pankration.py
26.5 KB
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import random
import time
import pickle
import math
FIND_PERCENTAGE = 100
SKILL_PERCENT = 80
class HuntResponse:
ERROR = -1
FAILURE = 0
SUCCESS = 1
def __init__(self, result, message, monster):
self.result = result
self.message = message
self.monster = monster
exp_to_level = [0, 500, 1250, 2250, 3500, 5000, 6750, 8750, 10950, 13350, 15950, 18750, 21750, 24950, 28350, 31950, 35750, 39750, 43950, 48350, 52950, 57750, 62750, 67850, 73050, 78350, 83750, 89250, 94850, 100550, 106350, 112250, 118250, 124350, 130550, 136850, 143250, 149750, 156350, 163050, 169850, 176750, 183750, 190850, 198050, 205350, 212750, 220250, 227850, 235550, 243350]
exp_table = {
15: 600,
14: 600,
13: 600,
12: 600,
11: 600,
10: 600,
9: 600,
8: 600,
7: 550,
6: 450,
5: 350,
4: 300,
3: 240,
2: 220,
1: 210,
0: 200,
-1: 180,
-2: 160,
-3: 150,
-4: 140,
-5: 130,
-6: 120,
-7: 110,
-8: 100,
-9: 80,
-10: 60,
-11: 40,
-12: 40,
-13: 40,
-14: 40,
-15: 20,
}
class Jobs:
BLM = 1
BLU = 2
BRD = 3
BST = 4
COR = 5
DNC = 6
DRG = 7
DRK = 8
GEO = 9
MNK = 10
NIN = 11
PLD = 12
PUP = 13
RDM = 14
RNG = 15
RUN = 16
SAM = 17
SCH = 18
SMN = 19
THF = 20
WAR = 21
WHM = 22
def get_job_name(self, job):
members = [attr for attr in dir(Jobs()) if not callable(attr) and not attr.startswith("__") and not attr.startswith("get_job_name")]
return members[job-1]
evasion_by_job = {
Jobs.BLM: {'base_eva': 4, 'eva_per_level': 2.48},
Jobs.BLU: {'base_eva': 5, 'eva_per_level': 2.78},
Jobs.BRD: {'base_eva': 4, 'eva_per_level': 2.66},
Jobs.BST: {'base_eva': 5, 'eva_per_level': 2.78},
Jobs.COR: {'base_eva': 4, 'eva_per_level': 2.66},
Jobs.DNC: {'base_eva': 5, 'eva_per_level': 2.88},
Jobs.DRG: {'base_eva': 5, 'eva_per_level': 2.88},
Jobs.DRK: {'base_eva': 5, 'eva_per_level': 2.78},
Jobs.GEO: {'base_eva': 4, 'eva_per_level': 2.66},
Jobs.MNK: {'base_eva': 5, 'eva_per_level': 2.88},
Jobs.NIN: {'base_eva': 6, 'eva_per_level': 3},
Jobs.PLD: {'base_eva': 5, 'eva_per_level': 2.78},
Jobs.PUP: {'base_eva': 5, 'eva_per_level': 2.88},
Jobs.RDM: {'base_eva': 4, 'eva_per_level': 2.66},
Jobs.RNG: {'base_eva': 4, 'eva_per_level': 2.48},
Jobs.RUN: {'base_eva': 5, 'eva_per_level': 2.88},
Jobs.SAM: {'base_eva': 5, 'eva_per_level': 2.88},
Jobs.SCH: {'base_eva': 4, 'eva_per_level': 2.48},
Jobs.SMN: {'base_eva': 4, 'eva_per_level': 2.48},
Jobs.THF: {'base_eva': 6, 'eva_per_level': 3},
Jobs.WAR: {'base_eva': 5, 'eva_per_level': 2.78},
Jobs.WHM: {'base_eva': 4, 'eva_per_level': 2.48},
}
TemperamentPosture = {
4: {"name": "Very Agressive", "message": "Show no mercy!", "value": 4},
3: {"name": "Somewhat Agressive", "message": "Give em' a little more bite!", "value": 3},
2: {"name": "Somewhat Defensive", "message": "Back off a bit!", "value": 2},
1: {"name": "Very Defensive", "message": "Guard! Block! Parry! Hold!", "value": 1}
}
TemperamentAttitude = {
4: {"name": "Very Wild", "message": "Don't think, kill!", "value": 4},
3: {"name": "Somewhat Wild", "message": "Less thinking, more striking!", "value": 3},
