hits {} and does {} damage!".format(self.name, opponent.name, spell.damage))
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opponent.health -= spell.damage
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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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if self.active_spell == spell_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 != spell_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 == spell_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 == spell_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 == spell_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 == spell_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 == spell_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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else:
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print("- {name} got lucky! Attempting to cast {spell} broke the silence!".format(name=self.name, spell=spell_name))
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if spell_succes and (self.decreased_spell_damage or self.decreased_spell_speed):
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print("- {name} casts {spell} and removes queued effects!".format(name=self.name, spell=spell_name))
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self.decreased_spell_damage = False
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self.decreased_spell_speed = False
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elif spell_succes and not self.decreased_spell_damage and not self.decreased_spell_speed:
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if self.stunned_rounds > 0:
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self.stunned_rounds = 0
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else:
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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 == spell_impendimenta:
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if opponent.active_spell != spell_protego:
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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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else:
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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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elif self.active_spell == spell_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 == spell_protego:
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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 == spell_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 == spell_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.stunned_moves += 5
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elif self.active_spell == spell_imperio:
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print("- THE NERVE! {name} casts the Imperius curse. \"Why don't you take a nice nap for 10 moves, {name_o}?\". {name_o} submits with pleasure".format(name=self.name, name_o=opponent.name))
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opponent.stunned_moves = 10
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else:
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if self.active_spell == spell_mimblewimble:
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if opponent.active_spell != spell_protego:
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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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else:
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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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elif self.active_spell == spell_silencio:
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if opponent.active_spell != spell_protego:
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if opponent.stunned_moves == 0:
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print("- {name} casts {spell} on {name_o}. SUCCES! {name_o} is silenced for 3 (more) moves".format(name=self.name, spell=spell_name, name_o=opponent.name))
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opponent.stunned_moves += 3
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else:
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print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} is already silenced!".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}. 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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damage_penalty = self.active_spell_levenshtein_distance * 15
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if damage_penalty != 0: print("<!> {name} was unclear in their pronunciation and receives a damage penalty of {damage_penalty}".format(name=self.name, damage_penalty=damage_penalty))
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total_damage = self.active_spell.damage * self.wand.damage - damage_penalty
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if total_damage < 0: total_damage = 0
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if opponent.active_spell == spell_protego:
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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)
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