Csatarendszer adatcentrikusítása
This commit is contained in:
116
src/battle.py
Normal file
116
src/battle.py
Normal file
@@ -0,0 +1,116 @@
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import math
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K_NORMAL = 100
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K_DEFUP = 50
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MIN_DMG = 1
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BASE_DELAY = 30000
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class Combatant:
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def __init__(self, name, maxhp, attack, speed, def_phys, def_fire, def_ice, abs_fire, abs_ice):
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self.name = name
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self.max_atb = BASE_DELAY//speed
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self.atb = self.max_atb
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self.maxhp = maxhp
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self.hp = maxhp
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self.attack = attack
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self.ko = False
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self.stone = False
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self.def_up = False
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self.def_phys = def_phys
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self.def_fire = def_fire
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self.def_ice = def_ice
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self.abs_fire = abs_fire
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self.abs_ice = abs_ice
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# POTENTIAL damage before defense effects
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class Damage:
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def __init__(self, phys, fire, ice, healing):
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self.phys= phys
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self.fire= fire
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self.ice= ice
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self.healing = healing
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# 0 = keep, 1 = inflict, 2 = remove
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class StatusChange:
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def __init__(self, ko, stone, def_up):
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self.ko = ko
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self.stone = stone
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self.def_up = def_up
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# where = reference to the target, who = reference to the inflictor
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class Action:
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def __init__(self, name, who, where, damage, status):
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self.name = name
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self.who = who
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self.where = where
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self.damage = damage
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self.status = status
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def __str__(self):
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return (
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f"[{self.name}] {self.who.name} -> {self.where.name} "
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f"(HP influence: ({self.damage.phys},{self.damage.fire},{self.damage.ice},{self.damage.healing}), Status: {self.status.ko}-{self.status.stone}-{self.status.def_up})"
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)
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def __repr__(self):
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return self.__str__()
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def execute(self):
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target = self.where
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if self.who.ko or self.who.stone:
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print(f" -> {self.who.name} cannot move!")
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return
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self.who.atb = self.who.max_atb
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if target.ko and self.status.ko != 2:
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print(f" -> {target.name} is KO'd, move cancelled!")
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return
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K = K_DEFUP if target.def_up else K_NORMAL
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delta_hp = self.damage.healing
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if self.damage.phys:
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delta_hp += -max(MIN_DMG, self.damage.phys * (K / (K + target.def_phys)))
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if self.damage.fire:
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delta_hp += self.damage.fire if target.abs_fire else -max(MIN_DMG, self.damage.fire * (K / (K + target.def_fire)))
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if self.damage.ice:
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delta_hp += self.damage.ice if target.abs_ice else -max(MIN_DMG, self.damage.ice * (K / (K + target.def_ice )))
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if self.status.ko == 1:
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delta_hp = -target.hp
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elif self.status.ko == 2 and target.ko:
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target.ko = False
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print(f" -> {target.name}'s consciousness returned!")
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delta_hp = round(delta_hp)
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if delta_hp > 0:
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print(f" -> {target.name} got healed for {delta_hp} HP!")
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elif delta_hp < 0:
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print(f" -> {target.name} suffered {-delta_hp} damage!")
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target.hp = max(0, min(target.maxhp, target.hp + delta_hp))
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if self.status.stone == 1 and not target.stone:
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target.stone = True
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print(f" -> {target.name}'s body petrified!")
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elif self.status.stone == 2 and target.stone:
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target.stone = False
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print(f" -> {target.name}'s body softened back up!")
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if self.status.def_up == 1 and not target.def_up:
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target.def_up = True
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print(f" -> {target.name}'s defense was boosted!")
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elif self.status.def_up == 2 and target.def_up:
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target.def_up = False
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print(f" -> {target.name}'s defense returned to normal!")
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if target.hp == 0:
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target.ko = True
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target.stone = False
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target.def_up = False
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print(f" -> {target.name} got hurt and collapsed!")
