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Entities.py
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Entities.py
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"""
Entities Module which holds 2 Classes
Entity()
Entityinit()
"""
import json
import random
from Level import Level
from Utils import Logger, Pr, Inp, loot, AI
from config import aitablepath
class Entity: # pylint: disable=R0904
"""
Class which defines Entities
Contains Functions:
from_json : Creates Entities from JSON
"""
__slots__ = (
"name",
"hp",
"wealth",
"xp",
"inv",
"ptype",
"geffects",
"beffects",
"eeffects",
"effects",
"location",
"level",
"allowdamage",
"actionstack",
"slots",
"attributes",
"spd",
"loottable",
"ai",
"isPlayer",
"Team",
"maxHealth",
)
def __init__(
self,
name="Blanko",
health=100,
wealth=100,
xp=0,
inv=None,
ptype=None,
geffects=None,
beffects=None,
eeffects=None,
location="Nirvana",
level=1,
allowdamage=True,
slots=None,
attributes=None,
loottable=None,
ai=None,
spd=0,
isPlayer=None,
Team=0,
maxHealth=None,
):
if inv is None:
inv = []
if geffects is None:
geffects = []
if beffects is None:
beffects = []
if eeffects is None:
eeffects = []
if slots is None:
slots = []
if attributes is None:
attributes = {}
if ptype is None:
ptype = []
if loottable is None:
loottable = {}
if ai is None:
ai = ""
if isPlayer is None:
isPlayer = False
if maxHealth is None:
maxHealth = 0
self.location = location
"""Entity Location as Level Object"""
self.name = name
"""Entity Name as String"""
self.hp = health
"""Entity Health Points as Integer"""
self.maxHealth = health
"""MaxHealth for Calculations"""
self.wealth = wealth
"""Entity Wealth Points as Integer"""
self.level = level
"""Entity Level as Integer"""
self.xp = xp
"""Entity Experience Points as Integer"""
self.inv = inv
"""Entity Inventory as Array"""
self.ptype = ptype
"""Entity Type as String [Types= "good","bad","neutral"]"""
self.geffects = geffects
"""List of positive Effects for Entity as Array of Objects"""
self.beffects = beffects
"""List of negative Effects for Entity as Array of Objects"""
self.eeffects = eeffects
"""List of evil Effects for Entity (Mainly Boss Effects) as Array of Objects"""
self.effects = [[self.geffects], [self.beffects], [self.eeffects]]
"""Entities list of effects to be applied as Array of Arrays Containing [gEffects, bEffects, eEffects]""" # pylint:disable=C0301
self.actionstack = []
"""Current Queue of actions for entity as Array"""
self.slots = slots
"""Entity Slots ["Head_slot", "Torso_slot", "Underwear", "Left_arm", "Right_arm","Left_leg", "Right_leg", "Gloves_slot","Meele Weapon", "Ranged Weapon","Quick_draw potion"]""" # pylint:disable=C0301
self.allowdamage = allowdamage
"""Entity allowDamage Flag as Boolean"""
self.attributes = attributes
"""Attributes of Entity"""
self.spd = spd
"""The Speed of the Entity in Combat, gets Calculated from INI"""
self.loottable = loottable
"""The loottable attached to this Entity"""
self.ai = self.get_ai(ai)
"""The used AI Parameters for this Entity"""
self.isPlayer = isPlayer
"""Checks if Entity is Player or not"""
self.Team = Team
"""Defines the Team this Entity is on"""
def __str__(self):
return f"{self.name}"
# Commented out for readability in Logfile - need to find a workaround
# def __repr__(self):
# return f"[{self.__class__.__module__}.{self.__class__.__name__}('{self.name}',{self.hp},{self.wealth},{self.xp},[{self.inv}],[{self.ptype}],[{self.geffects}],[{self.beffects}],[{self.eeffects}],'{self.location}',{self.level},{self.allowdamage},[{self.slots}],{self.attributes},{self.loottable},{self.ai},{self.spd},{self.isPlayer},{self.Team},{self.maxHealth}) at <{hex(id(self))}>]" # pylint:disable=C0301
@staticmethod
def from_json(json_dct):
"""Creates an Entiy from given JSON
Args:
json_dct (json): The Json Code to be parsed
Returns:
Entity: Entity
"""
_loottable = loot.getLootTable(json_dct["loottable"])
return Entity(
json_dct["name"],
json_dct["hp"],
json_dct["wealth"],
json_dct["xp"],
json_dct["inv"],
json_dct["ptype"],
json_dct["geffects"],
json_dct["beffects"],
json_dct["eeffects"],
json_dct["location"],
json_dct["level"],
json_dct["allowdamage"],
json_dct["slots"],
json_dct["attributes"],
_loottable,
json_dct["ai"],
0,
json_dct["isPlayer"],
json_dct["Team"],
)
def get_ai(self, table):
"""Returns Content of Loottable given by Name
Args:
name (String): Name of the Loottable that should be used
Returns:
Dict: Loottable | None if Error
"""
if table is None:
return None
if table == "":
return None
_json_file = aitablepath + "/" + table + ".json"
Logger.log(f"Loading AI Params {_json_file}", -1)
with open(_json_file, encoding="UTF-8") as json_data:
data = json.load(json_data)
return data
def set_name(self):
"""
Sets the Name of an Entity Object
"""
while True:
self.name = Inp.inp("Wie soll der Held deiner Geschichte heißen?")
