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creature.py
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import collections
import main
import math
from random import random
class State(object):
# passive change should be a tuple of stats to modify and their change values
# eg ((0,-1), (2,1))
# disable and reverse attack can either be TRUE or a lambda function
# eg lambda z : (random() < 0.5)
def __init__(self, name, appliedMessage, recoverMessage, passiveChanges=None, disableAttack=None,
reverseAttack=None):
self._name = name
self.appliedMessage = appliedMessage
self.recoverMessage = recoverMessage
self._passiveChanges = passiveChanges
self._disableAttack = disableAttack
self._reverseAttack = reverseAttack
def Update(self, creature):
if (self._passiveChanges==None):
return
for pc in self._passiveChanges:
creature._currentStats[pc[0]] += pc[1]
def IsAttackEnabled(self, lambdaInput=None):
if (self._disableAttack == None):
return True
if (type(self._disableAttack) == type(False)):
return not self._disableAttack
else:
return not self._disableAttack(lambdaInput)
def IsAttackReverse(self, lambdaInput=None):
if (self._reverseAttack == None):
return False
if (type(self._reverseAttack) == type(False)):
return not self._reverseAttack
else:
return not self._reverseAttack(lambdaInput)
def __repr__(self):
return " --- Name: "+self._name+", passive: "+self._passiveChanges.__repr__()+", disable: "+self._disableAttack.__repr__()+" --- "
# attributes ["speed", "attack", "drunkeness", "defense", "levelingRate"]
POSSIBLE_STATES = {
"poisoned": State("poisoned",'{0} is poisoned.','{0} is cured of poison.',[[2,-1]]),
"sleeping": State("sleeping",'{0} is sleeping.','{0} has woken up.',None,True),
"frightened": State("frightened",'{0} is a scaredy-cat.','{0} is no longer frightened.',None,True),
"confused": State("confused",'{0} is clueless','{0} had some sense knocked into him.',None,lambda z : (random() < 0.5),lambda z : (random() < 0.5)),
"dead": State("dead",'{0} is dead as a door knob','{0} came back from the dead.',None,True)
}
class Attack(object):
# statesToAdd should be a State object or itterable of state objects
# enemyStatChanges should be an itterable of stats to change, and by how much
# eg [[0,1], [2,-1]]
def __init__(self, name, damage, recoil = 0, statesToAdd=None, stateChangeProbability = 0.2, critsAgainst = (), enemyStatChanges=None, enemyStatChangeProbability = 0, friendlyStatChanges=None):
self._name = name
self._damage = damage
self._recoil = recoil
self._statesToAdd = statesToAdd
self._stateChangeProbability = stateChangeProbability
self._critsAgainst = critsAgainst
self._enemyStatChanges = enemyStatChanges
self._enemyStatChangeProbability = enemyStatChangeProbability
self._friendlyStatChanges = friendlyStatChanges
@property
def name(self):
return self._name
def Attack(self, attacker, defender, playerAttack=False):
return [msg for msg in self.AttackGenerator(attacker, defender, playerAttack)]
''' Just like Attack, but generates the story on the fly. '''
def AttackGenerator(self, attacker, defender, playerAttack=False):
def DoProcessMessage(playerAttack, msgList):
return msgList[0] if playerAttack else msgList[1]
P = lambda msgPlayer, msgOpponent: DoProcessMessage(playerAttack, (msgPlayer, msgOpponent))
critDamage = 1.0
didCrit = random() > 0.95
if didCrit:
critDamage *= 2.0
effective = False
if (self._critsAgainst):
if (defender._name in self._critsAgainst):
effective = True
critDamage *= 2.0
# attributes ["speed", "damage", "drunkeness", "defense", "levelingRate"]
damage = self._damage*attacker._currentStats[1]*critDamage/defender._currentStats[3]
defender.SetStat(2, defender._currentStats[2]-damage)
if effective:
yield 'The attack is super effective!'
if didCrit:
yield 'Critical hit!'
if damage <= defender._attributes[2] * .1:
yield 'My grandma hits harder than that.'
elif damage > defender._attributes[2] * .75:
yield 'OMG DAMAGE AND STUFF!!!111!!'
elif damage > defender._attributes[2] * .5:
yield 'Lots of damage.'
else:
yield 'So-so damage.'
