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classes.py
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1119 lines (971 loc) · 49.9 KB
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import pygame
from random import randint, choice, choices
from data import pokemon_dict, moves, type_modifier, move_sets, stage_modifier, Status, match_type
from pygame.locals import *
from InferenceEngine import InferenceEngine
from time import sleep
import csv
import numpy as np
import joblib
from tensorflow.keras.models import load_model
import os
pygame.init()
SPRITE_ROWS = 28
SPRIT_COLS = 6
SPRITE_WIDTH = SPRITE_HEIGHT = 80
inference_engine = InferenceEngine()
def waitPress():
'''
Waits for user to hit enter to continue with game
Returns - if key is pressed or not
'''
pressed = True
sleep(0.2)
while not pressed:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
pressed= True
elif event.type == pygame.QUIT:
exit(0)
class Pokemon:
sprite_sheet = None
status_img = None
def __init__(self, pokemon_id, ai_strategy="random", model_path=None):
assert pokemon_id <= 151, "Invalid Pokemon ID"
self.id = pokemon_id
self.name = pokemon_dict[f'{pokemon_id}']["Name"]
self.type1 = pokemon_dict[f'{pokemon_id}']["Type 1"]
self.type2 = pokemon_dict[f'{pokemon_id}']["Type 2"]
self.image = None
self.damage_taken = 0
''' HOW TO CALCULATE EACH STAT. EACH POKEMON WLL BE LEVEL 50 FOR PURPOSES
https://pokemon.fandom.com/wiki/Statistics
HP = floor(0.01 x (2 x Base + IV + floor(0.25 x EV)) x Level) + Level + 10
Other Stats = (floor(0.01 x (2 x Base + IV + floor(0.25 x EV)) x Level) + 5) x Nature
Let's modify this to make it more simple... (remove EV, IV, Nature), and hold level constant
Note that 0.01*2*50 is 1
HP = base_state + 50 + 10
STAT = base_stat + 5
'''
self.hp = pokemon_dict[f'{pokemon_id}']["HP"] + 60
self.attack = pokemon_dict[f'{pokemon_id}']["Attack"] * 50 + 5
self.defense = pokemon_dict[f'{pokemon_id}']["Defense"] * 50 + 5
self.special_attack = pokemon_dict[f'{pokemon_id}']["Sp. Atk"] * 50 + 5
self.special_defense = pokemon_dict[f'{pokemon_id}']["Sp. Def"] * 50 + 5
self.speed = pokemon_dict[f'{pokemon_id}']["Speed"] * 50 + 5
self.moves = []
self.index_to_move = {}
for i, move in enumerate(move_sets[pokemon_id]):
if not move == '':
self.moves.append(moves[f'{move}'])
self.index_to_move[i] = moves[f'{move}']
self.status = Status.no_status
self.status_counter = 0
self.ai_strategy = ai_strategy.lower()
self.model = None
if ai_strategy.lower() in ["rl", "dt"]:
if ai_strategy.lower() == "dt":
if model_path == None:
model_path = f"./models/DT_model_{self.name.lower()}.pkl"
if not os.path.exists(model_path):
model_path = "./models/DT_model_charizard.pkl" # default model
self.model = joblib.load(model_path)
else:
if model_path == None:
model_path = f"./models/RL_model_{self.name.lower()}.h5"
if not os.path.exists(model_path):
model_path = "./models/RL_model_charizard.h5" # default model
self.model = load_model(model_path)
# attack, def, spatk, spdef, speed
# https://www.dragonflycave.com/mechanics/stat-stages#:~:text=In%20particular%2C%20whenever%20you%20use,for%20each%20of%20its%20stats.
