def apply_end_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): game_state.player_state.stun_status.remove_one() hero_center_pos = game_state.player_entity.get_center_position() distance = 80 affected_enemies = game_state.get_enemies_within_x_y_distance_of( distance, hero_center_pos) game_state.visual_effects.append( VisualRect((50, 50, 50), hero_center_pos, distance * 2, int(distance * 2.1), Millis(200), 2, None)) game_state.visual_effects.append( VisualRect((150, 150, 0), hero_center_pos, distance, distance * 2, Millis(150), 3, None)) game_state.visual_effects.append( VisualRect((250, 250, 0), hero_center_pos, distance, distance * 2, Millis(100), 4, None)) for enemy in affected_enemies: damage: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG) deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL) enemy.gain_buff_effect(get_buff_effect(STUNNED_BY_STOMP), STUN_DURATION) game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300)) play_sound(SoundId.ABILITY_STOMP_HIT) game_state.camera_shake = CameraShake(Millis(50), Millis(200), 12)
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity rect_w = 36 # Note: We assume that this ability is used by this specific hero hero_entity_size = HEROES[HeroId.WARRIOR].entity_size slash_pos = translate_in_direction( player_entity.get_center_position(), player_entity.direction, rect_w / 2 + hero_entity_size[0] * 0.25) slash_rect = Rect(int(slash_pos[0] - rect_w / 2), int(slash_pos[1] - rect_w / 2), rect_w, rect_w) affected_enemies = game_state.game_world.get_enemy_intersecting_rect(slash_rect) has_aoe_upgrade = game_state.player_state.has_upgrade(HeroUpgradeId.ABILITY_SLASH_AOE_BONUS_DAMAGE) hit_multiple_enemies = len(affected_enemies) > 1 for enemy in affected_enemies: if has_aoe_upgrade and hit_multiple_enemies: damage: float = MAX_DMG else: damage: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG) deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL) game_state.game_world.visual_effects.append( VisualRect((100, 0, 0), slash_pos, rect_w, int(rect_w * 0.7), Millis(200), 2, None)) game_state.player_state.gain_buff_effect(get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300)) return AbilityWasUsedSuccessfully()
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self.timer.update_and_check_if_ready(time_passed): deal_player_damage_to_enemy(game_state, buffed_npc, DAMAGE_PER_TICK, DamageType.PHYSICAL) if self.should_stun: effect_position = buffed_entity.get_center_position() game_state.visual_effects.append( VisualRect((250, 250, 50), effect_position, 30, 40, Millis(100), 1, buffed_entity))
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self.timer.update_and_check_if_ready(time_passed): deal_player_damage_to_enemy(game_state, buffed_npc, 1, DamageType.MAGIC) game_state.visual_effects.append( VisualCircle((0, 150, 0), buffed_entity.get_center_position(), 30, 55, Millis(150), 2, buffed_entity))
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self._timer.update_and_check_if_ready(time_passed): deal_player_damage_to_enemy(game_state, buffed_npc, DAMAGE, DamageType.MAGIC) pos = buffed_entity.get_center_position() effect = VisualCircle((100, 150, 100), pos, 40, 50, Millis(500), 1) game_state.game_world.visual_effects += [effect]
def apply_enemy_collision(self, npc: NonPlayerCharacter, game_state: GameState, projectile: Projectile): if npc not in self._enemies_hit: deal_player_damage_to_enemy(game_state, npc, DAMAGE, DamageType.MAGIC) game_state.game_world.visual_effects.append( VisualCircle((250, 100, 250), npc.world_entity.get_center_position(), 15, 25, Millis(100), 0)) self._enemies_hit.append(npc)
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self.dmg_timer.update_and_check_if_ready(time_passed): deal_player_damage_to_enemy(game_state, buffed_npc, TICK_DMG, DamageType.MAGIC, damage_source=DAMAGE_SOURCE) if self.graphics_timer.update_and_check_if_ready(time_passed): position = buffed_entity.get_center_position() visual_effect1 = VisualCircle((0, 100, 40), position, 9, 16, Millis(400), 2, buffed_entity) visual_effect2 = VisualCircle((0, 180, 90), position, 9, 16, Millis(500), 2, buffed_entity) game_state.game_world.visual_effects.append(visual_effect1) game_state.game_world.visual_effects.append(visual_effect2)
