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enemies.py
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enemies.py
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from creature import Creature
from attack import Attack, Heal
from random import randint, choice
class Enemy(Creature):
def choose_action(self, party):
if self.isDead:
self.action = 'nothing'
act = randint(1, 100)
if 'heal' in self.behavior:
nothingCutoff = self.behavior['nothing']
defendCutoff = nothingCutoff + self.behavior['defend']
attackCutoff = defendCutoff + self.behavior['attack']
healCutoff = attackCutoff + self.behavior['heal']
if act <= nothingCutoff:
self.action = 'nothing'
elif act <= defendCutoff:
self.action = 'defend'
elif act <= attackCutoff:
self.action = 'attack'
else:
self.action = 'heal'
else:
nothingCutoff = self.behavior['nothing']
defendCutoff = nothingCutoff + self.behavior['defend']
attackCutoff = defendCutoff + self.behavior['attack']
if act <= nothingCutoff:
self.action = 'nothing'
elif act <= defendCutoff:
self.action = 'defend'
else:
self.action = 'attack'
def choose_attack(self):
atk = choice(list(self.attacks.keys()))
print('%s used %s!' % (self.name, atk))
return self.attacks[atk]
def choose_heal(self):
hl = choice(list(self.heals.keys()))
print('%s used %s!' % (self.name, hl))
return self.heals[hl]
def is_player(self):
return False
# ------ Orcs ---------------------------------------------------------
class Orc(Enemy):
def __init__(self, level):
hp, attackDamage, exp, gold = Orc.set_stats(level)
super().__init__('Orc', level, hp, 0)
self.add_attack(Attack('Bash', attackDamage, 90, False, 0))
self.exp = exp
self.behavior = {'attack' : 80, 'defend' : 0, 'nothing' : 20}
self.gold = gold
def set_stats(level):
hp = 15 + 4*level
attackDamage = 6 + level
exp = 10 + 4*level
gold = 6
return hp, attackDamage, exp, gold
class OrcShaman(Enemy):
def __init__(self, level):
hp, mana, attackDamage, healPower, exp, gold = OrcShaman.set_stats(level)
super().__init__('Orc Shaman', level, hp, mana)
self.add_attack(Attack('Bash', attackDamage, 70, False, 0))
self.add_heal(Heal('Heal', healPower, 90, True, 4))
self.exp = exp
self.behavior = {'attack' : 30, 'defend' : 20, 'heal' : 40, 'nothing' : 10}
self.defendModifier = 1
def set_stats(level):
hp = 13 + 2*level
mana = 8 + 2*level
attackDamage = 2 + level
healPower = 5 + int(3/2*level)
exp = 14 + 2*(level+1)
gold = int(level/2)
return hp, mana, attackDamage, healPower, exp, gold
class OrcLeader(Enemy):
def __init__(self, level):
hp, attackDamage, exp, gold = OrcLeader.set_stats(level)
super().__init__('Orc Leader', level, hp, 0)
self.add_attack(Attack('Bash', attackDamage, 90, False, 0))
self.add_attack(Attack('Toss', attackDamage*2, 45, False, 0))
self.exp = exp
self.gold = gold
self.behavior = {'attack' : 70, 'defend' : 25, 'nothing' : 5}
self.defendModifier = 1.5
def set_stats(level):
hp = 25 + 5*level
attackDamage = 6 + level
exp = 15 + 10*level
gold = 50
return hp, attackDamage, exp, gold
class OrcBerserker(Enemy):
def __init__(self, level):
hp, attackDamage, exp, gold = OrcBerserker.set_stats(level)
super().__init__('Orc Berserker', level, hp, 0)
self.add_attack(Attack('Smash', attackDamage, 85, False, 0))
self.exp = exp
self.behavior = {'attack' : 90, 'defend' : 0, 'nothing' : 10}
self.gold = gold
self.berserkChance = 25 + int(level/2)
def set_stats(level):
hp = 15 + 4*level
attackDamage = 6 + level
exp = 10 + 4*level
gold = 8
return hp, attackDamage, exp, gold
def go_berserk(self):
input('%s is going berserk!' % self.name)
self.hp = int(self.maxHP/2)
self.damageModifier *= 2
def reset(self):
self.isDefending = False
self.action = ''
def take_damage(self, damage):
if self.isDefending:
input('%s is defending!' % self.name)
damage = self.defend_damage_modifier(damage)
input('%s took %i damage!' % (self.name, damage))
if self.hp - damage <= 0:
chance = randint(1,100)
if chance < self.berserkChance:
self.go_berserk()
else:
self.hp = 0
self.isDead = True
input('%s is dead!' % self.name)
else:
self.hp -= damage
class OrcPeon(Enemy):
def __init__(self, level):
hp, attackDamage, exp, gold = OrcPeon.set_stats(level)
super().__init__('Orc Peon', level, hp, 0)
self.exp = exp
self.behavior = {'attack' : 50, 'defend' : 10, 'nothing' : 40}
self.gold = gold
def set_stats(level):
hp = 6 + 4*level
attackDamage = 6 + level
exp = 5 + 4*level
gold = 3
return hp, attackDamage, exp, gold
class Goblin(Enemy):
def __init__(self, level):
hp, attackDamage, exp, gold = Goblin.set_stats(level)
super().__init__('Goblin', level, hp, 0)
self.add_attack(Attack('Scratch', attackDamage, 100, False, 0))
self.exp = exp
self.behavior = {'attack' : 70, 'defend' : 20, 'nothing' : 10}
self.defendModifier = 1.5
def set_stats(level):
hp = 8 + 2*level
attackDamage = 4 + level
exp = 6 + 2*level
gold = 8 + int(level/2)
return hp, attackDamage, exp, gold