forked from Cryz/battle_royale_sim
define the skeleton of the battle royale game
This commit is contained in:
20
entities/player.py
Normal file
20
entities/player.py
Normal file
@@ -0,0 +1,20 @@
|
||||
import random as _random
|
||||
|
||||
class BrSimPlayer():
|
||||
|
||||
def __init__(self, name, inventory= None):
|
||||
self.name= name
|
||||
self.health= 1
|
||||
self.inventory= inventory or []
|
||||
self.damage= 1 # this is the punch damage amount
|
||||
self.max_weight= 5 # this is the max inventory weight
|
||||
self.is_alive= True
|
||||
self.agility= 10 # chance to avoid an hit
|
||||
|
||||
def is_alive(self):
|
||||
return self.is_alive
|
||||
|
||||
def try_to_avoid_hit(self):
|
||||
rnd= _random.randint(0, 100)
|
||||
if rnd > self.agility: return True
|
||||
return False
|
||||
33
entities/weapon_syms.py
Normal file
33
entities/weapon_syms.py
Normal file
@@ -0,0 +1,33 @@
|
||||
KNIFE= 1
|
||||
GUN= 2
|
||||
BOMB= 3
|
||||
|
||||
SHORT_RANGE= 1
|
||||
FAR_RANGE= 2
|
||||
|
||||
WEAPONS= {
|
||||
KNIFE: {
|
||||
'weight': 1,
|
||||
'name': 'knife',
|
||||
'damage': 3,
|
||||
'miss_chance': 0, # from 0 to 100, this is the probably to miss the hit
|
||||
'ammons': -1, # -1, no limit
|
||||
'range': SHORT_RANGE,
|
||||
},
|
||||
GUN: {
|
||||
'weight': 2,
|
||||
'name': 'gun',
|
||||
'damage': 3,
|
||||
'miss_chance': 20, # from 0 to 100, this is the probably to miss the hit
|
||||
'ammons': 10, # -1, no limit
|
||||
'range': FAR_RANGE,
|
||||
},
|
||||
BOMB: {
|
||||
'weight': 2,
|
||||
'name': 'bomb',
|
||||
'damage': 10,
|
||||
'miss_chance': 5, # from 0 to 100, this is the probably to miss the hit
|
||||
'ammons': 1,
|
||||
'range': FAR_RANGE,
|
||||
},
|
||||
}
|
||||
31
entities/weapons.py
Normal file
31
entities/weapons.py
Normal file
@@ -0,0 +1,31 @@
|
||||
import random as _random
|
||||
from entities import weapon_syms as _syms
|
||||
|
||||
class BrSimPlayer():
|
||||
|
||||
def __init__(self, wtype):
|
||||
self.weapon= _syms.WEAPONS[wtype]
|
||||
self.name= self.weapon['name']
|
||||
self.damage= self.weapon['damage']
|
||||
self.weight= self.weapon['weight']
|
||||
self.range= self.weapon['range']
|
||||
self.ammons= self.weapon['ammons']
|
||||
self.miss_chance= self.weapon['miss_chance']
|
||||
|
||||
def _ammons_check(self):
|
||||
if self.ammons == -1: return True # this weapons doesn't needs ammons
|
||||
return self.ammons > 0
|
||||
|
||||
def _try_to_hit(self):
|
||||
if not self.miss_chance: return True
|
||||
rnd= _random.randint(0, 100)
|
||||
if rnd > self.miss_chance: return True
|
||||
return False
|
||||
|
||||
def hit(self, hits= 1):
|
||||
if not _ammons_check: return 0
|
||||
if not _try_to_hit(): return 0
|
||||
return self.damage
|
||||
|
||||
def add_ammons(self, ammons):
|
||||
self.ammons+= ammons
|
||||
Reference in New Issue
Block a user