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build_objects.py
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build_objects.py
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import libtcodpy as libtcod
from .item import *
from object import *
from .misc import *
from .spells import *
import logging
import actor
import sys
sys.path.append('..')
import game.combat as combat
class GameObjects:
##============================================================================
def __init__(self,content):
##============================================================================
self.monsters = content[0]
self.equipment = content[1]
self.consumables = content[2]
self.materials = content[3]
#Need to sort all of the different content
#for the object builders
self.sort_threat_levels()
self.sort_consumables()
self.sort_materials()
##============================================================================
def sort_materials(self):
##============================================================================
self.armor_mats = []
self.weapon_mats= []
self.armor_mat_rarity = {}
self.weapon_mat_rarity = {}
log = logging.getLogger('main')
for item in self.materials:
if item.can_be_made_from == 1 or item.can_be_made_from == 3:
self.weapon_mats.append(item)
'''if item.rarity >= 1.0:
self.weapon_mat_rarity.setdefault(1.0, []).append(item.name)
elif item.rarity > 0.75 and item.rarity < 1.0:
pass
elif item.rarity > 0.5 and item.rarity < 0.75:
pass '''
if item.can_be_made_from == 2 or item.can_be_made_from == 3:
self.armor_mats.append(item)
##============================================================================
def sort_consumables(self):
##============================================================================
self.potions = []
self.scrolls = []
for item in self.consumables:
if item.type == 'potion':
self.potions.append(item)
if item.type == 'scroll':
self.scrolls.append(item)
##============================================================================
def sort_threat_levels(self):
##============================================================================
self.threat_list = []
lvl1=[]
lvl2=[]
lvl3=[]
lvl4=[]
for object in self.monsters:
if object.threat_level <= 1.0:lvl1.append(object.name)
if object.threat_level > 1.0 and object.threat_level <= 2.0:lvl2.append(object.name)
if object.threat_level > 2.0 and object.threat_level <= 3.0:lvl3.append(object.name)
if object.threat_level > 3.0 and object.threat_level <= 4.0:lvl4.append(object.name)
self.threat_list.append(lvl1)
self.threat_list.append(lvl2)
self.threat_list.append(lvl3)
self.threat_list.append(lvl4)
def get_random_monster_name(self):
r = libtcod.random_get_int(0,0,(len(self.monsters)-1))
return self.monsters[r].name
##============================================================================
def build_potion(self,game,x,y,name=None):
##============================================================================
if name:
pot = self.get_pot_from_name(name)
if not name:
pot = self.potions[libtcod.random_get_int(0,0,(len(self.potions)-1))]
spell_component = Spell(min=pot.min_effect,max=pot.max_effect,range=pot.range,
radius=pot.radius,ef_type=pot.effect_type,ad_eff=pot.additional_effects,
spel_eff=pot.spell_effect,eff_col=pot.effect_color)
item_component = Item(spell=spell_component)
item_component.value = int(pot.value)
name = "potion of %s"%pot.name
item = Object(game.con,x, y, pot.cell, name, pot.color, item=item_component)
return item
##============================================================================
def build_scroll(self,game,x,y,name=None):
##============================================================================
if name:
scroll = self.get_scroll_from_name(name)
if not name:
scroll = self.scrolls[libtcod.random_get_int(0,0,(len(self.scrolls)-1))]
spell_component = Spell(min=scroll.min_effect,max=scroll.max_effect,range=scroll.range,
radius=scroll.radius,ef_type=scroll.effect_type,ad_eff=scroll.additional_effects,
spel_eff=scroll.spell_effect,eff_col=scroll.effect_color)
item_component = Item(spell=spell_component)
item_component.value = int(scroll.value)
name = "scroll of %s"%scroll.name
item = Object(game.con,x, y, scroll.cell, name, scroll.color, item=item_component)