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self.timer.update_and_check_if_ready(time_passed): deal_player_damage_to_enemy(game_state, buffed_npc, DAMAGE, DamageType.PHYSICAL, damage_source=DAMAGE_SOURCE)
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity previous_position = player_entity.get_center_position() used_from_stealth = game_state.player_state.has_active_buff( BuffType.STEALTHING) for distance in range(40, 200, 10): new_position = translate_in_direction( (player_entity.x, player_entity.y), player_entity.direction, distance) if game_state.game_world.is_position_within_game_world(new_position) \ and not game_state.game_world.would_entity_collide_if_new_pos(player_entity, new_position): if _would_collide_with_wall(game_state, player_entity, distance): return AbilityFailedToExecute(reason="Wall is blocking") should_regain_mana_and_cd = False enemy_hit = _get_enemy_that_was_hit(game_state, player_entity, distance) if enemy_hit: game_state.camera_shake = CameraShake(Millis(50), Millis(150), 4) deal_player_damage_to_enemy(game_state, enemy_hit, DAMAGE, DamageType.MAGIC) has_reset_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_DASH_KILL_RESET) enemy_died = enemy_hit.health_resource.is_at_or_below_zero() if has_reset_upgrade and enemy_died: should_regain_mana_and_cd = True player_entity.set_position(new_position) new_center_position = player_entity.get_center_position() color = (250, 140, 80) game_state.game_world.visual_effects.append( VisualCircle(color, previous_position, 17, 35, Millis(150), 1)) game_state.game_world.visual_effects.append( VisualLine(color, previous_position, new_center_position, Millis(250), 2)) game_state.game_world.visual_effects.append( VisualRect(color, previous_position, 37, 46, Millis(150), 1)) game_state.game_world.visual_effects.append( VisualCircle(color, new_center_position, 25, 40, Millis(300), 1, player_entity)) has_speed_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_DASH_MOVEMENT_SPEED) if has_speed_upgrade: game_state.player_state.gain_buff_effect( get_buff_effect(BUFF_SPEED), BUFF_SPEED_DURATION) if used_from_stealth: game_state.player_state.gain_buff_effect( get_buff_effect(BUFF_FROM_STEALTH), BUFF_FROM_STEALTH_DURATION) return AbilityWasUsedSuccessfully( should_regain_mana_and_cd=should_regain_mana_and_cd) return AbilityFailedToExecute(reason="No space")
def apply_enemy_collision(self, npc: NonPlayerCharacter, game_state: GameState, projectile: Projectile): damage_amount: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG) deal_player_damage_to_enemy(game_state, npc, damage_amount, DamageType.MAGIC) _create_visual_splash(npc.world_entity.get_center_position(), game_state) has_burn_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_FIREBALL_BURN) if has_burn_upgrade: npc.gain_buff_effect(get_buff_effect(BUFF_TYPE), FIREBALL_TALENT_BURN_DURATION) play_sound(SoundId.ABILITY_FIREBALL_HIT) projectile.has_collided_and_should_be_removed = True
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.player_entity rect_w = 28 slash_center_pos = translate_in_direction( player_entity.get_center_position(), player_entity.direction, rect_w / 2 + PLAYER_ENTITY_SIZE[0] * 0.25) slash_rect = Rect(int(slash_center_pos[0] - rect_w / 2), int(slash_center_pos[1] - rect_w / 2), rect_w, rect_w) affected_enemies = game_state.get_enemy_intersecting_rect(slash_rect) is_stealthed = game_state.player_state.has_active_buff(BuffType.STEALTHING) if is_stealthed: play_sound(SoundId.ABILITY_SHIV_STEALTHED) else: play_sound(SoundId.ABILITY_SHIV) for enemy in affected_enemies: damage: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG) # Note: Dependency on other ability 'stealth' if