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97
src/battle_data.py
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97
src/battle_data.py
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@@ -0,0 +1,97 @@
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import random
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from battle import Combatant, Action, Damage, StatusChange
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def move_attack(user, target):
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return Action("Attack", user, target, Damage(user.attack, 0, 0, 0), StatusChange(0, 0, 0))
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def move_fire(user, target):
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return Action("Fira", user, target, Damage(0, 45, 0, 0), StatusChange(0, 0, 0))
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def move_ice(user, target):
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return Action("Blizzara", user, target, Damage(0, 0, 45, 0), StatusChange(0, 0, 0))
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def move_cure(user, target):
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return Action("Cure", user, target, Damage(0, 0, 0, 42), StatusChange(0, 0, 0))
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def move_defend(user, target):
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return Action("Defend", user, target, Damage(0, 0, 0, 0), StatusChange(0, 0, 1))
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def move_break(user, target):
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return Action("Break", user, target, Damage(0, 0, 0, 0), StatusChange(0, 1, 0))
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def move_death(user, target):
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return Action("Death", user, target, Damage(0, 0, 0, 0), StatusChange(1, 0, 0))
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def move_phoenix(user, target):
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return Action("Phoenix Down", user, target, Damage(0, 0, 0, 30), StatusChange(2, 0, 0))
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def move_softenup(user, target):
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return Action("Esuna (remove stoneskin)", user, target, Damage(0, 0, 0, 0), StatusChange(2, 0, 0))
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MOVES = {
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"attack": ("Physical attack", move_attack, True),
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"fire": ("Fira (fire magic)", move_fire, True),
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"ice": ("Blizzara (ice magic)", move_ice, True),
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"cure": ("Cure (heal ally)", move_cure, False),
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"defend": ("Defend (self def_up)", move_defend, None), # self-only, forced
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"break": ("Break (inflict stone)", move_break, True),
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"death": ("Death (instant KO)", move_death, True),
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"phoenix": ("Phoenix Down (revive ally)",move_phoenix, False),
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"unstone": ("Esuna (cure stone)", move_softenup,False),
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}
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def enemy_turn_test(e,ep, ap,d):
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living = [p for p in ap if not p.ko]
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if not living:
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return None
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# weighted move pool -- enemies get the same toolkit as the party
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offensive = ["attack", "fire", "ice", "death"]
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support = ["break"]
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self_only = ["defend"]
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# if an ally is KO'd, occasionally try to revive/cure instead of attacking
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ko_allies = [a for a in ep if a.ko and a is not e]
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hurt_allies = [a for a in ep if not a.ko and a.hp < a.maxhp]
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roll = random.random()
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if ko_allies and roll < 0.15:
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act = "phoenix"
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target = random.choice(ko_allies)
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elif hurt_allies and roll < 0.30:
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act = "cure"
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target = random.choice(hurt_allies)
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elif not e.def_up and roll < 0.40:
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act = "defend"
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target = e
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elif roll < 0.55:
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act = "break"
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target = random.choice(living)
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elif roll < 0.65:
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act = "death"
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target = random.choice(living)
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else:
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act = random.choice(["attack", "fire", "ice"])
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target = random.choice(living)
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_, builder, _ = MOVES[act]
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print(f" ({e.name} chooses {act} -> {target.name})")
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return builder(e, target)
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battles = [
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{ "enemies": [
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Combatant("Six-Seven kid", 120, 30, 80, 20, 0, 50, False, False),
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Combatant("Ice Sprite", 60, 15, 150, 10, 0, 200, False, True ),
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Combatant("Magma Brute", 200, 40, 40, 60, 999, -50, True, False),
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],
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"party_members": [
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Combatant("Terra", 100, 35, 100, 30, 30, 30, False, False),
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Combatant("Locke", 80, 45, 130, 15, 10, 10, False, False),
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Combatant("Celes", 110, 25, 90, 50, 40, 40, False, False),
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Combatant("Cyan", 130, 38, 70, 40, 20, 20, False, False),
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],
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"enemy_turn_func": enemy_turn_test,
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"mus_id": "mus_fnafsux"
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}
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]
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@@ -4,227 +4,35 @@ import controls
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import text
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import math
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import random
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K_NORMAL = 100
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K_DEFUP = 50
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MIN_DMG = 1
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BASE_DELAY = 60000
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class Combatant:
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def __init__(self, name, maxhp, attack, speed, def_phys, def_fire, def_ice, abs_fire, abs_ice):
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self.name = name
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self.max_atb = BASE_DELAY//speed
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self.atb = self.max_atb
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self.maxhp = maxhp
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self.hp = maxhp
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self.attack = attack
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self.ko = False
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self.stone = False
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self.def_up = False
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self.def_phys = def_phys
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self.def_fire = def_fire
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self.def_ice = def_ice
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self.abs_fire = abs_fire
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self.abs_ice = abs_ice
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# POTENTIAL damage before defense effects
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class Damage:
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def __init__(self, phys, fire, ice, healing):
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self.phys= phys
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self.fire= fire
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self.ice= ice
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self.healing = healing
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# 0 = keep, 1 = inflict, 2 = remove
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class StatusChange:
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def __init__(self, ko, stone, def_up):
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self.ko = ko
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self.stone = stone
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self.def_up = def_up
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# where = reference to the target, who = reference to the inflictor
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class Action:
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def __init__(self, name, who, where, damage, status):
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self.name = name
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self.who = who
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self.where = where
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self.damage = damage
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self.status = status
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def __str__(self):
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return (
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f"[{self.name}] {self.who.name} -> {self.where.name} "
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f"(HP influence: ({self.damage.phys},{self.damage.fire},{self.damage.ice},{self.damage.healing}), Status: {self.status.ko}-{self.status.stone}-{self.status.def_up})"
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)
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def __repr__(self):
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return self.__str__()
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def execute(self):
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target = self.where
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if self.who.ko or self.who.stone:
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print(f" -> {self.who.name} cannot move!")
