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Attack.py
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Attack.py
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import pygame
from collections import deque
from random import randint
from Player import *
from Enemy import *
class Attack(object):
def __init__(self, player, enemy, hand, magnitude, region, specificRegion, isSpecAttack, move):
self.player = player
self.enemy = enemy
self.hand = hand
self.magnitude = magnitude #light, heavy, charged
self.region = region #head, torso, arms or legs
self.specificRegion = specificRegion #left arm/leg, right arm/leg
self.isSpecAttack = isSpecAttack
self.move = move
def calculateDamage(self):
print("Run!")
damageWithBonus = self.getRawDamage() * self.getMagnitudeBonus()
if self.calculateCrit():
damageWithBonus *= 2
totalDamage = damageWithBonus + self.calculateStrengthBonus()
print("Total Damage:")
print(totalDamage)
armorBonus = 0
elemBonus = 0
if self.region in self.enemy.targetableAreas:
dmgTaken = 0
armorBonus = 0
elemBonus = 0
print(self.region)
if self.hand == "Left handed attack":
if self.player.lWeapon != None:
DMG_type = self.player.lWeapon.dmgType
else:
DMG_type = "Blunt"
elif self.hand == "Right handed attack":
if self.player.rWeapon != None:
DMG_type = self.player.rWeapon.dmgType
else:
DMG_type = "Blunt"
elif self.hand == "Enemy attack":
DMG_type = self.move.dmg_type
if self.region == "Target: arms":
if self.enemy.armArmor != None:
armorBonus = self.determineDmgTypeBonus(self.enemy.armArmor.getArmorType(), DMG_type)
elemBonus = self.determineElemTypeBonus(self.enemy.armArmor)
dmgTaken = totalDamage - armorBonus - elemBonus
else:
dmgTaken = totalDamage
elif self.region == "Target: legs":
if self.enemy.legArmor != None:
armorBonus = self.determineDmgTypeBonus(self.enemy.legArmor.getArmorType(), DMG_type)
elemBonus = self.determineElemTypeBonus(self.enemy.legArmor)
dmgTaken = totalDamage - armorBonus - elemBonus
else:
dmgTaken = totalDamage
elif self.region == "Target: head":
if self.enemy.headArmor != None:
armorBonus = self.determineDmgTypeBonus(self.enemy.headArmor.getArmorType(), DMG_type)
elemBonus = self.determineElemTypeBonus(self.enemy.headArmor)
dmgTaken = totalDamage - armorBonus - elemBonus
else:
dmgTaken = totalDamage
elif self.region == "Target: torso":
if self.enemy.torsoArmor != None:
armorBonus = self.determineDmgTypeBonus(self.enemy.torsoArmor.getArmorType(), DMG_type)
elemBonus = self.determineElemTypeBonus(self.enemy.torsoArmor)
dmgTaken = totalDamage - armorBonus - elemBonus
else:
dmgTaken = totalDamage
print("Armor Bonus:")
print(armorBonus)
print("Elemental Bonus:")
print(elemBonus)
print("Final Damage taken:")
print(dmgTaken)
if dmgTaken < 0:
dmgTaken = 0
self.enemy.takeDamage(dmgTaken)
return dmgTaken
def calculateStrengthBonus(self):
if self.player.name == "Horace":
bonus = self.player.STR * 2
return bonus
else:
return 1.2
def getRawDamage(self):
rawDMG = 0
if self.player.name == "Horace":
if self.hand == "Left handed attack":
if self.player.lWeapon == None:
return self.player.STR
else:
rawDMG = self.player.lWeapon.rawDMG
elif self.hand == "Right handed attack":
if self.player.rWeapon == None:
return self.player.STR
else:
print(self.player.rWeapon.name)
print("Raw damage from weapon:")
print(self.player.rWeapon.rawDMG)
rawDMG = self.player.rWeapon.rawDMG
else:
rawDMG = self.move.dmg
return rawDMG
def getMagnitudeBonus(self):
if self.magnitude == "Light attack":
return 1
elif self.magnitude == "Heavy attack":
return 1.2
elif self.magnitude == "Charged attack":
return 1.5
def calculateCrit(self):
critChance = 0
if self.player.name == "Horace":
if self.hand == "Left handed attack":
if self.player.lWeapon == None:
critChance = 5
else:
critChance = self.player.lWeapon.critChance
elif self.hand == "Right handed attack":
if self.player.rWeapon == None:
critChance = 5
else:
critChance = self.player.rWeapon.critChance
else:
critChance = self.move.crit_chance
value = randint(0, 100)
if value < critChance:
return True
else:
return False
def determineDmgTypeBonus(self, armorType, dmgType):
bonus = 0
if armorType == "Plate":
if dmgType == "Blunt":
bonus = 2
elif dmgType == "Piercing":
bonus = 3
elif dmgType == "Slashing":
bonus = 2
elif armorType == "Chainmail":
if dmgType == "Blunt":
bonus = -2
elif dmgType == "Piercing":
bonus = 3
elif dmgType == "Slashing":
bonus = 0
elif armorType == "Soft":
if dmgType == "Blunt":
bonus = -3
elif dmgType == "Piercing":
bonus = -4
elif dmgType == "Slashing":
bonus == 0
return bonus
def determineElemTypeBonus(self, armor):
## bonus_elem_reduction = 0
## for element in self.armor.getElemBonus().keys():
## if element == dmgType:
## bonus_elem_reduction = self.armor.elemBonus[element]
## return bonus_elem_reduction
dmgType = None
total_elemental_dmg = 0
if self.hand == "Left handed attack":
dmgType = list(self.player.lWeapon.elemBonus.keys())[0]
total_elemental_dmg = self.player.lWeapon.elemBonus[0]
elif self.hand == "Right handed attack":
dmgType = list(self.player.lWeapon.elemBonus.keys())[0]
total_elemental_dmg = self.player.lWeapon.elemBonus[0]
elif self.hand == "Enemy attack":
#dmgType = move.elemental
dmgType = self.move.elementalDamage
bonus_elem_reduction = 0
if dmgType == "FIRE":
bonus_elem_reduction = armor.elemBonus["FIRE"] - armor.elemBonus["ICE"]
elif dmgType == "ICE":
bonus_elem_reduction = armor.elemBonus["ICE"] - armor.elemBonus["FIRE"]
elif dmgType == "DARK":
bonus_elem_reduction = armor.elemBonus["DARK"] - armor.elemBonus["LIGHT"]
elif dmgType == "LIGHT":
bonus_elem_reduction = armor.elemBonus["LIGHT"] - armor.elemBonus["DARK"]
else:
bonus_elem_reduction = 0
total_elemental_dmg = total_elemental_dmg - bonus_elem_reduction
return total_elemental_dmg