is_stealthed: # Talent: increase the damage bonus that Shiv gets from being used while stealthing has_damage_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_SHIV_SNEAK_BONUS_DAMAGE) damage *= SHIV_UPGRADED_STEALTH_DAMAGE_MULTIPLIER if has_damage_upgrade else SHIV_STEALTH_DAMAGE_MULTIPLIER game_state.camera_shake = CameraShake(Millis(50), Millis(150), 4) else: # Talent: if attacking an enemy that's at 100% health while not stealthing, deal bonus damage has_damage_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_SHIV_FULL_HEALTH_BONUS_DAMAGE) if has_damage_upgrade and enemy.health_resource.is_at_max(): damage *= SHIV_TALENT_FULL_HEALTH_DAMAGE_MULTIPLIER deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL, visual_emphasis=is_stealthed) break game_state.visual_effects.append( VisualRect((150, 150, 75), slash_center_pos, rect_w, int(rect_w * 0.7), Millis(200), 2, None)) game_state.visual_effects.append( VisualCross((100, 100, 70), slash_center_pos, 6, Millis(100), 2)) game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(250)) return AbilityWasUsedSuccessfully()
def strike_enemies(game_state: GameState, num_enemies: int): player_entity = game_state.game_world.player_entity player_center_position = player_entity.get_center_position() close_enemies = game_state.game_world.get_enemies_within_x_y_distance_of( 140, player_center_position) # TODO: sound effect for enemy in close_enemies[0:num_enemies]: damage_amount: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG) deal_player_damage_to_enemy(game_state, enemy, damage_amount, DamageType.MAGIC) enemy_center_position = enemy.world_entity.get_center_position() game_state.game_world.visual_effects.append( VisualCircle((250, 250, 0), player_center_position, 50, 140, Millis(100), 1, player_entity)) game_state.game_world.visual_effects.append( VisualLine((250, 250, 0), player_center_position, enemy_center_position, Millis(80), 3))
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis) -> Optional[bool]: self.time_since_start += time_passed charger_center_pos = buffed_entity.get_center_position() if self.graphics_timer.update_and_check_if_ready(time_passed): visual_circle = VisualCircle((250, 250, 250), charger_center_pos, 15, 25, Millis(120), 2, None) game_state.visual_effects.append(visual_circle) rect_w = 32 # NOTE: We assume that this ability is used by this specific hero hero_entity_size = HEROES[HeroId.WARRIOR].entity_size impact_pos = translate_in_direction( charger_center_pos, buffed_entity.direction, rect_w / 2 + hero_entity_size[0] / 2) impact_rect = Rect(int(impact_pos[0] - rect_w / 2), int(impact_pos[1] - rect_w / 2), rect_w, rect_w) affected_enemies = game_state.get_enemy_intersecting_rect(impact_rect) for enemy in affected_enemies: visual_impact_pos = get_middle_point(charger_center_pos, enemy.world_entity.get_center_position()) damage = MIN_DMG # Talent: Apply damage bonus even if using charge in melee range has_melee_upgrade = game_state.player_state.has_upgrade(HeroUpgradeId.ABILITY_CHARGE_MELEE) damage_increased = self.time_since_start > float(CHARGE_DURATION) * 0.3 or has_melee_upgrade if damage_increased: # TODO Stun target as a bonus here damage = MAX_DMG deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL, visual_emphasis=damage_increased) game_state.visual_effects.append( VisualRect((250, 170, 0), visual_impact_pos, 45, 25, IMPACT_STUN_DURATION, 2, None)) game_state.visual_effects.append( VisualRect((150, 0, 0), visual_impact_pos, 35, 20, IMPACT_STUN_DURATION, 2, None)) game_state.player_state.gain_buff_effect(get_buff_effect(BUFF_TYPE_STUNNED), IMPACT_STUN_DURATION) enemy.gain_buff_effect(get_buff_effect(BUFF_TYPE_STUNNED), IMPACT_STUN_DURATION) game_state.camera_shake = CameraShake(Millis(50), Millis(150), 12) play_sound(SoundId.ABILITY_CHARGE_HIT) has_stomp_cooldown_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_CHARGE_RESET_STOMP_COOLDOWN) if has_stomp_cooldown_upgrade: game_state.player_state.set_ability_cooldown_to_zero(AbilityType.STOMP) # The buff should end upon impact return True return False
