def _apply_ability(game_state: GameState) -> AbilityResult: player_state = game_state.player_state if player_state.health_resource.value <= ABILITY_HEALTH_LOSS: return AbilityFailedToExecute("Using this would kill you!") player_state.health_resource.lose(ABILITY_HEALTH_LOSS) player_state.gain_buff_effect(get_buff_effect(BUFF_TYPE), DURATION) return AbilityWasUsedSuccessfully()
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_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.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.game_world.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.game_world.visual_effects.append( VisualRect((150, 150, 75), slash_center_pos, rect_w, int(rect_w * 0.7), Millis(200), 2, None)) game_state.game_world.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: game_state.player_state.force_cancel_all_buffs() has_speed_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_STEALTH_MOVEMENT_SPEED) speed_decrease = MOVEMENT_SPEED_DECREASE if not has_speed_upgrade else 0 game_state.player_state.gain_buff_effect( get_buff_effect(BUFF_STEALTH, speed_decrease), DURATION_STEALTH) return AbilityWasUsedSuccessfully()
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_ability(game_state: GameState) -> AbilityResult: hero_center_pos = game_state.game_world.player_entity.get_center_position() distance = 60 affected_enemies = game_state.game_world.get_enemies_within_x_y_distance_of( distance, hero_center_pos) game_state.game_world.visual_effects.append( VisualRect((50, 50, 100), hero_center_pos, distance * 2, int(distance * 2.1), Millis(200), 2, None)) game_state.game_world.visual_effects.append( VisualRect((150, 150, 200), hero_center_pos, distance, distance * 2, Millis(150), 3, None)) for enemy in affected_enemies: enemy.gain_buff_effect(get_buff_effect(BUFF_TYPE_STUNNED), STUN_DURATION) return AbilityWasUsedSuccessfully()
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_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity distance_from_player = 35 projectile_pos = translate_in_direction( get_position_from_center_position(player_entity.get_center_position(), PROJECTILE_SIZE), player_entity.direction, distance_from_player) projectile_speed = 0.2 entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE, player_entity.direction, projectile_speed) projectile = Projectile(entity, create_projectile_controller(PROJECTILE_TYPE)) game_state.game_world.projectile_entities.append(projectile) effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2, projectile_pos[1] + PROJECTILE_SIZE[1] // 2) game_state.game_world.visual_effects.append(VisualCircle((250, 150, 50), effect_position, 9, 18, Millis(80), 0)) return AbilityWasUsedSuccessfully()
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 _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity aoe_center_pos = translate_in_direction( player_entity.get_center_position(), player_entity.direction, 60) aoe_pos = get_position_from_center_position(aoe_center_pos, PROJECTILE_SIZE) projectile_speed = 0.1 entity = WorldEntity(aoe_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE, player_entity.direction, projectile_speed) projectile = Projectile(entity, create_projectile_controller(PROJECTILE_TYPE)) game_state.game_world.projectile_entities.append(projectile) has_lightfooted_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.MAGE_LIGHT_FOOTED) if not has_lightfooted_upgrade: game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300)) return AbilityWasUsedSuccessfully()
def _apply_teleport(game_state: GameState) -> AbilityResult: player_entity = game_state.player_entity previous_position = player_entity.get_center_position() new_position = translate_in_direction((player_entity.x, player_entity.y), player_entity.direction, 140) player_entity.set_position(new_position) new_center_position = player_entity.get_center_position() color = (140, 140, 230) game_state.visual_effects.append( VisualCircle(color, previous_position, 17, 35, Millis(150), 1)) game_state.visual_effects.append( VisualRect(color, previous_position, 37, 50, Millis(150), 1)) game_state.visual_effects.append( VisualLine(color, previous_position, new_center_position, Millis(200), 1)) game_state.visual_effects.append( VisualCircle(color, new_center_position, 25, 50, Millis(300), 2, player_entity)) return AbilityWasUsedSuccessfully()
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.player_entity distance_from_player = 35 projectile_pos = translate_in_direction( get_position_from_center_position(player_entity.get_center_position(), PROJECTILE_SIZE), player_entity.direction, distance_from_player) projectile_speed = 0.3 entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, Sprite.PROJECTILE_PLAYER_FIREBALL, player_entity.direction, projectile_speed) projectile = Projectile( entity, create_projectile_controller(ProjectileType.PLAYER_FIREBALL)) game_state.projectile_entities.append(projectile) effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2, projectile_pos[1] + PROJECTILE_SIZE[1] // 2) game_state.visual_effects.append( VisualCircle((250, 150, 50), effect_position, 15, 5, Millis(300), 0)) has_lightfooted_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.MAGE_LIGHT_FOOTED) if not has_lightfooted_upgrade: game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300)) return AbilityWasUsedSuccessfully()
def _apply_ability(game_state: GameState) -> AbilityResult: game_state.player_state.gain_buff_effect(get_buff_effect(BUFF_TYPE_CHARGING), CHARGE_DURATION) return AbilityWasUsedSuccessfully()
def _apply_ability(game_state: GameState) -> AbilityResult: strike_enemies(game_state, ABILITY_NUM_TARGETS) return AbilityWasUsedSuccessfully()
def _apply_ability(game_state: GameState) -> AbilityResult: game_state.player_state.mana_resource.gain(ABILITY_MANA_AMOUNT) return AbilityWasUsedSuccessfully()
def _apply_channel_attack(game_state: GameState) -> AbilityResult: game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.CHANNELING_ARCANE_FIRE), CHANNEL_DURATION) return AbilityWasUsedSuccessfully()
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity for enemy in game_state.game_world.get_enemies_within_x_y_distance_of( 400, player_entity.get_center_position()): enemy.health_resource.set_zero() return AbilityWasUsedSuccessfully()
def _apply_ability(game_state: GameState) -> AbilityResult: game_state.player_state.gain_buff_effect(get_buff_effect(CHANNELING_STOMP), Millis(500)) return AbilityWasUsedSuccessfully()
def _apply_heal(game_state: GameState) -> AbilityResult: game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.HEALING_OVER_TIME), Millis(3500)) return AbilityWasUsedSuccessfully()