self.stat_stages = [0,0,0,0,0]
def load_sprite(self, screen, x_loc, y_loc, flip = False):
x = 80*((self.id-1) % 28)
y = 80*((self.id-1) //28)
# Extract portion of spritesheet as a sprite
sprite_rect = pygame.Rect(x, y, SPRITE_WIDTH, SPRITE_HEIGHT) # define rectangle of sprite on spritesheet
sprite_image = Pokemon.sprite_sheet.subsurface(sprite_rect) # extract portion of spritesheet as a sprite
sprite_image = pygame.transform.scale(sprite_image, (80*5, 80*5))
if flip:
sprite_image = pygame.transform.flip(sprite_image, True, False)
self.image = sprite_image
screen.blit(self.image, (x_loc, y_loc))
def draw_health_bar(self, screen, x, y):
percent = self.damage_taken/self.hp
if percent > 1:
percent = 1
#green part
pygame.draw.rect(screen, (0,128,0), (x, y, 250*(1-percent), 10) )
#damage part
pygame.draw.rect(screen, (255,0,0), (x + 250*(1-percent), y, 250*percent, 10))
def render_status_symbol(self, screen, x_loc, y_loc):
status = self.status
if status == Status.no_status:
pygame.draw.rect(screen, (0,0,0), (x_loc, y_loc, 65, 45))
return
y_offset = 0
if status == Status.burn:
y_offset = 0
elif status == Status.frozen:
y_offset = 55
elif status == Status.sleep:
y_offset = 105
elif status == Status.confused:
y_offset = 160
elif status == Status.paralyzed:
y_offset = 210
elif status == Status.poison:
y_offset = 265
sprite_rect = pygame.Rect(0, y_offset, 65, 45)
symbol_img = Pokemon.status_img.subsurface(sprite_rect)
symbol_img = pygame.transform.scale(symbol_img, (50, 30))
screen.blit(symbol_img, (x_loc, y_loc))
def apply_status_damage(self, otherPokemon, render_text):
if self.status == Status.burn:
self.damage_taken += self.hp//16
render_text(f"{self.name} is hurt by burn",refresh=True)
waitPress()
elif self.status == Status.poison:
self.damage_taken += self.hp//16
render_text(f"{self.name} is hurt by poison",refresh=True)
waitPress()
elif self.status == Status.leech_seed:
self.damage_taken -= self.hp//16
otherPokemon.damage_taken += self.hp//16
render_text(f"{otherPokemon.name} is being drained with leech seed",refresh=True)
waitPress()
elif self.status == Status.sleep or self.status == Status.confused:
self.status_counter -= 1
if self.status_counter == 0:
self.status = Status.no_status
render_text(f"{self.name} woke up",refresh=True)
waitPress()
elif self.status == Status.frozen:
self.status = choices([Status.frozen, Status.no_status], [90, 10])[0]
if self.status == Status.no_status:
render_text(f"{self.name} thawed out",refresh=True)
waitPress()
def apply_secondary_effect(self, move, otherPokemon, damage):
#absorbing moves
if move['Name'] in ['Absorb', 'Mega Drain', 'Leech Life']:
#Case for going over maximum HP.
if self.damage_taken - damage // 2 < 0:
self.damage_taken = 0
else:
self.damage_taken -= damage // 2
#moves hitting multiple times
elif move['Name'] == 'Double Slap':
strikes = choices([2,3,4,5], weights=[35,35, 15,15])
damage *= strikes[0]
elif move['Name'] in ['Comet Punch', 'Fury Attack', 'Pin Missile', 'Barrage']:
strikes = choices([2,3,4,5], weights=[37.5, 37.5, 12.5, 12.5])
damage *= strikes[0]
elif move['Name'] == 'Double Kick':
damage *= 2
elif move['Name'] == 'Twineedle':
damage *= 2
if otherPokemon.status == Status.no_status:
status = choices([Status.poison, Status.no_status], [20, 80])
otherPokemon.status = status[0]
#Moves with status effects
elif move['Name'] in ['Fire Punch', 'Ember', 'Flamethrower']:
