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character.py
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character.py
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import random
import dice as R
import objects as O
import effect as E
import pathfinding
import skills as S
import items as I
import loops as L
class Character():
def __init__(self, parent, endurance = 0, intelligence = 0, dexterity = 0, strength = 0, health = 100, mana = 0, health_regen=0.1, mana_regen=0.1):
self.endurance = endurance
self.intelligence = intelligence
self.dexterity = dexterity
self.strength = strength
self.health = health
self.max_health = health
self.mana = mana
self.max_mana = mana
self.health_regen = health_regen
self.mana_regen = mana_regen
self.level = 1
# flags altered by status conditions
self.movable = True
self.flee = False
self.can_teleport = True
self.safe_rest = True
self.round_bonus_factor = 2 # stat bonus for being rounded
self.inventory_limit = 18
self.energy = 0
self.move_cost = 100
self.equip_cost = 20
self.quaff_cost = 10
self.read_cost = 100
self.attack_cost = 100
self.alive = True
self.inventory = []
self.main_weapon = None
self.main_shield = None
self.ready_scroll = None # index of actively used scroll
self.chestarmor = None
self.main_armor = None
self.boots = None
self.gloves = None
self.helmet = None
self.ring_1 = None
self.ring_2 = None
self.force_ring_2 = False # by default we dequip first ring but we can force second with this
self.base_damage = 0
self.armor = 0
self.parent = parent
self.status_effects = []
self.skills = []
self.invincible = False
self.experience_given = 0 # monsters will overwrite this attribute, it just makes some class stuff easier if its stored in character
self.experience = 0
self.health_partial = 0.0
self.mana_partial = 0.0
self.unarmed_damage_min = 1
self.unarmed_damage_max = 2
def rounded(self):
# check all stats are equal
return self.endurance == self.intelligence == self.dexterity == self.strength
def round_bonus(self):
if self.rounded():
return self.round_bonus_factor
return 0
def is_alive(self):
# print(self.invincible)
if self.health <= 0 and not self.invincible:
self.alive = False
return False
return True
def take_damage(self, dealer, damage):
if damage > 0:
for effect in self.status_effects:
if isinstance(effect, E.Asleep):
effect.duration = 0
if damage < 0:
damage = 0
self.health -= damage
if not self.is_alive():
dealer.kill_count += 1
if hasattr(dealer, "experience"): # acts as a check for it its a player
dealer.experience += self.experience_given
dealer.check_for_levelup()
return self.is_alive()
def gain_health(self, heal):
self.health += heal
self.health = int(self.health)
if self.health > self.max_health:
self.health = self.max_health
def gain_mana(self, mana):
self.mana += mana
if self.mana > self.max_mana:
self.mana = self.max_mana
def defend(self):
defense = self.armor + ((self.endurance + self.round_bonus()) // 3)
return defense
def skill_damage_increase(self):
return int(((self.intelligence + self.round_bonus()) * 1.5 ) // 2)
def skill_duration_increase(self):
return ((self.intelligence + self.round_bonus()) // 3)
def grab(self, key, item_ID, generated_maps, loop):
item = item_ID.get_subject(key)
if item.yendorb:
loop.change_loop(L.LoopType.victory)
return
if item.stackable:
if not item.name in [x.name for x in self.inventory]:
if len(self.inventory) > self.inventory_limit:
loop.add_message("You need to drop something first")
return
else:
self.inventory.append(item)
else:
for i in range(len(self.inventory)):
if self.inventory[i].name == item.name:
self.inventory[i].stacks += 1
else:
if len(self.inventory) > self.inventory_limit:
loop.add_message("You need to drop something first")
return
else:
self.inventory.append(item)
item_ID.remove_subject(key)
itemx, itemy = item.get_location()
generated_maps.item_map.clear_location(itemx, itemy)
loop.add_message("The " + str(self.parent.name) + " picked up a " + str(item.name))
def drop(self, item, item_dict, item_map):
if len(self.inventory) != 0 and item.dropable:
if item.equipable and item.equipped:
self.unequip(item)
i = 0
while (self.inventory[i] != item) and i < len(self.inventory):
i += 1
if i < len(self.inventory):
# import pdb; pdb.set_trace()
self.inventory.pop(i)
item_dict.add_subject(item)
item.x = self.parent.x
item.y = self.parent.y
item_map.place_thing(item)
return True
return False
def equip(self, item):
if item.can_be_equipped(self):
item.equip(self)
item.equipped = True
item.dropable = False
self.energy -= self.equip_cost
def unequip(self, item):
if item.can_be_unequipped(self):