Pr.n(f"Möchtest du deinen Helden wirklich {self.name} nennen?")
action = Inp.inp(
"[DIESE EINSTELLUNG KANNST DU NICHT RÜCKGÄNGIG MACHEN!](y/n)"
)
if action == "y":
break
def change_health(self, value=0):
"""
Changes the Player Health
:value: Amount to Change
=return= Returns True if successfull otherwise returns false
"""
try:
self.hp += value
if self.hp <= 0:
if self.allowdamage: # pylint: disable=R1705
Logger.log(f"Entity {self.name} has 0 or less Health")
return True
else:
self.hp = 1
Logger.log(
f"Entity {self.name} is not allowed to take \
Damage Allowdamage: {self.allowdamage}",
1,
)
return False
return False
except:
return False
def getTarget(self, entitylist):
"""Selects a Target Entity from List of Entities
Args:
entitylist (List): List of Entities
Return:
entity (entity): Selected Entity
"""
_entitylist = []
for i, e in enumerate(entitylist):
Logger.log(f"Entity in list: ({i}){e}({e.name})")
if e.Team != self.Team:
_entitylist.append(e)
_target = random.choice(_entitylist)
return _target
def act(self):
"""Function for Entity Intelligence"""
if not self.location:
Logger.log(
f"Location for Entity {self}({self.name}) is not set Correctly: {self.location}",
2,
)
return
_entitylist = self.location.entitylist
Logger.log(f"Entitylist: {_entitylist}")
Logger.log(f"Entity {self}({self.name}) is acting here!")
match (AI.calcbehaviour(self)):
case 0:
Logger.log("Entity would Flee")
case 1:
Logger.log("Entity would Attack")
_selectedEntity = self.getTarget(_entitylist)
Logger.log(
f"Targetted Entity: {_selectedEntity}({_selectedEntity.name})"
)
Logger.log(
f"Entity {self}({self.name}) attacks {_selectedEntity}({_selectedEntity.name})"
)
_damage = {
"AD": 1,
"AP": 0,
} # Set Default Damage #ToDo: Move to somewhere else
if (
len(self.slots) != 0
): # Prevent Crash if no Slots are used #ToDo: Fix
if self.slots[8] is None:
_weapon = None
_weaponname = "Hand"
else:
_weapon = self.slots[8]
_weaponname = _weapon.name
_damage = _weapon.getDamage()
_selectedEntity.actionstack.append(
["take_damage", [_selectedEntity, _damage, self]]
)
case 2:
Logger.log("Entity would Buff")
case 9:
Logger.log("Entity is Player")
case _:
Logger.log("Unhandled or Error")
# If health is low and aggression is low too -> flee
# If health is low and aggression is high -> Attack with all of its power
# If health is low and aggression is medium -> try to heal
# if there are more than 1 enemys attack the one with lowest hp
def take_damage(self, value=None, inflicter=None):
"""Adds Damage to the Entity and Calculates health loss based on Armor and Resistance
Args:
value (dict): Damage that is Inflicted. Defaults to {"AD":0,"AP":0}.