'''10% chance to burn'''
if otherPokemon.status == Status.no_status:
status = choices([Status.burn, Status.no_status], [10, 90])
otherPokemon.status = status[0]
elif move['Name'] in ['Ice Punch', 'Ice Beam', 'Blizzard']:
if otherPokemon.status == Status.no_status:
status = choices([Status.frozen, Status.no_status], [10, 90])
otherPokemon.status = status[0]
elif move['Name'] in ['Psybeam']:
if otherPokemon.status == Status.no_status:
status = choices([Status.confused, Status.no_status], [10, 90])
otherPokemon.status = status[0]
elif move['Name'] == 'Thunder Punch':
if otherPokemon.status == Status.no_status:
status = choices([Status.paralyzed, Status.no_status], [10, 90])
otherPokemon.status = status[0]
elif move['Name'] == 'Body Slam':
if otherPokemon.status == Status.no_status and not match_type(otherPokemon.type1) == 0 and not match_type(otherPokemon.type1) == 0:
status = choices([Status.paralyzed, Status.no_status], [30, 70])
otherPokemon.status = status[0]
elif move['Name'] == 'Poison Sting':
if otherPokemon.status == Status.no_status:
status = choices([Status.poison, Status.no_status], [20, 80])
otherPokemon.status = status[0]
elif move['Name'] == "Acid":
hit = choices([0,1], [66.8, 33.2])
otherPokemon.defense -= 5*hit[0]
#recoil moves
elif move['Name'] in ['Take Down', 'Double Edge', 'Submission']:
self.damage_taken += (damage*0.25)//1
return damage
def compute_atk_damage(self, move, otherPokemon):
'''
move: dict() - Example: {'Name': 'Slash', 'Type': 'Normal', 'Category': 'Physical', 'PP': 20, 'Power': '70', 'Accuracy': '100'}
DAMAGE FORMULA FROM GENERATION 1
https://bulbapedia.bulbagarden.net/wiki/Damage
damage = (((((1/5)*( 2 * level * critical)+2)*attack_power*(pokemon_attack)/(other_pokemon defense))/50 ))*(same_type_attack_bonus)*(attack adv on oppponet type1))*(attack adv on oppponet type2)*(randunif(217, 255)/255 )
We will simplify this with no crits (critical == 1)
'''
assert type(otherPokemon) == Pokemon, "otherPokemon incorrect type"
#unique cases...
if move['Name'] == 'Dragon Rage':
return 40
elif move['Name'] == "Super Fang":
return otherPokemon.hp // 2
elif move['Name'] in ['Guillotine', 'Horn Drill', 'Fissure']:
#only hits 35% of time
hit = choices([0,1], [70, 30])
return 65535*hit[0]
elif move['Name'] == "Sonic Boom":
return 20
elif move['Name'] == 'Seismic Toss':
return 50
elif move['Name'] == 'Psywave':
return randint(1, 75)
elif move['Name'] == "Night Shade":
return 50
move_data = move
power = int(move_data["Power"])
#attack, def, spatk, spdef, speed
pokemon_atk = self.attack*(stage_modifier[self.stat_stages[0]]) if move_data["Category"] == "Physical" else self.special_attack*(stage_modifier[self.stat_stages[2]])
other_def = otherPokemon.defense*(stage_modifier[otherPokemon.stat_stages[1]]) if move_data["Category"] == "Physical" else otherPokemon.special_defense*(stage_modifier[otherPokemon.stat_stages[3]])
STAB = 1.5 if move_data["Type"] == self.type1 or move_data["Type"] == self.type2 else 1
type_1_bonus = type_modifier[match_type(move_data["Type"])][match_type(otherPokemon.type1)]
type_2_bonus = type_modifier[match_type(move_data["Type"])][match_type(otherPokemon.type2)]
random = randint(217, 255) / 255
damage = ((((22*power*(pokemon_atk/other_def))/50)+2)*STAB*type_1_bonus*type_2_bonus*random ) // 1
#Moves with secondary effects