2: {"name": "Somewhat Tame", "message": "Watch your opponent, then attack!", "value": 2},
1: {"name": "Very Tame", "message": "Think, and think again!", "value": 1}
}
PhysicalDamageTypes = {
'blunt': ['Hand-to-Hand', 'Club', 'Staff', 'Harlequin Frame', 'Stormwaker Frame', 'Sharpshot Frame'],
'slashing': ['Axe', 'Great Axe', 'Great Sword', 'Sword', 'Scythe', 'Katana', 'Great Katana', 'Valoredge Frame'],
'piercing': ['Dagger', 'Polearm', 'Archery', 'Marksmanship', 'Shuriken', 'Boomerang']
}
FeralSkills = {
'Airy Shield': {'fp_cost': 0, 'type': 'Enhancing', 'sub_type': 'arrow shield', 'shadows': 'ignore', 'range': None, 'aoe': False, 'spell': 'arrow shield'},
'Binding Wave': {'type': 'Enfeebling', 'shadows': 'ignore', 'range': 15, 'aoe': True, 'spell': 'bind'},
'Dire Straight': {'type': 'Physical', 'shadows': 'wipe', 'range': None, 'aoe': False},
'Dismemberment': {'type': 'Piercing', 'shadows': 'absorb', 'range': None, 'aoe': False}, # causes the monster to lose a body part
'Earthshatter': {'type': 'Piercing', 'shadows': 'wipe', 'range': None, 'aoe': True},
'Eyes On Me': {'type': 'Magical', 'sub_type': 'Dark', 'mp_cost': 112, 'shadows': 'absorb', 'range': 13, 'aoe': False},
'Hypnosis': {'type': 'Enfeebling', 'sub_type': 'sleep', 'shadows': 'ignore', 'range': 'gaze', 'aoe': True},
'Magic Barrier': {'type': 'Magical', 'sub_type': 'Dark', 'mp_cost': 29, 'shadows': 'absorb', 'range': None, 'aoe': True},
'Sinker Drill': {'type': 'Physical', 'sub_type': 'Piercing', 'shadows': 'absorb', 'range': None, 'aoe': False},
}
Families = {
'acrolith': {
'base_fp': 50,
'fp_per_level': 0.1,
'max_fp': 55,
'available_main_job': [Jobs.WAR, Jobs.DRG, Jobs.DRK, Jobs.PLD],
'available_support_job': [Jobs.WAR, Jobs.DRG, Jobs.DRK, Jobs.PLD],
'innate_feral_skills': ['Sinker Drill', 'Dire Straight', 'Dismemberment', 'Earthshatter'],
'type': 'Arcana',
'strong_vs': ['Dark'],
'charmable': False,
'aspir': False,
'drain': False,
'base_vit': 10,
'vit_per_level': 0.9334,
'base_str': 9,
'str_per_level': 0.8934,
'base_agi': 7,
'agi_per_level': 0.76,
'base_dex': 10,
'dex_per_level': 0.76,
'temperament_attitude': {
'initial_value': 4,
'actions': {
4: {'use_tp_chance': 100, 'ws': ['Sinker Drill'], 'side_attack_chance': 0, 'range_chance': 0},
3: {'use_tp_chance': 75, 'ws': ['Eyes On Me'], 'side_attack_chance': 70, 'range_chance': 10},
2: {'use_tp_chance': 50, 'ws': ['Binding Wave', 'Hypnosis'], 'side_attack_chance': 25, 'range_chance': 70},
1: {'use_tp_chance': 70, 'ws': ['Binding Wave', 'Hypnosis', 'Magic Barrier', 'Airy Shield'], 'side_attack_chance': 25, 'range_chance': 70}
}
},
'temperament_posture': {
'initial_value': 4,
'actions': {
4: {'use_tp_chance': 100, 'ws': ['Eyes On Me'], 'side_attack_chance': 0, 'range_chance': 0},
3: {'use_tp_chance': 75, 'ws': ['Eyes On Me'], 'side_attack_chance': 70, 'range_chance': 10},
2: {'use_tp_chance': 50, 'ws': ['Binding Wave', 'Hypnosis'], 'side_attack_chance': 25, 'range_chance': 70},
