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battle_engine.py
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battle_engine.py
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import math
from flask import session
from game_settings import lookup_item_by_code, game_settings, get_zid, lookup_items_by_type_and_subtype
from logger import report_battle_log
from quest_engine import lookup_quest, get_tasks, simple_list, get_seed_w, get_seed_z, roll_random_between, \
handle_quest_progress, progress_action, roll_random_float, all_lambda, progress_parameter_equals, do_rewards, \
roll_reward_random_float, progress_battle_damage_count, progress_useAOA_consumable, progress_useGeneral_consumable, \
progress_parameter_implies
from save_engine import get_saves, store_session
def battle_complete_response(params):
friendlies, friendly_strengths, baddies, baddie_strengths, active_consumables = init_battle(params)
meta = {"newPVE": 0}
if 'id' in params:
[player_unit_id, enemy_unit_id] = params['id'] #player turn
player_turn = True
else:
player_turn = False
enemy_unit_id, _, player_unit_id = ai_best_attack(friendlies, friendly_strengths, baddies, baddie_strengths, active_consumables)
if enemy_unit_id is not None and player_unit_id is not None:
ally_target = ("ally", player_unit_id)
enemy_target = ("enemy", enemy_unit_id)
first_target = ally_target if player_turn else enemy_target
second_target = enemy_target if player_turn else ally_target
# print("repr baddies", baddies)
baddie_max_strength = get_unit_max_strength(baddies[enemy_unit_id], False, params)
baddie_weak = get_unit_weak(baddies[enemy_unit_id])
baddie_unit_type = get_unit_type(baddies[enemy_unit_id])
friendly_max_strength = get_unit_max_strength(friendlies[player_unit_id], True)
friendly_weak = get_unit_weak(friendlies[player_unit_id])
friendly_unit_type = get_unit_type(friendlies[player_unit_id])
friendly_strength = friendly_strengths[player_unit_id]
baddie_strength = baddie_strengths[enemy_unit_id]
init_seed = ["init seed", get_seed_w(), get_seed_z()]
roll = unit_roll(friendly_weak if player_turn else baddie_weak, baddie_weak if player_turn else friendly_weak)
crit, direct = get_hit_value(friendly_unit_type if player_turn else baddie_unit_type, baddie_unit_type if player_turn else friendly_unit_type)
if player_turn:
crit, direct = handle_accurancy_upgrades(crit, direct, friendlies, player_unit_id)
accuracy = (get_consumable_accuracy(first_target, active_consumables) - get_consumable_evasion(second_target, active_consumables)) * 0.01
crit -= accuracy
direct -= accuracy
hit = roll >= direct
base_damage = 25 # TODO tier difference & increments
if player_turn:
damage = base_damage * (3 * friendly_max_strength + baddie_strength) / (3 * baddie_strength + friendly_max_strength)
damage = damage / 100 * baddie_max_strength
else:
damage = base_damage * (3 * baddie_max_strength + friendly_strength) / (3 * friendly_strength + baddie_max_strength)
damage = damage / 100 * friendly_max_strength
consumable_extra_damage = \
get_consumable_damage(first_target, active_consumables) - \
get_consumable_shield(second_target, active_consumables)
damage += max(consumable_extra_damage, -damage) # can't get negative damage by shield
if consumable_extra_damage:
print("Consumable extra damage", max(consumable_extra_damage, -damage))
if player_turn:
damage = handle_damage_upgrades(damage, friendlies, player_unit_id)
damage = math.floor(damage * 10 ** 3) / 10 ** 3
glance = 0.10
critter = 1.5
hit_type = "directhit"
if not hit:
damage *= glance
hit_type = "glancinghit"
elif roll != 2 and roll >= crit:
damage *= critter
hit_type = "criticalhit"
damage = math.ceil(damage)
if player_turn:
baddie_strengths[enemy_unit_id] -= damage
if baddie_strengths[enemy_unit_id] == 1:
damage +=1
baddie_strengths[enemy_unit_id] -= 1
print("Enemy inced to prevent 1 strength")
if baddie_strengths[enemy_unit_id] <= 0:
baddie_strengths[enemy_unit_id] = 0 #dead
print("Enemy unit", enemy_unit_id, "down")
hit_type = "kill" if hit_type != "criticalhit" else "criticalkill"
handle_quest_progress(meta, progress_battle_damage_count("battleKill", 1, friendlies[player_unit_id], baddies[enemy_unit_id]))
# session["battle"] = None
print("Attacking for", damage , "damage, enemy hp:", baddie_strengths[enemy_unit_id], roll, "after seed", get_seed_w(),get_seed_z(), repr(init_seed))
doBattleRewards(hit_type, baddie_max_strength, damage, friendly_max_strength)
handle_quest_progress(meta, progress_battle_damage_count("battleDamage", damage, friendlies[player_unit_id], baddies[enemy_unit_id]))
elif damage > 0 and is_shielded(ally_target, active_consumables) == True:
consume_shield(ally_target, active_consumables)
else:
friendly_strengths[player_unit_id] -= damage
if friendly_strengths[player_unit_id] <= 0:
friendly_strengths[player_unit_id] = 0 # dead
print("Player unit", player_unit_id, "down")
# session["battle"] = None
print("Taken", damage, "damage, player hp:", friendly_strengths[player_unit_id], roll, "after seed", get_seed_w(),get_seed_z(), repr(init_seed))
