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7 changed files with 327 additions and 355 deletions

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@ -3,4 +3,4 @@ Based the on Harry Potter franchise.
You can run the game via pipenv. If you don't, make sure package levenshtein is installed.<br>
Run `entry.py` to run the game
Run `game.py` to run the game

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@ -1,53 +0,0 @@
from game import intro_message_welcome, intro_get_username, intro_print_wands, intro_get_wand, intro_message_duel_start
from game import round_get_player_spells, round_set_player_spells_succes, round_get_player_spells_speed, round_cast_spells, start_round
from player import Player
current_round: int = 0
intro_message_welcome()
player1 = Player(None, None)
player2 = Player(None, None)
player1.name = intro_get_username(1)
player2.name = intro_get_username(2)
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))
intro_print_wands()
player1.wand = intro_get_wand(player1)
player2.wand = intro_get_wand(player2)
print()
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()))
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()))
intro_message_duel_start()
try:
while True:
if player1.health == 0:
print("END! {name} has been defeated. Congratulations {name2}!".format(name=player1.name, name2=player2.name))
break
elif player2.health == 0:
print("END! {name} has been defeated. Congratulations {name2}!".format(name=player2.name, name2=player1.name))
break
current_round += 1
start_round(current_round, player1, player2)
round_get_player_spells(player1, player2)
round_set_player_spells_succes(player1, player2)
if not player1.active_spell_succes and not player2.active_spell_succes:
continue
if not player1.active_spell_succes and player2.active_spell_succes:
player2.cast_spell(player1)
continue
elif player1.active_spell_succes and not player2.active_spell_succes:
player1.cast_spell(player2)
continue
print()
fastest_caster, slowest_caster = round_get_player_spells_speed(player1, player2)
round_cast_spells(fastest_caster, slowest_caster)
except KeyboardInterrupt:
print()
print("<!> Duel ended because both {} and {} suddenly decided to test out their apparition skill!".format(player1.name, player2.name))

319
game.py
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@ -1,11 +1,10 @@
import random
from player import Player
from wands import wands
from spells import Spell, spells, random_combat_spell, print_spells, find_spell_by_name
from spells import _INVALID_SPELL, SPELL_TYPE_COMMON, SPELL_TYPE_POWERFUL
from game_config import MIN_USERNAME_LEN, MAX_PLAYER_HEALTH
from player import *
from wands import *
INPUT_MESSAGES = (
##
## Definitions
##
input_messages = (
"{name}, what's your spell? ",
"{name}, how will you obliviate your opponent? ",
"{name}, go for it! Enter a spell! ",
@ -13,160 +12,206 @@ INPUT_MESSAGES = (
"{name}, go time! ",
"{name}, it's your turn to enter a spell: "
)
def print_turn_message(player: Player):
return random.choice(input_messages).format(name=player.name)
##
## Intro functions
##
def intro_message_welcome() -> None:
print()
print("Welcome! You're about to perform a wizard duel!")
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:")
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)")
print("2- SUCCES CHANCE: How much succes chance of performing a spell. Some spells are difficult to pronounce and thus could fail..")
print("3- SPEED: If both players succesfully cast a spell, the spell with the greatest speed will succeed and the other one will not")
print()
def intro_message_duel_start() -> None:
print("<!> If you need a list of available spells, enter: help (this will not take away a move)")
print("<!> If you need information of a specific spell, enter: help SPELL_NAME")
print("<!> You can press enter (without typing a spell) to cast a random basic combat spell")
print()
print("Alright! Time to duel!")