item.unequip(self)
item.dropable = True
item.equipped = False
def wait(self):
self.energy -= self.move_cost
def level_up(self, strength_up=1, dexterity_up=1, endurance_up=1, intelligence_up=1):
self.level += 1 # separate from player level which is stored in player object
self.level_up_stats(strength_up, dexterity_up, endurance_up, intelligence_up)
self.level_up_max_health_and_mana()
def level_up_max_health_and_mana(self):
self.max_health += 5
# self.health = self.max_health
self.max_mana += 3
# self.mana = self.max_mana
self.base_damage += 1
def level_up_stats(self, strength_up=1, dexterity_up=1, endurance_up=1, intelligence_up=1):
self.endurance += endurance_up
self.intelligence += intelligence_up
self.dexterity += dexterity_up
self.strength += strength_up
self.max_health += (strength_up * 2)
self.max_health += (endurance_up * 10)
self.max_mana += (intelligence_up * 2)
def get_damage_min(self):
return self.get_damage()[0]
def get_damage_max(self):
return self.get_damage()[1]
def get_damage(self):
if self.main_weapon == None:
return self.base_damage + self.unarmed_damage_min, self.base_damage + self.unarmed_damage_max
else:
return self.base_damage + self.main_weapon.damage_min, self.base_damage + self.main_weapon.damage_max
def melee(self, defender):
effect = None
if self.main_weapon == None:
damage = R.roll_dice(self.unarmed_damage_min, self.unarmed_damage_max)[0]
else:
if self.main_weapon.on_hit == None:
damage = self.main_weapon.attack()
else:
damage, effect = self.main_weapon.attack()
# this formula is pumping damage numbers way up
damage += random.randint(1, max(1,int(11 + (self.dexterity + self.round_bonus())* 1.5)))
defense = defender.character.defend()
if defense < 0:
defense = 0
finalDamage = self.base_damage + int((self.strength + self.round_bonus()) * 3) + damage - defense
defender.character.take_damage(self.parent, finalDamage)
if effect != None:
effect = effect(self.parent) # some effects need an inflictor
defender.character.add_status_effect(effect)
self.energy -= self.attack_cost
return (finalDamage)
def dodge(self):
dodge_chance = random.randint(1,100)
if dodge_chance <= (int(self.dexterity + self.round_bonus()) * 2):
return True
else:
return False
def quaff(self, potion, item_dict, item_map):
if potion.consumeable and potion.equipment_type == "Potiorb":
potion.activate(self)
if potion.stacks < 1:
self.drop(potion, item_dict, item_map)
potion.destroy = True
self.energy -= self.quaff_cost
return True
def read(self, scroll, loop, item_dict, item_map):
if scroll.consumeable and scroll.equipment_type == "Scrorb":
scroll.activate(self, loop)
self.energy -= self.read_cost
return True
def tick_all_status_effects(self):
for effect in self.status_effects:
effect.tick(self)
for effect in self.status_effects:
if not effect.active:
self.remove_status_effect(effect)
def remove_status_effect(self, effect):
if not effect.active:
effect.remove(self)
self.status_effects.remove(effect)
def has_negative_effects(self):
for x in self.status_effects:
if not x.positive:
return True
return False
def has_effect(self, effect_name):
if effect_name in [x.name for x in self.status_effects]:
return True
return False
def add_status_effect(self, effect):
if not self.has_effect(effect.name):
effect.apply_effect(self)
self.status_effects.append(effect)
else:
# refresh duration of existing status effect
for x in self.status_effects:
if x.id_tag == effect.id_tag:
x.duration = effect.duration
def status_messages(self):
messages = []
for effect in self.status_effects:
messages.append(effect.message)
return messages
def tick_cooldowns(self):
for skill in self.skills:
skill.tick_cooldown()
def cast_skill(self, skill_num, target, loop):
skill = self.skills[skill_num]
self.energy -= skill.action_cost
return skill.try_to_activate(target, loop.generator)
def cast_skill_by_name(self, skill_name, target, loop):
for skill in self.skills:
if skill.name == skill_name:
self.energy -= skill.action_cost
return skill.try_to_activate(target, loop.generator)
return False
def tick_regen(self):
self.health_partial += self.health_regen
self.mana_partial += self.mana_regen
if abs(self.health_partial) >= 1:
self.gain_health(self.health_partial // 1)
self.health_partial = self.health_partial % 1
if abs(self.mana_partial) >= 1:
self.gain_mana(self.mana_partial // 1)
self.mana_partial = self.mana_partial % 1
def needs_rest(self):
return self.health < self.max_health or self.mana < self.max_mana
def rest(self, loop, returnLoopType):
#print("in_rest")
if not self.safe_rest:
loop.add_message("Your ring is draining your health, it is not safe to rest now.")