1: {'use_tp_chance': 70, 'ws': ['Magic Barrier', 'Airy Shield'], 'side_attack_chance': 25, 'range_chance': 100}
}
}
},
'ahriman': {
'base_fp': 65,
'fp_per_level': 0.3,
'max_fp': 80,
'available_main_job': [Jobs.BLM, Jobs.RDM, Jobs.WAR],
'available_support_job': [Jobs.BLM, Jobs.RDM, Jobs.WAR],
'innate_feral_skills': ['Binding Wave', 'Magic Barrier', 'Hypnosis', 'Eyes On Me', 'Airy Shield'],
'type': 'Demon',
'traits': ['magic defence bonus +25%'],
'charmable': False,
'aspir': True,
'drain': True,
'base_vit': 8,
'vit_per_level': 0.8,
'base_str': 8,
'str_per_level': 0.8534,
'base_agi': 9,
'agi_per_level': 0.88,
'base_dex': 10,
'dex_per_level': 0.714,
'temperament_attitude': {
'initial_value': 4,
'actions': {
4: {'use_tp_chance': 100, 'ws': ['Eyes On Me'], 'side_attack_chance': 0, 'range_chance': 0},
3: {'use_tp_chance': 75, 'ws': ['Eyes On Me'], 'side_attack_chance': 70, 'range_chance': 10},
2: {'use_tp_chance': 50, 'ws': ['Binding Wave', 'Hypnosis'], 'side_attack_chance': 25, 'range_chance': 70},
1: {'use_tp_chance': 70, 'ws': ['Binding Wave', 'Hypnosis', 'Magic Barrier', 'Airy Shield'], 'side_attack_chance': 25, 'range_chance': 70}
}
},
'temperament_posture': {
'initial_value': 4,
'actions': {
4: {'use_tp_chance': 100, 'ws': ['Eyes On Me'], 'side_attack_chance': 0, 'range_chance': 0},
3: {'use_tp_chance': 75, 'ws': ['Eyes On Me'], 'side_attack_chance': 70, 'range_chance': 10},
2: {'use_tp_chance': 50, 'ws': ['Binding Wave', 'Hypnosis'], 'side_attack_chance': 25, 'range_chance': 70},
1: {'use_tp_chance': 70, 'ws': ['Magic Barrier', 'Airy Shield'], 'side_attack_chance': 25, 'range_chance': 100}
}
}
}
}
Monsters = {
'Mechanical Menace': {
'initial_level': 9,
'family': 'acrolith',
'zone': 'Abyssea - Uleguerand',
'hp': 20,
'weapon_base_damage': 14
},
'Floating Eye': {
'initial_level': 10,
'family': 'ahriman',
'zone': 'Ranguemont Pass',
'hp': 15,
'weapon_base_damage': 15
}
}
class Pankration:
def __init__(self):
pass
def start_battle(self, monster1, monster2, battle_type):
battle = Arena(monster1, monster2, battle_type)
battle.start()
return battle
def list_zones(self):
zone_list = []
for monster in Monsters.itervalues():
if monster['zone'] not in zone_list:
zone_list.append(monster['zone'])
return zone_list
def get_monsters(self, zone):
monster_list = []
for monster_name, monster in Monsters.iteritems():
if monster['zone'] == zone:
monster_list.append(monster_name)
return monster_list
def hunt_monster(self, zone):
if random.randint(1, 100) < FIND_PERCENTAGE:
monster_name = random.choice(self.get_monsters(zone))
monster_data = Monsters[monster_name]
hp = monster_data['hp']
weapon_base_damage = monster_data['weapon_base_damage']
print("Monster: {} Data: {}".format(monster_name, monster_data))
family_name = monster_data['family']
family = Families[family_name]
level = monster_data['initial_level']
main_job = random.choice(family['available_main_job'])
support_job = random.choice(family['available_support_job'])
while support_job == main_job:
support_job = random.choice(family['available_support_job'])
feral_skills = []
