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royalnet/utils/cast.py
2019-02-23 11:13:36 +01:00

230 lines
9.1 KiB
Python

import random
import math
import typing
import strings
import enum
s = strings.safely_format_string
class SpellType(enum.Flag):
DAMAGING = enum.auto()
HEALING = enum.auto()
STATS = enum.auto()
STATUS_EFFECT = enum.auto()
class DamageComponent:
dice_type_distribution = ([4] * 7) +\
([6] * 12) +\
([8] * 32) +\
([10] * 30) +\
([12] * 12) +\
([20] * 6) +\
([100] * 1)
all_damage_types = ["da fuoco", "da freddo", "elettrici", "sonici", "necrotici", "magici",
"da acido", "divini", "nucleari", "psichici", "fisici", "puri", "da taglio",
"da perforazione", "da impatto", "da caduta", "gelato", "onnipotenti", "oscuri",
"di luce", "da velocità", "da cactus", "dannosi", "da radiazione",
"tuamammici", "da maledizione", "pesanti", "leggeri", "immaginari", "da laser",
"da neutrini", "galattici", "cerebrali", "ritardati", "ritardanti", "morali", "materiali",
"energetici", "esplosivi", "energetici", "finanziari", "radianti", "sonori", "spaggiaritici",
"interiori", "endocrini", "invisibili", "inesistenti", "eccellenti", "bosonici",
"gellificanti", "terminali"]
repeat_distribution = ([1] * 8) +\
([2] * 1) +\
([3] * 1)
damage_types_distribution = ([1] * 6) + \
([2] * 3) + \
([3] * 1)
def __init__(self):
# ENSURE THE SEED IS ALREADY SET WHEN CREATING THIS COMPONENT!!!
self.dice_number = random.randrange(1, 21)
self.dice_type = random.sample(self.dice_type_distribution, 1)[0]
self.constant = random.randrange(math.floor(-self.dice_type / 4), math.ceil(self.dice_type / 4) + 1)
self.miss_chance = random.randrange(50, 101)
self.repeat = random.sample(self.repeat_distribution, 1)[0]
self.damage_types_qty = random.sample(self.damage_types_distribution, 1)[0]
self.damage_types = random.sample(self.all_damage_types, self.damage_types_qty)
@property
def avg(self):
return (self.dice_number * (self.dice_type + 1) / 2) + self.constant
def stringify(self) -> str:
string = ""
if self.constant > 0:
constant = "+" + str(self.constant)
elif self.constant == 0:
constant = ""
else:
constant = str(self.constant)
string += s(strings.SPELL.DAMAGE,
words={"number": str(self.dice_number),
"type": str(self.dice_type),
"constant": constant,
"avg": str(int(self.avg))})
for dmg_type in self.damage_types:
string += s(strings.SPELL.TYPE, words={"type": dmg_type})
string += s(strings.SPELL.ACCURACY, words={"accuracy": str(self.miss_chance)})
if self.repeat > 1:
string += s(strings.SPELL.REPEAT, words={"repeat": str(self.repeat)})
return string
class HealingComponent:
dice_type_distribution = ([4] * 12) +\
([6] * 38) +\
([8] * 30) +\
([10] * 12) +\
([12] * 6) +\
([20] * 1) +\
([100] * 1)
def __init__(self):
