120 lines
4.0 KiB
Python
120 lines
4.0 KiB
Python
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, animation):
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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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self.animation = animation
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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, damage_callback):
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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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damage_callback(delta_hp, target)
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elif delta_hp < 0:
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print(f" -> {target.name} suffered {-delta_hp} damage!")
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damage_callback(delta_hp, target)
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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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