Merge pull request #17 from KW46/seperate-rounds-from-game
Seperate rounds from game
This commit is contained in:
commit
d19c467a7c
@ -3,4 +3,4 @@ Based the on Harry Potter franchise.
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You can run the game via pipenv. If you don't, make sure package levenshtein is installed.<br>
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You can run the game via pipenv. If you don't, make sure package levenshtein is installed.<br>
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Run `game.py` to run the game
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Run `entry.py` to run the game
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53
entry.py
Normal file
53
entry.py
Normal file
@ -0,0 +1,53 @@
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from game import intro_message_welcome, intro_get_username, intro_print_wands, intro_get_wand, intro_message_duel_start
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from game import round_get_player_spells, round_set_player_spells_succes, round_get_player_spells_speed, round_cast_spells, start_round
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from player import Player
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current_round = 0
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intro_message_welcome()
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player1 = Player(None, None)
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player2 = Player(None, None)
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player1.name = intro_get_username(1)
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player2.name = intro_get_username(2)
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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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intro_print_wands()
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player1.wand = intro_get_wand(player1)
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player2.wand = intro_get_wand(player2)
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print()
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print("{name} will be fighting with an {wood} wand with a {core} core".format(name=player1.name, wood=player1.wand.get_wand_wood().lower(), core=player1.wand.get_wand_core().lower()))
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print("{name} will be fighting with an {wood} wand with a {core} core".format(name=player2.name, wood=player2.wand.get_wand_wood().lower(), core=player2.wand.get_wand_core().lower()))
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intro_message_duel_start()
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try:
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while True:
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if player1.health == 0:
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print("END! {name} has been defeated. Congratulations {name2}!".format(name=player1.name, name2=player2.name))
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break
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elif player2.health == 0:
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print("END! {name} has been defeated. Congratulations {name2}!".format(name=player2.name, name2=player1.name))
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break
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current_round += 1
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start_round(current_round, player1, player2)
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round_get_player_spells(player1, player2)
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round_set_player_spells_succes(player1, player2)
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if not player1.active_spell_succes and not player2.active_spell_succes:
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continue
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if not player1.active_spell_succes and player2.active_spell_succes:
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player2.cast_spell(player1)
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continue
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elif player1.active_spell_succes and not player2.active_spell_succes:
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player1.cast_spell(player2)
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continue
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fastest_caster, slowest_caster = round_get_player_spells_speed(player1, player2)
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round_cast_spells(fastest_caster, slowest_caster)
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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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313
game.py
313
game.py
@ -1,15 +1,11 @@
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import random
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import random
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from player import Player
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from player import Player
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from wands import wands
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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 spells, random_combat_spell, print_spells, find_spell_by_name
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from spells import random_combat_spell, print_spells, find_spell_by_name
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from spells import _INVALID_SPELL, SPELL_TYPE_COMMON, SPELL_TYPE_POWERFUL
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from spells import spells
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from game_config import MIN_USERNAME_LEN, MAX_PLAYER_HEALTH
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from game_config import MAX_PLAYER_HEALTH
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##
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INPUT_MESSAGES = (
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## Definitions
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##
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input_messages = (
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"{name}, what's your spell? ",
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"{name}, what's your spell? ",
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"{name}, how will you obliviate your opponent? ",
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"{name}, how will you obliviate your opponent? ",
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"{name}, go for it! Enter a spell! ",
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"{name}, go for it! Enter a spell! ",
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@ -17,23 +13,73 @@ input_messages = (
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"{name}, go time! ",
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"{name}, go time! ",
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"{name}, it's your turn to enter a spell: "
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"{name}, it's your turn to enter a spell: "
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)
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)
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def print_turn_message(player: Player):
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return random.choice(input_messages).format(name=player.name)
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current_round = 0
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##
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def round_end():
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## Intro functions
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##
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def intro_message_welcome():
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print()
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print("Welcome! You're about to perform a wizard duel!")
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print("After joining in, you have to select a wand. Your wand will affect the power of your spells. Spells have three atrributes that modify the power of spells:")
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print("1- DAMAGE: Damage can either deal damage to health points, or it can stun your a player for X amount of moves (DAMAGE below zero = amount of moves a player is stunned)")
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print("2- SUCCES CHANCE: How much succes chance of performing a spell. Some spells are difficult to pronounce and thus could fail..")
