bugfixek és chatgpt teszt csatamenet

This commit is contained in:
markojozsef
2026-09-16 18:52:00 +02:00
parent 7ea8df8002
commit d97b5b9fb7
2 changed files with 167 additions and 43 deletions

View File

@@ -62,7 +62,7 @@ class Action:
self.who.atb = self.who.max_atb
if target.ko:
if target.ko and self.status.ko != 2:
print(f" -> {target.name} is KO'd, move cancelled!")
return
@@ -114,65 +114,192 @@ class Action:
target.def_up = False
print(f" -> {target.name} got hurt and collapsed!")
# !!! CHATGPT !!! CSAK TESZT !!!
enemies = [
Combatant("Six-Seven kid", 100, 100, 100, 100, 100, 100, False, False)
# name hp atk spd dphys dfire dice absF absI
Combatant("Six-Seven kid", 120, 30, 80, 20, 0, 50, False, False),
Combatant("Ice Sprite", 60, 15, 150, 10, 0, 200, False, True ), # ice-immune, fast, fragile
Combatant("Magma Brute", 200, 40, 40, 60, 999, -50, True, False), # absorbs fire, weak to ice, slow tank
]
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)
# name hp atk spd dphys dfire dice absF absI
Combatant("Terra", 100, 35, 100, 30, 30, 30, False, False),
Combatant("Locke", 80, 45, 130, 15, 10, 10, False, False), # glass cannon, fast, low def
Combatant("Celes", 110, 25, 90, 50, 40, 40, False, False), # tanky
Combatant("Cyan", 130, 38, 70, 40, 20, 20, False, False),
]
tick_counter = 0
action_queue = []
# ---------------------------------------------------------------------------
# Move library — a spread of physical/elemental/status/healing effects
# ---------------------------------------------------------------------------
def move_attack(user, target):
return Action("Attack", user, target, Damage(user.attack, 0, 0, 0), StatusChange(0, 0, 0))
def move_fire(user, target):
return Action("Fira", user, target, Damage(0, 45, 0, 0), StatusChange(0, 0, 0))
def move_ice(user, target):
return Action("Blizzara", user, target, Damage(0, 0, 45, 0), StatusChange(0, 0, 0))
def move_cure(user, target):
return Action("Cure", user, target, Damage(0, 0, 0, 42), StatusChange(0, 0, 0))
def move_defend(user, target):
return Action("Defend", user, target, Damage(0, 0, 0, 0), StatusChange(0, 0, 1))
def move_break(user, target):
return Action("Break", user, target, Damage(0, 0, 0, 0), StatusChange(0, 1, 0))
def move_death(user, target):
return Action("Death", user, target, Damage(0, 0, 0, 0), StatusChange(1, 0, 0))
def move_phoenix(user, target):
# revive w/ modest healing; execute() floors it at +1 HP if this isn't enough
return Action("Phoenix Down", user, target, Damage(0, 0, 0, 30), StatusChange(2, 0, 0))
def move_softenup(user, target):
return Action("Esuna (remove stoneskin)", user, target, Damage(0, 0, 0, 0), StatusChange(2, 0, 0))
MOVES = {
"attack": ("Physical attack", move_attack, True),
"fire": ("Fira (fire magic)", move_fire, True),
"ice": ("Blizzara (ice magic)", move_ice, True),
"cure": ("Cure (heal ally)", move_cure, False),
"defend": ("Defend (self def_up)", move_defend, None), # self-only, forced
"break": ("Break (inflict stone)", move_break, True),
"death": ("Death (instant KO)", move_death, True),
"phoenix": ("Phoenix Down (revive ally)",move_phoenix, False),
"unstone": ("Esuna (cure stone)", move_softenup,False),
}
HELP_TEXT = (
"\nAvailable moves:\n" +
"\n".join(f" {k:8s} - {v[0]}" for k, v in MOVES.items()) +
"\n help - show this list\n"
)
def choose_target(user, candidates, prompt):
alive = [c for c in candidates]
print(prompt)
for i, c in enumerate(alive):
tags = []
if c.ko: tags.append("KO")
if c.stone: tags.append("STONE")
if c.def_up: tags.append("DEF_UP")
tagstr = f" [{', '.join(tags)}]" if tags else ""
print(f" {i}: {c.name} ({c.hp}/{c.maxhp} HP){tagstr}")
while True:
raw = input("Target #: ").strip()
if raw.isdigit() and 0 <= int(raw) < len(alive):
return alive[int(raw)]
print("Invalid target index.")
def player_turn(p):
print(f"\n{p.name} is ready to act! ({p.hp}/{p.maxhp} HP, def_up={p.def_up}, stone={p.stone})")
while True:
act = input("Action (or 'help'): ").strip().lower()
if act == "help":
print(HELP_TEXT)
continue
if act not in MOVES:
print("Unknown move. Type 'help' for the list.")
continue
label, builder, needs_enemy_target = MOVES[act]
if act == "defend":
return builder(p, p)
if needs_enemy_target is True:
target = choose_target(p, enemies, "Choose an enemy target:")
elif needs_enemy_target is False:
target = choose_target(p, party_members, "Choose a party target:")
else:
target = p
return builder(p, target)
import random
def enemy_turn(e):
living = [p for p in party_members if not p.ko]
if not living:
return None
# weighted move pool -- enemies get the same toolkit as the party
offensive = ["attack", "fire", "ice", "death"]
support = ["break"]
self_only = ["defend"]
# if an ally is KO'd, occasionally try to revive/cure instead of attacking
ko_allies = [a for a in enemies if a.ko and a is not e]
hurt_allies = [a for a in enemies if not a.ko and a.hp < a.maxhp]
roll = random.random()
if ko_allies and roll < 0.15:
act = "phoenix"
target = random.choice(ko_allies)
elif hurt_allies and roll < 0.30:
act = "cure"
target = random.choice(hurt_allies)
elif not e.def_up and roll < 0.40:
act = "defend"
target = e
elif roll < 0.55:
act = "break"
target = random.choice(living)
elif roll < 0.65:
act = "death"
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)
while True:
print(f"Tick #{tick_counter}!")
print(f"\n=== 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)))
if e.atb <= 0:
act = enemy_turn(e)
if act:
action_queue.append(act)
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 p.atb <= 0:
action_queue.append(player_turn(p))
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

View File

@@ -33,16 +33,13 @@ class MenuItem:
if controls.is_control_pressed(0) and self.up: # Fel
self.selected = False
self.up.select()
if controls.is_control_pressed(1) and self.down: # Le
elif controls.is_control_pressed(1) and self.down: # Le
self.selected = False
self.down.select()
if controls.is_control_pressed(2) and self.left: # Bal
elif controls.is_control_pressed(2) and self.left: # Bal
self.selected = False
self.left.select()
if controls.is_control_pressed(3) and self.right: # Jobb
elif controls.is_control_pressed(3) and self.right: # Jobb
self.selected = False
self.right.select()
@@ -55,4 +52,4 @@ class MenuItem:
assets.sprites["cursor"],
arcade.LBWH(self.x - 16, self.y - 6, 16, 16),
pixelated=True
)
)