else:
print("Stun skipped turn")
player_unit_id = next((i for strength, i in zip(friendly_strengths,range(len(friendly_strengths))) if strength > 0), None)
enemy_unit_id = next((i for strength, i in zip(baddie_strengths,range(len(baddie_strengths))) if strength > 0), None)
ally_target = ("ally", player_unit_id)
roll = 0
result = {"attackerStunned": None, "psh": 1 if is_shielded(ally_target, active_consumables) else 0, "esh": 0, "ps": friendly_strengths[player_unit_id], "es": baddie_strengths[enemy_unit_id], "hv": None, "ur": roll,
"playerUnit": player_unit_id, "enemyUnit": enemy_unit_id, "seeds": {"w": get_seed_w(), "z": get_seed_z()},
"energy": None}
process_consumable_end_turn(active_consumables, baddie_strengths, friendly_strengths, player_turn)
handle_win(baddie_strengths, meta, params, friendlies, friendly_strengths)
handle_loss(friendly_strengths)
report_battle_log(friendly_strengths, baddie_strengths, player_turn, player_unit_id, enemy_unit_id, active_consumables)
if not player_turn:
consume_consumables(active_consumables)
battle_complete_response = {"errorType": 0, "userId": 1, "metadata": meta, "data": result}
return battle_complete_response
# "-disable": "stun",
# "-attack": "-99", accurancy debuff
# "-attack": "99", buff accurancy
# "-shield": "5", BuffHunkerDown
# "-defend": "99", BuffEvasive
# "-dot": "5" , PoisonGas
def process_consumable_end_turn(active_consumables, baddie_strengths, friendly_strengths, player_turn):
for consumable_tuple in active_consumables:
(consumable, target, tries) = consumable_tuple
if not player_turn: # enemy dot after enemy turn
if target == ("enemy", None):
# apply to all baddies
for selected_baddie in range(len(baddie_strengths)):
apply_dot_damage(consumable, selected_baddie, baddie_strengths, "Baddie")
elif target[0] == "enemy":
# apply to target[1]
apply_dot_damage(consumable, target[1], baddie_strengths, "Baddie")
else: # player dot after player turn
if target == ("ally", None):
for selected_friendly in range(len(friendly_strengths)):
apply_dot_damage(consumable, selected_friendly, friendly_strengths, "Friendly")
elif target[0] == "ally": #if target[0] == "ally":
apply_dot_damage(consumable, target[1], friendly_strengths, "Friendly")
# active_consumables[:] = [(consumable, target, tries - (1 if is_consumable_for_turn(target, player_turn) else 0)) for consumable, target, tries
# in active_consumables if tries > (1 if is_consumable_for_turn(target, player_turn) else 0)]
def consume_consumables(active_consumables):
active_consumables[:] = [(consumable, target, tries - 1) for consumable, target, tries
in active_consumables if tries > 1]
def is_consumable_for_turn(target, player_turn):
return (target[0] == "ally" and player_turn) or (target[0] in ["enemy", "AI"] and not player_turn)
def apply_dot_damage(consumable, selected_unit, strengths, target_description):
dot_damage = int(consumable["consumable"].get("-dot", "0"))
if dot_damage:
print("Applying", dot_damage, "damage over time")
if strengths[selected_unit] > 0:
strengths[selected_unit] -= dot_damage
print(target_description, selected_unit, "strength", strengths[selected_unit])
if strengths[selected_unit] <= 0:
strengths[selected_unit] = 0
print(target_description, selected_unit, "down by consumable")
def handle_loss(friendly_strengths):
if sum(friendly_strengths) == 0:
print("Player defeated")
session["battle"] = None
def handle_win(baddie_strengths, meta, params, friendlies, friendly_strengths):
if sum(baddie_strengths) == 0:
print("Enemy defeated")
session["last_battle"] = session["battle"]
session["battle"] = None
handle_quest_progress(meta, all_lambda(progress_action("fight"),
progress_parameter_implies("_fleetname", params.get("target"))))
map_name, current_island, map_item = get_current_island(params)
if current_island is not None:
handle_quest_progress(meta, all_lambda(progress_action("islandWin"),
progress_parameter_equals("_island", str(current_island))))
do_rewards("Campaign", map_item['island'][current_island].get("reward"), meta)
do_rewards("Liberty Bond", {"_type": "item", "_item": "xk01", "_count": "1"}, meta)
next_island_id = map_item['island'][current_island].get('-unlocks')
if next_island_id is not None:
print("Activating next island", map_name, next_island_id)
set_active_island_by_map(map_name, int(next_island_id))
else:
print("Current island group finished", map_name)
set_active_island_by_map(map_name, len(map_item['island']))
elif "attackHostId" in params:
print("challenge won")
invasion_complete(params["attackHostId"], params, friendlies, friendly_strengths)
elif params.get('target') == "FleetName":
if session["fleets"]["FleetName"].get("invaded_uid"):
print("neighbor repel won")
neighbor_repelled(session["fleets"]["FleetName"])
elif session["fleets"]["FleetName"]["status"] == 4096:
print("survival won")
else:
print("repel won")
del session['user_object']["pvp"]["invaders"]["u" + session["fleets"]["FleetName"]["uid"]]
elif params.get('name') == "FleetName":
