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battle.py
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import random
import time
import main
import sayings
import settings
import utility
from constants import *
DEBUG = True
SLOWDOWN = 0.5
# region Battle AI
class AI(object):
def attack(self, enemy_ai):
move = random.choice(self.combatant.moves)
enemy = random.choice(enemy_ai.get_available())
t = move.default_target
if t == SELF:
target = [self.combatant]
elif t == ENEMY:
target = [enemy]
elif t == ANY:
target = [random.choice([self.combatant, enemy])]
elif t == ALLY:
target = [random.choice(self.combatants)]
elif t == MULTI_ALLY:
target = self.combatants
elif t == MULTI_ENEMY:
target = enemy_ai.get_available()
elif t == MULTI_ALL:
target = self.get_available() + enemy_ai.get_available()
elif t == ACTIVE:
target = [enemy_ai.combatant]
elif t == INACTIVE:
target = [random.choice(enemy_ai.get_standby())]
elif t == RAND_ENEMY:
target = [enemy]
elif t == RAND_ALLY:
target = [random.choice(self.combatants)]
#target = [self.combatant, enemy][move.default_target]
return [move, target]
def change(self, enemy):
standby = self.get_standby()
available = self.get_available()
if standby:
self.combatant = random.choice(standby)
return self.combatant
elif available:
self.combatant = random.choice(available)
return self.combatant
else:
return None
def action(self, enemy_ai):
if self.get_standby():
return random.choice([ATTACK, SWITCH])
else:
action = ATTACK
return action
def get_available(self):
return [ combatant for combatant in self.combatants if combatant.hp > 0 ]
def get_standby(self):
return [ combatant for combatant in self.combatants if (combatant.hp > 0) and combatant != self.combatant ]
class Random_AI(AI):
def attack(self, enemy_ai):
move = random.choice(self.combatant.moves)
enemy = random.choice(enemy_ai.get_available())
t = move.default_target
if t == SELF:
target = [self.combatant]
elif t == ENEMY:
target = [enemy]
elif t == ANY:
target = [random.choice([self.combatant, enemy])]
elif t == ALLY:
target = [random.choice(self.combatants)]
elif t == MULTI_ALLY:
target = self.combatants
elif t == MULTI_ENEMY:
target = enemy_ai.get_available()
elif t == MULTI_ALL:
target = self.get_available() + enemy_ai.get_available()
elif t == ACTIVE:
target = [enemy_ai.combatant]
elif t == INACTIVE:
target = [random.choice(enemy_ai.get_standby())]
elif t == RAND_ENEMY:
target = [enemy]
elif t == RAND_ALLY:
target = [random.choice(self.combatants)]
#target = [self.combatant, enemy][move.default_target]
return [move, target]
def change(self, enemy):
standby = self.get_standby()
available = self.get_available()
if standby:
self.combatant = random.choice(standby)
return self.combatant
elif available:
self.combatant = random.choice(available)
return self.combatant
else:
return None
def action(self, enemy):
if self.get_standby():
action = random.choice([ATTACK, SWITCH, ATTACK, ATTACK, ATTACK, ATTACK])
return action
else:
action = random.choice([ATTACK, ATTACK, ATTACK, ATTACK, ATTACK])
return action
class Skiddish_AI(AI):
def attack(self, enemy_ai):
move = random.choice(self.combatant.moves)
enemy = random.choice(enemy_ai.get_available())
t = move.default_target
if t == SELF:
target = [self.combatant]
elif t == ENEMY:
target = [enemy]
elif t == ANY:
target = [random.choice([self.combatant, enemy])]
elif t == ALLY:
target = [random.choice(self.combatants)]
elif t == MULTI_ALLY:
target = self.combatants
elif t == MULTI_ENEMY:
target = enemy_ai.get_available()
elif t == MULTI_ALL:
target = self.get_available() + enemy_ai.get_available()
elif t == ACTIVE:
target = [enemy_ai.combatant]
elif t == INACTIVE:
target = [random.choice(enemy_ai.get_standby())]
elif t == RAND_ENEMY:
target = [enemy]
elif t == RAND_ALLY:
target = [random.choice(self.combatants)]
#target = [self.combatant, enemy][move.default_target]
return [move, target]
def change(self, enemy):
standby = self.get_standby()
available = self.get_available()
if standby:
self.combatant = random.choice(standby)
return self.combatant
elif available:
self.combatant = random.choice(available)
return self.combatant
else:
return None
