forked from Cryz/battle_royale_sim
139 lines
4.2 KiB
Python
139 lines
4.2 KiB
Python
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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self.gender= _random.sample(['m', 'f', '-'], 1)[0] # for now get a random gender
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self.reputation= 50 #Like RDR2 the player can be evil(0) or good(100). This should influence the sponsors and internal alliance
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### control methods
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def get_id(self):
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return self.id
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def get_name(self):
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return self.name
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def get_gender(self):
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return self.gender
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def get_inventory(self):
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return self.inventory
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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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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_reputation(self):
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return self.reputation
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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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'gender': self.get_gender(),
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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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'reputation': self.get_reputation(),
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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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if self.get_gender() == 'm':
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print(f'[{self.get_name()}]: Guarino, perdonami se sono morto x.x')
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elif self.get_gender() == 'f':
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print(f'[{self.get_name()}]: Guarino, perdonami se sono morta x.x')
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else:
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print(f'[{self.get_name()}]: Guarino, perdonami se sono mort* 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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if target.get_gender() == 'm':
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msg= f'Ehhhh voleviiii!!! sei lentoo! {target.get_name()} schiva il colpo di {self.get_name()}'
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elif target.get_gender() == 'f':
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msg= f'Ehhhh voleviiii!!! sei lentaa! {target.get_name()} schiva il colpo di {self.get_name()}'
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else:
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msg= f'Ehhhh voleviiii!!! sei lent##! {target.get_name()} schiva il colpo di {self.get_name()}'
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return 0, msg
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target.accuses_damage(self.damage)
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msg= f'{self.get_name()} Colpisce {target.get_name()} in nome di Guarino'
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return self.damage, msg
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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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if self.get_gender() == 'm':
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print(f'Sono sovraccarico, {self.get_name} non puo\' prendere questo oggetto')
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elif self.get_gender() == 'f':
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print(f'Sono sovraccarica, {self.get_name} non puo\' prendere questo oggetto')
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else:
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print(f'Sono sovraccaric#, {self.get_name} non puo\' 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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