[(fleet_name, enemy_fleet)] = [(k, v) for k, v in session['fleets'].items() if isinstance(v, dict) and v.get('name') == "FleetName"]
if enemy_fleet["invader"]:
if enemy_fleet.get("invaded_uid"):
print("neighbor repel with consumable won")
neighbor_repelled(enemy_fleet)
elif session["fleets"]["FleetName"]["status"] == 4096:
print("survival with consumable won")
else:
print("repel with consumable won")
del session['user_object']["pvp"]["invaders"]["u" + enemy_fleet['uid']]
else:
print("challenge with consumable won")
invasion_complete(enemy_fleet['uid'], params, friendlies, friendly_strengths)
def neighbor_repelled(enemy_fleet):
[save] = [save for save in get_saves() if
str(save['user_object']["userInfo"]["player"]["uid"]) == str(enemy_fleet.get("invaded_uid"))]
save['user_object']["pvp"]["invaders"]["u" + str(enemy_fleet.get("uid"))]["dID"] = get_zid()
store_session(save)
def invasion_complete(enemy_fleet_uid, params, friendlies, friendly_strengths):
[save] = [save for save in get_saves() if
str(save['user_object']["userInfo"]["player"]["uid"]) == str(enemy_fleet_uid)]
save['user_object']["pvp"]["invaders"]["u" + str(get_zid())]["status"] = 2
save['user_object']["pvp"]["invaders"]["u" + str(get_zid())]["attacker_fleet"] = [format_player_fleet(friendlies[i]["-code"]) for i in get_alive_unit_index(friendly_strengths)]
store_session(save)
def cancel_unstarted_invasions():
for save in get_saves():
if save['user_object']["pvp"]["invaders"].get("u" + str(get_zid()), {}).get("status") == 1:
del save['user_object']["pvp"]["invaders"]["u" + str(get_zid())]
store_session(save)
def get_next_fleet(fleet_name):
return session['fleets'][get_next_fleet_name(fleet_name)]
def handle_damage_upgrades(damage, friendlies, player_unit_id):
research = session['user_object']["userInfo"]["world"]["research"]
upgrades = research.get(friendlies[player_unit_id]["-code"], [])
for upgrade in upgrades:
upgrade_item = lookup_item_by_code(upgrade)
mod_damage = upgrade_item["modifier"].get("-damage")
if mod_damage:
if upgrade_item["modifier"].get("-percent"):
damage *= 1 + float(mod_damage) / 100
print("Applying damage upgrade for", mod_damage, "percent")
else:
damage += int(mod_damage)
print("Applying damage upgrade for", mod_damage, "more")
return damage
def handle_accurancy_upgrades(crit, direct, friendlies, player_unit_id):
research = session['user_object']["userInfo"]["world"]["research"]
upgrades = research.get(friendlies[player_unit_id]["-code"], [])
for upgrade in upgrades:
upgrade_item = lookup_item_by_code(upgrade)
mod_accuracy = upgrade_item["modifier"].get("-accuracy")
if mod_accuracy:
crit -= float(mod_accuracy) / 100
direct -= float(mod_accuracy) / 100
print("Applying hit chance upgrade for", mod_accuracy, "percent")
return crit, direct
def handle_strength_upgrades(strength, unit):
research = session['user_object']["userInfo"]["world"]["research"]
upgrades = research.get(unit["-code"], [])
for upgrade in upgrades:
upgrade_item = lookup_item_by_code(upgrade)
mod_damage = upgrade_item["modifier"].get("-strength")
if mod_damage:
if upgrade_item["modifier"].get("-percent"):
strength *= 1 + float(mod_damage) / 100
print("Applying strength upgrade for", mod_damage, "percent")
else:
strength += int(mod_damage)
print("Applying strength upgrade for", mod_damage, "more")
return strength
def handle_shield_upgrades(friendlies, player_unit_id):
research = session['user_object']["userInfo"]["world"]["research"]
upgrades = research.get(friendlies[player_unit_id]["-code"], [])
for upgrade in upgrades:
upgrade_item = lookup_item_by_code(upgrade)
mod_shield = upgrade_item["modifier"].get("-shields")
if mod_shield:
return True
return False
def init_battle(params):
if 'target' not in params:
fleet_or_name = params['fleet'] if params['fleet'] else params['name']
if params.get("name") == "AI":
if params['map'] is not None:
future_enemy_fleet = get_new_enemy_fleet_name()
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][get_previous_fleet_name(get_previous_fleet_name(get_previous_fleet_name(future_enemy_fleet)))]]
baddies = [lookup_item_by_code(baddy[1:]) for sub_fleet in
simple_list(
session['fleets'][get_previous_fleet_name(get_previous_fleet_name(future_enemy_fleet))])
for baddy, count in sub_fleet.items()
for i in range(int(count))]
else:
[(fleet_name, enemy_fleet)] = [(k, v) for k, v in session['fleets'].items() if
isinstance(v, dict) and v.get('name') == "FleetName"]
print("Survival AI fleet" if enemy_fleet["status"] == 4096 else "Invader AI fleet")
baddies = [lookup_item_by_code(baddy.split(',')[0])
for baddy in enemy_fleet["units"]]
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][get_last_fleet_name()]]
elif params['name'] == "FleetName":
print("Invader target consumable")
[(fleet_name, enemy_fleet)] = [(k, v) for k, v in session['fleets'].items() if isinstance(v, dict) and v.get('name') == "FleetName"]
baddies = [lookup_item_by_code(baddy.split(',')[0])
for baddy in enemy_fleet["units"]]
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][get_last_fleet_name()]]