if (self._friendlyStatChanges):
for statChange in self._friendlyStatChanges:
attacker.ModifyStat(statChange[0], statChange[1])
yield self._StatsMessage(statChange, attacker, playerAttack)
if (self._enemyStatChanges):
for statChange in self._enemyStatChanges:
if (random() < self._enemyStatChangeProbability):
defender.ModifyStat(statChange[0], statChange[1])
yield self._StatsMessage(statChange, attacker, not playerAttack)
if (self._statesToAdd):
for stateChange in self._statesToAdd:
if (random() < self._stateChangeProbability):
defender.AddState(stateChange)
yield '{0} has been {1}.'.format(defender._name, stateChange._name)
# attributes ["speed", "damage", "drunkeness", "defense", "levelingRate"]
recoilAmt = self._recoil*attacker._currentStats[1]
if recoilAmt > 0:
yield '{0} take damage from the attack\'s recoil'.format(attacker._name)
elif recoilAmt < 0:
yield '{0} is healed by his deviant actions.'.format(attacker._name)
attacker.SetStat(2, attacker._currentStats[2]-recoilAmt)
def _StatsMessage(self, (stat, change), creature, isPlayer):
msgBad = ['has been slowed', 'took extra damage', 'has had too much liquor',
'is rendered less able to defend', 'gets a little stupider']
msgGood = ['looks like it is on caffeine', 'looks a little healtier', 'is starting to sober up',
'might be able to block a blow', 'looks a little smarter']
if isPlayer:
noun = 'Your'
else:
noun = 'Your opponent\'s'
if change < 0:
msg = msgBad
else:
msg = msgGood
return '{0} {1} {2}.'.format(noun, msg[stat], creature._name)
def __repr__(self):
return "\n<<<\n ..attack "+self._name+"\n ..damage "+self._damage.__repr__()+"\n ..recoil "+self._recoil.__repr__()+"\n ..states "+self._statesToAdd.__repr__()+"\n ..probability "+self._stateChangeProbability.__repr__()+"\n ..crits "+self._critsAgainst.__repr__()+"\n ..enemy stat modifiers "+str(self._enemyStatChanges)+"\n ..probability "+str(self._enemyStatChangeProbability)+"\n ..friendly stat modifiers "+str(self._friendlyStatChanges)+"\n>>>"
ATTACKS = {
"PassiveAgressiveStickyNotes": Attack("Passive Agressive Sticky Notes",2.0),
"InsultYourCode": Attack("Insult Your Code",1.5,critsAgainst=("Programmer")),
"UseStarTrekTrivia": Attack("Use Star Trek Trivia",1.0,0,[POSSIBLE_STATES["sleeping"]],0.6),
"KickShins": Attack("Kick Shins",3.0,0.5,critsAgainst=("Dog")),
"Bite": Attack("Bite",3.0),
"Shoot": Attack("Shoot",4.0),
"Taze": Attack("Taze",2.0),
"Arrest": Attack("Arrest",3.0,critsAgainst=("Hooker")),
"ChewBones": Attack("Chew Bones",2.0,critsAgainst=("Dog")),
"GrowlMenacingly": Attack("Growl Menacingly",0,0,[POSSIBLE_STATES["frightened"]],0.4,None,[[1,-0.2]],1.0),
"EatShoes": Attack("Eat Shoes",2.0,critsAgainst=("Programmer")),
"StabWithAPoisonedNeedle": Attack("Stab With A Poisoned Knife",1.0,0,[POSSIBLE_STATES["poisoned"]],0.5),
"StabWithShoe": Attack("Stab With A Stiletto Heel",4.0,0,[POSSIBLE_STATES["poisoned"]],0.3),
"Strangle": Attack("Strangle",2.0,0,[POSSIBLE_STATES["sleeping"]],0.2),
"EyeGouge": Attack("EyeGouge",3.0,0,[POSSIBLE_STATES["sleeping"]],0.3),
"TapDance": Attack("Tap Dance",0.0,1.0,[POSSIBLE_STATES["confused"]],1.0),
"OutrightKill": Attack("Outright Kill",99999),
"SpreadFilth": Attack("Spread Filth",0.5,0.0,critsAgainst="Cop"),
# statesToAdd should be a State object or itterable of state objects
# enemyStatChanges should be an itterable of stats to change, and by how much
# eg [[0,1], [2,-1]]
#def __init__(self, name, damage, recoil = 0, statesToAdd=None, stateChangeProbability = 0.2, critsAgainst = (), enemyStatChanges=None, enemyStatChangeProbability = 0, friendlyStatChanges=None):
}
# attributes ["speed", "attack", "drunkeness", "defense", "levelingRate"]
CREATURES = {
"Programmer": {"attributes": [2.0, 0.5, 8.0, 1.0, 1.4],
"stateRecoveryRate": 2,
"attacks": (
ATTACKS["PassiveAgressiveStickyNotes"],
ATTACKS["InsultYourCode"],
ATTACKS["UseStarTrekTrivia"],
ATTACKS["KickShins"]
),
"attackLevels": [0, 0, 0, 0] },
"Cockroach": {"attributes": [1.0, 0.1, 1.0, 1, 0.01],
