Csatarendszer adatcentrikusítása

This commit is contained in:
markojozsef
2026-09-30 11:56:08 +02:00
parent 7ba9004a23
commit 5c7db0e77e
4 changed files with 232 additions and 211 deletions

116
src/battle.py Normal file
View File

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import math
K_NORMAL = 100
K_DEFUP = 50
MIN_DMG = 1
BASE_DELAY = 30000
class Combatant:
def __init__(self, name, maxhp, attack, speed, def_phys, def_fire, def_ice, abs_fire, abs_ice):
self.name = name
self.max_atb = BASE_DELAY//speed
self.atb = self.max_atb
self.maxhp = maxhp
self.hp = maxhp
self.attack = attack
self.ko = False
self.stone = False
self.def_up = False
self.def_phys = def_phys
self.def_fire = def_fire
self.def_ice = def_ice
self.abs_fire = abs_fire
self.abs_ice = abs_ice
# POTENTIAL damage before defense effects
class Damage:
def __init__(self, phys, fire, ice, healing):
self.phys= phys
self.fire= fire
self.ice= ice
self.healing = healing
# 0 = keep, 1 = inflict, 2 = remove
class StatusChange:
def __init__(self, ko, stone, def_up):
self.ko = ko
self.stone = stone
self.def_up = def_up
# where = reference to the target, who = reference to the inflictor
class Action:
def __init__(self, name, who, where, damage, status):
self.name = name
self.who = who
self.where = where
self.damage = damage
self.status = status
def __str__(self):
return (
f"[{self.name}] {self.who.name} -> {self.where.name} "
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})"
)
def __repr__(self):
return self.__str__()
def execute(self):
target = self.where
if self.who.ko or self.who.stone:
print(f" -> {self.who.name} cannot move!")
return
self.who.atb = self.who.max_atb
if target.ko and self.status.ko != 2:
print(f" -> {target.name} is KO'd, move cancelled!")
return
K = K_DEFUP if target.def_up else K_NORMAL
delta_hp = self.damage.healing
if self.damage.phys:
delta_hp += -max(MIN_DMG, self.damage.phys * (K / (K + target.def_phys)))
if self.damage.fire:
delta_hp += self.damage.fire if target.abs_fire else -max(MIN_DMG, self.damage.fire * (K / (K + target.def_fire)))
if self.damage.ice:
delta_hp += self.damage.ice if target.abs_ice else -max(MIN_DMG, self.damage.ice * (K / (K + target.def_ice )))
if self.status.ko == 1:
delta_hp = -target.hp
elif self.status.ko == 2 and target.ko:
target.ko = False
print(f" -> {target.name}'s consciousness returned!")
delta_hp = round(delta_hp)
if delta_hp > 0:
print(f" -> {target.name} got healed for {delta_hp} HP!")
elif delta_hp < 0:
print(f" -> {target.name} suffered {-delta_hp} damage!")
target.hp = max(0, min(target.maxhp, target.hp + delta_hp))
if self.status.stone == 1 and not target.stone:
target.stone = True
print(f" -> {target.name}'s body petrified!")
elif self.status.stone == 2 and target.stone:
target.stone = False
print(f" -> {target.name}'s body softened back up!")
if self.status.def_up == 1 and not target.def_up:
target.def_up = True
print(f" -> {target.name}'s defense was boosted!")
elif self.status.def_up == 2 and target.def_up:
target.def_up = False
print(f" -> {target.name}'s defense returned to normal!")
if target.hp == 0:
target.ko = True
target.stone = False
target.def_up = False
print(f" -> {target.name} got hurt and collapsed!")