elif fleet_or_name in session['fleets'] and isinstance(simple_list(session['fleets'][fleet_or_name])[0], str):
print("Ally direct target")
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][fleet_or_name]]
if get_next_fleet_name(fleet_or_name) not in session['fleets']:
baddies = [lookup_item_by_code(baddy.split(',')[0]) for sub_fleet in
simple_list(session['fleets']['FleetName'])
for baddy in sub_fleet["units"]]
else:
baddies = [lookup_item_by_code(baddy[1:]) for sub_fleet in
simple_list(session['fleets'][get_next_fleet_name(fleet_or_name)])
for baddy, count in sub_fleet.items()
for i in range(int(count))]
elif fleet_or_name in session['fleets']:
baddies = [lookup_item_by_code(baddy[1:]) for sub_fleet in simple_list(session['fleets'][fleet_or_name])
for baddy, count in sub_fleet.items()
for i in range(int(count))]
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][get_previous_fleet_name(fleet_or_name)]]
else:
open_quests = [e["name"] for e in session["quests"] if e["complete"] == False]
task = None
friendlies = None
for q in open_quests:
quest = lookup_quest(q)
tasks = get_tasks(quest)
task = [t for t in tasks if t["_action"] == "fight" and t.get("_fleetname") == params['fleet']]
if task:
task = task[0]
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][get_friendly_by_ally_fleet(params['name'])]]
break
enemy_fleet = lookup_item_by_code(task["_item"])
baddies = [lookup_item_by_code(baddie_slot["-item"]) for baddie_slot in simple_list(enemy_fleet["baddie"])]
if not friendlies:
friendlies = [lookup_item_by_code(friendly[1:]) for friendly, count in task["fleet"].items() for i in
range(int(count))]
elif params['target'].startswith('fleet'):
baddies = [lookup_item_by_code(baddy[1:]) for sub_fleet in simple_list(session['fleets'][params['target']])
for baddy, count in sub_fleet.items()
for i in range(int(count))]
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][params['fleet']]]
elif params['target'] == "FleetName":
print("Invader target")
baddies = [lookup_item_by_code(baddy.split(',')[0]) for sub_fleet in
simple_list(session['fleets']['FleetName'])
for baddy in sub_fleet["units"]]
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][params['fleet']]]
else:
open_quests = [e["name"] for e in session["quests"] if e["complete"] == False]
task = None
friendlies = None
for q in open_quests:
quest = lookup_quest(q)
tasks = get_tasks(quest)
task = [t for t in tasks if t["_action"] == "fight" and t.get("_fleetname") == params['target']]
if task:
task = task[0]
friendlies = [lookup_item_by_code(friendly.split(',')[0]) for friendly in
session['fleets'][params['fleet']]]
break
if not task:
quest = lookup_quest(params['target'])
tasks = get_tasks(quest)
[task] = [t for t in tasks if t["_action"] == "fight"]
enemy_fleet = lookup_item_by_code(task["_item"])
baddies = [lookup_item_by_code(baddie_slot["-item"]) for baddie_slot in simple_list(enemy_fleet["baddie"])]
if not friendlies:
friendlies = [lookup_item_by_code(friendly[1:]) for friendly, count in task["fleet"].items() for i in
range(int(count))]
if "battle" not in session or not session["battle"]:
baddie_strengths = [get_unit_max_strength(baddie, False, params) for baddie in baddies]
friendly_strengths = [get_unit_max_strength(friendly, True) for friendly in friendlies]
active_consumables = []
defenseshield_upgrade_activate(friendlies, active_consumables)
session["battle"] = (friendly_strengths, baddie_strengths, active_consumables)
else:
(friendly_strengths, baddie_strengths, active_consumables) = session["battle"]
if baddie_strengths is None: # survival mode
baddie_strengths = [get_unit_max_strength(baddie, False, params) for baddie in baddies]
active_consumables[:] = [(consumable, target, tries) for consumable, target, tries
in active_consumables if target[0] == "ally"]
session["battle"] = (friendly_strengths, baddie_strengths, active_consumables)
return friendlies, friendly_strengths, baddies, baddie_strengths, active_consumables
def get_previous_fleet_name(name):
print("Using previous fleet as friendlies for ally consumables")
return name[:5] + str(int(name[5:name.index('_')]) - 1) + name[name.index('_'):]
def get_next_fleet_name(name):
print("Using next fleet as baddies for ally targeted consumables")
return name[:5] + str(int(name[5:name.index('_')]) + 1) + name[name.index('_'):]
def get_last_fleet_name():
i = 0
fleet_name = "fleet1_" + str(get_zid())
while fleet_name in session["fleets"] or "fleet" + str(i+1) + "_" + str(get_zid()) in session["fleets"]:
i += 1
fleet_name = "fleet" + str(i) + "_" + str(get_zid())
return "fleet" + str(i-1) + "_" + str(get_zid())
def get_friendly_by_ally_fleet(name):
print("Using corresponding friendly fleet for ally consumable")
return [fleet[5:] for fleet in session["fleets"] if fleet.startswith('ally_') and name in session["fleets"][fleet]][0]
def decode_unit_count_list(raw_units):
return [baddy[1:] for sub_fleet in
simple_list(raw_units)
for baddy, count in sub_fleet.items()
for i in range(int(count))]