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print("3- SPEED: If both players succesfully cast a spell, the spell with the greatest speed will succeed and the other one will not")
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print()
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def intro_message_duel_start():
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print("<!> If you need a list of available spells, enter: help (this will not take away a move)")
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print("<!> If you need information of a specific spell, enter: help SPELL_NAME")
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print("<!> You can press enter (without typing a spell) to cast a random basic combat spell")
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print()
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print("Alright! Time to duel!")
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def intro_get_username(playerid: int):
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while True:
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user_input = input("Player {id} - What's your name? ".format(id=playerid))
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if len(user_input) < MIN_USERNAME_LEN:
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print("<!> Oops! Names must be at least {len} characters long!".format(len=MIN_USERNAME_LEN))
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else: break
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return user_input
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def intro_print_wands():
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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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def intro_get_wand(player: Player):
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while (True):
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try:
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user_input = int(input("What wand do you want {name}? (Enter one of the numbers): ".format(name=player.name)))
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except ValueError:
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continue
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if user_input < 1 or user_input > len(wands):
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continue
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break
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return wands[user_input]
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##
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## Game round functions
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##
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def start_round(round: int, player1: Player, player2: Player):
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if (player1.stunned_rounds > 0): player1.stunned_rounds -= 1
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if (player1.stunned_rounds > 0): player1.stunned_rounds -= 1
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if (player2.stunned_rounds > 0): player2.stunned_rounds -= 1
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if (player2.stunned_rounds > 0): player2.stunned_rounds -= 1
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print("<!> Round {round} ended! Current stats:\n\
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print()
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print("== Round {round} ==".format(round=round))
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print("-- Current stats:\n\
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- {p1_name}: Health: {p1_hp} | Queued effects: {p1_effects} | Round being stunned: {p1_stunned}\n\
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- {p1_name}: Health: {p1_hp} | Queued effects: {p1_effects} | Round being stunned: {p1_stunned}\n\
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- {p2_name}: Health: {p2_hp} | Queued effects: {p2_effects} | Rounds being stunned: {p2_stunned}".format(
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- {p2_name}: Health: {p2_hp} | Queued effects: {p2_effects} | Rounds being stunned: {p2_stunned}".format(
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round=current_round,
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round=round,
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p1_name=player1.name, p1_hp=player1.health, p1_effects=player1.get_queued_effects(), p1_stunned=player1.stunned_rounds,
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p1_name=player1.name, p1_hp=player1.health, p1_effects=player1.get_queued_effects(), p1_stunned=player1.stunned_rounds,
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p2_name=player2.name, p2_hp=player2.health, p2_effects=player2.get_queued_effects(), p2_stunned=player2.stunned_rounds
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p2_name=player2.name, p2_hp=player2.health, p2_effects=player2.get_queued_effects(), p2_stunned=player2.stunned_rounds
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)
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)
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)
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)
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def print_turn_message(player: Player):
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return random.choice(INPUT_MESSAGES).format(name=player.name)
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def get_player_spell_from_input(player: Player):
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def get_player_spell_from_input(player: Player):
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while True:
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while True:
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player_input = input(print_turn_message(player))
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player_input = input(print_turn_message(player))
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@ -41,183 +87,86 @@ def get_player_spell_from_input(player: Player):
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if not player_input:
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if not player_input:
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spell_name, spell_obj = random_combat_spell()
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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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return ((spell_name, spell_obj), 0)
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else:
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if player_input == "help":
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if player_input == "help":
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print_spells()
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print_spells()
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continue
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continue
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elif player_input.find("help", 0) != -1:
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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_name, spell_obj = find_spell_by_name(player_input[5:])[0]
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spell_name, spell_obj = find_spell_by_name(find_what)[0]
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if spell_obj is spells[_INVALID_SPELL]:
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print("<!> Spell '{what}' does not exist!".format(what=player_input))
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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_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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else:
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return find_spell_by_name(player_input)
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print("'{spell_name}':{spell_desc}".format(spell_name=spell_name, spell_desc=spell_obj))
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else:
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##
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return find_spell_by_name(player_input)
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## ENTRY
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##
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print()
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print("Welcome! You're about to perform a wizard duel!")