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return
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self.who.atb = self.who.max_atb
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if target.ko and self.status.ko != 2:
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print(f" -> {target.name} is KO'd, move cancelled!")
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return
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K = K_DEFUP if target.def_up else K_NORMAL
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delta_hp = self.damage.healing
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if self.damage.phys:
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delta_hp += -max(MIN_DMG, self.damage.phys * (K / (K + target.def_phys)))
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if self.damage.fire:
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delta_hp += self.damage.fire if target.abs_fire else -max(MIN_DMG, self.damage.fire * (K / (K + target.def_fire)))
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if self.damage.ice:
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delta_hp += self.damage.ice if target.abs_ice else -max(MIN_DMG, self.damage.ice * (K / (K + target.def_ice )))
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if self.status.ko == 1:
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delta_hp = -target.hp
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elif self.status.ko == 2 and target.ko:
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target.ko = False
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print(f" -> {target.name}'s consciousness returned!")
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delta_hp = round(delta_hp)
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if delta_hp > 0:
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print(f" -> {target.name} got healed for {delta_hp} HP!")
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elif delta_hp < 0:
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print(f" -> {target.name} suffered {-delta_hp} damage!")
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target.hp = max(0, min(target.maxhp, target.hp + delta_hp))
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if self.status.stone == 1 and not target.stone:
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target.stone = True
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print(f" -> {target.name}'s body petrified!")
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elif self.status.stone == 2 and target.stone:
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target.stone = False
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print(f" -> {target.name}'s body softened back up!")
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if self.status.def_up == 1 and not target.def_up:
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target.def_up = True
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print(f" -> {target.name}'s defense was boosted!")
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elif self.status.def_up == 2 and target.def_up:
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target.def_up = False
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print(f" -> {target.name}'s defense returned to normal!")
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if target.hp == 0:
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target.ko = True
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target.stone = False
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target.def_up = False
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print(f" -> {target.name} got hurt and collapsed!")
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def move_attack(user, target):
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return Action("Attack", user, target, Damage(user.attack, 0, 0, 0), StatusChange(0, 0, 0))
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import battle_data
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from battle import Combatant, Action, Damage, StatusChange
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def move_fire(user, target):
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return Action("Fira", user, target, Damage(0, 45, 0, 0), StatusChange(0, 0, 0))
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def move_ice(user, target):
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return Action("Blizzara", user, target, Damage(0, 0, 45, 0), StatusChange(0, 0, 0))
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def move_cure(user, target):
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return Action("Cure", user, target, Damage(0, 0, 0, 42), StatusChange(0, 0, 0))
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def move_defend(user, target):
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return Action("Defend", user, target, Damage(0, 0, 0, 0), StatusChange(0, 0, 1))
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def move_break(user, target):
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return Action("Break", user, target, Damage(0, 0, 0, 0), StatusChange(0, 1, 0))
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def move_death(user, target):
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return Action("Death", user, target, Damage(0, 0, 0, 0), StatusChange(1, 0, 0))
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def move_phoenix(user, target):
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return Action("Phoenix Down", user, target, Damage(0, 0, 0, 30), StatusChange(2, 0, 0))
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def move_softenup(user, target):
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return Action("Esuna (remove stoneskin)", user, target, Damage(0, 0, 0, 0), StatusChange(2, 0, 0))
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enemies = [
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# name hp atk spd dphys dfire dice absF absI
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Combatant("Six-Seven kid", 120, 30, 80, 20, 0, 50, False, False),
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Combatant("Ice Sprite", 60, 15, 150, 10, 0, 200, False, True ), # ice-immune, fast, fragile
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Combatant("Magma Brute", 200, 40, 40, 60, 999, -50, True, False), # absorbs fire, weak to ice, slow tank