def encode_unit_string(code, hp='', shield=''):
return '%s,%s,%s,,' % (code, hp, shield)
def encode_unit_strings(codes):
return [encode_unit_string(code) for code in codes]
def decode_unit_string(unit_string):
return unit_string.split(',')[0]
def decode_unit_strings(unit_strings):
return [decode_unit_string(unit_string) for unit_string in unit_strings]
def unit_roll(attacker_weak, defender_weak):
if attacker_weak:
return -2
elif defender_weak:
return 2
else:
return roll_random_between(0, 1)
def get_hit_value(type, defender_type):
grade = get_combat_chain_grade(type, defender_type)
[value] = [e for e in game_settings['settings']['combatHitValues']['value'] if e['-type'] == grade]
return (float(value["-critical"]), float(value["-direct"]))
def get_combat_chain_grade(type, defender_type):
# print("chain grade", type, defender_type)
[chain] = [e for e in game_settings['settings']['combatChain']['chain'] if e['-type'] == type]
if defender_type in chain.get('-great', '').split(','):
grade = 'great'
elif defender_type in chain.get('-poor', '').split(','):
grade = 'poor'
else:
grade = 'good'
return grade
def get_hit_chance(attacker, defender):
return {
'poor':0,
'good':1,
'great':2,
}[get_combat_chain_grade(get_unit_type(attacker), get_unit_type(defender))]
def spawn_fleet(params):
meta = {}
# params['code']
# params['fleet']
quest = lookup_quest(params['code'])
tasks = get_tasks(quest)
[task] = [t for t in tasks if t["_action"] == "fight" and ("_fleetname" not in t or t["_fleetname"] == params["fleet"])]
# meta["newPVE"] = {"status": 2, "pos": "58,60,0", "villain": "v18"}
# meta["newPVE"] = {"status": 2, "pos": "60,63,0", "villain": "v18", "quest": "Q6016"}
print("q", repr(quest))
location = task.get("_spawnLocation")
if not location:
print("Non PVE, fleet by fight button on quest screen")
register_random_fleet(None) # reserves fleet names
# for i in range(10):
# x = random.randrange(10, 90)
# y = random.randrange(10, 90)
# occupied_objects = lookup_objects_save_by_position(session, x, y, 5)
# print(params['code'], "Attempt", i + 1, "placing fleet", params["fleet"], "at", x, y, "has", len(occupied_objects), "objects aroumd")
# location = str(x) + "," + str(y)
# if occupied_objects:
# break
else:
meta["newPVE"] = {"status": 2, "pos": location, "villain": task["_pveVillain"], "quest": params['code']}
spawn_fleet = {"errorType": 0, "userId": 1, "metadata": meta,
"data": []}
return spawn_fleet
def next_campaign_response(params):
meta = {"newPVE": 0}
# map_item = lookup_item_by_code(map["map"])
#
# if map["map"] not in session['campaign'] or not session['campaign'][map["map"]]:
# session['campaign'][map["map"]] = {"island": -1}
#
# session['campaign'][map["map"]]["island"] += 1
#
# island = session['campaign'][map["map"]]["island"]
#
map_name, island, map_item = get_current_island(params)
if island is None:
island = 0
next_campaign_response = {"errorType": 0, "userId": 1, "metadata": meta,
"data": {"map": params["map"], "island": island}}
if 'fleets' not in session:
session["fleets"] = {}
enemy_fleet = map_item["island"][island]['fleet']
#TODO what if defeated?
fleet_name = get_new_enemy_fleet_name()
session["fleets"][fleet_name] = enemy_fleet
print("Enemy fleet:", enemy_fleet)
return next_campaign_response
def register_fleetname_fleet(enemy_fleet):
session["fleets"]["FleetName"] = enemy_fleet
print("FleetName Enemy fleet:", enemy_fleet)
def register_random_fleet(fleet):
if 'fleets' not in session:
session["fleets"] = {}
enemy_fleet = fleet
fleet_name = get_new_enemy_fleet_name()
session["fleets"][fleet_name] = enemy_fleet
print("Random Enemy fleet:", enemy_fleet)
def get_new_enemy_fleet_name():
i = 1
fleet_name = "fleet1_" + str(get_zid())
while fleet_name in session["fleets"]:
i += 2
fleet_name = "fleet" + str(i) + "_" + str(get_zid())
return fleet_name
def get_survival_player_fleet():
player_units = session["fleets"][get_last_fleet_name()]
subtype = lookup_item_by_code(player_units[0].split(',')[0])["-subtype"]
research = session['user_object']["userInfo"]["world"]["research"]
fleet = {
"type": subtype,
"uid": get_zid(),
"name": get_last_fleet_name(),
"status": 2048, # survival player
"target": "",
"consumables": [],
"inventory": [],
"playerLevel": 1,
"specialBits": None,
"lost": None,
"lastUnitLost": None,
"lastIndexLost": None,
"allies": None,
"battleTarget": None,
"battleTimestamp": None,
"ransomRandom": None,
"ransomResource": None,
"ransomAmount": None,
"units": ["%s,%d,%d,," % (p.split(',')[0], session["last_battle"][0][i], is_shielded(("ally", i), session["last_battle"][2])) for i, p in enumerate(player_units) if session["last_battle"][0][i] != 0],
"store": [0], # [0, 0, 0],
"fleets": [],
"upgrades": {p.split(',')[0]: ",".join(research.get(p.split(',')[0])) for i, p in enumerate(player_units) if session["last_battle"][0][i] != 0 and research.get(p.split(',')[0])},
"hp": None,
"invader": False
}
return fleet
# new TAssignConsumable("AI",null,0,0,null) 2nd ability
#getRandomConsumableForMercenary=merc getRandomConsumableForPlayer=ally steele?
