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battle_royale_sim/entities/player.py

186 lines
5.6 KiB
Python

import random as _random
import uuid as _uuid
class BrSimPlayer():
def __init__(self, name, inventory= None):
self.id= str(_uuid.uuid4())
self.name= name
self.stats= ''
self.health= _random.randint(1,3)
self.inventory= inventory or []
self.damage= _random.randint(1,2) # this is the punch damage amount
self.max_weight= 5 # this is the max inventory weight
self.agility= _random.randint(1,3) # chance to avoid an hit
self.kills= 0 # track the number of kills
self.accused_damage= 0
self.survived_days= 0 # track the number of the survived days
self.dodges= 0
self.equipped_weapon= None
self.gender= _random.sample(['m', 'f', '-'], 1)[0] # for now get a random gender
self.reputation= 50 #Like RDR2 the player can be evil(0) or good(100). This should influence the sponsors and internal alliance
self.coord_x= 0
self.coord_y= 0
### control methods
def get_player_coordinates(self):
return self.coord_x. self.coord_y
def get_name_and_stats(self):
health= '♥️' * self.health or '☠️'
strength= '⚔️' * self.damage
agility= '🚀' * self.agility
if self.player_gender_is_male(): gender= ''
elif self.player_gender_is_female(): gender= ''
else: gender= ''
name= f'{self.name} {gender} {health} {strength} {agility}'
return name
def get_id(self):
return self.id
def get_name(self):
return self.name
def get_gender(self):
return self.gender
def player_gender_is_male(self):
return self.gender == 'm'
def player_gender_is_female(self):
return self.gender == 'f'
def player_gender_is_not_binary(self):
return self.gender == '-'
def get_inventory(self):
return self.inventory
def get_inventory_weight(self):
weight= 0
for item in self.get_inventory():
weight+= item.get_weight()
return weight
def get_dodges(self):
return self.dodges
def get_max_weight(self):
return self.max_weight
def get_health(self):
return self.health
def get_equipped_weapon(self):
return self.equipped_weapon
def get_damage(self):
weapon= self.get_equipped_weapon()
if not weapon: return self.damage
return weapon.get_damage()
def get_agility(self):
return self.agility
def get_reputation(self):
return self.reputation
def get_data(self):
return {
'id': self.get_id(),
'name': self.get_name(),
'name_stats': self.get_name_and_stats(),
'gender': self.get_gender(),
'inventory': self.get_inventory(),
'inventory_weight': self.get_inventory_weight(),
'health': self.get_health(),
'damage': self.get_damage(),
'agility': self.get_agility(),
'reputation': self.get_reputation(),
}
def is_alive(self):
return self.health > 0
def get_kills(self):
return self.kills
### player actions
def _equip_weapon(self):
if not self.inventory: return
available_weapons= []
for item in self.get_inventory():
# XXX
# i don't know yet if this is ok,
# we'll see it when weapon and items are defined
# maybe we need item.is_weapon() method
if not item.damage: continue
available_weapons.append(item)
self.equipped_weapon= random.sample(available_weapons, 1)[0]
def dodge(self):
# maybe depend on the attack, if it is a gun shot it's quite impossible to dodge
rnd= _random.randint(0, 10)
if rnd < self.agility:
self.dodges+= 1
return True
return False
def accuses_damage(self, damage):
self.health-= damage
self.accused_damage+= damage
if self.health > 0: return self.get_health()
self.health= 0
if self.player_gender_is_male():
print(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono morto x.x')
elif self.player_gender_is_female():
print(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono morta x.x')
else:
print(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono mort* x.x')
return damage
def attack(self, target):
self._equip_weapon()
if target.dodge():
if target.player_gender_is_male():
msg= f'Ehhhh voleviiii!!! sei lentoo! {target.get_name_and_stats()} schiva il colpo di {self.get_name_and_stats()}'
elif target.player_gender_is_female():
msg= f'Ehhhh voleviiii!!! sei lentaa! {target.get_name_and_stats()} schiva il colpo di {self.get_name_and_stats()}'
else:
msg= f'Ehhhh voleviiii!!! sei lent##! {target.get_name_and_stats()} schiva il colpo di {self.get_name_and_stats()}'
return 0, msg
target.accuses_damage(self.damage)
msg= f'{self.get_name_and_stats()} Colpisce {target.get_name_and_stats()}'
weapon= self.get_equipped_weapon()
if weapon: msg+= f' con un {weapon.get_name}'
else: msg+= f' con un pugno'
self.kills+= 1
return self.damage, msg
def get_item(self, item):
if self.get_inventory_weight() + item.get_weight() >= self.get_max_weight():
if self.player_gender_is_male():
print(f'Sono sovraccarico, {self.get_name_and_stats} non puo\' prendere questo oggetto')
elif self.player_gender_is_female():
print(f'Sono sovraccarica, {self.get_name_and_stats} non puo\' prendere questo oggetto')
else:
print(f'Sono sovraccaric#, {self.get_name_and_stats} non puo\' prendere questo oggetto')
return False
self.inventory.append(item)
def escape(self):
# TODO It can run away from the fighting
return
def heal(self):
# TODO heal system
# if you have a wound and you have a medikit item,
# you can heal your wound or sickness
return