=return= Returns Damage taken as Dict of AD and AP;
If Entity dies from Damage this function returns TRUE
"""
if value is None:
value = {"AD": 0, "AP": 0}
if inflicter is None:
inflicter = None
resistance = {}
ar = 0
mr = 0
if self.isPlayer:
Pr.n(f"Du wirst von {inflicter.name} angegriffen.")
Logger.log(f"{self.name} is about to take {value} damage from {inflicter}", 1)
# TODO: Fix order in which damage is inflicted / actionstack is worked
for i in range(0, 8):
try:
if self.slots[i].itype != "armor": # pylint: disable=E1101
Logger.log(f"There is no Armor Item in Slot {i}", 0)
else:
ar += self.slots[i].ar # pylint: disable=E1101
mr += self.slots[i].mr # pylint: disable=E1101
resistance = {"AR": ar, "MR": mr}
except Exception:
Logger.log(f"There is no Valid Item in Slot {i}", 0)
if not resistance:
resistance = {"AR": 0, "MR": 0}
attacklist = list(value.values())
resistancelist = list(resistance.values())
Logger.log(f"{self.name} has {resistance} defence")
_attacklist = []
for c, v in enumerate(attacklist):
if v != 0:
_attack = v * (v / (v + resistancelist[c]))
else:
_attack = v
_attacklist.append(round(_attack, 1))
damage = dict(zip(value.keys(), _attacklist))
Logger.log(f"{self.name} taking {damage} damage")
if self.isPlayer:
Pr.n(f"Du bekommst {damage} schaden.")
for i in _attacklist:
_ret = self.change_health(i * -1)
if _ret:
Logger.log(f"{self.name} is destroyed!")
# TODO: remove Entity from Entitylist so it doesn't get counted in action parsing
self.actionstack = []
try:
_loot = loot.roll_loot(self.loottable, 1)
Logger.log(f"Entity Lootroll for 1 Item: {_loot}")
Pr.n(
f"{self.name} wurde besiegt! Und hat {_loot[0].name} fallen gelassen."
)
if inflicter:
if inflicter.add_item(_loot[0]):
Logger.log(f"Item {_loot[0]} has been successfully added")
# TODO: Add XP to Inflicter
except Exception as e:
Logger.log(e, 2)
return _ret
return damage
def add_item(self, item):
"""
Adds Item to Inventory
:iname: Name of Item
:itype: Type of Item
=return= Returns True if successfull otherwise returns false
"""
Logger.log(f"Trying to Add {item} to {self.name}'s Inventory")
try:
self.inv.append(item)
return True
except:
return False
def remove_item_by_name(self, iname=""):
"""
Removes Item by given Itemname, if no Name is given no Item will be removed.
:iname: Name of Item which should be removed
=return= Returns True if successfull otherwise returns false
"""
try:
self.inv = list(filter(lambda i: i.name != iname, self.inv))
return True
except:
return False
def remove_item_by_index(self, index=-1, quest=False):
"""
Removes Item by given Index,
if no Index is given the last Item in Inventory will be removed.
:index: Index of Item which should be removed
=return= Returns True if successfull otherwise returns false
"""
try:
if not self.inv[index].questitem:
self.inv.pop(index)
elif quest:
self.inv.pop(index)
return True
except:
return False
def add_effect(self, effect):
"""
appends effect to coresponding list
:effect: OBJECT!
=return= Returns True if successfull otherwise returns false
"""
match effect.etype:
case "good":
try:
self.geffects.append(effect)
return True
except:
return False
case "bad":
try:
self.beffects.append(effect)
return True
except:
return False
case "evil":
try:
self.eeffects.append(effect)
return True
except:
return False
def show_effects(self, names=False):
"""
prints element.name of effects[]
:names: shows only the effect.name if True, false shows var(effect)
only for debug!