loop.change_loop(L.LoopType.action)
return
monster_dict = loop.monster_dict
tile_map = loop.generator.tile_map
no_monster_active = True
for monster_key in monster_dict.subjects:
if monster_dict.get_subject(monster_key).brain.is_awake:
no_monster_active = False
break
if no_monster_active:
# can freely rest to full health
self.health = self.max_health
self.mana = self.max_mana
for skill in self.skills:
skill.ready = 0
for effect in self.status_effects:
if not effect.positive:
self.remove_status_effect(effect)
loop.add_message("You rest for a while")
loop.change_loop(returnLoopType)
return
for monster_key in monster_dict.subjects:
monster_loc = monster_dict.get_subject(monster_key).get_location()
if tile_map.track_map[monster_loc[0]][monster_loc[1]].visible:
loop.add_message("You cannot rest while enemies are nearby.")
loop.change_loop(L.LoopType.action)
return
self.wait()
#print(self.energy)
#print(self.health)
#print(self.max_health)
if not self.needs_rest():
loop.add_message("You rest for a while")
loop.change_loop(returnLoopType)
def add_skill(self, new_skill):
for skill in self.skills:
if skill.name == new_skill.name:
return
self.skills.append(new_skill)
def remove_skill(self, skill_name):
for skill in self.skills:
if skill.name == skill_name:
self.skills.remove(skill)
break
def get_enchantable(self):
enchantable = []
for item in self.inventory:
if item.can_be_levelled:
if item.level < 6: # items can be levelled upto +5
enchantable.append(item)
return enchantable
def get_closest_monster(self, player, monsterID, tile_map):
closest_dist = 100000
closest_monster = player
for monster_key in monsterID.subjects:
monster = monsterID.subjects[monster_key]
dist = player.get_distance(monster.x, monster.y)
if dist < closest_dist and tile_map.track_map[monster.x][monster.y].visible:
closest_dist = dist
closest_monster = monster
return closest_monster
class Player(O.Objects):
def __init__(self, x, y):
super().__init__(x, y, 1, 200, "Player")
self.character = Character(self, mana=50)
self.character.skills = []
self.level = 1
self.max_level = 20
self.experience = 0
self.experience_to_next_level = 20
self.kill_count = 0
self.stat_points = 0
self.stat_decisions = [0, 0, 0, 0] # used at loop levelling to allocate points
self.path = []
self.invincible = False
if self.invincible: # only get the gun if you're invincible at the start
self.character.skills.extend([
S.Gun(self), # 1
# S.BlinkToEmpty(self, cooldown=0, cost=0, range=10, action_cost=1), # 2
# S.BlinkStrike(self, cooldown=0, cost=10, damage=25, range=10, action_cost=1), # 3
# S.SummonGorblin(self, cooldown=0, cost=10, range=10, action_cost=1), # 2
# S.BurningAttack(self, cooldown=0, cost=10, damage=20, burn_damage=10, burn_duration=10, range=10), #2
# S.Petrify(self, cooldown=0, cost=10, duration=3, activation_chance=1, range=10), #3
# S.ShrugOff(self, cooldown=0, cost=10, activation_chance=1.0, action_cost=1), #4
# S.Berserk(self, cooldown=0, cost=10, activation_threshold=50, strength_increase=10, action_cost=1), #5
# S.Terrify(self, cooldown=0, cost=0, duration=5, activation_chance=1, range=15), #6
# S.Escape(self, cooldown=0, cost=0, self_fear=False, activation_threshold=1.1, action_cost=1) #7
])
def attack_move(self, move_x, move_y, loop):
if not self.character.movable:
self.character.energy -= (self.character.move_cost - int(self.character.dexterity + self.character.round_bonus()))
loop.add_message("The player is petrified and cannot move.")
return
x = self.x + move_x
y = self.y + move_y
if (x >= 0) & (y >= 0) & (x < loop.generator.tile_map.width) & (y < loop.generator.tile_map.height):
if (loop.generator.monster_map.track_map[x][y]) != -1:
defender = loop.monster_dict.get_subject(loop.generator.monster_map.track_map[x][y])
self.attack(defender, loop)
else:
self.move(move_x, move_y, loop)
def move(self, move_x, move_y, loop):
if loop.generator.tile_map.get_passable(self.x + move_x, self.y + move_y) and loop.generator.monster_map.get_passable(self.x + move_x, self.y + move_y):
self.character.energy -= int(self.character.move_cost/ (1.02**(self.character.dexterity + self.character.round_bonus())))
self.y += move_y
self.x += move_x
loop.add_message("The player moved.")