skills = random.sample(family['innate_feral_skills'], 3)
if random.randint(1, 100) < SKILL_PERCENT:
feral_skills.append(skills[0])
if random.randint(1, 100) < SKILL_PERCENT:
feral_skills.append(skills[1])
if random.randint(1, 100) < SKILL_PERCENT:
feral_skills.append(skills[2])
dicipline_level = 1
monster = Monster(monster_name, family_name, family, hp, level, weapon_base_damage, main_job, support_job, feral_skills,
[], dicipline_level)
return HuntResponse(HuntResponse.SUCCESS, "You captured a *{}*!".format(monster_name),
monster)
else:
return HuntResponse(HuntResponse.FAILURE, "You were unable to capture a monster's soul.",
None)
def get_action():
return ""
class Monster:
def __init__(self, monster_type, family_name, family, base_hp, level, weapon_base_damage, main_job, support_job, innate_feral_skills,
equipped_feral_skills, dicipline_level):
self.monster_type = monster_type
self.family_name = family_name
self.family = family
self.base_hp = base_hp
self.level = level
self.main_job = main_job
self.support_job = support_job
self.innate_feral_skills = innate_feral_skills
self.equipped_feral_skills = equipped_feral_skills
self.discipline_level = dicipline_level
self.temperament_posture = family['temperament_posture']['initial_value']
self.temperament_attitude = family['temperament_attitude']['initial_value']
self.pre_fight_command = {"temperament_posture": None, "temperament_attitude": None}
self.exp = exp_to_level[level] + 1
# TODO: Setup something more interesting for each monster.
self.weapon_base_damage = weapon_base_damage
self.ammo_damage = 0
self.base_vit = family['base_vit']
self.vit_per_level = family['vit_per_level']
self.base_str = family['base_str']
self.str_per_level = family['str_per_level']
self.base_agi = family['base_agi']
self.agi_per_level = family['agi_per_level']
self.base_dex = family['base_dex']
self.dex_per_level = family['dex_per_level']
self.hp = self.get_hp()
self.wins = 0
self.losses = 0
def __str__(self):
try:
return "**{}**\n*Stats:*\nFamily: {}\nLevel: {}\nMain Job: {}\nSupport Job: {}\nInnate Feral Skills: {}\nEquipped Feral Skills: {}\nFeral Points: {}\n\nWins: {}\nLosses: {}".format(self.monster_type, self.family_name, self.level, Jobs().get_job_name(self.main_job), Jobs().get_job_name(self.support_job), ', '.join(self.innate_feral_skills), ', '.join(self.equipped_feral_skills), self.get_fp(), self.wins, self.losses)
except AttributeError:
return "Old Format monster, unable to display."
#return "Family: {}\nLevel: {}\nMain Job: {}\nSupport Job: {}\nInnate Feral Skills: {}\nEquipped Feral Skills: {}\nDicipline Level: {}\nTemperament...".format(self.family, self.level, self.main_job, self.support_job, self.innate_feral_skills, self.equipped_feral_skills, self.discipline_level)
def get_soul_plate_description(self):
try:
return "*Family:*\n**{}**\nJob Trait: {}\nFeral Points: {}".format(self.family_name, Jobs().get_job_name(self.main_job), self.get_fp())
except AttributeError:
return "Old Format monster, unable to display."