"""
try:
if names:
try:
for e in self.effects[0][0]:
print(e.name)
for e in self.effects[1][0]:
print(e.name)
for e in self.effects[2][0]:
print(e.name)
return True
except e:
print(e)
return False
else:
try:
for e in self.effects:
print(vars(e))
return True
except:
return False
except:
return False
def remove_effect_by_name(self, ename=""):
"""
removes effect from entity by given name
:ename: effect.name as string
=return= returns true if successfull, else false
"""
try:
self.geffects = list(filter(lambda e: e.name != ename, self.geffects))
self.beffects = list(filter(lambda e: e.name != ename, self.beffects))
self.eeffects = list(filter(lambda e: e.name != ename, self.eeffects))
return True
except:
return False
def remove_effect_by_index(self, index=-1):
"""
removes effect by given index
:index: index of effect that should be removed
=return= true if successfull else false
"""
try:
self.effects.pop(index)
return True
except:
return False
def change_stat(self, effect, value):
"""
changes stat (effect.infl) by value
:effect(string): effect name
:value(int/double): effect value
=return= true if sucessfull, else false
"""
match effect:
case "hp":
try:
self.hp += value
return True
except:
return False
case "xp":
try:
self.xp += value
return True
except:
return False
case _:
Logger.log("change_stat: WILDCARD AUSGELÖST! debuginfo:", 2)
Logger.log(vars(self))
Logger.log(vars(effect))
return False
def take_effects(self):
"""
used in gameloop to let effects take effect onto entety
:: no vars except self-obj
=return= true if succesfull else False
"""
try:
for e in self.eeffects:
self.change_stat(e)
Logger.log(
f"{Pr.cyan(e.name)}, \
{Pr.cyan(e.etype)} : affected OBJECT: \
{Pr.cyan(self.name)}. Value: \
{Pr.cyan(e.value)} influenced: \
{Pr.cyan(e.infl)}"
)
for e in self.geffects:
self.change_stat(e)
Logger.log(
f"{Pr.cyan(e.name)}, \
{Pr.cyan(e.etype)} : affected OBJECT: \
{Pr.cyan(self.name)}. Value: \
{Pr.cyan(e.value)} influenced: \
{Pr.cyan(e.infl)}"
)
for e in self.beffects:
self.change_stat(e)
Logger.log(
f"{Pr.cyan(e.name)}, \
{Pr.cyan(e.etype)} : affected OBJECT: \
{Pr.cyan(self.name)}. Value: \
{Pr.cyan(e.value)} influenced: \
{Pr.cyan(e.infl)}"
)
return True
except:
return False
def change_location(self, old_level, new_level):
"""
changes entty location by edditing onwn location,
deletes itself from old and adds to new entity.list
:old_level: old level object, old_level.entity_list will get eddited
:new_level: new level object, new_level.entity_list will get eddited
=return= returns nothing, yet
"""
errstate = False
if not isinstance(old_level, Level) or not isinstance(new_level, Level):
Logger.log("Level not Level Object!", 2)
Logger.log(
f"OldLevel: {old_level} | {type(old_level)},"
f" New_Level: {new_level} | {type(new_level)}",
2,
)
errstate = True
Logger.log(f"Changing Level for {self} from {old_level} to {new_level}")
self.location = new_level
new_level.change_entity_list("+", self)
if not errstate:
old_level.change_entity_list("-", self)
def check_level_up(self):
"""
checks if entity has enough xp to level up,
will level up the entity UNTIL there are not enough xp
=return= returns nothing, yet
"""
level_ups = 0
old_level = self.level
Logger.log(f"Previous Level: {old_level}")
while True:
if self.level < 10:
needed_xp = ((self.level + 1) / 0.4) ** 1.79
if self.xp > needed_xp:
self.level += 1
self.xp = self.xp - int(needed_xp)
level_ups += 1
if level_ups > 0:
Pr.n(f"Du bist {level_ups} Level aufgestiegen!")
Pr.n("Du bekommst: nichts.")
if self.level >= 10 and self.level < 30:
needed_xp = ((self.level + 1) / 0.37) ** 1.86
if self.xp > needed_xp:
self.level += 1
self.xp -= needed_xp
level_ups += 1
if level_ups > 0:
Pr.n(f"Du bist {level_ups} Level aufgestiegen!")
Pr.n("Du bekommst: nichts.")
if self.level >= 30:
needed_xp = ((self.level + 1) / 0.2) ** 2.175
if self.xp > needed_xp:
self.level += 1
self.xp -= needed_xp
level_ups += 1
if level_ups > 0:
Pr.n(f"Du bist {level_ups} Level aufgestiegen!")