damage = self.apply_secondary_effect(move, otherPokemon, damage)
# accuracy = int(move_data["Accuracy"])
# miss_or_hit = 0 if randint(1, 100) > accuracy else 1
return damage
def status_attack(self, move, otherPokemon):
#useless moves
if move['Name'] in ['Splash', 'Teleport']:
self.render_text(f'{self.name} did nothing', refresh=True)
pygame.display.flip()
waitPress()
return
#can't effect other pokemon
type_1_bonus = type_modifier[match_type(move["Type"])][match_type(otherPokemon.type1)]
type_2_bonus = type_modifier[match_type(move["Type"])][match_type(otherPokemon.type2)]
if type_1_bonus == 0 or type_2_bonus == 0:
return
#Direct status changers
if otherPokemon.status == Status.no_status:
status_changed_flag = False
if move['Name'] in ['Sleep Powder', 'Sing', 'Hypnosis', 'Spore']:
status_changed_flag = True
otherPokemon.status = Status.sleep
otherPokemon.status_counter = randint(2,6)
self.render_text(f'{otherPokemon.name} was put to sleep', refresh=True)
elif move['Name'] in ['Poison Powder', 'Toxic', 'Poison Gas']:
status_changed_flag = True
otherPokemon.status = Status.poison
self.render_text(f'{otherPokemon.name} was poisoned', refresh=True)
elif move['Name'] in ['Stun Spore', 'Glare', 'Thunder Wave']:
status_changed_flag = True
self.render_text(f'{otherPokemon.name} became paralyzed', refresh=True)
otherPokemon.status = Status.paralyzed
elif move['Name'] in ['Supersonic', 'Confuse Ray']:
status_changed_flag = True
self.render_text(f'{otherPokemon.name} became confused', refresh=True)
otherPokemon.status = Status.confused
elif move['Name'] == 'Leech Seed':
status_changed_flag = True
self.render_text(f'{otherPokemon.name} was seeded', refresh=True)
otherPokemon.status = Status.leech_seed
if status_changed_flag:
pygame.display.flip()
waitPress()
return
#Self healers
if move['Name'] in ['Recover', 'Soft Boiled']:
self.damage_taken -= (self.hp // 2) if self.damage_taken -(self.hp // 2) >= 0 else 0
return
elif move['Name'] == 'Rest':
self.damage_taken = 0
self.status = Status.sleep
self.status_counter = 2
return
#attack, def, spatk, spdef, speed
if move['Name'] in ['Harden', 'Defense Curl', 'Withdraw']:
self.render_text(f'{self.name} raised its defense', refresh=True)
pygame.display.flip()
waitPress()
self.stat_stages[1] = self.stat_stages[1] + 1 if self.stat_stages[1] < 6 else 6
elif move['Name'] in ['Growl']:
self.render_text(f'{otherPokemon.name} lost attack power', refresh=True)
pygame.display.flip()
waitPress()
otherPokemon.stat_stages[0] = self.stat_stages[0] - 1 if self.stat_stages[0] > -6 else -6
elif move['Name'] in ['Tail Whip', 'Leer']:
self.render_text(f'{otherPokemon.name} lost defense', refresh=True)
pygame.display.flip()
waitPress()
otherPokemon.stat_stages[1] = self.stat_stages[1] - 1 if self.stat_stages[1] > -6 else -6
elif move['Name'] in ['Agility']:
self.render_text(f'{self.name} raised its speed', refresh=True)
pygame.display.flip()
waitPress()
self.stat_stages[4] = self.stat_stages[4] + 1 if self.stat_stages[4] < 6 else 6
elif move['Name'] == 'Amnesia':
self.render_text(f'{self.name} raised its spdef', refresh=True)
pygame.display.flip()
waitPress()
self.stat_stages[3] = self.stat_stages[3] + 2 if self.stat_stages[3] < 5 else 6
elif move['Name'] in ['String Shot']:
self.render_text(f'{otherPokemon.name} lost speed', refresh=True)
pygame.display.flip()
waitPress()
otherPokemon.stat_stages[4] = otherPokemon.stat_stages[4] - 1 if otherPokemon.stat_stages[4] > -6 else -6