#return "Family: {}\nLevel: {}\nMain Job: {}\nSupport Job: {}\nInnate Feral Skills: {}\nEquipped Feral Skills: {}\nDicipline Level: {}\nTemperament...".format(self.family, self.level, self.main_job, self.support_job, self.innate_feral_skills, self.equipped_feral_skills, self.discipline_level)
def get_reflector_description(self):
try:
return "**{}**\n*Stats:*\nFamily: {}\nLevel: {}\nMain Job: {}\nSupport Job: {}\nInnate Feral Skills: {}\nEquipped Feral Skills: {}\nFeral Points: {}\n\nWins: {}\nLosses: {}".format(self.monster_type, self.family_name, self.level, Jobs().get_job_name(self.main_job), Jobs().get_job_name(self.support_job), ', '.join(self.innate_feral_skills), ', '.join(self.equipped_feral_skills), self.get_fp(), self.wins, self.losses)
except AttributeError:
return "Old Format monster, unable to display."
#return "Family: {}\nLevel: {}\nMain Job: {}\nSupport Job: {}\nInnate Feral Skills: {}\nEquipped Feral Skills: {}\nDicipline Level: {}\nTemperament...".format(self.family, self.level, self.main_job, self.support_job, self.innate_feral_skills, self.equipped_feral_skills, self.discipline_level)
def get_hp(self):
#this is a bit dumb but it's close enough.
return int((self.level * 20) + self.base_hp)
def get_fp(self):
return int(self.level / self.family['fp_per_level'] + self.family['base_fp'])
def add_xp(self, exp_to_add):
self.exp += exp_to_add
for i in range(self.level, 51):
if self.exp > exp_to_level[i]:
if i > self.level:
# We leveled up!
self.level = i
#print("Start level: {} New Level: {}".format(self.level, i))
else:
break
def get_current_posture(self):
return TemperamentPosture(self.temperament_posture)
def get_current_attitude(self):
return TemperamentAttitude(self.temperament_attitude)
def get_dicipline_level(self):
if self.dicipline_level < 2:
return "Defiant"
elif self.dicipline_level < 5:
return "Disrespectful"
elif self.dicipline_level < 7:
return "Disobedient"
else:
return "Obedient"
def get_combat_skill(self):
# This is a very very complicated relationship betwen job and weapon type and how often it is used.
# We are going to generalize it since it's a pain in the ass and just take the average A+ rating and get the cap for the current level
return int(round(max(5, self.level * 2.88)))
def get_dexterity(self):
return int(round(max(self.base_dex, self.level * self.dex_per_level)))
def get_accuracy(self):
# We ignore magic / ranged / melee here and give everyone a good acc. This could be improved by doing a lookup for each type and based on the
# type of monster (magic, range, or melee) then adjust the combat skill according to what type of attack is being performed.