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print("After joining in, you have to select a wand. Your wand will affect the power of your spells. Spells have three atrributes that modify the power of spells:")
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print("1- DAMAGE: Damage can either deal damage to health points, or it can stun your a player for X amount of moves (DAMAGE below zero = amount of moves a player is stunned)")
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print("2- SUCCES CHANCE: How much succes chance of performing a spell. Some spells are difficult to pronounce and thus could fail..")
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print("3- SPEED: If both players succesfully cast a spell, the spell with the greatest speed will succeed and the other one will not")
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print()
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#GET: USERNAMES
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while True:
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player1_name = input("Player 1 - What's your name? ")
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player2_name = input("And now player 2 - What's your name? ")
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if len(player1_name) < 2 or len(player2_name) < 2:
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print("<!> Oops! Names must be at least 2 characters long! Please try again")
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else: break
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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 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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try:
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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(wands):
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continue
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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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try:
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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(wands):
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continue
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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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player2 = Player(player2_name, player2_wand)
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print()
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print("{name} will be fighting with an {wood} wand with a {core} core".format(name=player1.name, wood=player1.wand.get_wand_wood().lower(), core=player1.wand.get_wand_core().lower()))
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print("{name} will be fighting with an {wood} wand with a {core} core".format(name=player2.name, wood=player2.wand.get_wand_wood().lower(), core=player2.wand.get_wand_core().lower()))
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print("<!> If you need a list of available spells, enter: help (this will not take away a move)")
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print("<!> If you need information of a specific spell, enter: help SPELL_NAME")
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print("<!> You can press enter (without typing a spell) to cast a random basic combat spell")
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print()
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print("Alright! Time to duel!")
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game_running = True
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try:
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while (game_running):
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current_round += 1
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if (current_round != 1):
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# Weird, right? To have round_end() at the start of a round.
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# There will be multiple conditions where the current iteration will end.
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# I'm lazy, hence why it's here :-)
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if player1.health == 0:
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print("END! {name} has been defeated. Congratulations {name2}!".format(name=player1.name, name2=player2.name))
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game_running = False
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break
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elif player2.health == 0:
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print("END! {name} has been defeated. Congratulations {name2}!".format(name=player2.name, name2=player1.name))
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game_running = False
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break
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round_end()
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print("== Round {round} ==".format(round=current_round))
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def round_get_player_spells(player1: Player, player2: Player):