def apply_middle_effect(self, game_state: GameState, time_passed: Millis): if self.timer.update_and_check_if_ready(time_passed): player_entity = game_state.player_entity player_center_position = player_entity.get_center_position() close_enemies = game_state.get_enemies_within_x_y_distance_of( 140, player_center_position) if close_enemies: damage_amount: float = self.min_dmg + random.random() * ( self.max_dmg - self.min_dmg) deal_player_damage_to_enemy(game_state, close_enemies[0], damage_amount, DamageType.MAGIC) enemy_center_position = close_enemies[ 0].world_entity.get_center_position() game_state.visual_effects.append( VisualCircle((250, 250, 0), player_center_position, 50, 140, Millis(100), 1, player_entity)) game_state.visual_effects.append( VisualLine((250, 250, 0), player_center_position, enemy_center_position, Millis(80), 3))
def apply_enemy_collision(self, npc: NonPlayerCharacter, game_state: GameState, projectile: Projectile): damage_was_dealt = deal_player_damage_to_enemy(game_state, npc, 1, DamageType.MAGIC) if damage_was_dealt: npc.gain_buff_effect(get_buff_effect(BUFF_TYPE), DEBUFF_DURATION) victim_center_pos = npc.world_entity.get_center_position() visual_effect_pos = (victim_center_pos[0] - ENTANGLING_ROOTS_SIZE[0] // 2, victim_center_pos[1] - ENTANGLING_ROOTS_SIZE[1] // 2) debuff_visual_effect = VisualSprite(Sprite.DECORATION_ENTANGLING_ROOTS_EFFECT, visual_effect_pos, DEBUFF_DURATION, npc.world_entity) game_state.game_world.visual_effects.append(debuff_visual_effect) play_sound(SoundId.ABILITY_ENTANGLING_ROOTS_HIT) projectile.has_collided_and_should_be_removed = True
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity player_center_pos = player_entity.get_center_position() game_state.game_world.visual_effects.append( VisualCircle((150, 150, 250), player_center_pos, 95, 190, Millis(200), 3)) affected_enemies = game_state.game_world.get_enemies_within_x_y_distance_of(180, player_center_pos) effect_position = get_position_from_center_position(player_center_pos, EFFECT_SPRITE_SIZE) game_state.game_world.visual_effects.append( VisualSprite(Sprite.EFFECT_ABILITY_FROST_NOVA, effect_position, Millis(200), player_entity)) for enemy in affected_enemies: damage_was_dealt = deal_player_damage_to_enemy(game_state, enemy, 5, DamageType.MAGIC ) if damage_was_dealt: enemy.gain_buff_effect(get_buff_effect(BuffType.REDUCED_MOVEMENT_SPEED), Millis(4000)) return AbilityWasUsedSuccessfully()
def notify_time_passed(self, game_state: GameState, projectile: Projectile, time_passed: Millis): super().notify_time_passed(game_state, projectile, time_passed) projectile_entity = projectile.world_entity if self.damage_timer.update_and_check_if_ready(time_passed): for enemy in game_state.game_world.get_enemy_intersecting_with( projectile_entity): damage_amount = 1 damage_was_dealt = deal_player_damage_to_enemy( game_state, enemy, damage_amount, DamageType.MAGIC) if damage_was_dealt: has_stun_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_WHIRLWIND_STUN) if has_stun_upgrade and random.random() < 0.2: enemy.gain_buff_effect(get_buff_effect(BUFF_TYPE), WHIRLWIND_TALENT_STUN_DURATION) if self.direction_change_timer.update_and_check_if_ready(time_passed): should_rotate = True # keep going straight ahead sometimes if self._relative_direction == 0 and random.random() < 0.5: should_rotate = False if should_rotate: if self._rotation_motion == 1: projectile_entity.rotate_right() self._relative_direction += 90 elif self._rotation_motion == -1: projectile_entity.rotate_left() self._relative_direction -= 90 if self._relative_direction == 90: self._rotation_motion = -1 elif self._relative_direction == -90: self._rotation_motion = 1
def item_handle_event(self, event: Event, game_state: GameState): if isinstance(event, PlayerBlockedEvent): deal_player_damage_to_enemy(game_state, event.npc_attacker, self.damage_amount, DamageType.MAGIC)