return int(math.floor(3*self.get_dexterity()/4) + self.get_combat_skill())
def get_evasion(self):
job_eva = evasion_by_job[self.main_job]
base_eva = int(round(max(job_eva['base_eva'], self.level * job_eva['eva_per_level'])))
return base_eva + int(self.get_agility() / 2)
def get_vitality(self):
return int(round(max(self.base_vit, self.level * self.vit_per_level)))
def get_strength(self):
return int(round(max(self.base_str, self.level * self.str_per_level)))
def get_agility(self):
return int(round(max(self.base_agi, self.level * self.agi_per_level)))
def get_base_defense(self):
return (math.floor(self.get_vitality()/2) + 8 + self.level)
def get_hp_percent(self):
print(self.hp)
return max(0, int(round((self.hp/self.get_hp())*100)))
def get_hit_rate(self, enemy_eva, level_difference):
rate = 75 + math.floor(((self.get_accuracy() - enemy_eva)/2)) - (2*level_difference)
if rate < 20:
rate = 20
elif rate > 95:
rate = 95
return rate
# Calculate the base damage against the provided defense
# attack_type can be 'ranged' or 'melee'
def get_physical_base_damage(self, defense, attack_type, level_difference, enemy_vit):
#print("Defense: {} Type: {} Level diff: {}".format(defense, attack_type, level_difference))
# Calculate the attack/defense ratio
bd = float(self.weapon_base_damage)
if attack_type == 'ranged':
bd += self.ammo_damage
if defense == 0:
ratio = 99
else:
ratio = bd / float(defense)
if attack_type == 'ranged':
cap = 3.0
else:
cap = 2.25
if ratio > cap:
ratio = cap
# Get the level correction ratio
if attack_type == 'ranged':
cRatio = ratio - 0.025 * level_difference
else:
cRatio = ratio - 0.050 * level_difference
if cRatio < 0:
cRatio = 0
if attack_type == 'ranged':
if cRatio > 3.0:
cRatio = 3.0
else:
if cRatio > 2.25:
cRatio = 2.25
# Calculate the pDif max as the max of our RNG
if cRatio <= 0.5:
pDif_max = 1+(10/9)*(cRatio-0.5)
elif 0.5 <= cRatio <= float(3/4):
pDif_max = 1
elif float(3/4) <= cRatio <= cap:
pDif_max = 1+(10/9)*(cRatio-float(3/4))
# Calculate the pDif max as the max of our RNG
if cRatio <= 0.5:
pDif_min = 1/6
elif 0.5 <= cRatio <= 1.25:
pDif_min = 1+(10/9)*(cRatio-1.25)
elif 1.25 <= cRatio <= 1.5:
pDif_min = 1
elif 1.5 <= cRatio <= cap:
pDif_min = 1+(10/9)*(cRatio-1.5)
# Some fuckery since python doesn't let you do a rand between decimals
pDif_rand = float(random.randint(int(pDif_min*100000), int(pDif_max*100000))) / 100000.0
fstr = ((self.get_strength() - enemy_vit)+4) / 4
print("Str: {} Vit: {} fstr: {}".format(self.get_strength(), enemy_vit, fstr))
bd = bd + fstr
final_damage = (bd * (pDif_rand * cRatio))
return final_damage
def attack(self, monster):
phy_damage = self.get_physical_base_damage(monster.get_base_defense(), 'melee', monster.level - self.level, monster.get_vitality())
return (phy_damage, 'hits')
def is_a_hit(self, monster):
hit_rate = self.get_hit_rate(monster.get_evasion(), monster.level - self.level)
return random.randint(1, 100) < hit_rate
def apply_damage(self, damage):
self.hp -= damage
# Check life and return 'awesome', 'fucked up', 'dead' or something
# This should ONLY be executed at the start of battle.
def set_strategy(self, temperament_posture, temperament_attitude):
distance_from_nature = abs(self.temperament_posture - temperament_posture)
distance_from_nature += abs(self.temperament_attitude - temperament_attitude)
if distance_from_nature == 0:
chance_of_listening = self.discipline_level
else:
chance_of_listening = float(float(self.discipline_level) / (float(distance_from_nature)/10))
chance_of_listening = abs(float((float(chance_of_listening)-1)/(20-1)))
if random.randint(1, 100) > chance_of_listening * 100:
print("DO ACTION:")
# adjust dicipline_level
# move temperament
else:
#continue action
#if severe request then reduce dicipline_level
pass
class Action:
def __init__(self, monster):
self.monster = monster
class AttackAction(Action):
def __init__(self, attacker, target, damage, message):
self.attacker = attacker
self.target = target
