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player.py
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import constants
import random
import sys
from math import sqrt
import pygame
class Party(object):
MAX_PARTY_SIZE = 4
def __init__(self):
self.members = []
self.gold = 0
def add(self, character):
if len(self.members) < Party.MAX_PARTY_SIZE:
availableSlots = range(Party.MAX_PARTY_SIZE)
for member in self.members:
if member.partyPosition in availableSlots:
availableSlots.remove(member.partyPosition)
if len(availableSlots) > 0:
character.partyPosition = availableSlots[0]
self.members.append(character)
def remove(self, character):
self.members.remove(character)
class Character(object):
ANIM_TIME = 15
ANIM_BATTLE_TIME = 12
def __init__(self, name, gender, race, image, x, y, skill, naturalArmor, ste, agi, vit, mag):
self.name = name
self.gender = gender
self.race = race
self.isBackRow = False
self.partyPosition = 0
self.skill = skill
self.STR = ste
self.AGI = agi
self.VIT = vit
self.MAG = mag
#Add bonus values from equipment and buffs
self.calcMods()
self.gold = 0
self.maxHp = self.VIT * 2
self.hp = self.maxHp
self.posX = x
self.posY = y
self.animcount = Character.ANIM_TIME
#self.load(image)
# self.inBattle = True
# self.isTargeted = False
self.weapon = constants.WEAPONS['fists']
self.armor = 0
self.naturalArmor = naturalArmor
self.items = []
self.steps = 0
self.pathToGo = []
# self.canAttack = True
self.feats = []
self.frame = 0
self.images = []
def setNumSteps(self):
steps = 1 + self.AGI / 4
#~ if steps < 0: steps = 1
self.steps = steps
def draw(self, screen, coord):
screen.blit(self.images[self.frame], coord)
def moveLeft(self):
self.posX -= 1
self.steps -=1
def moveRight(self):
self.posX += 1
self.steps -=1
def moveUp(self):
self.posY -= 1
self.steps -=1
def moveDown(self):
self.posY += 1
self.steps -=1
def save(self):
self.images = []
self.hpBarBack = []
def load(self, images):
self.images = images
# self.hpBarBack = pygame.Surface((32, 4))
# self.hpBarBack.fill(constants.BLACK)
def printStats(self):
print 'Name', self.name
print 'Race', self.race
print 'HP', self.hp, '/', self.maxHp
print 'STR', self.STR
print 'AGI', self.AGI
print 'VIT', self.VIT
print 'Mag', self.MAG
print 'Gold', self.gold
print
def calcMods(self):
self.modSkill = 0
self.modSTR = self.getMod(self.STR)
self.modAGI = self.getMod(self.AGI)
self.modVIT = self.getMod(self.VIT)
self.modMAG = self.getMod(self.MAG)
def getMod(self, skill):
return (skill - 8) / 2
def takeDamage(self, dmg):
self.hp -= dmg
if self.hp < 0: self.hp = 0
# def canAttackPos(self, x, y):
# #if self.ranged:
# if self.melee:
# if self.posX == x+1 and self.posY == y:
# return True
# elif self.posX == x-1 and self.posY == y:
# return True
# elif self.posX == x and self.posY == y+1:
# return True
# elif self.posX == x and self.posY == y-1:
# return True
def attack(self, defender, no_front_row):
aSkill, aCrit = constants.rollDice(1, self.skill, self.modSkill, -1)
#Return on critical failure
if aCrit == -1:
print 'Critical Failure'
return 0, -1
if aCrit > 0: print 'Crit'
#dSkill, dCrit = constants.rollDice(1,defender.skill,defender.modSkill,-1)
dSkill = defender.naturalArmor + defender.armor + defender.getMod(defender.AGI)
print 'skill', aSkill, dSkill
if aSkill > dSkill:
# if isMelee:
# else:
# weapon = self.ranged
die, sides, mod, crits = self.weapon.damage
if self.weapon.type == 'STR':
mod += self.modSTR
elif self.weapon.type == 'AGI':
mod += self.modAGI
elif self.weapon.type == 'MAG':
mod += self.modMAG
dmg, dcrit = constants.rollDice(die, sides, mod, crits)
if not no_front_row and defender.isBackRow and self.weapon.range == 1:
dmg /= 2
return dmg, dcrit
else:
return 0, -1
class Player(Character):
def __init__(self, name, gender, race, image):
self.map = 'battle'
race1 = constants.RACES[race]
super(Player, self).__init__(name, gender, race, image, 5, 6, 20, race1.naturalArmor, race1.STR, race1.AGI, race1.VIT, race1.MAG)