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spell, dist = get_player_spell_from_input(player1)
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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 = spells.get(spell[0])
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player1.active_spell_levenshtein_distance = dist
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player1.active_spell_levenshtein_distance = dist
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spell, dist = get_player_spell_from_input(player2)
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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 = spells.get(spell[0])
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player2.active_spell_levenshtein_distance = dist
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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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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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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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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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player2.active_spell = None
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# OUTCOME: SPELLS
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def round_set_player_spells_succes(player1: Player, player2: Player):
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# > Get spell succes
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player1.active_spell_succes = player1.get_spell_succes_rate(player1.active_spell) > random.random() * 100
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player1.active_spell_succes = player1.get_spell_succes_rate(player1.active_spell) > random.random() * 100
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player2.active_spell_succes = player2.get_spell_succes_rate(player2.active_spell) > random.random() * 100
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player2.active_spell_succes = player2.get_spell_succes_rate(player2.active_spell) > random.random() * 100
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print(player1.cast_spell_result(player1.active_spell, player1.active_spell_succes))
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print(player2.cast_spell_result(player2.active_spell, player2.active_spell_succes))
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print(player1.cast_spell_result(player1.active_spell, player1.active_spell_succes))
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if player1.active_spell_succes and player1.active_spell.chance_heal_partly_succes():
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print(player2.cast_spell_result(player2.active_spell, player2.active_spell_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.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)
|
||||||
|
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))
|
||||||
|
#
|
||||||
|
if player2.active_spell_succes and player2.active_spell.chance_heal_partly_succes():
|
||||||
|
player2.give_health(MAX_PLAYER_HEALTH * 0.05)
|
||||||
|
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))
|
||||||
|
elif player2.active_spell_succes and player2.active_spell.chance_heal_fully_succes() and player2.health < MAX_PLAYER_HEALTH:
|
||||||
|
player2.give_health(MAX_PLAYER_HEALTH)
|
||||||
|
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))
|
||||||
|
|
||||||
# > Add health if defensive spell was lucky (partial heal, fully heal)
|
def round_get_player_spells_speed(player1: Player, player2: Player):
|
||||||
if player1.active_spell_succes and player1.active_spell.chance_heal_partly_succes():
|
player1.active_spell_speed = player1.active_spell.speed * player1.wand.speed
|
||||||
player1.give_health(MAX_PLAYER_HEALTH * 0.05)
|
player2.active_spell_speed = player2.active_spell.speed * player2.wand.speed
|
||||||
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))
|
|
||||||
elif player1.active_spell_succes and player1.active_spell.chance_heal_fully_succes() and player1.health < MAX_PLAYER_HEALTH:
|
|
||||||
player1.give_health(MAX_PLAYER_HEALTH)
|
|
||||||
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))
|
|
||||||
#
|
|
||||||
if player2.active_spell_succes and player2.active_spell.chance_heal_partly_succes():
|
|
||||||
player2.give_health(MAX_PLAYER_HEALTH * 0.05)
|
|
||||||
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))
|
|
||||||
elif player2.active_spell_succes and player2.active_spell.chance_heal_fully_succes() and player2.health < MAX_PLAYER_HEALTH:
|
|
||||||
player2.give_health(MAX_PLAYER_HEALTH)
|
|
||||||
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))
|
|
||||||
|
|
||||||
# > Determine instant winner or skip to next round
|
if player1.decreased_spell_speed and (player1.active_spell.type == SPELL_TYPE_COMMON or player1.active_spell.type == SPELL_TYPE_POWERFUL):
|
||||||
if not player1.active_spell_succes and not player2.active_spell_succes:
|
print("<!> {name} is slowed, spell speed decreased by 33%!".format(name=player1.name))
|
||||||
continue
|
player1.active_spell_speed *= 0.67
|
||||||
if not player1.active_spell_succes and player2.active_spell_succes:
