basic player entity and debug module to quickly test player attack
This commit is contained in:
38
debug.py
Normal file
38
debug.py
Normal file
@@ -0,0 +1,38 @@
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import time as _time
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import random as _rand
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import main as _main
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from entities import weapon_syms as _wsyms
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def init_debug():
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players= [
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{
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'name': 'Elara',
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},
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{
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'name': 'Kaelen',
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},
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{
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'name': 'Zephyr',
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}
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]
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w= _wsyms.KNIFE
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#weapons= [{_wsyms.WEAPONS[w]['name' ]: 1}]
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weapons= [{w: 1}]
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Arena= _main.init_arena(players, weapons)
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print(f'Players: {Arena.get_players()}')
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print(f'Weapons: {Arena.get_weapons()}')
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while (len(Arena.get_alive_players()) > 1):
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alive_players= Arena.get_alive_players()
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p_one, p_two= _rand.sample(alive_players, 2)
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p_one.attack(p_two)
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#Start a day
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#At 23:59:
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Arena.next_day()
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_time.sleep(0.3)
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#End of day
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if __name__ == '__main__':
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init_debug()
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@@ -1,72 +1,112 @@
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import random as _random
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import uuid as _uuid
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class BrSimPlayer():
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def __init__(self, name, inventory= None):
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self.id= str(_uuid.uuid4)
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self.name= name
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self.health= 1
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self.inventory= inventory or []
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self.damage= 1 # this is the punch damage amount
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self.max_weight= 5 # this is the max inventory weight
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self.agility= 10 # chance to avoid an hit
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self.kills= 0 # track the number of kills
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self.survived_days= 0 # track the number of the survived days
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self.equipped_weapon= None
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def is_alive(self):
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return self.health > 0
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### control methods
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def attack(self, target):
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if not self.is_alive(): return
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if not target.is_alive(): return
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if target.try_to_avoid_hit(): return # print something like 'enemy doges the attacl'
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target.accuses_damage(self.damage)
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def get_id(self):
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return self.id
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def accuses_damage(self, damage):
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self.health -= damage
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if self.health <= 0:
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self.health = 0
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# show something like 'player is dead'
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else:
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# show something like 'get hit'
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pass
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def try_to_avoid_hit(self):
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# maybe depend on the attack, if it is a gun shot it's quite impossible to dodge
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rnd= _random.randint(0, 100)
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if rnd < self.agility: return True
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return False
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def steal(self):
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#XXX can steal from death players or from sleeping players
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pass
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def escape(self):
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#XXX It can run away from the fighting
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pass
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def heal(self):
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#XXX if you have a wound and you have a medikit item, you can heal your wound or sickness
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pass
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def get_name(self):
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return self.name
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def get_inventory(self):
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return self.inventory
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def get_name(self):
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return self.name
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def get_inventory_weight(self):
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weight= 0
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for inv in self.get_inventory():
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weight+= inv.get_weight()
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return weight
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def get_max_weight(self):
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return self.max_weight
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def get_health(self):
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return self.health
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def get_damage(self):
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return self.damage
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if not self.equipped_weapon: return self.damage
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return self.equipped_weapon.damage
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def get_agility(self):
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return self.agility
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def get_data(self):
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return {
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'id': self.get_id(),
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'name': self.get_name(),
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'inventory': self.get_inventory(),
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'inventory_weight': self.get_inventory_weight(),
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'health': self.get_health(),
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'damage': self.get_damage(),
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'agility': self.get_agility(),
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}
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def is_alive(self):
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return self.health > 0
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### player actions
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def _equip_weapon(self):
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if not self.inventory: return
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available_weapons= []
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for inv in self.get_inventory():
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# XXX
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# i don't know yet if this is ok,
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# we'll see it when weapon and items are defined
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if not inv.damage: continue
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available_weapons.append(inv)
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self.equipped_weapon= random.sample(available_weapons, 1)[0]
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def dodge(self):
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# maybe depend on the attack, if it is a gun shot it's quite impossible to dodge
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rnd= _random.randint(0, 100)
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if rnd < self.agility: return True
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return False
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def accuses_damage(self, damage):
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self.health -= damage
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if self.health > 0: return self.get_health()
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self.health = 0
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print('Guarino, perdonami se sono morto x.x')
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return damage
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def attack(self, target):
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self._equip_weapon()
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if target.dodge():
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print('Ehhhh voleviiii!!! sei lentoo!')
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return 0
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target.accuses_damage(self.damage)
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return self.damage
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def get_item(self, item):
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if self.get_inventory_weight() + item.get_weight() >= self.get_max_weight():
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print('Sono sovraccarico, non posso prendere questo oggetto')
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return False
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self.inventory.append(item)
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def escape(self):
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# TODO It can run away from the fighting
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return
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def heal(self):
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# TODO heal system
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# if you have a wound and you have a medikit item,
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# you can heal your wound or sickness
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return
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14
main.py
14
main.py
@@ -2,20 +2,20 @@ import random as _random
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from entities import weapon_syms as _wsyms
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from entities import arena as _arena
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def init_arena():
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players= [{'name': 'Crystal'}, {'name': 'Andrea'}]
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w= _wsyms.KNIFE
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#weapons= [{_wsyms.WEAPONS[w]['name' ]: 1}]
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weapons= [{w: 1}]
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def init_arena(players, weapons):
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return _arena.BrSimArena(players, weapons)
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def run_events(Arena):
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#A event for each player:
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pass
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def local_debug():
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Arena= init_arena()
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players= [{'name': 'Crystal'}, {'name': 'Andrea'}]
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w= _wsyms.KNIFE
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#weapons= [{_wsyms.WEAPONS[w]['name' ]: 1}]
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weapons= [{w: 1}]
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Arena= init_arena(players, weapons)
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print(f'Players: {Arena.get_players()}')
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print(f'Weapons: {Arena.get_weapons()}')
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while (len(Arena.get_alive_players()) > 1):
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