self.gold = 20
self.weapon = constants.WEAPONS['short bow']
# self.weapon = constants.WEAPONS['short sword']
self.offhand = None
self.isMelee = False
self.hair = 'boromir.bmp'
self.beard = ''
self.equipCloak = ''
self.equipHead = ''
self.equipBody = 'leather_jacket.bmp'
self.equipLegs = 'leg/pants_darkgreen.bmp'
self.equipFeet = 'short_brown2.bmp'
self.load(image)
blinkImage = self.images[0].copy()
blinkImage.lock()
pxArray = pygame.PixelArray(blinkImage)
pxArray.replace(constants.BLACK, constants.WHITE)
blinkImage.unlock()
self.images.append(blinkImage)
self.printStats()
self.isPlayer = True
self.isMeleeMode = True
def draw(self, screen):
Character.draw(self, screen, (7*constants.TILESIZE, 7*constants.TILESIZE))
def load(self, image):
# Character.load(self, image)
self.createImage()
def createImage(self):
if self.gender:
gender = 'm'
else:
gender = 'f'
if self.equipCloak:
image = pygame.image.load('gfx/player/cloak/' + 'black.bmp')
image.set_colorkey(constants.COLORKEY)
temp = pygame.image.load('gfx/player/base/shadow.bmp')
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
else:
image = pygame.image.load('gfx/player/base/shadow.bmp')
image.set_colorkey(constants.COLORKEY)
temp = pygame.image.load('gfx/player/base/{0}_{1}.bmp'.format(self.race, gender))
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
if self.equipFeet:
temp = pygame.image.load('gfx/player/boot/'+ self.equipFeet)
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
if self.equipLegs:
temp = pygame.image.load('gfx/player/' + self.equipLegs)
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
if self.equipBody:
temp = pygame.image.load('gfx/player/body/' + self.equipBody)
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
if self.hair:
temp = pygame.image.load('gfx/player/hair/' + self.hair)
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
if self.beard:
temp = pygame.image.load('gfx/player/beard/' + self.beard)
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
if self.equipHead:
temp = pygame.image.load('gfx/player/head/' + self.equipHead)
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
if self.isMelee:
if self.weapon.range == 1:
temp = pygame.image.load('gfx/player/' + self.weapon.imgName)
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
else:
if self.weapon.range > 1:
temp = pygame.image.load('gfx/player/' + self.weapon.imgName)
temp.set_colorkey(constants.COLORKEY)
image.blit(temp, (0,0))
self.images.append(image)
class Monster(Character):
def __init__(self, name, x, y):
if name in constants.MONSTERS:
#MONSTERS['rat'] = ('gfx/monsters/animals/gray_rat.bmp', None, BLADES['claws'], 8, (1, 1, 4, 0))
monStats = constants.MONSTERS[name]
image = pygame.image.load(monStats[0])
# image.fill((250, 250, 250))
skill = monStats[3]
stats = monStats[4]
else:
print 'No', name, 'monster exists defaulting to rat'
monStats = constants.MONSTERS['rat']
image = pygame.image.load(monStats[0])
skill = monStats[3]
stats = monStats[4]
image.set_colorkey(constants.COLORKEY)
super(Monster, self).__init__(name, 1, 'Monster', image, x, y, skill, 4, *stats)
self.load(image)
blinkImage = self.images[0].copy()
blinkImage.lock()
pxArray = pygame.PixelArray(blinkImage)
pxArray.replace(constants.BLACK, constants.WHITE)
blinkImage.unlock()
self.images.append(blinkImage)
self.ranged = monStats[1]
self.melee = monStats[2]
self.printStats()
self.isPlayer = False
def draw(self, screen, x, y):
isValid, deltaX, deltaY = self.inView(x, y)
if isValid:
Character.draw(self, screen, ((7 - deltaX)*constants.TILESIZE, (7 - deltaY)*constants.TILESIZE))
def load(self, image):
self.images.append(image)
# Character.load(self, image)
def inView(self, x, y):
isValid = False
deltaX = (x - self.posX)
deltaY = (y - self.posY)
if abs(deltaX) <= 7:
if abs(deltaY) <= 7:
isValid = True
return isValid, deltaX, deltaY