# getRandomConsumableForLevel(param1:int, param2:String, param3:String, param4:String) : ConsumableItem
#new TAssignConsumable(param2,MERC_CONSUMABLE_ITEM_CODE,_loc5_,param1,param3),true) A0A
def assign_consumable_response(params):
friendlies, friendly_strengths, baddies, baddie_strengths, active_consumables = init_battle(params)
meta = {"newPVE": 0}
targeted = False
enemy_turn = False
casting_ai = False
consumables = lookup_items_by_type_and_subtype("consumable", "consumable")
if params["code"] == "A0A": # Ally / merc
damaged = any([strength < get_unit_max_strength(unit, True) for unit, strength in zip(friendlies, friendly_strengths)])
if params.get('name') == "-1":
level = session["user_object"]["userInfo"]["player"]["level"] + 5 #steele = player level + 5
else:
level = 6
if params.get('name', '0')[0].isalpha():
merc = lookup_item_by_code(params["name"])
level = int(merc["level"])
else:
for neighbor in session['user_object']["neighbors"]:
if neighbor["uid"] == int(params.get('name', '0')):
level = neighbor["level"]
valid_consumables = [c for c in consumables if "-secondary" not in c and \
int(c.get("requiredLevel", "0")) <= level and \
(damaged or c["consumable"].get("-target") == 'enemy' or c["consumable"].get("-target") == 'enemy' or int(c["consumable"].get("-di","0")) >= 0) and \
'requiredDate' not in c and \
c["consumable"].get("-allypower", "true") != "false"]
if session['user_object']["userInfo"]["player"]["tutorialProgress"] == 'tut_step_krunsch1AllyUsed':
print("During tut_step_krunsch1AllyUsed: fixed N04 Air Strike")
# only one occurrence of fixed allyConsumable uses an N04
valid_consumables = [lookup_item_by_code("N04")]
selected_random_consumable_roll = roll_random_between(0, len(valid_consumables) - 1)
selected_random_consumable = round(selected_random_consumable_roll) # required roll fixed allyconsumable in tutorialstep
selected_consumable = valid_consumables[selected_random_consumable]
handle_quest_progress(meta, progress_useAOA_consumable(selected_consumable))
elif params.get("name") == "AI":
secondaries = [get_unit_secondary(b) for b, i in zip(baddies, range(len(baddies))) if get_unit_secondary(b) is not None and not is_stunned(("enemy", i), active_consumables)]
if len(secondaries) > 1:
print("WARN: more that one secondary", repr(secondaries))
if not secondaries:
print("ERROR: no secondary", repr(secondaries))
raise Exception("ERROR: no secondary", repr(secondaries))
selected_consumable = lookup_item_by_code(secondaries[0])
enemy_turn = True
cast_chance = roll_random_float()
cast_percent = float(selected_consumable["consumable"]["-castpercent"])
print(("Not c" if cast_chance >= cast_percent else "C") + "asting secondary power", cast_chance, ">=", cast_percent)
selected_consumable = None #second targeted call will be made
casting_ai = cast_chance < cast_percent
#selected_consumable = None
else:
selected_consumable = lookup_item_by_code(params["code"])
targeted = True
enemy_turn = is_affected_by_consumable(("AI", None), {"consumable":{}}, active_consumables)
handle_quest_progress(meta, progress_useGeneral_consumable(selected_consumable,enemy_turn))
# TODO: AI secondary abily Z-units
if selected_consumable is not None:
if selected_consumable["consumable"].get("-type") != "all":
if (selected_consumable["consumable"].get("-target") == 'enemy') ^ enemy_turn:
live_baddies_index = get_alive_unit_index(baddie_strengths)
if targeted:
targeted_baddie = int(params["id"])
#TODO enemy support heals, accuracy,...
else:
targeted_baddie = live_baddies_index[round(roll_random_between(0, round(len(live_baddies_index) - 1)))] if len(live_baddies_index) > 1 else live_baddies_index[0]
apply_consumable_direct_impact(meta, selected_consumable, targeted_baddie, baddies, baddie_strengths, params, False, active_consumables)
# session["battle"] = None`
# handle_win(baddie_strengths, meta, {}) #TODO next map?
# handle_loss()
target = ('enemy', targeted_baddie)
else:
live_friendly_index = get_alive_unit_index(friendly_strengths)
if targeted:
targeted_friendly = int(params["id"])
elif enemy_turn:
targeted_friendly = next(
i for s, i in zip(friendly_strengths, range(len(friendly_strengths))) if
s > 0 and not is_affected_by_consumable(("ally", i), selected_consumable, active_consumables))
else:
targeted_friendly = live_friendly_index[
round(roll_random_between(0, round(len(live_friendly_index) - 1)))] if len(
live_friendly_index) > 1 else live_friendly_index[0]
apply_consumable_direct_impact(meta, selected_consumable, targeted_friendly, friendlies, friendly_strengths,
params, True, active_consumables)
target = ('ally', targeted_friendly)
else:
# TODO: more consumables
print("Consumable", selected_consumable["-code"], selected_consumable["consumable"].get("-diweapon", ""), "affects all")
if (selected_consumable["consumable"].get("-target") == 'enemy') ^ enemy_turn:
for i in range(len(baddies)):
apply_consumable_direct_impact(meta, selected_consumable, i, baddies, baddie_strengths, params, False, active_consumables)
if not targeted and not enemy_turn and len(get_alive_unit_index(baddie_strengths)) > 1:
roll_random_float() #required roll
target = ('enemy', None)
else:
print("target allies")
for i in range(len(friendlies)):
apply_consumable_direct_impact(meta, selected_consumable, i, friendlies, friendly_strengths, params, True, active_consumables)
if not targeted and not enemy_turn and len(get_alive_unit_index(friendly_strengths)) > 1:
roll_random_float()