def action(self, enemy):
health = 1
maxhealth = 1
for c in self.combatants:
health += c.hp
maxhealth += c.max_hp
run_chance = float(health) / float(maxhealth)
if random.random() > run_chance * 10:
self.battle_run()
#return RUN
return ATTACK
if self.get_standby():
return random.choice([ATTACK, SWITCH])
else:
return random.choice([ATTACK, ATTACK])
# endregion
# region Battle Actions
###########################################
## Battle Actions
###########################################
class Action(object):
@property
def Priority(self):
return 100
def Execute(self, battle):
pass
class NoAction(Action):
pass
class UserAttack(Action):
def __init__(self, user, move, target):
self.user = user
self.move = move
self.target = target
@property
def Priority(self):
return self.user.speed
def Execute(self, battle):
self.move.attack(self.user, self.target)
class UserItem(Action):
def __init__(self, item, target):
self.item = item
self.target = target
def Execute(self, battle):
if len(self.target) > 0:
item_used = self.item.take()
selection_needed = False
for t in self.target:
item_used.use(t)
@property
def Priority(self):
return 100 + self.item.cost()
class EnemyChange(Action):
def __init__(self, enemy_ai, user):
self.enemy_ai = enemy_ai
self.user = user
def Execute(self, battle):
self.enemy_ai.change(self.user)
@property
def Priority(self):
return 300
class UserChange(Action):
def __init__(self, user):
self.user = user
def Execute(self, battle):
if self.user.hp > 0:
battle.user.combatant = self.user
@property
def Priority(self):
return 300
class ActionRun(Action):
@property
def Priority(self):
return 25
def Execute(self, battle):
battle.running = False
class UserPosses(Action):
@property
def Priority(self):
return 301
def Execute(self, battle):
battle.possess_tries += 1
selection_needed = False
possess_candidate = battle.valid_enemies[0]
hp_ratio = 1.0 - (
possess_candidate.hp / possess_candidate.max_hp) ** 0.5 # square root to make weakening further get more and more advantageous
attempt_ratio = 1.0 - utility.clamp(battle.possess_tries / 100.0, 1.0,
0.3) # the more your try, the harder it gets
chance = hp_ratio * attempt_ratio
if random.random() < chance:
possess = possess_candidate
print('Possessed {}'.format(possess.name))
battle.user.combatants.append(possess)
battle.enemy_ai.combatants.remove(possess)
battle.running = False
battle.complete = True
else:
print('Possession Attempt {} Was Unsuccessful.'.format(battle.possess_tries))
# endregion
# region Battle Logic
class Battle(object):
def __init__(self, game, user, enemy_ai):
self.game = game
self.user = user
self.enemy_ai = enemy_ai
game.player.target_map = None # cancel any auto-moves if we got in a battle
self.old_music = game.music
self.refresh_combatants()
self.possess_tries = 0
self.first_choice = None
self.user_move = None
self.user_item = None
self.selected_target = None
self.running = True
self.complete = False
self.game.display.enemy = self.enemy_ai
if settings.battle_mode == 2:
self.prebattle()
self.realtime()
else:
self.prebattle()
self.start_battle()
self.turnbased()
if not self.running:
self.end_battle()
def turnbased(self):
self.running = True
while self.running:
self.run_turn()
def realtime(self):
self.game.display.enemy = self.enemy_ai
self.run_turn()
self.user.purge_dead()
if not self.running:
self.end_battle()
def end_battle(self):
pass
self.game.display.show_btl_messages()
self.game.display.end_battle()
self.user.purge_dead()
self.game.set_music(self.old_music)
def start_battle(self):
self.game.set_music(self.enemy_ai.music)
if settings.battle_anim:
self.game.display.flash_screen()
self.prebattle()
if settings.battle_speed > 1:
self.game.display.show_btl_messages()
time.sleep(SLOWDOWN)
if settings.battle_speed > 3:
self.game.display.mapbox.getch()
def prebattle(self):
# make sure all pre-battle status take effect
for combatant in self.all_combatants:
for status in combatant.status:
status.pre_battle(combatant)
self.game.display.refresh_combatant()
def preturn(self):
# make sure all pre-turn status take effect
for combatant in self.all_combatants:
for status in combatant.status:
status.pre_turn(combatant)
