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