target = ('ally', None)
# for i in range(len(baddie_strengths)):
# baddie_strengths[i] -= 15
# print("Baddie", i, "strength", baddie_strengths[i])
# if baddie_strengths[i] <= 0:
# baddie_strengths[i] = 0
# print("Baddie", i, "down by consumable")
if int(selected_consumable["consumable"].get("-duration", "0")) > 0:
active_consumables.append((selected_consumable, target, int(selected_consumable["consumable"].get("-duration", "0"))))
if selected_consumable["-name"] == "consumable75":
print(selected_consumable)
defenseshield_activate(friendlies, active_consumables, selected_consumable)
if targeted and enemy_turn:
print("Consumable use ends enemy turn")
process_consumable_end_turn(active_consumables, baddie_strengths, friendly_strengths, False)
elif not enemy_turn:
process_consumable_end_turn(active_consumables, baddie_strengths, friendly_strengths, True)
handle_win(baddie_strengths, meta, params, friendlies, friendly_strengths)
handle_loss(friendly_strengths)
report_battle_log(friendly_strengths, baddie_strengths, not enemy_turn, None, None,
active_consumables)
if targeted and enemy_turn:
consume_consumables(active_consumables)
if casting_ai:
active_consumables.append(({"consumable": {}}, ("AI", None), -1))
assign_consumable_response = {"errorType": 0, "userId": 1, "metadata": meta,
"data": []}
return assign_consumable_response
def get_alive_unit_index(strengths):
return [i for s, i in zip(strengths, range(len(strengths))) if s > 0]
def apply_consumable_direct_impact(meta, selected_consumable, targeted_unit, units, units_strengths, params, ally, active_consumables):
unit_current_strength = units_strengths[targeted_unit]
direct_impact = int(selected_consumable["consumable"].get("-di", 0))
damage = direct_impact
against = simple_list(selected_consumable["consumable"].get("against", ''))
live_index = get_alive_unit_index(units_strengths)
# TODO: also units have against mod damage: Man_O_War_Battleship, Spec_Ops_Man_O_War_Battleship, LE_Elite_ManOWar_Battleship,
# pirateship04(npc), pirateship03(npc), pirateinfantry02 PU2(npc), pirateInfantry02 PU4(npc), pirateAntiAir02(npc), pirateAntiAir03(npc),
# pirateBalloon01(npc), pirateFighter01, pirateBomber01, pirateFighter02, pirateBomber02, pirateFighter03,pirateBomber03, pirateFighter05, pirateBomber05,
# pirateUBoat03, pirateCaptainKrunsch and many more
for a in against:
if a['-type'] in (get_unit_type(units[targeted_unit]), get_unit_terrain(units[targeted_unit])):
damage *= float(a['-mod'])
if damage > 0 and is_shielded(("ally" if ally else "enemy",targeted_unit), active_consumables) == True:
consume_shield(("ally" if ally else "enemy",targeted_unit), active_consumables)
elif units_strengths[targeted_unit] > 0: #can't damage/heal dead units
if selected_consumable["consumable"].get("-type") == "all" and selected_consumable["-subtype"] == "secondary":
if "-percent" in selected_consumable["consumable"]:
if roll_random_float() > int(selected_consumable["consumable"]["-percent"])/100:
damage =0
units_strengths[targeted_unit] -= damage
if not ally and 1 >= units_strengths[targeted_unit] > 0:
units_strengths[targeted_unit] = 0
print("Enemy inced to prevent 1 strength")
if units_strengths[targeted_unit] <= 0:
units_strengths[targeted_unit] = 0 # dead
print("Enemy unit" if not ally else "Friendly unit", targeted_unit, "down")
if ally:
handle_quest_progress(meta, progress_battle_damage_count("battleKill", 1, {},
units[targeted_unit]))
doBattleRewards("kill", unit_current_strength, unit_current_strength, 0)
if units_strengths[targeted_unit] > get_unit_max_strength(units[targeted_unit], ally, params):
print("Limiting heal to max strength")
units_strengths[targeted_unit] = get_unit_max_strength(units[targeted_unit], ally, params)
print("Consumable", selected_consumable["-code"], selected_consumable["consumable"].get("-diweapon", ""), "used to " + ("friendly" if ally else "baddie:"), targeted_unit, "di", direct_impact, "damage", damage)
else:
print("Consumable", selected_consumable["-code"], selected_consumable["consumable"].get("-diweapon", ""), "not used to dead " + ("friendly" if ally else "baddie:"), targeted_unit, "di", direct_impact, "damage", damage)
if "-chipFactor" in selected_consumable["consumable"]:
# dead units are removed from battle side so units adjacent to the dead unit are now counted as adjacent to
# each other for collateral damage
for i in range(len(live_index)):
collateral_unit_current_strength = units_strengths[live_index[i]]
colateral_damage = math.ceil(get_adjacent_factor(live_index.index(targeted_unit), i, len(live_index)) *
int(selected_consumable["consumable"]["-chipFactor"]) *
int(selected_consumable["consumable"].get("-di", 0)) / 100)
for a in against:
if a['-type'] in (get_unit_type(units[live_index[i]]), get_unit_terrain(units[live_index[i]])):
colateral_damage *= float(a['-mod'])
units_strengths[live_index[i]] -= colateral_damage
if not ally and 1 >= units_strengths[live_index[i]] > 0:
units_strengths[live_index[i]] = 0
print("Enemy inced to prevent 1 strength")
print("Enemy unit" if not ally else "Friendly unit suffered", collateral_unit_current_strength - units_strengths[live_index[i]], "collateral damage")
if units_strengths[live_index[i]] <= 0:
units_strengths[live_index[i]] = 0 # dead
print("Enemy unit" if not ally else "Friendly unit", live_index[i], "down by collateral damage")
if ally:
handle_quest_progress(meta, progress_battle_damage_count("battleKill", 1, {},