elif move['Name'] in ['Sharpen', 'Meditate']:
self.render_text(f'{self.name} raised its attack', refresh=True)
pygame.display.flip()
waitPress()
self.stat_stages[0] = self.stat_stages[0] + 1 if self.stat_stages[0] < 6 else 6
elif move['Name'] in ['Growth']:
self.render_text(f'{self.name} raised its special attack', refresh=True)
pygame.display.flip()
waitPress()
self.stat_stages[2] = self.stat_stages[2] + 1 if self.stat_stages[2] < 6 else 6
elif move['Name'] == 'Swords Dance':
self.render_text(f'{self.name} raised its attack', refresh=True)
pygame.display.flip()
waitPress()
self.stat_stages[0] = self.stat_stages[0] + 2 if self.stat_stages[0] < 5 else 6
elif move['Name'] == 'Acid Armor':
self.render_text(f'{self.name} raised its defense', refresh=True)
pygame.display.flip()
waitPress()
self.stat_stages[1] = self.stat_stages[1] + 2 if self.stat_stages[1] < 5 else 6
def attack_t(self, move, otherPokemon):
#Check the moves stack here
if move["Category"] == "Status":
self.status_attack(move, otherPokemon)
return
damage = self.compute_atk_damage(move, otherPokemon)
otherPokemon.damage_taken += damage
return damage
def give_render_text(self, render_text_func):
self.render_text = render_text_func
def __eq__(self, other):
return self.name == other.name
class PokemonTrainer():
def __init__(self, name, team=[]):
'''
Arguments
name: string
team: list (optional)
'''
self.name = name
self.team = team
self.fainted = [] #stores fainted pokemon
def add_pokemon(self, pokemon):
self.team.append(pokemon)
def active_pokemon(self):
return self.team[0]
def swap_pokemon(self, pokemon):
self.team[0], self.team[self.team.index(pokemon)] = self.team[self.team.index(pokemon)], self.team[0]
def choose_attack(self, op_pk, my_pk, record, action):
move = choice(self.active_pokemon().moves)
if my_pk.ai_strategy.lower() == "rbes":
move = inference_engine.move_recomendation(self, op_pk)
if move == 'SWAP':
self.swap_pokemon()
elif my_pk.ai_strategy.lower() != "random":
if my_pk.ai_strategy.lower() == "dt":
input_num = my_pk.model.n_features_in_
move_num = my_pk.model.predict([record[:input_num]])[0]
elif my_pk.ai_strategy.lower() == "rl":
record = [*record[:5], op_pk.attack, \
op_pk.defense, op_pk.special_attack, op_pk.special_defense, op_pk.speed]
input_num = my_pk.model.input_shape[1]
state = np.reshape(record[:input_num], [1, input_num])
q_values = my_pk.model.predict(state, verbose=0)
move_num = np.argmax(q_values[0])
elif my_pk.ai_strategy.lower() == "train":
move_num = action
move = my_pk.index_to_move[move_num]
return move
def num_pokemon(self):
return len(self.team)
def num_fainted(self):
return len(self.fainted)
check_faint = lambda pokemon : True if pokemon.damage_taken >= pokemon.hp else False
class Engine():
pokeball_img = None
pokeballfaint_img = None
def __init__(self, screen, font, trainer1, trainer2):
self.screen = screen
self.font = font
self.trainer1 = trainer1
self.trainer2 = trainer2
self.turn_num = 0
atk_pk = self.trainer1.active_pokemon()
op_pk = self.trainer2.active_pokemon()
self.GAME_RECORD = { "move_name" : [],
"op_name" : op_pk.name,
"my_hp" : [],
"op_hp" : [],
"my_type1" : atk_pk.type1,
"my_type2": atk_pk.type2,
"op_type1" : op_pk.type1,
"op_type2": op_pk.type2,
"my_status" : [],
"op_status" : [],
"my_speed" : [],
"op_speed" : [],
"win" : False } # train1 wins?