def intro_get_username(playerid: int) -> str:
while True:
user_input = input("Player {id} - What's your name? ".format(id=playerid))
if len(user_input) < MIN_USERNAME_LEN:
print("<!> Oops! Names must be at least {len} characters long!".format(len=MIN_USERNAME_LEN))
else: break
return user_input
def intro_print_wands() -> None:
for i in wands.items():
print("{wand_id}:{wand_desc}".format(wand_id=i[0], wand_desc=i[1]))
def intro_get_wand(player: Player) -> Spell:
while (True):
try:
user_input = int(input("What wand do you want {name}? (Enter one of the numbers): ".format(name=player.name)))
except ValueError:
continue
if user_input < 1 or user_input > len(wands):
continue
break
return wands[user_input]
##
## Game round functions
##
def start_round(round: int, player1: Player, player2: Player) -> None:
current_round = 0
def round_end():
if (player1.stunned_rounds > 0): player1.stunned_rounds -= 1
if (player2.stunned_rounds > 0): player2.stunned_rounds -= 1
if (player2.stunned_rounds > 0): player2.stunned_rounds -= 1
print()
print("== Round {round} ==".format(round=round))
print("-- Current stats:\n\
print("<!> Round {round} ended! Current stats:\n\
- {p1_name}: Health: {p1_hp} | Queued effects: {p1_effects} | Round being stunned: {p1_stunned}\n\
- {p2_name}: Health: {p2_hp} | Queued effects: {p2_effects} | Rounds being stunned: {p2_stunned}".format(
round=round,
round=current_round,
p1_name=player1.name, p1_hp=player1.health, p1_effects=player1.get_queued_effects(), p1_stunned=player1.stunned_rounds,
p2_name=player2.name, p2_hp=player2.health, p2_effects=player2.get_queued_effects(), p2_stunned=player2.stunned_rounds
)
)
def print_turn_message(player: Player) -> None:
return random.choice(INPUT_MESSAGES).format(name=player.name)
def get_player_spell_from_input(player: Player) -> tuple:
def get_player_spell_from_input(player: Player):
while True:
player_input = input(print_turn_message(player))
if not player_input:
spell_name, spell_obj = random_combat_spell()
return ((spell_name, spell_obj), 0)
if player_input == "help":
print_spells()
continue
elif player_input.find("help", 0) != -1:
spell_name, spell_obj = find_spell_by_name(player_input[5:])[0]
if spell_obj is spells[_INVALID_SPELL]:
print("<!> Spell '{what}' does not exist!".format(what=player_input))
else:
print("'{spell_name}':{spell_desc}".format(spell_name=spell_name, spell_desc=spell_obj))
return [random_combat_spell(), 0]
else:
return find_spell_by_name(player_input)
if player_input == "help":
print_spells()
continue
elif player_input.find("help", 0) != -1:
find_what = player_input[5:]
spell = find_spell_by_name(find_what)[0]
if spell is spell_object_none:
print("<!> Spell '{what}' does not exist!".format(what=find_what))
else:
print(spell)
continue
else:
return find_spell_by_name(player_input)
##
## ENTRY
##
print()
print("Welcome! You're about to perform a wizard duel!")
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:")
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)")
print("2- SUCCES CHANCE: How much succes chance of performing a spell. Some spells are difficult to pronounce and thus could fail..")
print("3- SPEED: If both players succesfully cast a spell, the spell with the greatest speed will succeed and the other one will not")
print()
#GET: USERNAMES
while True:
player1_name = input("Player 1 - What's your name? ")
player2_name = input("And now player 2 - What's your name? ")
if len(player1_name) < 2 or len(player2_name) < 2:
print("<!> Oops! Names must be at least 2 characters long! Please try again")
else: break
#GET: WANDS
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))
for i in Wand.wandList:
print(i)
#Player 1
while (True):
try:
wand_input = int(input("What wand do you want {name}? (Enter one of the numbers): ".format(name=player1_name)))
except ValueError:
continue
if wand_input < 1 or wand_input > len(Wand.wandList):
continue
player1_wand = Wand.wandList[wand_input-1]
break
#Player 2
while (True):
try:
wand_input = int(input("What wand do you want {name}? (Enter one of the numbers): ".format(name=player2_name)))
except ValueError:
continue
if wand_input < 1 or wand_input > len(Wand.wandList):
continue
player2_wand = Wand.wandList[wand_input-1]
break
player1 = Player(player1_name, player1_wand)
player2 = Player(player2_name, player2_wand)
print()
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()))
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()))
print("<!> If you need a list of available spells, enter: help (this will not take away a move)")
print("<!> If you need information of a specific spell, enter: help SPELL_NAME")
print("<!> You can press enter (without typing a spell) to cast a random basic combat spell")
print()
print("Alright! Time to duel!")
