Esempio n. 1
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def clean_behavior_item(o: BehaviorItem) -> Optional[BehaviorItem]:
    r = BehaviorItem()

    if o.HasField('group'):
        g = clean_behavior_group(o.group)
        if not g:
            return None
        r.group.CopyFrom(g)
    elif o.HasField('behavior'):
        r.behavior.CopyFrom(clean_behavior(o.behavior))

    return r
def behavior_to_proto(instance: ESInstance, is_timed_group=True, cur_hp=100) -> BehaviorItem:
    """Converts an ESInstance into a BehaviorItem.

    is_timed_group is a hack that injects global_one_time for a relatively small group of monsters that
    have a % chance to activate and no increment.
    """
    item = BehaviorItem()
    item_behavior = item.behavior
    item_condition = item_behavior.condition

    item_behavior.enemy_skill_id = instance.enemy_skill_id

    cond = instance.condition
    if cond is not None:
        use_chance = cond.use_chance(hp=cur_hp)
        if use_chance not in [0, 100]:
            item_condition.use_chance = use_chance
        item_condition.global_one_time = cond.forced_one_time or False
        item_condition.trigger_enemies_remaining = cond.enemies_remaining or 0
        item_condition.if_defeated = (cond.on_death and instance.behavior.has_action()) or False
        item_condition.if_attributes_available = len(cond.condition_attributes) > 0
        item_condition.trigger_monsters[:] = cond.cards_on_team
        item_condition.trigger_combos = cond.combos_made or 0

        is_optional = use_chance < 100
        has_flag = (cond.one_time or 0) > 0
        flags_only_decrease = instance.increment == 0 and instance.max_counter > 0
        if not is_timed_group and is_optional and has_flag and flags_only_decrease:
            if instance.max_counter == cond.one_time:
                item_condition.global_one_time = True
            else:
                item_condition.limited_execution = int(instance.max_counter / cond.one_time)

    return item
Esempio n. 3
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def add_behavior_group_from_moveset(group_list, group_type,
                                    moveset: Moveset) -> BehaviorGroup:
    bg = group_list.add()
    bg.group_type = group_type

    add_behavior_group_from_behaviors(bg.children, BehaviorGroup.DISPEL_PLAYER,
                                      [moveset.dispel_action])
    add_behavior_group_from_behaviors(bg.children,
                                      BehaviorGroup.MONSTER_STATUS,
                                      [moveset.status_action])

    before_idx = len(bg.children)
    for action in moveset.hp_actions:
        hg = bg.children.add().group
        hg.group_type = BehaviorGroup.STANDARD
        hg.condition.hp_threshold = action.hp or 1  # Manually adjust '0' HP groups to <1 (resolve triggers)

        for time_action in action.timed:
            if action.hp == 100 and time_action.execute_above_hp == 1:
                # Insert 'always on turn x' at the top
                bg.children.insert(before_idx, BehaviorItem())
                tg = bg.children[before_idx].group
                before_idx += 1
            else:
                tg = hg.children.add().group

            tg.condition.trigger_turn = time_action.turn
            if time_action.end_turn:
                tg.condition.trigger_turn_end = time_action.end_turn
            if time_action.execute_above_hp:
                tg.condition.always_trigger_above = time_action.execute_above_hp
            add_behavior_group_from_behaviors(tg.children,
                                              BehaviorGroup.STANDARD,
                                              time_action.skills,
                                              is_timed_group=True,
                                              cur_hp=action.hp)

        for repeat_action in action.repeating:
            rg = hg.children.add().group
            if repeat_action.interval > 1:
                rg.condition.trigger_turn = repeat_action.turn
                rg.condition.repeats_every = repeat_action.interval
            if repeat_action.end_turn and repeat_action.end_turn != repeat_action.turn:
                rg.condition.trigger_turn_end = repeat_action.end_turn
            add_behavior_group_from_behaviors(rg.children,
                                              BehaviorGroup.STANDARD,
                                              repeat_action.skills,
                                              cur_hp=action.hp)

    return bg
Esempio n. 4
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def behavior_to_proto(instance: EsInstance) -> BehaviorItem:
    item = BehaviorItem()
    item_behavior = item.behavior
    item_condition = item_behavior.condition

    item_behavior.enemy_skill_id = instance.enemy_skill_id
    item_condition.use_chance = 100

    cond = instance.condition
    if cond is not None:
        item_condition.use_chance = cond.use_chance()
        item_condition.global_one_time = cond.forced_one_time or False
        item_condition.trigger_enemies_remaining = cond.enemies_remaining or 0
        item_condition.if_defeated = cond.on_death or False
        item_condition.if_attributes_available = len(
            cond.condition_attributes) > 0
        item_condition.trigger_monsters[:] = cond.cards_on_team
        item_condition.trigger_combos = cond.combos_made or 0

    return item
Esempio n. 5
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def _group_or_behavior(o: BehaviorItem) -> Union[BehaviorGroup, Behavior]:
    return o.group if o.HasField('group') else o.behavior