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Weapon_Module.py
234 lines (195 loc) · 7.29 KB
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Weapon_Module.py
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#Authors: Brad Stephens, John Murray
#Project: CSC 407 - Program 3
#Due: July 19th, 2010
#File: Weapon.py
from Item_Module import Item
import random
from Distributed_Random import Distributed_Random
class Weapon(Item):
def __init__(self, min_damage, max_damage, chance, name, description):
Item.__init__(self, name, description)
self.min_damage = min_damage
self.max_damage = max_damage
self.abs_damage = min_damage + max_damage * 2
if chance > 20:
self.chance = 20
else:
self.chance = chance
self.speed = self.calc_speed()
self.required_strength = self.calc_required_strength()
self.required_agility = self.calc_required_agility()
self.score = self.score()
self.proc = list()
return
def output_result_first(self, result, damage=0):
self.result = result
self.damage = damage
if result >= 0:
print "You attack for %s damage" % damage
else:
print "You attack, but miss"
def output_result_third(self, result, damage=0):
self.result = result
self.damage = damage
if result >= 0:
print "attacks you for %s damage" % damage
else:
print "attacks you, but misses"
def attack_post(self, attacker, defender):
for p in self.proc:
p.attack_post(attacker, defender, self.result, self.damage)
#Quick way of quantifying a weapon's statistics
#not a very accurate estimate of actual quality
def score(self):
score = self.min_damage
score += 2 * self.max_damage
score += 5 * self.chance
score += 3 * self.speed
return score
def calc_required_strength(self):
return self.abs_damage // 18
def calc_required_agility(self):
req = self.chance - 4
if req < 0:
req = 0
return req
def calc_speed(self):
speed = 21 - (self.abs_damage // 10)
return speed
def add_proc(self, proc):
self.proc.append(proc)
class Sword_Weapon(Weapon):
def __init__(self, min_damage, max_damage, chance, name, description):
Weapon.__init__(self, min_damage, max_damage, chance, name, description)
#In production could would have a database of attack descriptions
#choosing them at random based on result and damage (critical hits)
def output_result_first(self, result, damage=0):
self.result = result
self.damage = damage
if result >= 0:
print "You swing your %s," % self.name,
print "hitting for %s damage." % damage
else:
print "You swing your %s, but miss" % self.name
def output_result_third(self, result, damage=0):
self.result = result
self.damage = damage
if result >= 0:
print "swings a %s at you," % self.name,
print "hitting you for %s damage." % damage
else:
print "swings a %s at you, but misses." % self.name
class Arrow_Weapon(Weapon):
def __init__(self, min_damage, max_damage, chance, name, description):
Weapon.__init__(self, min_damage, max_damage, chance, name, description)
def output_result_first(self, result, damage=0):
self.result = result
self.damage = damage
aim = "You aim and fire your " + self.name + ","
if result>= 0:
print aim,
print "it hits the target for %s damage." % damage
else:
print aim,
print "but miss the target."
def output_result_third(self, result, damage=0):
self.result = result
self.damage = damage
aim = "aims and fires a " + self.name + " at you,"
if result >= 0:
print aim,
print "it hits you for %s damage." % damage
else:
print aim,
print "it flies wide."
def calc_required_agility(self):
abs_damage = self.min_damage + self.max_damage * 2
return abs_damage // 18
def calc_required_strength(self):
return self.calc_required_agility() // 2
def calc_speed(self):
speed = 18 - self.abs_damage // 10
return speed
class Spear_Weapon(Weapon):
def __init__(self, min_damage, max_damage, chance, name, description):
Weapon.__init__(self, min_damage, max_damage, chance, name, description)
def output_result_first(self, result, damage=0):
self.result = result
self.damage = damage
tmp = "You thrust your " + self.name + " at your foe,"
if result >= 0:
print tmp,
print "you hit your target for %s damage." % damage
else:
print tmp,
print "but miss."
def output_result_third(self, result, damage=0):
self.result = result
self.damage = damage
tmp = "thrusts a " + self.name + " at you,"
if result >= 0:
print tmp,
print "it hits you for %s damage" % damage
else:
print tmp,
print "but misses you."
class Hammer_Weapon(Weapon):
def __init__(self, min_damage, max_damage, chance, name, description):
Weapon.__init__(self, min_damage, max_damage, chance, name, description)
def output_result_first(self, result, damage=0):
self.result = result
self.damage = damage
tmp = "You swing your " + self.name + " at the enemy,"
if result >= 0:
print tmp,
print "bashing it for %s damage." % damage
else:
print tmp,
print "WHIFF!"
def output_result_third(self, result, damage=0):
self.result = result
self.damage = damage
tmp = "swings a " + self.name + " at you,"
if result >= 0:
print tmp,
print "slamming you for %s damage." % damage
else:
print tmp,
print "you dodge."
def calc_speed(self):
speed = 14 - self.abs_damage // 10
return speed
#Probably not how I would implement wands ideally. Quicky and dirty, right?
class Wand_Weapon(Weapon):
def __init__(self, min_damage, max_damage, chance, name, description):
Weapon.__init__(self, min_damage, max_damage, chance, name, description)
self.required_intel = self.calc_required_intel()
def output_result_first(self, result, damage=0):
self.result = result
self.damage = damage
tmp = "You wave your " + self.name + " at the enemy,"
if result >= 0:
print tmp,
print "the bolt of magical energy lands for %s damage." % damage
else:
print tmp,
print "but you miss the mark."
def output_result_third(self, result, damage=0):
self.result = result
self.damage = damage
tmp = "waves a " + self.name + " at you, a blast of magical energy flies toward you,"
if result >= 0:
print tmp,
print "striking you for %s damage." % damage
else:
print tmp,
print "but misses."
def calc_required_intel(self):
return self.abs_damage // 18
def calc_required_strength(self):
return 1
def calc_required_agility(self):
return 1
def calc_speed(self):
speed = 14 - self.abs_damage // 10
return speed