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]
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party_members = [
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# name hp atk spd dphys dfire dice absF absI
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Combatant("Terra", 100, 35, 100, 30, 30, 30, False, False),
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Combatant("Locke", 80, 45, 130, 15, 10, 10, False, False), # glass cannon, fast, low def
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Combatant("Celes", 110, 25, 90, 50, 40, 40, False, False), # tanky
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Combatant("Cyan", 130, 38, 70, 40, 20, 20, False, False),
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]
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enemies = []
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party_members = []
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enemy_turn = None
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battle_music = None
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action_queue = []
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enemy_ai_data = {}
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party_text = text.TextRenderer(3, 206, 210)
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ene_text = text.TextRenderer(123, 206, 210)
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menu_text = text.TextRenderer(3, 36, 210)
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action_queue = []
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battle_music = None
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menu_open = 0
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menu_queue = []
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menu = []
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MOVES = {
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"attack": ("Physical attack", move_attack, True),
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"fire": ("Fira (fire magic)", move_fire, True),
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"ice": ("Blizzara (ice magic)", move_ice, True),
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"cure": ("Cure (heal ally)", move_cure, False),
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"defend": ("Defend (self def_up)", move_defend, None), # self-only, forced
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"break": ("Break (inflict stone)", move_break, True),
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"death": ("Death (instant KO)", move_death, True),
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"phoenix": ("Phoenix Down (revive ally)",move_phoenix, False),
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"unstone": ("Esuna (cure stone)", move_softenup,False),
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}
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def enemy_turn(e):
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living = [p for p in party_members if not p.ko]
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if not living:
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return None
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# weighted move pool -- enemies get the same toolkit as the party
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offensive = ["attack", "fire", "ice", "death"]
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support = ["break"]
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self_only = ["defend"]
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# if an ally is KO'd, occasionally try to revive/cure instead of attacking
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ko_allies = [a for a in enemies if a.ko and a is not e]
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hurt_allies = [a for a in enemies if not a.ko and a.hp < a.maxhp]
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roll = random.random()
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if ko_allies and roll < 0.15:
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act = "phoenix"
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target = random.choice(ko_allies)
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elif hurt_allies and roll < 0.30:
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act = "cure"
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target = random.choice(hurt_allies)
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elif not e.def_up and roll < 0.40:
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act = "defend"
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target = e
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elif roll < 0.55:
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act = "break"
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target = random.choice(living)
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elif roll < 0.65:
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act = "death"
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||||
target = random.choice(living)
|
||||
else:
|
||||
act = random.choice(["attack", "fire", "ice"])
|
||||
target = random.choice(living)
|
||||
|
||||
_, builder, _ = MOVES[act]
|
||||
print(f" ({e.name} chooses {act} -> {target.name})")
|
||||
return builder(e, target)
|
||||
|
||||
battle_id = 0
|
||||
|
||||
def switch(game):
|
||||
global battle_music
|
||||
battle_music = assets.sounds["mus_fnafsux"].play(loops=True)
|
||||
global enemies, party_members, battle_music, enemy_turn, enemy_ai_data
|
||||
enemies = battle_data.battles[battle_id]["enemies"]
|
||||
party_members = battle_data.battles[battle_id]["party_members"]
|
||||
enemy_turn = battle_data.battles[battle_id]["enemy_turn_func"]
|
||||
enemy_ai_data = {}
|
||||
battle_music = assets.sounds[battle_data.battles[battle_id]["mus_id"]].play(loops=True)
|
||||
|
||||
def update(game, dt):
|
||||
global menu_open
|
||||
@@ -234,7 +42,7 @@ def update(game, dt):
|
||||
continue
|
||||
e.atb -= 1
|
||||
if e.atb <= 0:
|
||||
act = enemy_turn(e)
|
||||
act = enemy_turn(e, enemies, party_members, enemy_ai_data)
|
||||
if act:
|
||||
action_queue.append(act)
|
||||
e.atb = math.inf
|
||||
|
||||
@@ -28,7 +28,7 @@ OVERWORLD_MAP = [
|
||||
[7,4,4,8],
|
||||
]
|
||||
|
||||
WALK_SPEED = 32
|
||||
WALK_SPEED = 48
|
||||
|
||||
class BalthasarRenderer:
|
||||
def __init__(self):
|
||||
|
||||
Reference in New Issue
Block a user