return item
##============================================================================
def get_pot_from_name(self,name):
##============================================================================
for pot in self.potions:
if pot.name == name:
return pot
return None
##============================================================================
def get_scroll_from_name(self,name):
##============================================================================
for scroll in self.scrolls:
if scroll.name == name:
return scroll
return None
##============================================================================
def get_mat_from_name(self,name):
##============================================================================
for mat in self.armor_mats:
if mat.name == name:
return mat
for mat in self.weapon_mats:
if mat.name == name:
return mat
return None
##============================================================================
def get_mat_from_rarity(self,type):
##============================================================================
r = libtcod.random_get_float(0, 0.00000, 1.00000)
mat = None
rarity = 1.0
if type == 'melee':
for mats in self.weapon_mats:
if mats.rarity >= r:
if mats.rarity <= rarity:
rarity = mats.rarity
mat = mats
return mat
if type == 'armor':
for mats in self.armor_mats:
if mats.rarity >= r:
if mats.rarity <= rarity:
rarity = mats.rarity
mat = mats
return mat
##============================================================================
def get_equip_from_name(self,name):
##============================================================================
for equip in self.equipment:
if equip.name == name:
return equip
return None
##============================================================================
def build_equipment(self, game, x, y, type=None, name=None, mat=None):
##============================================================================
#for getting base equipments, no special effects or unique/legendary
#if mat or name return None, random mats or equipments are used
if mat:
mat = self.get_mat_from_name(mat)
eq = None
if name:
eq = self.get_equip_from_name(name)
if eq:
type = eq.type
if not type:
r = libtcod.random_get_int(0, 0, (len(self.equipment)-1))
eq = self.equipment[r]
type = eq.type
if type == 'melee':
if not name:
picked = False
while not picked:
r = libtcod.random_get_int(0, 0, (len(self.equipment)-1))
if self.equipment[r].type == 'melee':
eq = self.equipment[r]
picked = True
if not mat:
mat = self.get_mat_from_rarity(type)
#mat = self.weapon_mats[libtcod.random_get_int(0,0,(len(self.weapon_mats)-1))]
#eq.min_power += mat.modifier
#eq.max_power += mat.modifier
eq.threat_level += mat.modifier
equip_component = Equipment(type=eq.type, handed=eq.handed, dual_wield=eq.dual_wield,
threat_level=eq.threat_level, accuracy=eq.accuracy, damage=eq.damage,
damage_type=eq.damage_type)
'''equip_component = Equipment(min_power=eq.min_power,max_power=eq.max_power,
crit_bonus=eq.crit_bonus,type=eq.type,handed=eq.handed,
dual_wield=eq.dual_wield,damage_type=eq.damage_type,threat_level=eq.threat_level, accuracy=eq.accuracy)
'''
if type == 'armor':
if not name:
picked = False
while not picked:
r = libtcod.random_get_int(0,0,(len(self.equipment)-1))
if self.equipment[r].type == 'armor':
eq = self.equipment[r]
picked = True
if not mat:
mat = self.get_mat_from_rarity(type)
#mat = self.armor_mats[libtcod.random_get_int(0,0,(len(self.armor_mats)-1))]
eq.bonus += mat.armor_bonus
eq.penalty += mat.armor_bonus
eq.threat_level += mat.modifier
equip_component = Equipment(type=eq.type, location=eq.location, bonus=eq.bonus, penalty=eq.penalty,
threat_level=eq.threat_level)
'''equip_component = Equipment(defense=eq.defense,type=eq.type,location=eq.location,
best_defense_type=eq.best_defense_type,worst_defense_type=eq.worst_defense_type,
threat_level=eq.threat_level+mat.modifier)'''
if type == 'monster_melee':
if not name:
picked = False
while not picked:
r = libtcod.random_get_int(0, 0, (len(self.equipment)-1))
if self.equipment[r].type == 'monster_melee':
eq = self.equipment[r]
picked = True
equip_component = Equipment(type=eq.type, handed=eq.handed, dual_wield=eq.dual_wield,
accuracy=eq.accuracy, damage=eq.damage,
