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skill.py
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226 lines (187 loc) · 7.17 KB
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from effect import *
from entity import *
import area
import effect
import sieve
import status
class Skill(object):
def __init__(self, general, function, max_cd, parameters=[], quote="", description="", area=None, multifunction=False):
self.general = general
self.function = function
self.original_max_cd = max_cd
self.max_cd = max_cd
self.cd = 0
self.parameters = parameters
self.area = area
self.quote = quote
self.description = description
self.multifunction = multifunction
def apply_function(self, tiles):
did_anything = False
for t in tiles:
if self.multifunction:
for i in range(0, len(self.function)):
did_anything += self.function[i](self.general, t, *self.parameters[i])
else:
did_anything += self.function(self.general, t, *self.parameters)
return did_anything
def change_cd(self, delta):
self.cd += delta
self.cd = 0 if self.cd < 0 else self.max_cd if self.cd > self.max_cd else self.cd
def change_max_cd(self, delta):
self.max_cd += delta
def clone(self, general):
return self.__class__(general, self.function, self.max_cd, self.parameters, self.quote, self.description,
self.area.clone(general) if self.area else None, self.multifunction)
def get_area_tiles(self, x, y):
if self.area is None: return None
return self.area.get_tiles(x, y)
def is_ready(self):
return self.cd >= self.max_cd
def reset_cd(self):
self.cd = 0
def update(self):
if self.cd < self.max_cd: self.cd += 1
def use(self, x, y):
if self.area is None:
return self.function(self.general, *self.parameters)
return self.apply_function(self.area.get_tiles(x, y))
class DummySkill(Skill):
def __init__(self, quote, description):
super(DummySkill, self).__init__(None, null, 1, [], quote, description)
self.cd = 1
def change_cd(self, delta):
pass
def reset_cd(self):
pass
def update(self):
pass
def use(self, x, y):
return False
def add_path(general, tile, entity):
entity.path.append(tile)
return True
def apply_status(general, tile, status, selfcast=False):
clone = status.clone(general if selfcast else tile.entity)
clone.owner = general
return True
def apply_statuses(general, tile, statuses):
for s in statuses:
apply_status(general, tile, s)
return statuses != []
def consume(general, tile, hp_gain=1, delta_cd=1):
tile.entity.die()
general.get_healed(hp_gain)
for s in general.skills:
s.change_cd(delta_cd)
return True
def copy_spell(general, tile):
if tile.entity.last_skill_used == -1:
char = '?'
else:
char = '!'
old_skill = general.skills[general.copied_skill].name
general.skills[general.copied_skill] = tile.entity.skills[tile.entity.last_skill_used].clone(general)
if general.skills[general.copied_skill].name != old_skill:
general.skills[general.copied_skill].cd = general.skills[general.copied_skill].max_cd
effect.TempEffect(general.bg, x=tile.x, y=tile.y, char=char, color=general.color)
effect.TempEffect(general.bg, x=general.x, y=general.y, char=char, color=general.color, duration=2)
return True
def create_minions(general, l):
did_anything = False
for (x, y) in l:
minion_placed = general.minion.clone(x, y)
if minion_placed is not None:
general.bg.minions.append(minion_placed)
general.minions_alive += 1
did_anything = True
return did_anything
def darkness(general, tile, duration):
if tile.passable:
d = TempEffect(general.bg, x=tile.x, y=tile.y, char=' ', duration=duration)
return tile.passable
def decapitate(general, tile, threshold=1.0):
effect.EffectLoop(general.bg, x=tile.x, y=tile.y, chars=['-', '\\', 'v'], color=general.color, duration=3)
if tile.entity.hp/float(tile.entity.max_hp) > threshold:
tile.entity.get_attacked(general, int(tile.entity.max_hp*threshold/2))
else: # Decapitated
tile.entity.get_attacked(general, 9999, attack_type="magical")
a = area.Circle(general.bg, sieve.is_ally, general, None, True, 8)
for t in a.get_tiles():
apply_status(general, t, status.Haste(None, 30, "Decapitation haste", 3))
return True
def explosion(general, tile, power, area, statuses=[]):
for s in statuses:
(s.x, s.y) = (tile.x, tile.y)
did_anything = False
for t in area.get_tiles(tile.x, tile.y):
nuke_statuses(general, t, power, statuses=statuses)
did_anything = True
return did_anything
def heal(general, tile, amount):
if tile.entity.hp == tile.entity.max_hp: return False
tile.entity.get_healed(amount)
return True
def minion_glider(general, tile, go_bottom = True):
(x, y) = (tile.x, tile.y)
if not general.bg.is_inside(x-1, y-1) or not general.bg.is_inside(x+1, y+1): return False
j = 1 if go_bottom else -1
i = 1 if general.side == 0 else -1
return create_minions(general, [(x-i, y-j), (x, y-j), (x, y), (x+i, y), (x-i, y+j)])
def minion_lwss(general, tile):
(x, y) = (tile.x, tile.y)
if not general.bg.is_inside(x-2, y-2) or not general.bg.is_inside(x+2, y+2): return False
j = 1 if general.side == 0 else -1
return create_minions(general,\
[(x-1*j, y-1), (x, y-1), (x+1*j, y-1), (x+2*j, y-1), (x-2*j, y), (x+2*j, y), (x+2*j, y+1), (x-2*j, y+2), (x+1*j, y+2)])
def nuke(general, tile, nuke_power, nuke_effect=None, nuke_type="magical"):
tile.entity.get_attacked(general, nuke_power, nuke_effect, nuke_type)
return True
def nuke_statuses(general, tile, nuke_power, nuke_effect=None, nuke_type="magical", statuses=[]):
nuke(general, tile, nuke_power, nuke_effect, nuke_type)
apply_statuses(general, tile, statuses)
return True
def null(general):
return False
def place_entity(general, tile, entity):
clone = entity.clone(tile.x, tile.y)
clone.owner = general
return clone is not None
def recall_entity(general, tile, duration):
for m in general.bg.minions:
if m.is_ally(general):
for s in m.statuses:
if s.name == "Vanished" and m.teleport(tile.x, tile.y):
s.end()
m.teleport(tile.x, tile.y)
status.Recalling(m, duration)
return True
return False
def restock_minions(general, number):
#TODO: this can be a lot cleaner
tmp = general.minions_alive
general.minions_alive = number
general.formation.place_minions()
general.minions_alive = tmp
general.command_tactic([i for i,x in enumerate(general.tactics) if x == general.selected_tactic][0])
general.recount_minions_alive()
return True
def sonic_waves(general, power, waves):
for i in range(0, waves):
x = general.x+1-(i+1)/2 if general.side == 0 else general.x-1+(i+1)/2
y = general.y+(((i+1)/2)*(-1 if i%2 == 0 else 1))
if general.bg.is_inside(x,y):
general.bg.effects.append(Wave(general.bg, general.side, x, y, power))
return waves > 0
def teleport(general, tile, entity):
return entity.teleport(tile.x, tile.y)
def water_pusher(general, tile):
did_anything = False
for i in [-1, 0, 1]:
for j in [-1, 0, 1]:
if not general.bg.is_inside(tile.x + i, tile.y + j): continue
entity = general.bg.tiles[(tile.x + i, tile.y + j)].entity
if entity is not None and (i, j) != (0, 0) and entity.can_be_pushed(i, j):
entity.get_pushed(i, j)
did_anything = True
return did_anything