def random_move(self, loop):
random_move = [(0,1),(1,0),(-1,0),(0,-1)]
rand_i = random.randint(0,3)
move_x,move_y = random_move[rand_i]
self.move(move_x,move_y, loop)
def attack(self, defender, loop):
self.character.energy -= int(self.character.attack_cost / (1.05**(self.character.dexterity + self.character.round_bonus())))
loop.screen_focus = (defender.x, defender.y)
if not self.character.dodge():
damage = self.character.melee(defender)
if damage < 0:
damage = 0
# if not defender.character.is_alive():
# self.experience += defender.experience_given
# self.check_for_levelup()
loop.add_message(f"The player attacked for {damage} damage")
else:
loop.add_message("The monster dodged the attack")
def autoexplore(self, loop):
monster_dict = loop.monster_dict
tile_map = loop.generator.tile_map
for monster_key in monster_dict.subjects:
monster_loc = monster_dict.get_subject(monster_key).get_location()
if tile_map.track_map[monster_loc[0]][monster_loc[1]].visible:
loop.add_message("You cannot autoexplore while enemies are visible.")
loop.change_loop(L.LoopType.action)
return
while len(self.path) <= 1:
start = (self.x, self.y)
all_seen, unseen = loop.generator.all_seen()
if all_seen:
loop.change_loop(L.LoopType.action)
loop.update_screen = True
return
endx = unseen[0]
endy = unseen[1]
while (not tile_map.get_passable(endx, endy)) and not (tile_map.track_map[endx][endy].seen):
if self.x == endx and self.y == endy:
loop.change_loop(L.LoopType.action)
return
if endx != tile_map.width - 1:
endx += 1
else:
endx = 0
if endy == tile_map.height - 1:
endy = 0
else:
endy += 1
end = (endx, endy)
self.path = pathfinding.astar_multi_goal(tile_map.track_map, start, loop.generator.get_all_frontier_tiles(), loop.generator.monster_map, loop.player)
# if all tiles have been seen don't autoexplore
x, y = self.path.pop(0)
if (x == self.x and y == self.y):
#Pathfinding messed up - pop this just in case
x, y = self.path.pop(0)
self.move(x-self.x, y-self.y, loop)
loop.update_screen = True
self.character.energy = 0
def find_stairs(self, loop):
monster_dict = loop.monster_dict
tile_map = loop.generator.tile_map
for monster_key in monster_dict.subjects:
monster_loc = monster_dict.get_subject(monster_key).get_location()
if tile_map.track_map[monster_loc[0]][monster_loc[1]].visible:
loop.add_message("You cannot autoexplore while enemies are tracking you.")
loop.change_loop(L.LoopType.action)
return
start = (self.x, self.y)
end = loop.generator.tile_map.stairs[0].get_location()
if (start == end):
loop.change_loop(L.LoopType.action)
return
self.path = pathfinding.astar(tile_map.track_map, start, end, loop.generator.monster_map, loop.player)
x, y = self.path.pop(0)
x, y = self.path.pop(0)
self.move(x-self.x, y-self.y, loop)
loop.update_screen = True
self.character.energy = 0
def check_for_levelup(self):
while self.level != self.max_level and self.experience >= self.experience_to_next_level:
self.level += 1
# self.character.level_up()
# self.awaiting_level_up = True
self.character.level_up_max_health_and_mana()
self.stat_points += 2
exp_taken = self.experience_to_next_level
self.experience_to_next_level += 20 + self.experience_to_next_level // 4
self.experience -= exp_taken
def modify_stat_decisions(self, i, increase=True): # 0 = strength, 1 = dexterity, 2 = endurance, 3 = intelligence
if increase:
if self.stat_points > sum(self.stat_decisions):
self.stat_decisions[i] += 1
else:
if self.stat_decisions[i] > 0:
self.stat_decisions[i] -= 1
def apply_level_up(self):
self.character.level_up_stats(self.stat_decisions[0], self.stat_decisions[1], self.stat_decisions[2], self.stat_decisions[3])
self.stat_points -= sum(self.stat_decisions)
self.stat_decisions = [0, 0, 0, 0]