game_running = True
try:
while (game_running):
current_round += 1
if (current_round != 1):
# Weird, right? To have round_end() at the start of a round.
# There will be multiple conditions where the current iteration will end.
# I'm lazy, hence why it's here :-)
if player1.health == 0:
print("END! {name} has been defeated. Congratulations {name2}!".format(name=player1.name, name2=player2.name))
game_running = False
break
elif player2.health == 0:
print("END! {name} has been defeated. Congratulations {name2}!".format(name=player2.name, name2=player1.name))
game_running = False
break
round_end()
def round_get_player_spells(player1: Player, player2: Player) -> None:
spell, dist = get_player_spell_from_input(player1)
player1.active_spell = spells.get(spell[0])
player1.active_spell_levenshtein_distance = dist
print("== Round {round} ==".format(round=current_round))
player1.active_spell, player1.active_spell_levenshtein_distance = get_player_spell_from_input(player1)
player2.active_spell, player2.active_spell_levenshtein_distance = get_player_spell_from_input(player2)
spell, dist = get_player_spell_from_input(player2)
player2.active_spell = spells.get(spell[0])
player2.active_spell_levenshtein_distance = dist
if (player1.stunned_rounds > 0 and player1.active_spell is not spell_finite_incantatem):
player1.active_spell = spell_object_stunned
if (player2.stunned_rounds > 0 and player2.active_spell is not spell_finite_incantatem):
player2.active_spell = spell_object_stunned
if (player1.stunned_rounds > 0 and player1.active_spell is not spells["Finite Incantatem"]):
player1.active_spell = None
if (player2.stunned_rounds > 0 and player2.active_spell is not spells["Finite Incantatem"]):
player2.active_spell = None
# OUTCOME: SPELLS
# > Get spell succes
player1.active_spell_succes = player1.get_spell_succes_rate(player1.active_spell) > random.random() * 100
player2.active_spell_succes = player2.get_spell_succes_rate(player2.active_spell) > random.random() * 100
def round_set_player_spells_succes(player1: Player, player2: Player) -> None:
player1.active_spell_succes = player1.get_spell_succes_rate(player1.active_spell) > random.random() * 100
player2.active_spell_succes = player2.get_spell_succes_rate(player2.active_spell) > random.random() * 100
print(player1.cast_spell_result(player1.active_spell, player1.active_spell_succes))
print(player2.cast_spell_result(player2.active_spell, player2.active_spell_succes))
print(player1.cast_spell_result(player1.active_spell, player1.active_spell_succes))
print(player2.cast_spell_result(player2.active_spell, player2.active_spell_succes))
if player1.active_spell_succes and player1.active_spell.chance_heal_partly_succes():
player1.give_health(MAX_PLAYER_HEALTH * 0.05)
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))
# > Add health if defensive spell was lucky (partial heal, fully heal)
if player1.active_spell_succes and player1.active_spell.chance_heal_partly_succes():
player1.give_health(MAX_PLAYER_HEALTH * 0.05)
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))
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.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.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.name, hp=MAX_PLAYER_HEALTH*0.05))
def round_get_player_spells_speed(player1: Player, player2: Player) -> tuple:
player1.active_spell_speed = player1.active_spell.speed * player1.wand.speed
player2.active_spell_speed = player2.active_spell.speed * player2.wand.speed
# > Determine instant winner or skip to next round
if not player1.active_spell_succes and not player2.active_spell_succes:
continue
if not player1.active_spell_succes and player2.active_spell_succes:
player2.cast_spell(player1)
continue