self.game.display.refresh_combatant()
def posturn(self):
# make sure all post-turn status take place
for combatant in self.all_combatants:
for status in combatant.status:
status.post_turn(combatant)
self.game.display.refresh_combatant()
def postbattle(self):
# make sure all post-battle status take place
for combatant in self.user.combatants:
for status in combatant.status:
status.post_battle(combatant)
def refresh_combatants(self):
self.valid_users = self.user.get_available()
self.valid_enemies = self.enemy_ai.get_available()
self.all_combatants = self.valid_users + self.valid_enemies
def get_enemy_action(self):
attempts = 0
while attempts < 5:
attempts += 1
# have the enemy select a move and target
enemy_decision = self.enemy_ai.action(self.user)
if enemy_decision == ATTACK:
enemy_move, enemy_target = self.enemy_ai.attack(self.user)
return UserAttack(user=self.enemy_ai.combatant,
move=enemy_move,
target=enemy_target)
elif enemy_decision == SWITCH:
if settings.battle_mode == 0:
self.enemy_ai.change(self.user)
else:
return EnemyChange(self.enemy_ai, self.user)
elif enemy_decision == RUN:
self.enemy_ai.running = True
print('Enemy Is Running')
return NoAction()
def get_user_action_realtime(self):
pass
def get_user_action_turnbased(self):
# have the user select an action
selected_action = None
# if we have three users, we can't posses. If we have one we can't change. Here we decide what menu
# to show accordingly
if len(self.valid_users) < 3 and len(self.valid_enemies) == 1:
if len(self.valid_users) > 1:
choices = ['Attack', 'Change', 'Items', 'Run', 'Possess']
else:
choices = ['Attack', 'Items', 'Run', 'Possess']
else:
if len(self.valid_users) > 1:
choices = ['Attack', 'Change', 'Items', 'Run']
else:
choices = ['Attack', 'Items', 'Run']
while not selected_action:
# if the enemy died outside of active combat (from poison or something) this check will
# end the battle by "running" and the final checks will take care of the rest, dosing out
# exp and items like you won
if len(self.enemy_ai.get_available()) == 0:
return ActionRun()
self.first_choice = self.game.display.battlemenu(choices, cols=2, selected=self.first_choice)
if self.first_choice == 'Attack':
self.user_move = self.game.display.battlemenu(self.user.combatant.moves, cols=2, selected=self.user_move)
if self.user_move is not None:
target = self.user_move.default_target
if target == main.ALLY:
selected_target = self.game.display.battlemenu(self.user.get_available(), selected=self.user.combatant)
if selected_target is not None:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=[selected_target])
if target == main.SELF:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=[self.user.combatant])
elif target == main.ANY:
selected_target = self.game.display.battlemenu(self.user.get_available() + self.enemy_ai.get_available(),
selected=self.user.combatant)
if selected_target is not None:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=[selected_target])
elif target == main.ENEMY:
if len(self.enemy_ai.get_available()) > 1:
self.selected_target = self.game.display.battlemenu(self.enemy_ai.get_available(),
selected=self.selected_target)
if self.selected_target is not None:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=[self.selected_target])
else:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=self.enemy_ai.get_available())
elif target == main.ACTIVE:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=[self.enemy_ai.combatant])
elif target == main.MULTI_ENEMY:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=self.enemy_ai.get_available())
elif target == main.MULTI_ALLY:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=self.user.get_available())
elif target == main.MULTI_ALL:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=self.user.get_available() + self.enemy_ai.get_available())
elif target == main.INACTIVE:
standby = self.enemy_ai.get_standby()
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=[random.choice(standby)])
elif target == main.RAND_ENEMY:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=[random.choice(self.enemy_ai.get_available())])
elif target == main.RAND_ALLY:
