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monster.py
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223 lines (164 loc) · 6.77 KB
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#!/usr/bin/env python3.8
import csv
import random
from collections import defaultdict
from math import trunc
DMGMODIFIERS = "dmgmodifiers.csv"
MONSTERDATA = "monsterdata.csv"
class Monster:
MIN_HP_PER_LEVEL = 6
MAX_HP_PER_LEVEL = 10
BASE_DMG = 6
BASE_DEFENSE = 6
# Can these functions be moved somewhere more appropriate?
def load_modifiers() -> defaultdict:
"""Load element modifiers from provided csv"""
mods = defaultdict(dict)
with open(DMGMODIFIERS) as fp:
for line in csv.DictReader(fp):
element_type = line["type"]
del line["type"]
mods[element_type] = line
return mods
element_modifiers = load_modifiers()
# Can these functions be moved somewhere more appropriate?
def load_monsters() -> defaultdict:
"""Load monsters from provided csv"""
monsters = defaultdict(list)
with open(MONSTERDATA) as fp:
for line in csv.DictReader(fp):
monsters[line["rarity"]].append(line)
return monsters
monster_list = load_monsters()
def __init__(
self,
name: str,
element: str,
description: str = "",
tier: int = 1,
level: int = 1,
rarity: str = "Common",
strength: int = 1,
defense: int = 1,
):
# Basic information
self.name = name
self.description = description
self.element = element
self.rarity = rarity
self.tier = int(tier)
# Level and Experience
self.level = int(level)
self.experience = 0
self.experience_needed = self.get_experience_needed(int(level) + 1)
# Strength - Attack and Defense - Armor
self.strength = int(strength) + trunc(int(level) / 2)
self.defense = int(defense)
self.str_mod = trunc((self.strength - 10) / 2)
self.attack = self.BASE_DMG + self.str_mod
self.armor = self.BASE_DEFENSE + self.defense
# Hit Points
self.hp = sum(
random.randint(self.MIN_HP_PER_LEVEL, self.MAX_HP_PER_LEVEL)
for _ in range(self.level)
)
self.current_hp = self.hp
@classmethod
def random_monster(cls, level: int = 1):
""" Return a random monster from the monster_list taking rarity into consideration"""
# Hardcode a distribution here because I can't figure out a better way
# distribution = [len(cls.monster_list[key]) for key in cls.monster_list.keys()]
distribution = [80, 16, 4]
rarity = random.choices(cls.available_rarities(), weights=distribution)[0]
return cls(**random.choice(cls.monster_list[rarity]), level=level)
@classmethod
def random_monster_filter(
cls, rarity: str = "Common", element: str = None, level: int = 1
):
"""Given a rarity, which defaults to 'Common', and an optional element type
return a monster from the monster_list"""
if rarity in cls.available_rarities():
if element and element in cls.available_elements():
filtered_monsters = [
monster
for monster in cls.monster_list[rarity]
if monster["element"] == element
]
if len(filtered_monsters):
monster = random.choice(filtered_monsters)
else:
raise ValueError(
"This combination of rarity and element does not exist."
)
else:
monster = random.choice(cls.monster_list[rarity])
return cls(**monster, level=level)
else:
raise ValueError(f"Rarity '{rarity}' is not one of {cls.available_rarities()}")
def __repr__(self):
return f"{self.name}"
def attack_target(self, target) -> int:
"""Return the amount of damage inflicted to 'target' based upon monster and target's stats and element"""
# Bases loosely on Basic D&D 5.1
return (
max(
0,
round(
(
sum(random.randint(1, self.attack) for _ in range(self.tier))
* float(self.element_modifiers[self.element][target.element])
)
),
)
if random.randint(1, 20) + self.str_mod > target.armor
else 0
)
def damage_taken(self, dmg_amount: int) -> int:
"""Track and determine the affects of damage taken returning remaining hit points"""
self.current_hp = max(self.current_hp - dmg_amount, 0)
return self.current_hp
def healing(self, healing_amount: int) -> int:
"""Heal damage that may have been taken previously and return adjusted hit points"""
self.current_hp = min(self.current_hp + healing_amount, self.hp)
return self.current_hp
def gain_xp(self, xp: int) -> bool:
"""Award monster experience and handle triggering of leveling. Return True if monster has leveled up."""
leveled = False
self.experience += xp
if self.level == 10:
# Max level has been reached so no reason to continue
return
else:
while self.experience >= self.experience_needed:
self.experience -= self.experience_needed
self.level_up()
leveled = True
return leveled
def level_up(self) -> None:
"""Handle monster progression that occurs with leveling up"""
# Adjust level and experience requirement for next level
self.level += 1
# Tidy up experience if max level (level 10)
if self.level == 10:
self.experience = 0
self.experience_needed = self.get_experience_needed(self.level + 1)
# Adjust level based stats
self.hp += random.randint(self.MIN_HP_PER_LEVEL, self.MAX_HP_PER_LEVEL)
self.current_hp = self.hp
# Strength is adjusted every other level
if self.level % 2 == 0:
self.strength += 1
self.str_mod = trunc((self.strength - 10) / 2)
self.attack = self.BASE_DMG + self.str_mod
@staticmethod
def get_experience_needed(level: int) -> int:
"""Calculate the experience required to gain a level - Source GDQuest"""
return int(level ** 1.8 + level * 4 + 8)
@staticmethod
def available_rarities() -> list:
"""Helper function to provide access to the list of rarities provided by the loaded csv"""
return list(Monster.monster_list.keys())
@staticmethod
def available_elements() -> list:
"""Helper function to provide access to the list of elements provided by the loaded csv"""
return list(Monster.element_modifiers.keys())