elif player1.active_spell_succes and not player2.active_spell_succes:
player1.cast_spell(player2)
continue
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
# > Determine fastest spell
player1.active_spell_speed = player1.active_spell.speed * player1.wand.speed
player2.active_spell_speed = player2.active_spell.speed * player2.wand.speed
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):
print("<!> {name} is blinded, spell damage decreased by 33%!".format(name=player1.name))
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_damage and (player1.active_spell.type == SPELL_TYPE_COMMON or player1.active_spell.type == SPELL_TYPE_POWERFUL):
print("<!> {name} is blinded, spell damage decreased by 33%!".format(name=player1.name))
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))
fastest_caster = player1
slowest_caster = player2
if player2.active_spell_speed > player1.active_spell_speed:
fastest_caster = player2
slowest_caster = player1
fastest_caster = player1
slowest_caster = player2
if player2.active_spell_speed > player1.active_spell_speed:
fastest_caster = player2
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(
p1_name=player1.name, p1_spd=player1.active_spell_speed,
p2_name=player2.name, p2_spd=player2.active_spell_speed,
fastest=fastest_caster.name
))
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(
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)
return (fastest_caster, slowest_caster)
fastest_caster.active_spell = spell_object_none
fastest_caster.active_spell_levenshtein_distance = 0
slowest_caster.active_spell = spell_object_none
slowest_caster.active_spell_levenshtein_distance = 0
def round_cast_spells(player1: Player, player2: Player) -> None:
player1.cast_spell(player2)
if player2.health > 0:
player2.cast_spell(player1)
except KeyboardInterrupt:
print()
print("<!> Duel ended because both {} and {} suddenly decided to test out their apparition skill!".format(player1.name, player2.name))

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@ -1,18 +0,0 @@
##
## Player config
##
MIN_USERNAME_LEN = 2 # Minimum length of usernames
MAX_PLAYER_HEALTH = 1000 # Maximum health
MAX_STUNNED_ROUNDS = 10 # Max amount of rounds a player can be stunned
##
## Spells config
##
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
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)
##
## Misc
##
DEBUG_MODE = False # Enable or disable debug mode. Sets all spell chances to 100% when enabled

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@ -1,48 +1,46 @@
import random
from wands import Wand
from spells import SPELL_TYPE_NONE, SPELL_TYPE_USELESS, SPELL_TYPE_DEFENSE, SPELL_TYPE_UNFORGIVABLE#, SPELL_TYPE_COMMON, SPELL_TYPE_POWERFUL
from spells import Spell, spells, _INVALID_SPELL
from game_config import MAX_PLAYER_HEALTH, MAX_STUNNED_ROUNDS
from spells import *
MAX_PLAYER_HEALTH = 1000
MAX_STUNNED_ROUNDS = 10
class Player:
def __init__(self, name: str, wand: Wand) -> None:
self.name: str = name
self.health: float = MAX_PLAYER_HEALTH
self.wand: Wand = wand
def __init__(self, name: str, wand: Wand):
self.name = name
self.health = MAX_PLAYER_HEALTH
self.wand = wand
self.active_spell: Spell = spells[_INVALID_SPELL]
self.active_spell_succes: bool = False
self.active_spell_levenshtein_distance: int = 0 # Penalty => If >0 then damage reduction, 15 per distance
self.active_spell = spell_object_none
self.active_spell_succes = False
self.active_spell_levenshtein_distance = 0 # Penalty => If >0 then damage reduction, 15 per distance
self.stunned_rounds: int = 0
self.decreased_spell_speed: bool = False
self.decreased_spell_damage: bool = False
self.stunned_rounds = 0
self.decreased_spell_speed = False
self.decreased_spell_damage = False