return UserAttack(user=self.user.combatant,
move=self.user_move,
target=[random.choice(self.user.get_available())])
elif self.first_choice == 'Change':
if settings.battle_mode == 1:
# if we are in "turn choice" mode we lose our turn
if self.user.get_standby():
change_choice = self.game.display.battlemenu(self.user.get_standby())
if change_choice is not None:
return UserChange(change_choice)
else:
# if we are in "free choice" mode we don't
if self.user.get_standby():
change_choice = self.game.display.battlemenu(self.user.get_standby())
if change_choice is not None:
self.user.combatant = change_choice
self.game.display.refresh_combatant()
elif self.first_choice == 'Items':
item_slot_used = self.game.display.battlemenu(self.user.backpack.show(), cols=2)
if item_slot_used is not None:
item_target_type = item_slot_used.target_type
if item_target_type == ALLY:
item_target = [self.game.display.battlemenu(self.user.combatants, cols=2)]
elif item_target_type == SELF:
item_target = self.user.combatant
elif item_target_type == ENEMY:
item_target = [self.game.display.battlemenu(self.enemy_ai.combatants, cols=2)]
elif item_target_type == MULTI_ALLY:
item_target = self.user.combatants
elif item_target_type == MULTI_ENEMY:
item_target = self.enemy_ai.combatants
elif item_target_type == ANY:
item_target = [self.game.display.battlemenu(self.user.get_available() + self.enemy_ai.get_available(),
selected=self.user.combatant, cols=2)]
else:
item_target = None
print("Can't use that now")
if item_target is not None:
return UserItem(item=item_slot_used,
target=item_target)
elif self.first_choice == 'Possess':
return UserPosses()
elif self.first_choice == 'Run':
return ActionRun()
def run_turn(self):
self.game.display.show_btl_messages()
self.refresh_combatants()
self.preturn()
if settings.battle_speed > 1:
self.game.display.show_btl_messages()
time.sleep(SLOWDOWN)
if settings.battle_speed > 3:
self.game.display.mapbox.getch()
if settings.battle_mode == 2:
user_action = self.get_user_action_realtime()
else:
user_action = self.get_user_action_turnbased()
enemy_action = self.get_enemy_action()
actions = [user_action, enemy_action]
sorted_actions = sorted(actions, key=lambda x: -x.Priority)
for action in sorted_actions:
action.Execute(self)
self.game.display.refresh_combatant()
if settings.battle_speed > 0:
self.game.display.show_btl_messages()
time.sleep(SLOWDOWN)
if settings.battle_speed > 3:
self.game.display.mapbox.getch()
if not self.running:
break
self.game.display.show_btl_messages()
self.posturn()
if settings.battle_speed > 1:
self.game.display.show_btl_messages()
time.sleep(SLOWDOWN)
if settings.battle_speed > 3:
self.game.display.mapbox.getch()
if len(self.enemy_ai.get_available()) == 0:
battle_continue = False
winner = USER
# check for any deaths
for e in self.valid_enemies:
if e.hp == 0:
print("{}: {}".format(e.name, random.choice(sayings.death)))
exp = e.exp_value
divied_exp = max(1, exp / (
len(self.user.combatants) + 1)) # plus one because the active comatant gets a larger share of exp.
for comb in self.user.get_available():
if comb == self.user.combatant:
# active combatant gets twice the experience of everyone else
gained = divied_exp * 2
else:
gained = divied_exp
print("{} gained {} xp".format(comb.name, int(gained)))
comb.exp += gained
if self.enemy_ai.change(self.user.combatant) is not None:
# print("{} sent out {}".format(enemy_ai.name, e.name))
self.game.display.refresh_combatant()
else:
self.complete = True
self.running = False
if self.user.combatant.hp == 0:
if self.user.get_standby():
need_choice = True
while need_choice:
change_choice = self.game.display.battlemenu(self.user.get_standby())
if change_choice is not None:
self.user.combatant = change_choice
print('changed to {}'.format(self.user.combatant))
self.game.display.refresh_combatant()
need_choice = False
else:
battle_continue = False
print("{} {}".format(self.user.combatant.name, random.choice(sayings.death)))
print('you lost')
winner = ENEMY
raise main.GameOver()
self.game.display.refresh_combatant()
for c in self.user.get_available():
c.battletick()
for c in self.enemy_ai.get_available():
c.battletick()
self.game.ticks += 1
# endregion