self.type_to_index = {"Grass": 0,
'Bug': 1,
'Ground': 2,
'Poison': 3,
'Dragon': 4,
'Normal': 5,
'Fire': 6,
'Rock': 7,
'Ice': 8,
'Fighting': 9,
'Water': 10,
'Ghost': 11,
'Electric': 12,
'Psychic': 13}
def init_render(self):
self.render_text(f"{self.trainer1.name} versus {self.trainer2.name}", refresh=True)
self.render_text(f"Click Enter to continue...", y_offset= 20)
for i in range(len(self.trainer1.team)):
self.screen.blit(Engine.pokeball_img, (50, 50+i*75))
for i in range(len(self.trainer2.team)):
self.screen.blit(Engine.pokeball_img, (1200, 50+i*75))
# def render_movesets(self, pokemon, x):
# for i, move in enumerate(pokemon.moves):
# name = move["Name"]
# txtsurf = self.font.render( f'{name}', True, (0,0,0))
# self.screen.blit(txtsurf, (x, 620 + i*20, 400, 400))
# #190 820
def render_text(self, text, y_offset = 0, refresh = False):
#Refresh log box
if refresh:
pygame.draw.rect(self.screen, (255, 255, 255), (400, 620, 500, 300))
txtsurf = self.font.render( text, True, (0,0,0))
self.screen.blit(txtsurf, (500, 650 + y_offset, 400, 400))
def handle_faint(self, side):
'''
Arguments
trainer - pokemon trainer whos pokemon has fainted, can be trainer 1 or 2 ['1', '2']
'''
if side == '1':
if self.trainer1.num_pokemon() == 1:
self.trainer1.team.pop(0)
return
fainted_pokemon = self.trainer1.active_pokemon()
#pop the first pokemon and add it to the list of fainted pokemon
self.trainer1.fainted.append(self.trainer1.team.pop(0))
self.render_text(f"{fainted_pokemon.name} fainted!", refresh=True)
for i in range(len(self.trainer1.fainted)):
self.screen.blit(Engine.pokeballfaint_img, (50, 50+i*75))
pygame.display.flip()
waitPress()
#release new pokemon to screen
self.render_text(f"{self.trainer1.name} sent out {self.trainer1.active_pokemon().name}", refresh=True)
#refresh the spot where it fainted
pygame.draw.rect(self.screen, (0, 0, 0), (0, 250, 80*5, 80*5))
pygame.display.flip()
self.trainer1.active_pokemon().load_sprite(self.screen, 0, 250, flip = True)
else:
if self.trainer2.num_pokemon() == 1:
self.trainer2.team.pop(0)
return
fainted_pokemon = self.trainer2.active_pokemon()
#pop the first pokemon and add it to the list of fainted pokemon
self.trainer2.fainted.append(self.trainer2.team.pop(0))
self.render_text(f"{fainted_pokemon.name} fainted!", refresh=True)
for i in range(len(self.trainer2.fainted)):
self.screen.blit(Engine.pokeballfaint_img, (1200, 50+i*75))
pygame.display.flip()
waitPress()
self.render_text(f"{self.trainer2.name} sent out {self.trainer2.active_pokemon().name}", refresh=True)
pygame.draw.rect(self.screen, (0, 0, 0), (900, 250, 80*5, 80*5))
pygame.display.flip()
self.trainer2.active_pokemon().load_sprite(self.screen, 900, 250, flip = False)
def run_turn(self, action=None):
'''
Returns:
gameWon: boolean - signifies if game has been won on the turn or not
'''
if self.trainer1.num_pokemon() == 0:
self.render_text('Trainer 2 has won', refresh=True)
return True
elif self.trainer2.num_pokemon() == 0:
self.render_text('Trainer 1 has won', refresh=True)
self.GAME_RECORD['win'] = True
return True
t1_pokemon = self.trainer1.active_pokemon()
t2_pokemon = self.trainer2.active_pokemon()
#give access to text rendering
t1_pokemon.give_render_text(self.render_text)
t2_pokemon.give_render_text(self.render_text)
pygame.draw.rect(self.screen, (0,0,0), (0, 600, 1240, 20))
t1_pokemon.draw_health_bar(self.screen, 100, 600)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
t1_pokemon.render_status_symbol(self.screen, 100, 620)
t2_pokemon.render_status_symbol(self.screen, 1000, 620)
pygame.display.flip()
my_status = int(t1_pokemon.status)
op_status = int(t2_pokemon.status)
self.GAME_RECORD["my_speed"].append(t1_pokemon.speed)
self.GAME_RECORD["op_speed"].append(t2_pokemon.speed)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
record_pk1 = [my_hp, op_hp, self.type_to_index[t2_pokemon.type1], \
my_status, op_status, t2_pokemon.speed]
record_pk2 = [op_hp, my_hp, self.type_to_index[t1_pokemon.type1], \
my_status, op_status, t1_pokemon.speed]
