Files
Wyvern-Castle/game.py
2026-01-30 16:11:47 +01:00

209 lines
8.5 KiB
Python

from serializable import Serializable
from dice import Dice
from events.event import Event
from entities.player import Player
from entities.npc import NPC
from items.item import Item
from events.turn import TurnAction
from enum import IntEnum
class Stat(IntEnum):
STRENGTH = 0,
INTELLIGENCE = 1,
DEXTERITY = 2,
WISDOM = 3,
CHARISMA = 4,
HP = 5,
ARMOR = 6,
SPEED = 7
class Game(Serializable):
def __init__(self, seed:int=42):
self.active_players:list[Player] = []
self.active_npcs:list[NPC] = []
self.active_items:list[Item] = []
self.events:list[Event] = []
self.turn_order:list[str] = []
self.turn_idx = 0
def get_entity(self, entity_id:str):
for entity in (self.active_players + self.active_npcs):
if entity.id == entity_id:
return entity
raise ReferenceError(f"The player #{entity_id} doesn't exist!")
def get_player(self, player_id:str):
for player in self.active_players:
if player.id == player_id:
return player
raise ReferenceError(f"The player #{player_id} doesn't exist!")
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):
new_player = Player(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
self.active_players.append(new_player)
def get_npc(self, npc_id:str):
for npc in self.active_npcs:
if npc.id == npc_id:
return npc
raise ReferenceError(f"The npc #{npc_id} doesn't exist!")
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):
new_npc = NPC(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
self.active_players.append(new_npc)
def get_item(self, item_id:str):
for item in self.active_items:
if item.id == item_id:
return item
raise ReferenceError(f"The item #{item_id} doesn't exist!")
def create_item(self,name:str, description:str, stat_modifier:dict[str, int]):
new_item = Item(name, description, stat_modifier)
def add_player(self, new_player:Player):
if new_player.id in [player.id for player in self.active_players]:
raise ReferenceError(f"Player id #{new_player.id} already present in game!")
self.active_players.append(new_player)
def add_ncp(self, new_ncp:NPC):
if new_ncp.id in [npc.id for npc in self.active_npcs]:
raise ReferenceError(f"NCP id #{new_ncp.id} already present in game!")
self.active_npcs.append(new_ncp)
def add_item(self, new_item:Item):
if new_item.id in [item.id for item in self.active_items]:
raise ReferenceError(f"Item id #{new_item.id} already present in game!")
self.active_items.append(new_item)
def add_item_to_entity(self, item_id:str, entity_id:str):
item = self.get_item(item_id)
entity = self.get_entity(entity_id)
entity.set_equipped_item(item)
self.active_items.remove(item)
def get_current_event(self):
idx = len(self.events) - 1
if idx < 0:
raise IndexError("There is no event yet, you should create one!")
return self.events[idx]
def add_event(self, new_event:Event):
self.events.append(new_event)
self.update_turn_order()
self.turn_idx = 0
def check_turn_ended(self):
if self.turn_idx == len(self.turn_order)-1:
# Turn end
self.get_current_event().add_turn()
self.update_turn_order()
def update_turn_order(self):
active_entities = self.get_current_event().entities
entity_list = [self.get_entity(id) for id in active_entities]
entity_list = self.sort_entities_by_speed(entity_list)
self.turn_order = [entity.id for entity in entity_list]
self.turn_idx = 0
# Selection sort based on entity's speed
def sort_entities_by_speed(self, entity_list:list[NPC|Player]):
n = len(entity_list)
for i in range(n):
max_idx = i # Current fastest entity
for j in range(i+1, n):
entity_max = entity_list[max_idx]
entity_j = entity_list[j]
if entity_max.speed < entity_j.speed:
max_idx = j # New Maximum Speed for j entity
# Swapping current index i with the new maximum in i+1, n-1
entity_list[i], entity_list[max_idx] = entity_list[max_idx], entity_list[i]
return entity_list
def kill_entity(self, entity_id:str):
dead_entity = self.get_entity(entity_id)
self.get_current_event().remove_entity(entity_id=entity_id)
if isinstance(dead_entity, NPC):
self.active_npcs.remove(dead_entity)
if isinstance(dead_entity, Player):
self.active_players.remove(dead_entity)
def is_turn_coherent(self, entity_id:str):
return self.turn_order[self.turn_idx] == entity_id
def deal_damage(self, src:str, target:str, roll:int, stat:int, description:str):
if not self.is_turn_coherent(src):
raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
src_entity = self.get_entity(src)
target_entity = self.get_entity(target)
dmg_amount = 0
if stat == Stat.STRENGTH: # Strength damages physical and long closed range weapons
dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_strength()
elif stat == Stat.INTELLIGENCE: # Using magic
dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_intelligence()
elif stat == Stat.DEXTERITY: # Using daggers, bows or throws
dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_dexterity()
target_entity.deal_damage(dmg_amount)
additional_info = f"; {target_entity.name}({target_entity.get_id()}) took {dmg_amount} damage, {target_entity.get_hp()}hp remaining!"
if target_entity.get_hp() <= 0:
self.kill_entity(target_entity)
additional_info = f"; {target_entity.name}({target_entity.get_id()}) took {dmg_amount} damage, {target_entity.name} died!"
turn_finished = self.get_current_event().perform_action(TurnAction.DAMAGE, src, description=description+additional_info)
self.turn_idx += 1
if turn_finished:
self.update_turn_order()
def modifying_stat(self, src:str, value:int, stat:int, description:str):
if not self.is_turn_coherent(src):
raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
src_entity = self.get_entity(src)
match(stat):
case Stat.STRENGTH:
src_entity.set_strength(src_entity.strength + value)
case Stat.INTELLIGENCE:
src_entity.set_intelligence(src_entity.intelligence + value)
case Stat.DEXTERITY:
src_entity.set_dexterity(src_entity.dexterity + value)
case Stat.WISDOM:
src_entity.set_wisdom(src_entity.wisdom + value)
case Stat.CHARISMA:
src_entity.set_charisma(src_entity.charisma + value)
case Stat.HP:
src_entity.set_hp(src_entity.hp + value)
case Stat.ARMOR:
src_entity.set_armor(src_entity.armor + value)
case Stat.SPEED:
src_entity.set_speed(src_entity.speed + value)
turn_finished = self.get_current_event().perform_action(TurnAction.STATS, src, description=description)
self.turn_idx += 1
if turn_finished:
self.update_turn_order()
def simple_action(self, src:str, description:str):
if not self.is_turn_coherent(src):
raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
turn_finished = self.get_current_event().perform_action(TurnAction.BASIC, src, description=description)
self.turn_idx += 1
if turn_finished:
self.update_turn_order()
#TODO: Add State Summary as Resource?