self.lumos: bool = False
self.lumos = False
def give_health(self, health: int) -> float:
def give_health(self, health: int):
self.health += health
if self.health > MAX_PLAYER_HEALTH:
self.health = MAX_PLAYER_HEALTH
return self.health
def take_health(self, health: int) -> float:
def take_health(self, health: int):
self.health -= health
if self.health < 0:
self.health = 0
return self.health
def add_stunned_rounds(self, rounds: int) -> None:
def add_stunned_rounds(self, rounds: int):
self.stunned_rounds += rounds + 1
if (self.stunned_rounds > MAX_STUNNED_ROUNDS + 1):
self.stunned_rounds = MAX_STUNNED_ROUNDS
def get_spell_succes_rate(self, spell: Spell) -> float:
if spell == None:
return 0
def get_spell_succes_rate(self, spell: Spell):
return 1 * self.wand.succes_rate * spell.succes_rate
def get_queued_effects(self) -> str:
def get_queued_effects(self):
output = ""
effect_slowed = "Slowed"
effect_blinded = "Blinded"
@ -57,59 +55,58 @@ class Player:
if not output: output = "None"
return output
def cast_spell_result(self, spell: Spell, succes: bool) -> str:
if spell == None:
return "<!> {name} can't cast anything but Finite Incantatem since they are stunned".format(name=self.name)
def cast_spell_result(self, spell: Spell, succes: bool):
if succes:
message = "{name} casted '{spell}' with succes"
else:
if spell.type == SPELL_TYPE_UNFORGIVABLE:
message = "{name} tried to cast '{spell}' but didn't truly mean it. Cast FAILED!"
elif spell.type == SPELL_TYPE_NONE:
if spell == spells[_INVALID_SPELL]:
if spell == spell_object_none:
return "{name} must not be feeling well, since they casted a non existing spell. Cast FAILED!".format(name=self.name)
elif spell == spell_object_stunned:
return "<!> {name} can't cast anything but {spell} since they are stunned".format(name=self.name, spell=spell_finite_incantatem.name)
else: message = "{name} tried to cast '{spell}' but mispronounced it. Cast FAILED!"
return message.format(name=self.name, spell=spell.get_spell_name())
return message.format(name=self.name, spell=spell.name)
def cast_spell(self, opponent) -> None:
spell_name = self.active_spell.get_spell_name()
def cast_spell(self, opponent): #: Player ?
spell_name = self.active_spell.name.lower()
if self.active_spell is None:
if self.active_spell is spell_object_none:
print("- {name} does nothing".format(name=self.name))
return
if self.stunned_rounds > 0 and self.active_spell is not spells["Finite Incantatem"]:
if self.stunned_rounds > 0 and self.active_spell is not spell_finite_incantatem:
print("<!> {name} tries to cast a spell but fails because they are stunned!".format(name=self.name))
return
if self.active_spell.type == SPELL_TYPE_USELESS:
if self.active_spell is spells["Lumos"]:
if self.active_spell is spell_lumos:
if self.lumos:
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))
else:
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))
self.lumos = True
elif self.active_spell is spells["Nox"]:
elif self.active_spell is spell_nox:
if not self.lumos:
print("- {name} shouts: {spell}! Nothing happened".format(name=self.name, spell=spell_name.upper()))
else:
print("- {name} shouts {spell}! Their brutal shining light dissapears".format(name=self.name, spell=spell_name.upper()))
self.lumos = False
elif self.active_spell is spells["Rennervate"]:
elif self.active_spell is spell_rennervate:
if opponent.stunned_rounds == 0:
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))
else:
print("- {name} casts {spell}! {name_o} is no longer stunned!".format(name=self.name, spell=spell_name, name_o=opponent.name))
opponent.stunned_rounds = 0
elif self.active_spell is spells["Igni"]:
elif self.active_spell is spell_igni:
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?")