at1 = self.trainer1.choose_attack(op_pk=t2_pokemon, my_pk=t1_pokemon, record=record_pk1, action=action)
at2 = self.trainer2.choose_attack(op_pk=t1_pokemon, my_pk=t2_pokemon, record=record_pk2, action=action)
self.GAME_RECORD['move_name'] = at1['Name']
#Check for quick attack, this always moves first
priority1 = at1['Name'] == 'Quick Attack'
priority2 = at2['Name'] == 'Quick Attack'
waitPress()
if not priority2 and (t1_pokemon.speed*(stage_modifier[t1_pokemon.stat_stages[4]]) > t2_pokemon.speed*(stage_modifier[t2_pokemon.stat_stages[4]])) or priority1 :
if t1_pokemon.status == Status.sleep:
self.render_text(f"{t1_pokemon.name} is asleep", refresh=True)
pygame.display.flip()
waitPress()
elif t1_pokemon.status == Status.frozen:
self.render_text(f"{t1_pokemon.name} is frozen", refresh=True)
pygame.display.flip()
waitPress()
elif t1_pokemon.status == Status.confused:
chance = randint(0,100)
if chance > 50:
##Use chosen move
self.render_text(f"{t1_pokemon.name} used { at1['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t1_pokemon.attack_t(at1, t2_pokemon)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t2_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
else:
confuse_attack = {"Name": "Pound", "Type": "Normal", "Category": "Physical","PP": 35, "Power": "40","Accuracy": "100"}
t1_pokemon.damage_taken += t1_pokemon.compute_atk_damage(confuse_attack, t1_pokemon)
t1_pokemon.draw_health_bar(self.screen, 100, 600)
self.render_text(f"{t1_pokemon.name} hurt itself in confusion", refresh=True)
pygame.display.flip()
waitPress()
elif t1_pokemon.status == Status.paralyzed:
chance = randint(0,100)
if chance > 30:
##Use chosen move
self.render_text(f"{t1_pokemon.name} used { at1['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t1_pokemon.attack_t(at1, t2_pokemon)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t2_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
else:
self.render_text(f"{t1_pokemon.name} is paralyzed", refresh=True)
pygame.display.flip()
waitPress()
else:
#Default sequence
##Use chosen move
self.render_text(f"{t1_pokemon.name} used { at1['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t1_pokemon.attack_t(at1, t2_pokemon)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
t1_pokemon.render_status_symbol(self.screen, 100, 620)
t2_pokemon.render_status_symbol(self.screen, 1000, 620)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t2_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
##################NEXT TURN t1 -> t2##################
if t2_pokemon.status == Status.sleep:
self.render_text(f"{t2_pokemon.name} is asleep", refresh=True)
pygame.display.flip()
waitPress()
elif t2_pokemon.status == Status.frozen:
self.render_text(f"{t2_pokemon.name} is frozen", refresh=True)
pygame.display.flip()
waitPress()
elif t2_pokemon.status == Status.confused:
chance = randint(0,100)
if chance > 50:
##Use chosen move
self.render_text(f"{t2_pokemon.name} used { at2['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t2_pokemon.attack_t(at2, t1_pokemon)
t1_pokemon.draw_health_bar(self.screen, 1000, 600)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t1_pokemon):
self.handle_faint('1')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
else:
confuse_attack = {"Name": "Pound", "Type": "Normal", "Category": "Physical","PP": 35, "Power": "40","Accuracy": "100"}
t2_pokemon.damage_taken += t2_pokemon.compute_atk_damage(confuse_attack, t2_pokemon)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
self.render_text(f"{t2_pokemon.name} hurt itself in confusion", refresh=True)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t1_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
elif t2_pokemon.status == Status.paralyzed:
chance = randint(0,100)
if chance > 30:
##Use chosen move
self.render_text(f"{t2_pokemon.name} used { at2['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t2_pokemon.attack_t(at2, t1_pokemon)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t2_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
else:
self.render_text(f"{t2_pokemon.name} is paralyzed", refresh=True)