"stateRecoveryRate": 2,
"attacks": (
ATTACKS["GrowlMenacingly"],
ATTACKS["Bite"],
ATTACKS["SpreadFilth"],
ATTACKS["EatShoes"]
),
"attackLevels": [0, 0, 0, 0] },
"Rat": {"attributes": [1.5, 1.0, 2.0, 1, 1.1],
"stateRecoveryRate": 2,
"attacks": (
ATTACKS["ChewBones"],
ATTACKS["Bite"],
ATTACKS["SpreadFilth"],
ATTACKS["EatShoes"]
),
"attackLevels": [0, 0, 0, 0] },
"Racoon": {"attributes": [2.0, 1.0, 2.0, 2, 1.5],
"stateRecoveryRate": 2,
"attacks": (
ATTACKS["GrowlMenacingly"],
ATTACKS["Bite"],
ATTACKS["Strangle"],
ATTACKS["EyeGouge"]
),
"attackLevels": [0, 0, 0, 0] },
"Hooker": {"attributes": [6.0, 1.0, 2.0, 2, 1.5],
"stateRecoveryRate": 2,
"attacks": (
ATTACKS["GrowlMenacingly"],
ATTACKS["StabWithShoe"],
ATTACKS["Strangle"],
ATTACKS["EyeGouge"]
),
"attackLevels": [0, 0, 0, 0] },
"HotCop": {"attributes": [8.0, 4.0, 2.0, 2, 1.5],
"stateRecoveryRate": 2,
"attacks": (
ATTACKS["Shoot"],
ATTACKS["Taze"],
ATTACKS["Strangle"],
ATTACKS["Arrest"]
),
"attackLevels": [0, 0, 0, 0] },
"Poodle": {"attributes": [4.0, 2.0, 5.0, 1.1, 1.1],
"stateRecoveryRate": 3,
"attacks": (
ATTACKS["Bite"],
ATTACKS["ChewBones"],
ATTACKS["GrowlMenacingly"],
ATTACKS["EatShoes"]
),
"attackLevels": [0, 0, 0, 0] },
"Dog Walker": {"attributes": [5.0, 1.0, 2.0, 2, 1.5],
"stateRecoveryRate": 2,
"attacks": (
ATTACKS["Taze"],
ATTACKS["KickShins"],
ATTACKS["Strangle"],
ATTACKS["EyeGouge"]
),
"attackLevels": [0, 0, 0, 0] },
"Groundhog": {"attributes": [2.5, 2.0, 2.0, 1, 1.1],
"stateRecoveryRate": 2,
"attacks": (
ATTACKS["ChewBones"],
ATTACKS["Bite"],
ATTACKS["GrowlMenacingly"],
ATTACKS["EatShoes"]
),
"attackLevels": [0, 0, 0, 0] },
"Dog": {"attributes": [3.0, 2.0, 5.0, 1.1, 1.1],
"stateRecoveryRate": 3,
"attacks": (
ATTACKS["Bite"],
ATTACKS["ChewBones"],
ATTACKS["GrowlMenacingly"],
ATTACKS["EatShoes"]
),
"attackLevels": [0, 0, 0, 0] }
}
class Creature(object):
def __init__(self, creatureType):
self._level = 0
self._attributes = CREATURES[creatureType]["attributes"][:]
self._currentStats = self._attributes[:]
self._name = creatureType
self._state = []
self._stateRecoveryStages = {"normal":0,"poisoned":0,"sleeping":0,"frightened":0,"confused":0,"dead":0}
self._stateRecoveryRate = CREATURES[creatureType]["stateRecoveryRate"]
self._allAttacks = CREATURES[creatureType]["attacks"]
self._attackLevels = CREATURES[creatureType]["attackLevels"]
self._attacks = []
self._autoAssignAttacks()
self._streetCred = 0 # experience
@property
def name(self):
return self._name
@property
def level(self):
return self._level
@property
def speed(self):
return self._currentStats[0]
@property
def health(self):
return self._currentStats[2]
@property
def maxHealth(self):
return self._attributes[2]
@property
def attacks(self):
return self._attacks[:]
"""
" Call this when the creature kills another creature
" @defender is the opponent creature (used to add streetCred)
"""
def WinFight(self, defender):
nextLevel = ((self._level+1)**1.5)*10
self._streetCred += defender._level
if (nextLevel <= self._streetCred):
self.LevelUp()
def LevelUp(self):
self._level += 1
currentLevel = (self._level**1.5)*10
self._streetCred = max(self._streetCred, currentLevel)
for i in range(len(self._attributes)-1):
self._attributes[i] *= self._attributes[-1]
self._currentStats[i] = self._attributes[i]
"""
" adds the latest four attacks that the creature knows to the list of attacks
"""
def _autoAssignAttacks(self):
for x in range(len(self._allAttacks)):
i = -(x+1)
if (self._level >= self._attackLevels[i]):
self._attacks.append(self._allAttacks[x])
if (len(self._attacks) == 4):
return
"""
" attack should be one of the attacks in self._attacks
" defender should be the other creature being fought
"
" return - A list of strings which represent the attack story
"""
def Attack(self, attack, defender, playerAttack=False):
return [v for v in self.AttackGenerator(attack, defender, playerAttack)]
'''
Like Attack, but yields the story as the attack is in progress.