damage_type=eq.damage_type)
if eq.type != "monster_melee":
item_component = Item(equipment=equip_component)
item_component.value = int(eq.value*mat.price_mod)
name = mat.name+" "+eq.name
equip = Object(game.con, x, y, eq.cell, name, mat.color, item=item_component)
else:
item_component = Item(equipment=equip_component)
equip = Object(game.con, x, y, ' ', eq.name, (0, 0, 0), item=item_component)
equip.message = game.message
equip.objects = game.objects
#equip.send_to_back(game.objects)
return equip
##============================================================================
def get_monster(self,name):
##============================================================================
#returns a monster object with the same name supplied
#if no monsters are found, returns None
for object in self.monsters:
if object.name == name:
return object
return None
##============================================================================
def create_monster(self,game,x,y,threat_level=None,mob_name=None):
##============================================================================
#creates monsters either randomly, by threat level, or by name
#returns Object
if not mob_name:
mob = None
while mob is None:
if threat_level:
mob = self.get_monster(self.get_mob_from_threat(threat_level))
else:
mob = self.monsters[libtcod.random_get_int(0,0,len(self.monsters)-1)]
else:
mob = self.get_monster(mob_name)
if mob is None:##incase the name supplied is not in the monsters, get a random mob
mob = self.monsters[libtcod.random_get_int(0,0,len(self.monsters)-1)]
fighter_component = Fighter(hp=mob.hp, defense=mob.defense, power=mob.power,
death_function=monster_death, ticker=game.ticker,
speed=mob.speed, Str=mob.strength, Dex=mob.dexterity,
Int=mob.intelligence, xp_value=mob.xp_value)
ai_component = WanderingMonster(x=x, y=y)#BasicMonster()
monster = Object(game.con, x, y, mob.cell, mob.name, mob.color,
blocks=True, fighter=fighter_component, ai=ai_component)
monster.fighter.ticker.schedule_turn(monster.fighter.speed, monster)
monster.fighter.wielded[0] = self.build_equipment(game, x, y, type="monster_melee")
if mob.can_equip_gear:
r = libtcod.random_get_int(0, 0, 100)
if r > 85: # 15 % chance the mob will have a weapon
monster.fighter.wielded[0] = self.build_equipment(game, x, y, type="melee")
for skill in monster.fighter.skills:
skill.set_bonus(mob.defense_bonus)
monster.fighter.max_hp = mob.hp
monster.fighter.hp = mob.hp
e = actor.entity.Entity(hp=mob.hp, x=monster.x, y=monster.y, name=monster.name, char=monster.char,
color=monster.color, s=mob.strength, i=mob.intelligence, d=mob.dexterity,
xp=mob.xp_value)
e = actor.get_component('zombie', e)
e.hp += combat.get_stat_bonus(e.constitution)
monster = e.convert(monster)
return monster
##============================================================================
def get_threat_from_mob(self, mob_name):
##============================================================================
##returns the threat level of a mob based on its name
for obj in self.monsters:
#logging.getLogger('main').debug(obj.threat_level)
if obj.name == mob_name:
return obj.threat_level
return False
##============================================================================
def get_mob_from_threat(self,threat_level=None):##basic setup
##============================================================================
if threat_level is None:
if libtcod.random_get_int(0,0,100) < 80: #80% chance of threat level less than 4
if libtcod.random_get_int(0,0,100) < 30:#30% chance of getting lvl 3
tl = self.threat_list[2]
return tl[libtcod.random_get_int(0,0,(len(tl)-1))]
if libtcod.random_get_int(0,0,100) < 50:#50% chance of getting lvl 2
tl = self.threat_list[1]
return tl[libtcod.random_get_int(0,0,(len(tl)-1))]
if libtcod.random_get_int(0,0,100) < 80:#80% chance of getting lvl 1
tl = self.threat_list[0]
return tl[libtcod.random_get_int(0,0,(len(tl)-1))]
else:
tl = self.threat_list[3]
return tl[libtcod.random_get_int(0,0,(len(tl)-1))]
else:
if threat_level-1 >= len(self.threat_list):
threat_level = len(self.threat_list)
if threat_level-1 < 0:
threat_level = 0
tl = self.threat_list[threat_level-1]
return tl[libtcod.random_get_int(0,0,(len(tl)-1))]