API merge final
This commit is contained in:
166
game.py
166
game.py
@@ -4,6 +4,19 @@ from events.event import Event
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from entities.player import Player
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from entities.npc import NPC
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from items.item import Item
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from events.turn import TurnAction
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from enum import IntEnum
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class Stat(IntEnum):
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STRENGTH = 0,
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INTELLIGENCE = 1,
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DEXTERITY = 2,
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WISDOM = 3,
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CHARISMA = 4,
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HP = 5,
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ARMOR = 6,
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SPEED = 7
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class Game(Serializable):
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def __init__(self, seed:int=42):
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@@ -12,24 +25,65 @@ class Game(Serializable):
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self.active_items:list[Item] = []
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self.events:list[Event] = []
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self.turn_order:list[str] = []
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self.turn_idx = 0
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def get_entity(self, entity_id:str):
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for entity in (self.active_players + self.active_npcs):
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if entity.id == entity_id:
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return entity
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raise ReferenceError(f"The player #{entity_id} doesn't exist!")
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def get_player(self, player_id:str):
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for player in self.active_players:
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if player.id == player_id:
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return player
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raise ReferenceError(f"The player #{player_id} doesn't exist!")
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def create_player(self, name:str, strength:int, dexterity:int, intelligence:int, wisdom:int, charisma:int, hp:int, armor:int, speed:int, equipped_item:Item=None):
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new_player = Player(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
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self.active_players.append(new_player)
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def get_npc(self, npc_id:str):
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for npc in self.active_npcs:
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if npc.id == npc_id:
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return npc
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raise ReferenceError(f"The npc #{npc_id} doesn't exist!")
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def create_npc(self, name:str, strength:int, dexterity:int, intelligence:int, wisdom:int, charisma:int, hp:int, armor:int, speed:int, equipped_item:Item=None):
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new_npc = NPC(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
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self.active_players.append(new_npc)
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def get_item(self, item_id:str):
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for item in self.active_items:
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if item.id == item_id:
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return item
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raise ReferenceError(f"The item #{item_id} doesn't exist!")
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def create_item(self,name:str, description:str, stat_modifier:dict[str, int]):
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new_item = Item(name, description, stat_modifier)
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def add_player(self, new_player:Player):
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if new_player.id in [player.id for player in self.active_players]:
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raise ReferenceError(f"Player id #{new_player.id} already present in game!")
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self.active_players.append(new_player)
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def add_ncp(self, new_ncp:NPC):
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if new_ncp.id in [npc.id for npc in self.active_npcs]:
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raise ReferenceError(f"NCP id #{new_ncp.id} already present in game!")
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self.active_npcs.append(new_ncp)
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def add_item(self, new_item:Item):
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if new_item.id in [item.id for item in self.active_items]:
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raise ReferenceError(f"Item id #{new_item.id} already present in game!")
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self.active_items.append(new_item)
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def add_item_to_entity(self, item_id:str, entity_id:str):
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item = self.get_item(item_id)
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entity = self.get_entity(entity_id)
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entity.set_equipped_item(item)
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self.active_items.remove(item)
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def get_current_event(self):
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idx = len(self.events) - 1
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@@ -39,5 +93,117 @@ class Game(Serializable):
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def add_event(self, new_event:Event):
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self.events.append(new_event)
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self.update_turn_order()
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self.turn_idx = 0
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def check_turn_ended(self):
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if self.turn_idx == len(self.turn_order)-1:
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# Turn end
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self.get_current_event().add_turn()
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self.update_turn_order()
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def update_turn_order(self):
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active_entities = self.get_current_event().entities
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entity_list = [self.get_entity(id) for id in active_entities]
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entity_list = self.sort_entities_by_speed(entity_list)
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self.turn_order = [entity.id for entity in entity_list]
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self.turn_idx = 0
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# Selection sort based on entity's speed
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def sort_entities_by_speed(self, entity_list:list[NPC|Player]):
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n = len(entity_list)
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for i in range(n):
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max_idx = i # Current fastest entity
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for j in range(i+1, n):
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entity_max = entity_list[max_idx]
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entity_j = entity_list[j]
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if entity_max.speed < entity_j.speed:
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max_idx = j # New Maximum Speed for j entity
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# Swapping current index i with the new maximum in i+1, n-1
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entity_list[i], entity_list[max_idx] = entity_list[max_idx], entity_list[i]
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return entity_list
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def kill_entity(self, entity_id:str):
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dead_entity = self.get_entity(entity_id)
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self.get_current_event().remove_entity(entity_id=entity_id)
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if isinstance(dead_entity, NPC):
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self.active_npcs.remove(dead_entity)
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if isinstance(dead_entity, Player):
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self.active_players.remove(dead_entity)
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def is_turn_coherent(self, entity_id:str):
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return self.turn_order[self.turn_idx] == entity_id
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def deal_damage(self, src:str, target:str, roll:int, stat:int, description:str):
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if not self.is_turn_coherent(src):
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raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
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src_entity = self.get_entity(src)
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target_entity = self.get_entity(target)
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dmg_amount = 0
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if stat == Stat.STRENGTH: # Strength damages physical and long closed range weapons
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dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_strength()
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elif stat == Stat.INTELLIGENCE: # Using magic
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dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_intelligence()
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elif stat == Stat.DEXTERITY: # Using daggers, bows or throws
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dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_dexterity()
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target_entity.deal_damage(dmg_amount)
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additional_info = f"; {target_entity.name}({target_entity.get_id()}) took {dmg_amount} damage, {target_entity.get_hp()}hp remaining!"
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if target_entity.get_hp() <= 0:
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self.kill_entity(target_entity)
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additional_info = f"; {target_entity.name}({target_entity.get_id()}) took {dmg_amount} damage, {target_entity.name} died!"
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turn_finished = self.get_current_event().perform_action(TurnAction.DAMAGE, src, description=description+additional_info)
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self.turn_idx += 1
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if turn_finished:
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self.update_turn_order()
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def modifying_stat(self, src:str, value:int, stat:int, description:str):
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if not self.is_turn_coherent(src):
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raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
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src_entity = self.get_entity(src)
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match(stat):
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case Stat.STRENGTH:
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src_entity.set_strength(src_entity.strength + value)
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case Stat.INTELLIGENCE:
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src_entity.set_intelligence(src_entity.intelligence + value)
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case Stat.DEXTERITY:
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src_entity.set_dexterity(src_entity.dexterity + value)
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case Stat.WISDOM:
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src_entity.set_wisdom(src_entity.wisdom + value)
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case Stat.CHARISMA:
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src_entity.set_charisma(src_entity.charisma + value)
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case Stat.HP:
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src_entity.set_hp(src_entity.hp + value)
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case Stat.ARMOR:
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src_entity.set_armor(src_entity.armor + value)
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case Stat.SPEED:
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src_entity.set_speed(src_entity.speed + value)
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turn_finished = self.get_current_event().perform_action(TurnAction.STATS, src, description=description)
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self.turn_idx += 1
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if turn_finished:
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self.update_turn_order()
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def simple_action(self, src:str, description:str):
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if not self.is_turn_coherent(src):
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raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
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turn_finished = self.get_current_event().perform_action(TurnAction.BASIC, src, description=description)
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self.turn_idx += 1
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if turn_finished:
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self.update_turn_order()
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#TODO: Add State Summary as Resource?
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