rpg-szi/agent2.py

198 lines
7.3 KiB
Python

from mesa import Agent, Model
import random
def dice(number):
return random.randint(1,number)
class Wall(Agent):
def __init__(self, unique_id, model):
super().__init__(unique_id, model)
class Chest(Agent):
def __init__(self, unique_id, model, loot):
super().__init__(unique_id, model)
self.gold = 3*dice(6)
self.loot = loot
class Weapon():
def __init__(self,name,typ,damage)
self.name = name
self.typ = typ
self.damage = damage
class Armor():
def __init__(self,name,defence,mp)
self.name = name
self.defence = defence
self.mag_protection = mp
class Creature(Agent):
def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g):
super().__init__(unique_id, model)
self.name = n
self.strength = s
self.agility = a
self.wisdom = w
self.maxHealth = maxhp
self.health = hp
self.gold = g
self.weapon1 = weap
self.armor = arm
def meleeAttack(self,opponent):
attackValue = self.strength + dice(6)
defenseValue = opponent.strength + opponent.armor.defence
damage = attackValue - defenseValue
if damage > 0:
opponent.health = opponent.health - (damage + self.weapon1.damage)
def rangeAttack(self,opponent):
attackValue = self.agility + dice(6)
defenseValue = opponent.agility
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.weapon1.damage - opponent.armor.defence > 0):
opponent.health = opponent.health - (damage + self.weapon1.damage - opponent.armor.defence)
def magicAttack(self,opponent):
attackValue = self.wisdom + dice(6)
defenseValue = opponent.wisdom
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.weapon1.damage - opponent.armor.mag_protection > 0):
opponent.health = opponent.health - (damage + self.weapon1.damage - opponent.armor.mag_protection)
def defaultAttack(self,opponent):
if self.weapon1.typ == "Meele":
self.meleeAttack(opponent)
elif self.weapon1.typ == "Range":
self.rangeAttack(opponent)
else:
self.magicAttack(opponent)
class Player(Creature):
def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g, w2, w3):
super().__init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g)
self.name = n
self.strength = s
self.agility = a
self.wisdom = w
self.maxHealth = maxhp
self.health = hp
self.gold = g
self.weapon1 = weap
self.weapon2 = w2
self.weapon3 = w3
self.armor = arm
def move(self):
possible_steps = self.model.grid.get_neighborhood(
self.pos,
moore=True,
include_center=False)
new_position = self.random.choice(possible_steps)
self.model.grid.move_agent(self, new_position)
def meleeAttack(self,opponent):
attackValue = self.strength + dice(6)
defenseValue = opponent.strength + opponent.armor.defence
damage = attackValue - defenseValue
if damage > 0:
opponent.health = opponent.health - (damage + self.weapon1.damage)
def rangeAttack(self,opponent):
attackValue = self.agility + dice(6)
defenseValue = opponent.agility
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.weapon2.damage - opponent.armor.defence > 0):
opponent.health = opponent.health - (damage + self.weapon2.damage - opponent.armor.defence)
def magicAttack(self,opponent):
attackValue = self.wisdom + dice(6)
defenseValue = opponent.wisdom
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.weapon3.damage - opponent.armor.mag_protection > 0):
opponent.health = opponent.health - (damage + self.weapon3.damage - opponent.armor.mag_protection)
def fightOrFlight(self, opponent):
combat = True
while combat:
choice = dice(4)
if choice == 1:
running_speed = self.agility + dice(6)
opponent_speed = opponent.agility + dice(6)
if running_speed > opponent_speed:
combat = False
self.step()
else:
opponent.defaultAttack(self)
if self.health <= 0:
combat = False
elif choice == 2:
self.meleeAttack(opponent)
if opponent.health > 0:
opponent.defaultAttack(self)
if self.health <= 0:
combat = False
else:
combat = False
self.gold = self.gold + opponent.gold
opponent.gold = 0
opponent.model.grid.remove_agent(opponent)
elif choice == 3:
self.rangeAttack(opponent)
if opponent.health > 0:
opponent.defaultAttack(self)
if self.health <= 0:
combat = False
else:
combat = False
self.gold = self.gold + opponent.gold
opponent.gold = 0
opponent.model.grid.remove_agent(opponent)
else:
self.magicAttackAttack(opponent)
if opponent.health > 0:
opponent.defaultAttack(self)
if self.health <= 0:
combat = False
else:
combat = False
self.gold = self.gold + opponent.gold
opponent.gold = 0
opponent.model.grid.remove_agent(opponent)
def openChest(self,chest):
self.gold = self.gold + chest.gold
chest.gold = 0
if isinstance(chest.loot,Armor):
buffer = self.armor
self.armor = chest.loot
chest.loot = buffer
if isinstance(chest.loot,Weapon):
if chest.loot.typ == "Meele":
buffer = self.weapon1
self.weapon1 = chest.loot
chest.loot = buffer
elif chest.loot.typ == "Range":
buffer = self.weapon2
self.weapon2 = chest.loot
chest.loot = buffer
elif chest.loot.typ == "Magic":
buffer = self.weapon3
self.weapon3 = chest.loot
chest.loot = buffer
def step(self):
if self.health > 0:
self.move()
cellmates = self.model.grid.get_cell_list_contents([self.pos])
if len(cellmates) > 1:
if isinstance(cellmates[1],Chest):
openChest(cellmates[1])
else:
opponent = cellmates[1]
fightOrFlight(opponent)
print("HP: "+self.health+" / "+self.maxHealth)
print("Gold: "+self.gold)
else:
print("HP: 0 / "+self.maxHealth)