else:
print("<!> [debug]{name} casted SPELL_TYPE_USELESS {spell}. Behaviour unscripted!".format(name=self.name, spell=spell_name))
elif self.active_spell.type == SPELL_TYPE_DEFENSE:
spell_succes = True
if self.active_spell is spells["Finite Incantatem"]:
if self.active_spell is spell_finite_incantatem:
if self.stunned_rounds > 0:
if not 10 > random.random() * 100:
spell_succes = False
@ -128,42 +125,42 @@ class Player:
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))
elif not spell_succes:
print("- {name}: (nothing, still stunned)".format(name=self.name))
elif self.active_spell is spells["Impendimenta"]:
if opponent.active_spell is spells["Protego"] and opponent.active_spell_succes:
elif self.active_spell is spell_impendimenta:
if opponent.active_spell is spell_protego and opponent.active_spell_succes:
print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} blocks the attack!".format(name=self.name, name_o=opponent.name, spell=spell_name))
else:
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))
opponent.decreased_spell_speed = True
elif self.active_spell is spells["Lumos Solem"]:
elif self.active_spell is spell_lumos_solem:
# Light still goes through the shield, therefor always succeed blinding attempts
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))
opponent.decreased_spell_damage = True
elif self.active_spell is spells["Protego"] and self.active_spell_succes:
elif self.active_spell is spell_protego and self.active_spell_succes:
print("- {name} casts {spell}".format(name=self.name, spell=spell_name))
else:
print("<!> [debug]{name} casted SPELL_TYPE_DEFENSE {spell}. Behaviour unscripted!".format(name=self.name, spell=spell_name))
elif self.active_spell.type == SPELL_TYPE_UNFORGIVABLE:
if self.active_spell is spells["Avada Kedavra"]:
if self.active_spell is spell_avada_kedavra:
print("- THE NERVE! {name} casts the killing curse! See you in the after life {name_o}!".format(name=self.name, name_o=opponent.name))
opponent.health = 0
elif self.active_spell is spells["Crucio"]:
elif self.active_spell is spell_crucio:
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))
opponent.add_stunned_rounds(5)
opponent.take_health(self.active_spell.damage)
elif self.active_spell is spells["Imperio"]:
elif self.active_spell is spell_imperio:
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))
opponent.add_stunned_rounds(MAX_STUNNED_ROUNDS)
else:
if self.active_spell is spells["Mimblewimble"]:
if opponent.active_spell is spells["Protego"] and opponent.active_spell_succes:
if self.active_spell is spell_mimblewimble:
if opponent.active_spell is spell_protego and opponent.active_spell_succes:
print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} blocks the attack!".format(name=self.name, spell=spell_name, name_o=opponent.name))
else:
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))
opponent.add_stunned_rounds(-self.active_spell.damage)
elif self.active_spell is spells["Silencio"]:
if opponent.active_spell is spells["Protego"] and opponent.active_spell_succes:
elif self.active_spell is spell_silencio:
if opponent.active_spell is spell_protego and opponent.active_spell_succes:
print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} blocks the attack!".format(name=self.name, spell=spell_name, name_o=opponent.name))
else:
if opponent.stunned_rounds == 0:
@ -184,8 +181,8 @@ class Player:
total_damage = self.active_spell.damage * self.wand.damage * damage_modifier - damage_penalty
if total_damage < 0: total_damage = 0
if opponent.active_spell is spells["Protego"] and opponent.active_spell_succes:
if opponent.active_spell is spell_protego and opponent.active_spell_succes:
print("- {name} casts {spell} on {name_o}. FAILURE! {name_o} blocks the attack!".format(name=self.name, spell=spell_name, name_o=opponent.name))