# ENSURE THE SEED IS ALREADY SET WHEN CREATING THIS COMPONENT!!!
self.dice_number = random.randrange(1, 11)
self.dice_type = random.sample(self.dice_type_distribution, 1)[0]
self.constant = random.randrange(math.floor(-self.dice_type / 4), math.ceil(self.dice_type / 4) + 1)
@property
def avg(self):
return (self.dice_number * (self.dice_type + 1) / 2) + self.constant
def stringify(self) -> str:
string = ""
if self.constant > 0:
constant = "+" + str(self.constant)
elif self.constant == 0:
constant = ""
else:
constant = str(self.constant)
string += s(strings.SPELL.HEALING,
words={"number": str(self.dice_number),
"type": str(self.dice_type),
"constant": constant,
"avg": str(int(self.avg))})
return string
class StatsComponent:
all_stats = ["Attacco", "Difesa", "Velocità", "Elusione", "Tenacia", "Rubavita",
"Vampirismo", "Forza", "Destrezza", "Costituzione", "Intelligenza",
"Saggezza", "Carisma", "Attacco Speciale", "Difesa Speciale",
"Eccellenza", "Immaginazione", "Cromosomi", "Timidezza", "Sonno",
"Elasticità", "Peso", "Sanità", "Appetito", "Fortuna", "Percezione",
"Determinazione"]
change_distribution = (["--"] * 1) +\
(["-"] * 2) +\
(["+"] * 2) +\
(["++"] * 1)
multistat_distribution = ([1] * 16) +\
([2] * 8) +\
([3] * 4) +\
([5] * 2) +\
([8] * 1)
def __init__(self):
# ENSURE THE SEED IS ALREADY SET WHEN CREATING THIS COMPONENT!!!
self.stat_changes = {}
self.stat_number = random.sample(self.multistat_distribution, 1)[0]
available_stats = self.all_stats.copy()
for _ in range(self.stat_number):
stat = random.sample(available_stats, 1)[0]
available_stats.remove(stat)
change = random.sample(self.change_distribution, 1)[0]
self.stat_changes[stat] = change
def stringify(self) -> str:
string = ""
for name in self.stat_changes:
string += s(strings.SPELL.STAT, words={
"name": name,
"change": self.stat_changes[name]
})
return string
class StatusEffectComponent:
all_status_effects = ["Bruciatura", "Sanguinamento", "Paralisi", "Veleno",
"Congelamento", "Iperveleno", "Sonno", "Stordimento",
"Rallentamento", "Radicamento", "Rigenerazione", "Morte",
"Affaticamento", "Glitch", "Accecamento", "Silenzio",
"Esilio", "Invisibilità", "Rapidità", "Splendore"]
def __init__(self):
# ENSURE THE SEED IS ALREADY SET WHEN CREATING THIS COMPONENT!!!
self.chance = random.randrange(1, 101)
self.effect = random.sample(self.all_status_effects, 1)[0]
def stringify(self) -> str:
return s(strings.SPELL.STATUS_EFFECT, words={
"chance": str(self.chance),
"effect": self.effect
})
class Spell:
version = "3.2"
damaging_spell_chance = 0.9
healing_spell_chance = 0.9 # If not a damaging spell
additional_stats_chance = 0.1 # In addition to the damage/healing
additional_status_effect_chance = 0.1 # In addition to the rest
def __init__(self, name: str):
seed = name.capitalize()
random.seed(seed)
# Spell name
self.name = seed
# Find the spell type
self.spell_type = SpellType(0)
if random.random() < self.damaging_spell_chance:
self.spell_type |= SpellType.DAMAGING
elif random.random() < self.healing_spell_chance:
self.spell_type |= SpellType.HEALING
if random.random() < self.additional_stats_chance:
self.spell_type |= SpellType.STATS
if random.random() < self.additional_status_effect_chance:
self.spell_type |= SpellType.STATUS_EFFECT
# Damaging spells
if self.spell_type & SpellType.DAMAGING:
self.damage_component = DamageComponent()
else:
self.damage_component = None
# Healing spells
if self.spell_type & SpellType.HEALING:
self.healing_component = HealingComponent()
else:
self.healing_component = None
# Stats spells
if self.spell_type & SpellType.STATS:
self.stats_component = StatsComponent()
else:
self.stats_component = None
# Status effect spells
if self.spell_type & SpellType.STATUS_EFFECT:
self.status_effect_component = StatusEffectComponent()
else:
self.status_effect_component = None
def stringify(self) -> str:
string = s(strings.SPELL.HEADER, words={"name": self.name, "version": self.version})
if self.spell_type & SpellType.DAMAGING:
string += self.damage_component.stringify()
if self.spell_type & SpellType.HEALING:
string += self.healing_component.stringify()
if self.spell_type & SpellType.STATS:
string += self.stats_component.stringify()
if self.spell_type & SpellType.STATUS_EFFECT:
string += self.status_effect_component.stringify()
if self.spell_type == SpellType(0):
string += s(strings.SPELL.NOTHING)
return string