Csatarendszer outline bigyó

This commit is contained in:
markojozsef
2026-09-14 18:17:50 +02:00
parent 77b767b575
commit 882b530366
3 changed files with 178 additions and 0 deletions

178
bullshit.py Normal file
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import math
K_NORMAL = 100
K_DEFUP = 50
MIN_DMG = 1
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 = 1000/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:
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!")
enemies = [
Combatant("Six-Seven kid", 100, 100, 100, 100, 100, 100, False, False)
]
party_members = [
Combatant("Terra", 100, 100, 100, 100, 100, 100, False, False),
Combatant("Locke", 100, 100, 100, 100, 100, 100, False, False),
Combatant("Celes", 100, 100, 100, 100, 100, 100, False, False),
Combatant("Cyan", 100, 100, 100, 100, 100, 100, False, False)
]
tick_counter = 0
action_queue = []
while True:
print(f"Tick #{tick_counter}!")
for e in enemies:
if e.ko or e.stone:
continue
e.atb -= 1
if e.atb == 0:
action_queue.append(Action("Physical Attack", e, party_members[0], Damage(25,0,0,0), StatusChange(0, 0, 0)))
for p in party_members:
if p.ko or p.stone:
continue
p.atb -= 1
if p.atb == 0:
print(f"{p.name} is ready to attack with {p.hp} health!")
should_loop = True
while should_loop:
print(f"Action(attack / heal / defend): ", end="")
act = input()
if act == "attack":
action_queue.append(Action("Physical Attack", p, enemies[0], Damage(25,0,0,0), StatusChange(0, 0, 0)))
should_loop = False
elif act == "heal":
action_queue.append(Action("Cure", p, p, Damage(0,0,0,42), StatusChange(0, 0, 0)))
should_loop = False
elif act == "defend":
action_queue.append(Action("Defend", p, p, Damage(0,0,0,0), StatusChange(0, 0, 1)))
should_loop = False
else:
print("Idk what you mean I told you attack and heal and defend are the only valid options bruh")
if len(action_queue) != 0:
action = action_queue.pop(0)
print(f"Executing: {action}")
action.execute()
if all(e.ko for e in enemies):
print("\nVICTORY! all enemies were defeated.")
break
if all(p.ko for p in party_members):
print("\nGAME OVER! the party was defeated.")
break
tick_counter += 1

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