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) if not affected_enemies: return AbilityFailedToExecute(reason="No targets") # Note: Dependency on other ability 'stealth' should_stun = game_state.player_state.has_active_buff(BuffType.STEALTHING) if should_stun: game_state.camera_shake = CameraShake(Millis(50), Millis(150), 4) buff_effect = get_buff_effect(DEBUFF, should_stun) affected_enemies[0].gain_buff_effect(buff_effect, DEBUFF_DURATION) 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 _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.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.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.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 _get_enemy_that_was_hit(game_state: GameState, player_entity: WorldEntity, distance_jumped: int) \ -> Optional[NonPlayerCharacter]: previous_position = (player_entity.x, player_entity.y) partial_distance = 10 while partial_distance < distance_jumped: intermediate_position = translate_in_direction(previous_position, player_entity.direction, partial_distance) enemies_hit = game_state.get_enemy_intersecting_rect( Rect(intermediate_position[0], intermediate_position[1], player_entity.pygame_collision_rect.w, player_entity.pygame_collision_rect.h)) if enemies_hit: return enemies_hit[0] partial_distance += 10 return None
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 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