pygame.display.flip()
waitPress()
else:
#default sequence
self.render_text(f"{t2_pokemon.name} used { at2['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t2_pokemon.attack_t(at2, t1_pokemon)
t1_pokemon.draw_health_bar(self.screen, 100, 600)
pygame.display.flip()
waitPress()
t1_pokemon.render_status_symbol(self.screen, 100, 620)
t2_pokemon.render_status_symbol(self.screen, 1000, 620)
if check_faint(t1_pokemon):
self.handle_faint('1')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
## Apply Status Effects ##
t1_pokemon.apply_status_damage(t2_pokemon, self.render_text)
t2_pokemon.apply_status_damage(t1_pokemon, self.render_text)
##Check for another faint due to status
if check_faint(t2_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
if check_faint(t1_pokemon):
self.handle_faint('1')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
else:
if t2_pokemon.status == Status.sleep:
self.render_text(f"{t2_pokemon.name} is asleep", refresh=True)
pygame.display.flip()
waitPress()
elif t2_pokemon.status == Status.frozen:
self.render_text(f"{t2_pokemon.name} is frozen", refresh=True)
pygame.display.flip()
waitPress()
elif t2_pokemon.status == Status.confused:
chance = randint(0,100)
if chance > 50:
##Use chosen move
self.render_text(f"{t2_pokemon.name} used { at2['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t2_pokemon.attack_t(at2, t1_pokemon)
t1_pokemon.draw_health_bar(self.screen, 100, 600)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t1_pokemon):
self.handle_faint('1')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
else:
confuse_attack = {"Name": "Pound", "Type": "Normal", "Category": "Physical","PP": 35, "Power": "40","Accuracy": "100"}
t2_pokemon.damage_taken += t2_pokemon.compute_atk_damage(confuse_attack, t2_pokemon)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
self.render_text(f"{t2_pokemon.name} hurt itself in confusion", refresh=True)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t1_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
elif t2_pokemon.status == Status.paralyzed:
chance = randint(0,100)
if chance > 30:
##Use chosen move
self.render_text(f"{t2_pokemon.name} used { at2['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t2_pokemon.attack_t(at2, t1_pokemon)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t2_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
else:
print('here')
self.render_text(f"{t2_pokemon.name} is paralyzed", refresh=True)
pygame.display.flip()
waitPress()
else:
#default sequence
self.render_text(f"{t2_pokemon.name} used { at2['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t2_pokemon.attack_t(at2, t1_pokemon)
t1_pokemon.draw_health_bar(self.screen, 100, 600)
pygame.display.flip()
waitPress()
t1_pokemon.render_status_symbol(self.screen, 100, 620)
t2_pokemon.render_status_symbol(self.screen, 1000, 620)
if check_faint(t1_pokemon):
self.handle_faint('1')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
##########################NEXT TURN t2-> t1#######################################################
if t1_pokemon.status == Status.sleep:
self.render_text(f"{t1_pokemon.name} is asleep", refresh=True)
pygame.display.flip()
waitPress()
elif t1_pokemon.status == Status.frozen:
self.render_text(f"{t1_pokemon.name} is frozen", refresh=True)
pygame.display.flip()
waitPress()
elif t1_pokemon.status == Status.confused:
chance = randint(0,100)
if chance > 50:
##Use chosen move
self.render_text(f"{t1_pokemon.name} used { at1['Name'] } ", refresh=True)
pygame.display.flip()
waitPress()
t1_pokemon.attack_t(at1, t2_pokemon)
t2_pokemon.draw_health_bar(self.screen, 1000, 600)
pygame.display.flip()
waitPress()
##Check for faint
if check_faint(t2_pokemon):
self.handle_faint('2')
pygame.display.flip()
self.GAME_RECORD["my_status"].append(my_status)
self.GAME_RECORD["op_status"].append(op_status)
my_hp = t1_pokemon.hp - t1_pokemon.damage_taken
op_hp = t2_pokemon.hp - t2_pokemon.damage_taken
self.GAME_RECORD["my_hp"].append(my_hp)
self.GAME_RECORD["op_hp"].append(op_hp)
return
else: