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CellObject.py
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CellObject.py
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import pygame
import random
import Finder
import Cell
import Map
import Stats
import Paths
import Menu
import Items
import Classes
#import Attacks
from Equipment import Weapon
from Equipment import Armor
from Equipment import equiptype
from Paths import *
#state 0 = none, 1 = moving, 2 = acting, 3 = moved, 4 = acted, 5 = moved + acting, 6 = acted + moving, 7 = done
########################################################
# Living CellObject #
########################################################
class Actor:
def __init__(self, name, image, pos, stats, items = [], eqp = [], wpn = 'None', armr = 'None', deathexp = 10, cls = 'Knight'):
self.name = name
self.exp = 0
self.deathexp = deathexp
self.type = 'actor'
self.imagename = 'images/actors/'+image
self.image = pygame.image.load(self.imagename).convert_alpha()
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.speed = 4
self.stats = stats
self.friends = 1
self.validpaths = PathSet(Path(Point(self.rect.x, self.rect.y)))
self.validtargets = []
self.effects = []
self.alive = True
self.hadturn = False
self.state = 1
self.moving = False
self.acted = False
self.attacking = False
self.weapon = Weapon('None')
self.armor = Armor('None')
self.critical = Classes.classcrits[cls]
self.equipment = []
for thing in eqp:
if equiptype(thing) == 1:
self.equipment.append(Weapon(thing))
elif equiptype(thing) == 2:
self.equipment.append(Armor(thing))
self.items = []
for thing in items:
self.items.append(thing)
self.classname = cls
self.equippable = []
for thing in Classes.classequips[cls]:
self.equippable.append(thing)
if wpn != 'None':
inst = Weapon(wpn)
self.equipment.append(inst)
if inst.type in self.equippable:
# equip the weapon
self.weapon = inst
if armr != 'None':
inst2 = Armor(armr)
self.equipment.append(inst2)
if inst2.type in self.equippable:
# equip the weapon
self.armor = inst2
########################################################
# Enemy CellObject #
########################################################
class Enemy:
def __init__(self, name, image, pos, stats, friends, items = [], eqp = [], wpn = 'None', armr = 'None', deathexp = 20, cls = 'Knight'):
self.name = name
self.exp = 0
self.deathexp = deathexp
self.type = 'actor'
self.imagename = 'images/actors/'+image
self.image = pygame.image.load(self.imagename).convert_alpha()
self.alive = True
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.speed = 2
self.stats = stats
self.friends = friends
self.validpaths = PathSet(Path(Point(self.rect.x, self.rect.y)))
self.validtargets = {}
self.items = items
self.equipment = eqp
self.effects = []
self.weapon = Weapon('None')
self.armor = Armor('None')
self.critical = Classes.classcrits[cls]
self.classname = cls
self.equippable = []
for thing in Classes.classequips[cls]:
self.equippable.append(thing)
if wpn != 'None':
inst = Weapon(wpn)
self.equipment.append(inst)
if inst.type in self.equippable:
# equip the weapon
self.weapon = inst
if armr != 'None':
inst2 = Armor(armr)
self.equipment.append(inst2)
if inst2.type in self.equippable:
# equip the weapon
self.armor = inst2
def equipweapon(self, wpn):
if wpn.type in self.equippable:
self.weapon = wpn
return True
return False
def unequipweapon(self):
self.weapon = Weapon('None')
def equiparmor(self, armr):
if armr.type in self.equippable:
self.armor = armr
return True
return False
def unequiparmor(self):
self.armor = Armor('None')
def picklefix(self):
self.image = None
# if self.weapon != None:
# self.weapon.image = None
# if self.armor != None:
# self.armor.image = None
# for equipment in equipments:
# equipment.image = None
def unpicklefix(self):
self.image = pygame.image.load(self.imagename).convert_alpha()
# if self.weapon != None:
# self.weapon.image = pygame.image.load(self.weapon.imagename).convert_alpha()
# if self.armor != None:
# self.armor.image = pygame.image.load(self.armor.imagename).convert_alpha()
# for equipment in equipments:
# equipment.image = pygame.image.load(equipment.imagename).convert_alpha()
def prepare(self, screen, cmap):
self.validpaths = PathSet(Path(Point(self.rect.x, self.rect.y)))
self.validtargets = {}
for effect in self.effects:
effect.turn(screen, cmap)
def drawTravel(self, screen, cmap, thispath):
cmap.cells[(self.rect.x, self.rect.y)].removeobject()
index = 1
while (self.rect.x, self.rect.y) != (thispath[-1].x, thispath[-1].y):
pos = Point(self.rect.x, self.rect.y)
while (self.rect.x, self.rect.y) != (thispath[index].x, thispath[index].y):
if self.rect.x != thispath[index].x:
if self.rect.x < thispath[index].x:
self.rect.x += self.speed
elif self.rect.x > thispath[index].x:
self.rect.x -= self.speed
elif self.rect.y != thispath[index].y:
if self.rect.y < thispath[index].y:
self.rect.y += self.speed
elif self.rect.y > thispath[index].y:
self.rect.y -= self.speed
cmap.cells[(pos.x, pos.y)].draw(screen)
cmap.cells[(thispath[index].x, thispath[index].y)].draw(screen)
screen.blit(self.image, self.rect)
pygame.display.flip()
index += 1
cmap.cells[(self.rect.x, self.rect.y)].addobject(self)
return True
def die(self, screen, cmap):
spot = cmap.cells[(self.rect.topleft)]
spot.removeobject()
spot.draw(screen)
self.alive = False
cmap.enemies.remove(self)
pygame.display.flip()
del self
# def drawattack(self, screen, attack):
# spotrect = pygame.Rect(64, 64, 64, 64)
# spot = screen.subsurface(spotrect)
# images =
# for image in Attacks.images[attack]:
# screen.blit(imagerect, image
def attack(self, target, screen, cmap):
if self.targetok(target, cmap) and target.alive:
accuracy = self.weapon.accuracy.current + self.stats.skill.current * 3 - target.stats.speed.current * 2 - target.weapon.speed.current * 2 - target.armor.speed.current * 2
i = random.randrange(0, 100)
if i < accuracy:
return target.takedamage(screen, cmap, enemy = self)
else:
return 1
return 0
def battle(self, target, screen, cmap):
speeddiff = (self.stats.speed.current + self.weapon.speed.current + self.armor.speed.current) - (target.stats.speed.current + target.weapon.speed.current + target.armor.speed.current)
bonus = self.attack(target, screen, cmap)
while speeddiff > 3:
b2 = self.attack(target, screen, cmap)
if bonus < b2:
bonus = b2
speeddiff -= 4
self.grow(bonus)
if target.alive:
speeddiff = -1 * ((self.stats.speed.current + self.weapon.speed.current + self.armor.speed.current) - (target.stats.speed.current + target.weapon.speed.current + target.armor.speed.current))
target.attack(self, screen, cmap)
while speeddiff > 3:
target.attack(self, screen, cmap)
speeddiff -= 4
def targetok(self, target, cmap):
x = abs((target.rect.x - self.rect.x) / cmap.cellsize)
y = abs((target.rect.y - self.rect.y) / cmap.cellsize)
if x in self.weapon.range and y == 0:
return True
elif y in self.weapon.range and x == 0:
return True
elif x == y and -x in self.weapon.range:
return True
return False
def grow(self, exp):
levelup = 0
while exp > 0:
self.exp += 1
if self.exp == 100:
levelup += 1
self.exp = 0
# draw exp increase
exp -= 1
while levelup > 0:
self.level()
levelup -= 1
def level(self):
if self.stats.level < 20:
self.stats.level += 1
if self.stats.hp.max < self.stats.hp.cap:
if random.randrange(0, 100) < self.stats.hp.growth:
self.stats.hp.max += 1
self.stats.hp.current += 1
if self.stats.attack.max < self.stats.attack.cap:
if random.randrange(0, 100) < self.stats.attack.growth:
self.stats.attack.max += 1
self.stats.attack.current += 1
if self.stats.magicattack.max < self.stats.magicattack.cap:
if random.randrange(0, 100) < self.stats.magicattack.growth:
self.stats.magicattack.max += 1
self.stats.magicattack.current += 1
if self.stats.defense.max < self.stats.defense.cap:
if random.randrange(0, 100) < self.stats.defense.growth:
self.stats.defense.max += 1
self.stats.defense.current += 1
if self.stats.magicdefense.max < self.stats.magicdefense.cap:
if random.randrange(0, 100) < self.stats.magicdefense.growth:
self.stats.magicdefense.max += 1
self.stats.magicdefense.current += 1
if self.stats.skill.max < self.stats.skill.cap:
if random.randrange(0, 100) < self.stats.skill.growth:
self.stats.skill.max += 1
self.stats.skill.current += 1
if self.stats.speed.max < self.stats.speed.cap:
if random.randrange(0, 100) < self.stats.speed.growth:
self.stats.speed.max += 1
self.stats.speed.current += 1
def takedamage(self, screen, cmap, enemy = None, damage = None):
if enemy != None:
if enemy.weapon.type == 'Staff':
atk = (enemy.stats.attack.current + enemy.stats.magicattack.current + enemy.armor.attack.current + enemy.armor.magicattack.current) / 2 + enemy.weapon.attack.current
defense = (self.stats.defense.current + self.stats.magicdefense.current + self.armor.defense.current + self.armor.magicdefense.current + self.weapon.defense.current + self.weapon.magicdefense.current) / 2
elif enemy.weapon.type == 'Spell':
atk = enemy.stats.magicattack.current + enemy.weapon.attack.current + enemy.armor.magicattack.current
defense = self.stats.magicdefense.current + self.armor.magicdefense.current
else:
atk = enemy.stats.attack.current + enemy.weapon.attack.current
defense = self.stats.defense.current + self.armor.defense.current
enemy.weapon.use()
self.armor.use()
# enemy.critical is class bonus
critical = enemy.stats.skill.current / 2 + enemy.weapon.critical + enemy.critical
if random.randrange(0, 100) < critical:
atkpower = atk * 2
else:
atkpower = atk - defense
if atkpower < 0:
atkpower = 0
self.stats.hp.current -= atkpower
if self.stats.hp.current <= 0:
self.stats.hp.current = 0
self.die(screen, cmap)
return self.experience(enemy) + self.deathexp
return self.experience(enemy)
elif damage != None:
self.stats.hp.current -= damage
if self.stats.hp.current <= 0:
self.stats.hp.current = 0
self.die(screen, cmap)
return 20
return 10
def experience(self, attacker): # screen is for later
exp = 2 * (self.stats.level - attacker.stats.level) + 10
if exp < 1:
exp = 1
return exp
def heal(self, power, screen): # screen is for future graphics improvement
self.stats.hp.current += power
if self.stats.hp.current > self.stats.hp.max:
self.stats.hp.current = self.stats.hp.max
def turn(self, screen, cmap):
self.validpaths = PathSet(Path(Point(self.rect.x, self.rect.y)))
self.validtargets = {}
self.validpaths.addpoints(self.stats.moverange, cmap)
self.validtargets = Finder.attacks(self, cmap, Point(self.rect.x, self.rect.y))
goodtargets = self.validtargets.keys()
if len(goodtargets) < 1:
# for now, if the comp can't attack anyone it will stay put
# Paths2 = PathSet(Path(Point(self.rect.x,
# for apath in self.validpaths:
# paths2 =
screen.blit(cmap.cells[(self.rect.x, self.rect.y)].image, self.rect)
screen.blit(self.image, self.rect)
pygame.display.update(self.rect)
return 0
besttarget = goodtargets[0]
strength = self.stats.attack.current
if self.weapon != None:
strength += self.weapon.attack.current
for target in goodtargets:
# not putting the friend check here means that human players are not allowed to attack friends
damage = strength - target.stats.defense.current
if target.stats.hp.current - damage <= 0:
if besttarget.stats.hp.current - damage <= 0:
if besttarget.stats.hp.current > target.stats.hp.current:
besttarget = target
else:
besttarget = target
elif (strength - besttarget.stats.defense.current) < damage:
besttarget = target
goodpath = Path(Point(0,0))
goodpath.poplast()
apath = self.validtargets[besttarget]
for apoint in apath:
goodpath.add(Point(apoint.x, apoint.y))
#used to be an if statement
self.drawTravel(screen, cmap, goodpath)
self.battle(besttarget, screen, cmap)
return 0
########################################################
# Obstacle CellObjects #
########################################################
class Mountain:
def __init__(self, pos):
self.type = 'object'
self.image = pygame.image.load('images/objects/mountain.png').convert_alpha()
self.alive = False
self.rect = self.image.get_rect()
self.rect.topleft = pos
class Rock:
def __init__(self, pos):
self.type = 'object'
self.image = pygame.image.load('images/objects/rock.png').convert_alpha()
self.alive = False
self.rect = self.image.get_rect()
self.rect.topleft = pos
class PineTree:
def __init__(self, pos):
self.type = 'object'
self.image = pygame.image.load('images/objects/pinetree.png').convert_alpha()
self.alive = False
self.rect = self.image.get_rect()
self.rect.topleft = pos
########################################################
# Non-Obstacle CellObjects (Contents2) #
########################################################
class AppleTree:
def __init__(self, pos):
self.image = pygame.image.load("images/objects/appletree.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.alive = False
self.harvested = False
self.type = 'plant'
self.food = 'Apple'
def harvest(self, harvester, screen, cmap):
if not self.harvested:
self.harvested = True
self.image = pygame.image.load("images/objects/tree.png").convert_alpha()
cmap.cells[self.rect.topleft].draw(screen)
pygame.display.update(self.rect)
harvester.items.append(self.food)
#give person fruit
class TreasureChest:
def __init__(self, pos, item = 'Apple'):
self.image = pygame.image.load('images/objects/chest.png').convert_alpha()
self.alive = False
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.type = 'treasure'
self.item = item
def open(self, opener, screen, cmap):
opener.items.append(self.item)
chestcell = cmap.cells[self.rect.topleft]
chestcell.contents2 = None
chestcell.draw(screen)
pygame.display.update(self.rect)
class House:
def __init__(self, pos, event = None):
self.image = pygame.image.load('images/objects/house.png').convert_alpha()
self.alive = False
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.type = 'house'
self.visited = False
self.event = event
# self.event = None
def visit(self, visitor, screen, cmap):
if self.event == None:
return False
else:
self.event.happen(visitor, screen, cmap)
class VBridge:
def __init__(self, pos):
self.type = 'bridge'
self.image = pygame.image.load('images/objects/vbridge.png').convert_alpha()
self.alive = False
self.rect = self.image.get_rect()
self.rect.topleft = pos
class HBridge:
def __init__(self, pos):
self.type = 'bridge'
self.image = pygame.image.load('images/objects/hbridge.png').convert_alpha()
self.alive = False
self.rect = self.image.get_rect()
self.rect.topleft = pos