'''
def AttackGenerator(self, attack, defender, playerAttack=False):
def DoProcessMessage(playerAttack, msgList):
return msgList[0] if playerAttack else msgList[1]
P = lambda msgPlayer, msgOpponent: DoProcessMessage(playerAttack, (msgPlayer, msgOpponent))
yield P('Your {0} uses {1}.', 'Your oponent\'s {0} uses {1}.').format(self._name, attack.name)
if random() <= 0.2:
yield 'The attack fails!'
return
attackReversed = False
for state in self._state:
if (state._name == "dead"):
yield 'Already dead, BUG'
return
if (not state.IsAttackEnabled()):
yield 'The attack fails.'
return
if (state.IsAttackReverse()):
attackReversed = True
lhs = self
if (not attackReversed):
rhs = defender
else:
rhs = self
yield '{0} is an emo.'.format(self._name)
yield '{0} uses {1} on itself!'.format(self._name, attack.name)
for msg in attack.AttackGenerator(lhs, rhs, playerAttack):
yield msg
def SetStat(self, statIndex, value):
if (self.IsDead()):
return
self._currentStats[statIndex] = value
def ModifyStat(self, statIndex, value):
if (self.IsDead()):
return
self._currentStats[statIndex] += value
def AddState(self, state):
for s in self._state:
if (s == state or s._name == "dead"):
return
self._state.append(state)
self._stateRecoveryStages[state._name] = 10
def _Die(self):
self._state = []
self.AddState(POSSIBLE_STATES["dead"])
self._stateRecoveryStages["dead"] = -1
def IsDead(self):
for state in self._state:
if (state._name == "dead"):
return True
if (self._currentStats[2] <= 0):
self._Die()
return True
return False
"""
" percentDrunkeness is a float (0-1) of how much drunkeness the creature recovers
"""
def Rececitate(self, percentDrunkeness):
if (not self.IsDead()):
return
self._stateRecoveryStages["dead"] = 0
for state in self._state:
if (state._name == "dead"):
self._state.remove(state)
break
self._currentStats[2] = self._attributes[2]*percentDrunkeness
def Update(self):
[msg for msg in self.UpdateGenerator() if False]
return self.IsDead()
"""
" should be called once per round, just before this creature's turn
"""
def UpdateGenerator(self):
removeFrom = []
for state in self._state:
if (state._name == "dead"):
return
yield state.appliedMessage.format(self._name)
self._stateRecoveryStages[state._name] = max(0, self._stateRecoveryStages[state._name]-self._stateRecoveryRate)
if (self._stateRecoveryStages[state._name] == 0):
removeFrom.append(state)
yield state.recoverMessage.format(self._name)
# check the states, specifically
state.Update(self)
# TODO: generalize this
if state._name == 'poisoned':
yield '{0} takes damage from the poison.'.format(state.name)
for remove in removeFrom:
self._state.remove(remove)
def __repr__(self):
return "..name "+self._name+"\n..level "+self._level.__repr__()+"\n..stats "+self._currentStats.__repr__()+"\n..max attrs "+self._attributes.__repr__()+"\n..states "+self._state.__repr__()+"\n..state stages: "+str(self._stateRecoveryStages)+"\n..recovery rate "+self._stateRecoveryRate.__repr__()+"\n..attacks "+self._attacks.__repr__()
def MakeCreatureMenu(player, onSelect, filterfn = lambda c: True, hasBack = False):
options = collections.OrderedDict()
fmt = '{0} lvl: {1} health: {2}%'
for idx, c in enumerate(player.creatures):
if filterfn(c):
if c.IsDead():
name = fmt.format(c.name, c.level, 'DEAD')
else:
name = fmt.format(c.name, c.level,
max(1, int(math.floor(100 * float(c.health / c.maxHealth)))))
options[name] = lambda idx=idx, c=c: onSelect(idx, c)
if hasBack:
options['Back'] = 'back'
return options
if __name__ == "__main__":
c = Creature("Programmer")
print c
c.LevelUp()
print ""
print c
c.Attack(ATTACKS["OutrightKill"], c)
c.Update()
print ""
print c
c.Rececitate(0.5)