Pr.n("Du bekommst: nichts.")
break
return True
def consume_item(self, item_name):
"""enables consumption of consumables."""
for item in self.inv:
if item.name == item_name:
consumable = item
if consumable.effects and consumable.itype != "Food":
if len(consumable.effects) != 0:
for effect in consumable.effects:
self.add_effect(effect)
else:
self.change_health(consumable.dbg)
self.remove_item_by_name(consumable.name)
if consumable.itype == "Food":
self.change_health(consumable.dmg)
def equip_item(self, item_name, slot=""):
"""enables equiping of eqipment"""
for item in self.inv:
if item.name == item_name:
cur_item = item
if slot == "":
slot = cur_item.slots[0]
Logger.log(f"Equipping {item_name} in {slot}", -1)
match slot:
case "head":
if self.slots[0]:
if self.slots[0] != "placeholder":
self.inv.append(self.slots[0])
self.slots[0] = cur_item
self.inv.remove(cur_item)
case "torso":
if self.slots[1]:
if self.slots[1] != "placeholder":
self.inv.append(self.slots[1])
self.slots[1] = cur_item
self.inv.remove(cur_item)
case "underwear":
if self.slots[2]:
if self.slots[2] != "placeholder":
self.inv.append(self.slots[2])
self.slots[2] = cur_item
self.inv.remove(cur_item)
case "left_arm":
if self.slots[3]:
if self.slots[3] != "placeholder":
self.inv.append(self.slots[3])
self.slots[3] = cur_item
self.inv.remove(cur_item)
case "right_arm":
if self.slots[4]:
if self.slots[4] != "placeholder":
self.inv.append(self.slots[4])
self.slots[4] = cur_item
self.inv.remove(cur_item)
case "left_leg":
if self.slots[5]:
if self.slots[5] != "placeholder":
self.inv.append(self.slots[5])
self.slots[5] = cur_item
self.inv.remove(cur_item)
case "right_leg":
if self.slots[6]:
if self.slots[6] != "placeholder":
self.inv.append(self.slots[6])
self.slots[6] = cur_item
self.inv.remove(cur_item)
case "gloves":
if self.slots[7]:
if self.slots[7] != "placeholder":
self.inv.append(self.slots[7])
self.slots[7] = cur_item
self.inv.remove(cur_item)
case "melee":
if self.slots[8]:
if self.slots[8] != "placeholder":
self.inv.append(self.slots[8])
self.slots[8] = cur_item
self.inv.remove(cur_item)
case "ranged":
if self.slots[9]:
if self.slots[9] != "placeholder":
self.inv.append(self.slots[9])
self.slots[9] = cur_item
self.inv.remove(cur_item)
case "quick_draw_potion":
if self.slots[10]:
if self.slots[10] != "placeholder":
self.inv.append(self.slots[10])
self.slots[10] = cur_item
self.inv.remove(cur_item)
case _:
Logger.log("Item has no equipment slot assigned", 1)
def unequip_item(self, item_name):
"""enable unequiping equiped items
Args:
item_name (str): name of unequiping item
"""
for index, item in enumerate(self.slots):
if isinstance(item, str):
continue
if item.name == item_name:
self.inv.append(item)
self.slots[index] = "placeholder"
class EntityInit:
"""
Class which Initializes Entities
Contains Functions:
load_entities_from_json : Loads all available Entities from a Json File
load_entities_by_name_from_json : Loads an Entities by it's Name from a Json File
"""
def load_entities_fromjson(json_file):
"""
Return alls Entities from Json file
:json_file (File): Json file to load Entities from
=return= List of all Entities loaded from Json
"""
Logger.log(f"Loading Entities from: {json_file}")
curEntities = []
with open(json_file, encoding="UTF-8") as json_data:
data = json.load(json_data)
for ename in data.keys():
if ename[0] != "$":
curEntities.append(Entity.from_json(data[ename]))
return curEntities
def load_entities_by_name_from_json(json_file, name):
"""
Return a single Entitiy Object from Json by given Name
:json_file (File): Json File to load Entity from
=return= Entity object
"""
with open(json_file, encoding="UTF-8") as json_data:
data = json.load(json_data)
for ename in data.keys():
if ename == name:
return Entity.from_json(data[ename])
Logger.log(f"Itemname: {Pr.cyan(name)} not found!", 1)
return False