else:
print("- {name} casts {spell} on {name_o} causing {dmg} damage!".format(name=self.name, spell=spell_name, name_o=opponent.name, dmg=total_damage))
opponent.take_health(total_damage)
opponent.take_health(total_damage)

143
spells.py
View File

@ -1,8 +1,5 @@
import random
from game_config import CHANCE_HEAL_PARTLY, CHANCE_HEAL_FULLY, DEBUG_MODE, MAX_LEVENSHTEIN_DISTANCE
if MAX_LEVENSHTEIN_DISTANCE > 0:
from Levenshtein import distance
from Levenshtein import distance
SPELL_TYPE_NONE = -1
SPELL_TYPE_USELESS = 0
@ -11,14 +8,25 @@ SPELL_TYPE_COMMON = 2
SPELL_TYPE_POWERFUL = 3
SPELL_TYPE_UNFORGIVABLE = 4
_INVALID_SPELL = ".@wizardduel@__spell_invalid__" #Internal usage only
# 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
##
## 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)
@ -31,116 +39,103 @@ 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, speed: int, damage: int, succes_rate: int, description: str, type: int = SPELL_TYPE_COMMON) -> None:
self.speed: int = speed
self.damage: int = damage
self.succes_rate: int = succes_rate
self.description: str = description
self.type: int = type
def __init__(self, name: str, speed: int, damage: int, succes_rate: int, description: str, type: int = SPELL_TYPE_COMMON):
self.name = name
self.speed = speed
self.damage = damage
self.succes_rate = succes_rate
self.description = description
self.type = type
def __repr__(self) -> str:
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)
Spell.spellList.append(self)
def __repr__(self):
return " ['{spell}']\n\t{desc}\n\tSUCCES RATE: {srate}%\tSPEED: {speed}\tDAMAGE: {dmg}".format(spell=self.name, type=type, desc=self.description, srate=self.succes_rate, speed=self.speed, dmg=self.damage)
def chance_heal_partly_succes(self) -> bool:
def chance_heal_partly_succes(self):
return self.type == SPELL_TYPE_DEFENSE and CHANCE_HEAL_PARTLY > random.random() * 100
def chance_heal_fully_succes(self) -> bool:
def chance_heal_fully_succes(self):
return self.type == SPELL_TYPE_DEFENSE and CHANCE_HEAL_FULLY > random.random() * 100
def get_spell_name(self) -> str:
return str(list(i for i in spells if spells[i] == self)).strip("[]'")
##
## Spells
##
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),
# Useless spells - These don't do anything useful in combat
spell_lumos = Spell("Lumos", 100, 000, 100, "Creates a small light at the tip of your wand", SPELL_TYPE_USELESS)
spell_nox = Spell("Nox", 100, 000, 100, "Counter spell of Lumos", SPELL_TYPE_USELESS)
spell_rennervate = Spell("Rennervate", 100, 000, 100, "Revives your opponent if they are stunned", SPELL_TYPE_USELESS)
spell_igni = Spell("Igno", 100, 000, 100, "Damages an enemy using fire. Except, this is a Witcher sign. It thus has no effect at all", SPELL_TYPE_USELESS)
# Defensive spell. Each cast from this category has a 5% chance of completely restoring health or 25% chance to heal 5% of maximum health
"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),
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)
# Common combat spells. High chance of succes, deals some damage
"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"),
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")
# Powerful combat spells. Medium chance of succes, deals more damage or stuns opponents
"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),
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)
# Unforgivable spells. Very low chance of success, instantly kills or deals alot of damage/stun amount
"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),
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)
# Internal usage
_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
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)