units[live_index[i]]))
doBattleRewards("kill", collateral_unit_current_strength, collateral_unit_current_strength, 0)
def get_adjacent_factor(unit_1, unit_2, count):
print(type(unit_1))
print(type(unit_2))
if unit_1 == unit_2 or count == 1:
return 0
elif count == 2:
return 4
elif count == 3:
return [[0,4,3],[4,0,3],[3,4,0]][unit_1][unit_2]
elif count == 4:
return [[0,4,0,0],[4,0,3,0],[0,4,0,3],[0,0,4,0]][unit_1][unit_2]
elif count == 5:
return [[0,4,3,0,0],[4,0,3,2,0],[4,3,0,2,1],[0,4,3,0,2],[0,0,4,3,0]][unit_1][unit_2]
def is_stunned(target, active_consumables):
for consumable, consumable_target, tries in active_consumables:
if (consumable_target == target or consumable_target == (target[0], None)) and consumable["consumable"].get("-disable") == "stun":
return True
return False
def is_affected_by_consumable(target, used_consumable, active_consumables):
for consumable, consumable_target, tries in active_consumables:
if (consumable_target == target or consumable_target == (target[0], None)) and consumable == used_consumable:
return True
return False
def get_consumable_damage(target, active_consumables):
return get_consumable_int(target, active_consumables, "-damage")
def get_consumable_shield(target, active_consumables):
return get_consumable_int(target, active_consumables, "-shield")
def get_consumable_accuracy(target, active_consumables):
return get_consumable_int(target, active_consumables, "-attack")
def get_consumable_evasion(target, active_consumables):
return get_consumable_int(target, active_consumables, "-defend")
def get_consumable_int(target, active_consumables, field):
damage = 0
for consumable, consumable_target, tries in active_consumables:
if consumable_target == target or consumable_target == (target[0], None):
damage += int(consumable["consumable"].get(field, "0"))
return damage
# state_UseSecondaryAbility item has secondaryAbility => consumable TAssignConsumable
# TODO ai rolls FindBestDefendingUnit required roll
# FindBestDefendingUnitAgainstAttackers optional roll
# all alive attackers select defender with best value and select attacker for that value if more attackers with same value (and not m_shouldFocusFire) then conditionally roll between len of those attackers
# when m_shouldFocusFire(and a defender was found) then it's found and returns
# FindBestDefendingUnitAgainstBestAttacker
# best valued alive defender: required roll
# FindBestDefendingUnit required roll combatAISwitchPercent 0.2
# consumables used?
def ai_best_attack(player_units, player_units_strengths, baddies, baddies_strengths, active_consumables):
first_random = roll_random_float()
players_tuple = zip(player_units, player_units_strengths, range(len(player_units)))
best_units = [ai_best_unit(baddies, baddies_strengths, player_unit, first_random, active_consumables, "enemy") + (i,) for player_unit, strength, i in players_tuple if strength > 0]
max_grade = max([grade for baddie_index, grade, player_index in best_units])
best_pairings = [(baddie_index, grade, player_index) for baddie_index, grade, player_index in best_units if grade == max_grade and grade >= 0]
if best_pairings:
best_pairing = best_pairings[round(roll_random_between(0, len(best_pairings) - 1)) if len(best_pairings) > 1 else 0] #optional roll
best_pairing = (best_pairings[0][0],) + best_pairing[1:] # bugged pairings
print("best AI pairing method 1 (baddie, grade, friendly)", repr(best_pairing))
else:
best_pairing = None, 0, None
baddies_tuple = zip(baddies, baddies_strengths, range(len(baddies)))
best_units_2 = [ai_best_unit(player_units, player_units_strengths, baddie, first_random, active_consumables, "ally") + (i,) for baddie, strength, i in baddies_tuple if strength > 0]
max_grade_2 = max([grade for player_index, grade, baddie_index in best_units_2])
best_players = [player_index for player_index, grade, baddie_index in best_units_2 if grade == max_grade_2]
if best_players:
best_player = best_players[0]
second_random = roll_random_float()
best_pairing_2 = ai_best_unit(baddies, baddies_strengths, player_units[best_player], second_random, active_consumables, "enemy") + (best_player,)
print("best AI pairing method 2 (baddie, grade, friendly)", repr(best_pairing_2))
else:
best_pairing_2 = None, 0, None
#the poorer the better? if all units are poor against the best defender then select that one?
ratio = best_pairing_2[1]/ max_grade if max_grade > 0 else 0
third_random = roll_random_float()
opposite_day = third_random < 0.2
if (ratio < 0.5) ^ opposite_day: # basically only if either method 1 or 2 is poor
print("Using basic method 1", "opposite day", opposite_day)
used_pairing = best_pairing
else:
print("Using method 2", "opposite day", opposite_day)
used_pairing = best_pairing_2
return used_pairing
def ai_best_unit(first_units, first_units_strengths, second_unit, random, active_consumables, target_group):
first_units_tuple = list(zip(first_units, first_units_strengths, range(len(first_units))))
best_grade = max([get_hit_chance(first_unit, second_unit) for first_unit, strength, i in first_units_tuple if strength > 0 and not is_stunned((target_group, i), active_consumables)] + [-1])
best_units = [i for first_unit, strength, i in first_units_tuple if strength > 0 and not is_stunned((target_group, i), active_consumables) and get_hit_chance(first_unit, second_unit) == best_grade]
# print("AI best unit" ,repr((first_units, first_units_strengths, second_unit, random)),best_grade, repr(best_units))
if best_units: