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utils.py
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261 lines (246 loc) · 7.73 KB
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# -*- coding: utf-8 -*-
"""
Created on Tue Jun 29 16:04:20 2021
@author: Daniel Mishler
"""
import random
import time
class Die:
def __init__(self,dieMax):
self.max = dieMax
self.name = "d"+str(self.max)
return
def roll(self): # Always use "self" as first argument!
return random.randint(1,self.max)
def loudRoll(self):
result = random.randint(1,self.max)
print(self.name,"rolls",result)
return result
def advantage(self):
result = max(self.roll(),self.roll())
return result
class Dice:
def __init__(self,dieList):
self.dice = dieList
self.name = ""
for die in dieList:
self.name = die.name
return
def rollCall(self):
for i in self.dice: # For each die
print(i.name)
def roll(self):
result = 0
for i in self.dice:
result += i.roll()
return result
def loudRoll(self):
result = 0
for i in self.dice:
result += i.loudRoll()
print("group total:",result)
return result
class genericMonster:
# any monster with HP, a damage die, and damage bonus
def __init__(self,HP,damageDie,damageBonus,name="generic monster"):
self.maxHP = HP
self.curHP = HP
self.damageDie = damageDie
self.damageBonus = damageBonus
self.alive = True
self.name = name
return # You don't have to put the return here
def show(self):
print()
print(self.name, "stats")
print(self.curHP,"/",self.maxHP)
print(self.damageBonus,"+",self.damageDie.name)
def hit(self): # dealing damage
damage = self.damageBonus + self.damageDie.roll()
return damage
def damage(self,damage): # taking damage
self.curHP -= damage
if self.curHP <= 0:
self.curHP = 0
self.alive = False
return
def refresh(self):
self.curHP = self.maxHP
self.alive = True
class rollingMonster:
# any monster with HP, a damage die, and damage bonus
def __init__(self,HP,damageDie,damageBonus,attackBonus,AC,name="generic monster"):
self.maxHP = HP
self.curHP = HP
self.damageDie = damageDie
self.damageBonus = damageBonus
self.alive = True
self.attackBonus = attackBonus
self.AC = AC
self.name = name
self.D20 = Die(20)
return # You don't have to put the return here
def show(self):
print()
print(self.name, "stats")
print(self.curHP,"/",self.maxHP)
print(self.damageBonus,"+",self.damageDie.name)
def hit(self): # dealing damage
damage = self.damageBonus + self.damageDie.roll()
return damage
def damage(self,damage): # taking damage
self.curHP -= damage
if self.curHP <= 0:
self.curHP = 0
self.alive = False
return
def attack(self):
attackRoll = self.D20.roll() + self.attackBonus
return attackRoll
def refresh(self):
self.curHP = self.maxHP
self.alive = True
class Troll:
def __init__(self):
self.maxHP = 84
self.curHP = 84
self.damageDie = Dice([Die(6),Die(6),Die(6),Die(6)])
self.damageBonus = 10
self.alive = True
self.name = "Troll"
self.regenDie = Die(20)
return # You don't have to put the return here
def show(self):
print()
print(self.name, "stats")
print(self.curHP,"/",self.maxHP)
print(self.damageBonus,"+",self.damageDie.name)
def regen(self):
if self.alive:
self.curHP += self.regenDie.roll()
if self.curHP > self.maxHP:
self.curHP = self.maxHP
def hit(self): # dealing damage
damage = self.damageBonus + self.damageDie.roll()
self.regen() # This is exclusively so it fits in our fight function.
return damage
def damage(self,damage): # taking damage
self.curHP -= damage
if self.curHP <= 0:
self.curHP = 0
self.alive = False
return
def refresh(self):
self.curHP = self.maxHP
self.alive = True
class rollingTroll:
def __init__(self):
self.maxHP = 84
self.curHP = 84
self.damageDie = Dice([Die(6),Die(6),Die(6),Die(6)])
self.damageBonus = 10
self.alive = True
self.AC = 15
self.attackBonus = 7
self.name = "Troll"
self.regenDie = Die(20)
self.D20 = Die(20)
return # You don't have to put the return here
def show(self):
print()
print(self.name, "stats")
print(self.curHP,"/",self.maxHP)
print(self.damageBonus,"+",self.damageDie.name)
def regen(self):
if self.alive:
self.curHP += self.regenDie.roll()
if self.curHP > self.maxHP:
self.curHP = self.maxHP
def hit(self): # dealing damage
damage = self.damageBonus + self.damageDie.roll()
return damage
def attack(self):
self.regen() # This is exclusively so it fits in our fight function.
attackRoll = self.D20.roll() + self.attackBonus
return attackRoll
def damage(self,damage): # taking damage
self.curHP -= damage
if self.curHP <= 0:
self.curHP = 0
self.alive = False
return
def refresh(self):
self.curHP = self.maxHP
self.alive = True
def fight(monster1,monster2,suspense = False,printing = True):
if not monster1.alive or not monster2.alive:
print("You forgot to refresh")
return
while True:
if suspense:
time.sleep(2)
if printing:
print(monster1.name,"vs",monster2.name)
monster1.show()
monster2.show()
monster2.damage(monster1.hit())
if not monster2.alive:
break
monster1.damage(monster2.hit())
if not monster1.alive:
break
if printing:
print()
if monster1.alive:
if printing:
print("the victor is", monster1.name)
monster1.show()
return monster1.name
else:
if printing:
print("the victor is", monster2.name)
monster2.show()
return monster2.name
def fightManyRoll(soloMonster,group,suspense = False,printing = True):
if not soloMonster.alive:
print("You forgot to refresh")
return
for monster in group:
if not monster.alive:
print("you forgot to resfresh")
monster.show()
return
while True:
if suspense:
time.sleep(2)
if printing:
print(soloMonster.name, "vs", "monster group")
soloMonster.show()
for monster in group:
monster.show()
# First, the big monster tries to hit one in the group
for monster in group:
if monster.alive:
target = monster
break
if soloMonster.attack() >= target.AC:
target.damage(soloMonster.hit())
# Then, each living monster gets a chance to attack
for monster in group:
if monster.alive:
if monster.attack() >= soloMonster.AC:
soloMonster.damage(monster.hit())
if not group[-1].alive or not soloMonster.alive:
break
if soloMonster.alive:
if printing:
print("the victor is", soloMonster.name)
soloMonster.show()
return soloMonster.name
else:
if printing:
print("the victor is", "the monster group")
for monster in group:
monster.show()
return "group"
print("utils loaded successfully!")