self.damage = damage
self.message = message
class MissAction(Action):
def __init__(self, attacker, target, message):
self.attacker = attacker
self.target = target
self.message = message
class DefeatAction(Action):
def __init__(self, attacker, target, message, xp):
self.attacker = attacker
self.target = target
self.message = message
self.xp = xp
class Arena:
def __init__(self, monster1, monster2, battle_type):
self.monster1 = monster1
self.monster2 = monster2
self.battle_type = battle_type
def heal_monsters(self):
pass
def start(self):
self.heal_monsters()
self.m1_init = self.monster1.get_agility() + random.randint(1, 20)
self.m2_init = self.monster2.get_agility() + random.randint(1, 20)
def step(self):
actions = []
if self.m1_init > self.m2_init:
primary = self.monster1
secondary = self.monster2
else:
primary = self.monster2
secondary = self.monster1
if primary.is_a_hit(secondary):
result1 = primary.attack(secondary)
secondary.apply_damage(result1[0])
actions.append(AttackAction(primary, secondary, result1[0], result1[1]))
if secondary.hp <= 0:
level_difference = secondary.level - primary.level
if level_difference in exp_table:
xp = exp_table[level_difference]
elif level_difference > 15:
xp = exp_table[15]
else:
xp = 0
actions.append(DefeatAction(primary, secondary, 'was defeated', xp))
return actions
else:
actions.append(MissAction(primary, secondary, 'missed'))
if secondary.is_a_hit(primary):
result2 = secondary.attack(primary)
primary.apply_damage(result2[0])
actions.append(AttackAction(secondary, primary, result2[0], result2[1]))
if primary.hp <= 0:
xp = 200 + (20 * (primary.level - secondary.level))
actions.append(DefeatAction(secondary, primary, 'was defeated', xp))
return actions
else:
actions.append(MissAction(secondary, primary, 'missed'))
return actions
if __name__ == "__main__":
#print Families
p = Pankration()
print("Zones: \n\n{}".format('\n'.join(p.list_zones())))
hunt_zone = p.list_zones()[0]
print("Hunting for monster in zone: {}\n".format(hunt_zone))
hunt_response = p.hunt_monster(hunt_zone)
print("hunt_response")
print(str(hunt_response.result))
time.sleep(0.5)
if hunt_response.result == HuntResponse.SUCCESS:
print(hunt_response.message)
monster = hunt_response.monster
# print("The Soul Plate Shows: \n\n{}".format(monster))
# print(monster.set_strategy(4, 3))
# print(monster.set_strategy(1, 1))
# print(monster.set_strategy(1, 2))
#monster.add_xp(22900)
# phy_damage = monster.get_physical_base_damage(100, 'melee', -15)
# print("Phys Attack: {}".format(phy_damage))
# print(monster.get_base_defense())
# monster.add_xp(22900)
# print(monster.get_base_defense())
# monster.add_xp(222900)
# print(monster.get_base_defense())
else:
print(hunt_response.message)
hunt_zone = p.list_zones()[1]
hunt_response = p.hunt_monster(hunt_zone)
if hunt_response.result == HuntResponse.SUCCESS:
monster2 = hunt_response.monster
#monster2.add_xp(16900)
phy_damage = monster2.attack(monster)
print("Phys Attack: {}".format(phy_damage))
print("Acc: {}".format(monster.get_accuracy()))
print("Eva: {}".format(monster.get_evasion()))
print("Acc: {}".format(monster2.get_accuracy()))
print("Eva: {}".format(monster2.get_evasion()))
battle_arena = p.start_battle(monster, monster2, "derp")
fighting = True
while fighting:
actions = battle_arena.step()
time.sleep(2)
for action in actions:
if isinstance(action, MissAction):
print("{} {} {}.".format(action.attacker.monster_type, action.message, action.target.monster_type))
if isinstance(action, AttackAction):
print("{} {} {} for {}.".format(action.attacker.monster_type, action.message, action.target.monster_type, action.damage))
if isinstance(action, DefeatAction):
print("{} {}. {} gains {} xp.".format(action.target.monster_type, action.message, action.attacker.monster_type, action.xp))
fighting = False
break
print("\n{} {}% - {} {}%\n".format(monster.monster_type, monster.get_hp_percent(), monster2.monster_type, monster2.get_hp_percent()))