##
## Standalone spell functions
##
def random_combat_spell() -> tuple:
return random.choice([i for i in spells.items() if i[1].type == SPELL_TYPE_COMMON]) # note: returns tuple ('spell_name', spell_obj)
def random_combat_spell():
return random.choice([i for i in Spell.spellList if i.type == SPELL_TYPE_COMMON])
def find_spell_by_name(input: str) -> tuple: # 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 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 print_spells() -> None:
def print_spells():
header_spells_useless = "== USELESS SPELLS =="
header_spells_defensive = "== DEFENSIVE SPELLS =="
header_spells_common = "== COMMON COMBAT SPELLS =="
header_spells_powerful = "== POWERFUL COMBAT SPELLS =="
header_spells_unforgivable = "== UNFORGIVABLE CURSES =="
for i in spells.items():
if i[1].type == SPELL_TYPE_UNFORGIVABLE or i[1].type == SPELL_TYPE_USELESS or i[1].type == SPELL_TYPE_NONE:
for i in Spell.spellList:
if i.type == SPELL_TYPE_UNFORGIVABLE or i.type == SPELL_TYPE_USELESS or i.type == SPELL_TYPE_NONE:
continue
if i[1].type == SPELL_TYPE_USELESS and header_spells_useless:
if i.type == SPELL_TYPE_USELESS and header_spells_useless:
print("\n"+header_spells_useless)
header_spells_useless = ""
elif i[1].type == SPELL_TYPE_DEFENSE and header_spells_defensive:
elif i.type == SPELL_TYPE_DEFENSE and header_spells_defensive:
print("\n"+header_spells_defensive)
header_spells_defensive = ""
elif i[1].type == SPELL_TYPE_COMMON and header_spells_common:
elif i.type == SPELL_TYPE_COMMON and header_spells_common:
print("\n"+header_spells_common)
header_spells_common = ""
elif i[1].type == SPELL_TYPE_POWERFUL and header_spells_powerful:
elif i.type == SPELL_TYPE_POWERFUL and header_spells_powerful:
print("\n"+header_spells_powerful)
header_spells_powerful = ""
elif i[1].type == SPELL_TYPE_UNFORGIVABLE and header_spells_unforgivable:
elif i.type == SPELL_TYPE_UNFORGIVABLE and header_spells_unforgivable:
print("\n"+header_spells_unforgivable)
header_spells_unforgivable = ""
print(
str(i)
.strip('(')
.strip(')')
.replace(',', ':', 1)
)
print(i)

View File

@ -7,13 +7,18 @@ WAND_WOOD_ELDER = 1 #Speed -4%
WAND_WOOD_APPLE = 2 #Damage -5%
class Wand:
def __init__(self, wand_core: int, wand_wood: int) -> None:
self.core: int = wand_core
self.wood: int = wand_wood
_next_wand_id = 1
wandList = []
self.succes_rate: float = 1
self.speed: float = 1
self.damage: float = 1
def __init__(self, wand_core: int, wand_wood: int):
self.id = Wand._next_wand_id
self.core = wand_core
self.wood = wand_wood
self.succes_rate = 1
self.speed = 1
self.damage = 1
if self.core == WAND_CORE_UNICORN:
self.succes_rate *= 1.03
@ -29,18 +34,21 @@ class Wand:
elif self.wood == WAND_WOOD_APPLE:
self.damage *= 0.95
def __repr__(self) -> str:
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)
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)
)
def get_wand_core(self) -> str:
def get_wand_core(self):
if self.core == WAND_CORE_UNICORN: return "Unicorn hair"
elif self.core == WAND_CORE_PHOENIX: return "Phoenix feather"
elif self.core == WAND_CORE_DRAGON: return "Dragon heartstring"
else: return "Muggle's electric wire"
def get_wand_wood(self) -> str:
def get_wand_wood(self):
if self.wood == WAND_WOOD_ASH: return "Ash"
elif self.wood == WAND_WOOD_ELDER: return "Elder"
elif self.wood == WAND_WOOD_APPLE: return "Apple"
@ -49,16 +57,14 @@ class Wand:
##
## Wands
##
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_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)
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_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)
7: Wand(WAND_CORE_DRAGON, WAND_WOOD_ASH),
8: Wand(WAND_CORE_DRAGON, WAND_WOOD_ELDER),
9: Wand(WAND_CORE_DRAGON, 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)