|
player1.decreased_spell_speed = False
|
||||||
player2.cast_spell(player1)
|
if player2.decreased_spell_speed and (player2.active_spell.type == SPELL_TYPE_COMMON or player2.active_spell.type == SPELL_TYPE_POWERFUL):
|
||||||
continue
|
print("<!> {name} is slowed, spell speed decreased by 33%!".format(name=player2.name))
|
||||||
elif player1.active_spell_succes and not player2.active_spell_succes:
|
player2.active_spell_speed *= 0.67
|
||||||
player1.cast_spell(player2)
|
player2.decreased_spell_speed = False
|
||||||
continue
|
|
||||||
|
|
||||||
# > Determine fastest spell
|
if player1.decreased_spell_damage and (player1.active_spell.type == SPELL_TYPE_COMMON or player1.active_spell.type == SPELL_TYPE_POWERFUL):
|
||||||
player1.active_spell_speed = player1.active_spell.speed * player1.wand.speed
|
print("<!> {name} is blinded, spell damage decreased by 33%!".format(name=player1.name))
|
||||||
player2.active_spell_speed = player2.active_spell.speed * player2.wand.speed
|
if player2.decreased_spell_damage and (player2.active_spell.type == SPELL_TYPE_COMMON or player2.active_spell.type == SPELL_TYPE_POWERFUL):
|
||||||
|
print("<!> {name} is blinded, spell damage decreased by 33%!".format(name=player2.name))
|
||||||
if player1.decreased_spell_speed and (player1.active_spell.type == SPELL_TYPE_COMMON or player1.active_spell.type == SPELL_TYPE_POWERFUL):
|
|
||||||
print("<!> {name} is slowed, spell speed decreased by 33%!".format(name=player1.name))
|
|
||||||
player1.active_spell_speed *= 0.67
|
|
||||||
player1.decreased_spell_speed = False
|
|
||||||
if player2.decreased_spell_speed and (player2.active_spell.type == SPELL_TYPE_COMMON or player2.active_spell.type == SPELL_TYPE_POWERFUL):
|
|
||||||
print("<!> {name} is slowed, spell speed decreased by 33%!".format(name=player2.name))
|
|
||||||
player2.active_spell_speed *= 0.67
|
|
||||||
player2.decreased_spell_speed = False
|
|
||||||
|
|
||||||
if player1.decreased_spell_damage and (player1.active_spell.type == SPELL_TYPE_COMMON or player1.active_spell.type == SPELL_TYPE_POWERFUL):
|
fastest_caster = player1
|
||||||
print("<!> {name} is blinded, spell damage decreased by 33%!".format(name=player1.name))
|
slowest_caster = player2
|
||||||
if player2.decreased_spell_damage and (player2.active_spell.type == SPELL_TYPE_COMMON or player2.active_spell.type == SPELL_TYPE_POWERFUL):
|
if player2.active_spell_speed > player1.active_spell_speed:
|
||||||
print("<!> {name} is blinded, spell damage decreased by 33%!".format(name=player2.name))
|
fastest_caster = player2
|
||||||
|
slowest_caster = player1
|
||||||
|
|
||||||
fastest_caster = player1
|
print("- {p1_name}'s spell speed is {p1_spd}. {p2_name}'s spell speed is {p2_spd}. {fastest} is the fastest caster this round!".format(
|
||||||
slowest_caster = player2
|
p1_name=player1.name, p1_spd=player1.active_spell_speed,
|
||||||
if player2.active_spell_speed > player1.active_spell_speed:
|
p2_name=player2.name, p2_spd=player2.active_spell_speed,
|
||||||
fastest_caster = player2
|
fastest=fastest_caster.name
|
||||||
slowest_caster = player1
|
))
|
||||||
|
|
||||||
print("- {p1_name}'s spell speed is {p1_spd}. {p2_name}'s spell speed is {p2_spd}. {fastest} is the fastest caster this round!".format(
|
return (fastest_caster, slowest_caster)
|
||||||
p1_name=player1.name, p1_spd=player1.active_spell_speed,
|
|
||||||
p2_name=player2.name, p2_spd=player2.active_spell_speed,
|
|
||||||
fastest=fastest_caster.name
|
|
||||||
))
|
|
||||||
|
|
||||||
# CAST SPELLS
|
|
||||||
fastest_caster.cast_spell(slowest_caster)
|
|
||||||
if slowest_caster.health > 0:
|
|
||||||
slowest_caster.cast_spell(fastest_caster)
|
|
||||||
|
|
||||||
except KeyboardInterrupt:
|
def round_cast_spells(player1: Player, player2: Player):
|
||||||
print()
|
player1.cast_spell(player2)
|
||||||
print("<!> Duel ended because both {} and {} suddenly decided to test out their apparition skill!".format(player1.name, player2.name))
|
if player2.health > 0:
|
||||||
|
player2.cast_spell(player1)
|
@ -1,6 +1,7 @@
|
|||||||
##
|
##
|
||||||
## Player config
|
## Player config
|
||||||
##
|
##
|
||||||
|
MIN_USERNAME_LEN = 2 # Minimum length of usernames
|
||||||
MAX_PLAYER_HEALTH = 1000 # Maximum health
|
MAX_PLAYER_HEALTH = 1000 # Maximum health
|
||||||
MAX_STUNNED_ROUNDS = 10 # Max amount of rounds a player can be stunned
|
MAX_STUNNED_ROUNDS = 10 # Max amount of rounds a player can be stunned
|
||||||
|
|
||||||
@ -9,7 +10,7 @@ MAX_STUNNED_ROUNDS = 10 # Max amount of rounds a player can be stunned
|
|||||||
##
|
##
|
||||||
CHANCE_HEAL_PARTLY = 25 # Percentage chance a player is healed with 5% of max health when using a defensive spell
|
CHANCE_HEAL_PARTLY = 25 # Percentage chance a player is healed with 5% of max health when using a defensive spell
|
||||||
CHANCE_HEAL_FULLY = 5 # Percentage chance a player is fully healed when using a defensive spell
|
CHANCE_HEAL_FULLY = 5 # Percentage chance a player is fully healed when using a defensive spell
|
||||||
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)
|
MAX_LEVENSHTEIN_DISTANCE = 0 # 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)
|
||||||
|
|
||||||
##
|
##
|
||||||
## Misc
|
## Misc
|
||||||
|
Loading…
x
Reference in New Issue
Block a user