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royalnet/utils/cast.py
2019-02-15 19:42:02 +01:00

94 lines
3.6 KiB
Python

import random
import math
import typing
import strings
s = strings.safely_format_string
class Spell:
version = "3.0"
dice_type_distribution = ([4] * 1) +\
([6] * 6) +\
([8] * 24) +\
([10] * 38) +\
([12] * 24) +\
([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", "meta", "dannosi", "da radiazione",
"tuamammici", "da maledizione", "pesanti", "leggeri", "immaginari", "da laser",
"da neutrini", "galattici", "cerebrali", "ritardati", "ritardanti", "morali", "materiali",
"energetici", "esplosivi"]
repeat_distribution = ([1] * 8) +\
([2] * 1) +\
([3] * 1)
damage_types_distribution = ([1] * 6) + \
([2] * 3) + \
([3] * 1)
def __init__(self, name: str):
seed = name.capitalize()
random.seed(seed)
# Spell data
self.name = seed
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(80, 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)
def stringify(self) -> str:
string = s(strings.SPELL.HEADER, words={"name": self.name, "version": self.version})
string += s(strings.SPELL.ACCURACY, words={"accuracy": str(self.miss_chance)})
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})
for dmg_type in self.damage_types:
string += s(strings.SPELL.TYPE, words={"type": dmg_type})
if self.repeat > 1:
string += s(strings.SPELL.REPEAT, words={"repeat": str(self.repeat)})
return string
class Hit:
def __init__(self, spell: Spell):
random.seed()
self.hit_roll = random.randrange(0, 101)
self.damage = 0
self.crit_multiplier = 1
self.damage_type = random.sample(spell.damage_types, 1)[0]
if self.hit_roll > spell.miss_chance:
return
for _ in range(spell.dice_number):
self.damage += random.randrange(1, spell.dice_type + 1)
self.damage += spell.constant
if self.damage < 0:
self.damage = 0
while random.randrange(1, 21) == 20:
self.crit_multiplier *= 2
def damage(self):
return self.damage * self.crit_multiplier
class Cast:
def __init__(self, spell: Spell):
self.hits = []
for _ in spell.repeat:
self.hits.append(Hit(spell))