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sim_common.py
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1186 lines (1038 loc) · 39.9 KB
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import copy
x = 99
class Character:
def __init__(self, name, hp_val, mp_val, str_val, end_val, dex_val, agi_val, mag_val, **kwargs):
self.tags = kwargs.get("tags", [])
self.name = name
self.hp = hp_val
self.mp = mp_val
self.str = str_val
self.end = end_val
self.dex = dex_val
self.agi = agi_val
self.mag = mag_val
class Scope:
foe = "Scope.foe"
foes = "Scope.foes"
my_self = "Scope.my_self"
my_team = "Scope.my_team"
class Ability:
str = "Ability.str"
mag = "Ability.mag"
end = "Ability.end"
dex = "Ability.dex"
agi = "Ability.agi"
energy_bar = 'Ability.energy_bar'
crit_rate = "Ability.crit_rate"
pene_rate = "Ability.pene_rate"
counter_rate = "Ability.counter_rate"
guard_rate = "Ability.guard_rate"
@classmethod
def get_enums(cls):
return [cls.str, cls.mag, cls.end, cls.dex, cls.agi,
cls.energy_bar, cls.crit_rate, cls.pene_rate, cls.counter_rate, cls.guard_rate]
class Recover:
hp_imm = "Recover.hp_imm"
mp_imm = "Recover.mp_imm"
hp_turn = "Recover.hp_turn"
mp_turn = "Recover.mp_turn"
@classmethod
def get_enums(cls):
return [cls.hp_turn, cls.mp_turn]
class Attack:
phy = "Attack.phy"
mag = "Attack.mag"
class Mission:
one_shot = "Mission.one_shot"
class SuccessUp:
crit = "SuccessUp.crit"
pene = "SuccessUp.pene"
counter = "SuccessUp.counter"
guard = "SuccessUp.guard"
@classmethod
def get_enums(cls):
return [cls.crit, cls.pene, cls.counter, cls.guard]
class Damage:
none = "Damage.none"
phy = "Damage.phy"
mag = "Damage.mag"
fire = "Damage.fire"
earth = "Damage.earth"
wind = "Damage.wind"
ice = "Damage.ice"
thunder = "Damage.thunder"
light = "Damage.light"
dark = "Damage.dark"
foe = "Damage.foe"
foes = "Damage.foes"
@classmethod
def get_enums(cls):
return [cls.phy, cls.mag, cls.none,
cls.fire, cls.earth, cls.wind, cls.ice, cls.thunder, cls.light, cls.dark,
cls.foe, cls.foes]
class Endurance:
none = "Endurance.none"
phy = "Endurance.phy"
mag = "Endurance.mag"
fire = "Endurance.fire"
earth = "Endurance.earth"
wind = "Endurance.wind"
ice = "Endurance.ice"
thunder = "Endurance.thunder"
light = "Endurance.light"
dark = "Endurance.dark"
foe = "Endurance.foe"
foes = "Endurance.foes"
@classmethod
def get_enums(cls):
return [cls.phy, cls.mag, cls.none,
cls.fire, cls.earth, cls.wind, cls.ice, cls.thunder, cls.light, cls.dark,
cls.foe, cls.foes]
@classmethod
def get_from_dmg_enum(cls, dmg_enum):
d_str = dmg_enum.split(".")[1]
all_enum = cls.get_enums()
for e in all_enum:
e_str = e.split(".")[1]
if d_str == e_str:
return e
raise ValueError
class Power:
simple = "Power.simple"
low = "Power.low"
mid = "Power.mid"
high = "Power.high"
super = "Power.super"
ultra = "Power.ultra"
class AdjBuff:
extend_buff = "AdjBuff.extend_buff"
extend_debuff = "AdjBuff.extend_debuff"
shorten_buff = "AdjBuff.shorten_buff"
shorten_debuff = "AdjBuff.shorten_debuff"
clear_buff = "AdjBuff.clear_buff"
clear_debuff = "AdjBuff.clear_debuff"
class Killer:
bull = "Killer.bull"
giant = "Killer.giant"
beast = "Killer.beast"
fairy = "Killer.fairy"
plant = "Killer.plant"
bug = "Killer.bug"
rock = "Killer.rock"
worm = "Killer.worm"
dragon = "Killer.dragon"
aquatic = "Killer.aquatic"
orge = "Killer.orge"
undead = "Killer.undead"
class EndEvent(Exception):
pass
all_effect_enum = []
for multi_effect_enum in [Ability.get_enums(), Damage.get_enums(), Endurance.get_enums(),
Recover.get_enums(), SuccessUp.get_enums()]:
for one_effect_enum in multi_effect_enum:
all_effect_enum.append(one_effect_enum)
def clamp(val, min_val, max_val):
if val < min_val:
val = min_val
elif val > max_val:
val = max_val
return val
def get_abi_by_eff(chara, eff):
if eff == Ability.str:
return chara.str
elif eff == Ability.mag:
return chara.mag
elif eff == Ability.agi:
return chara.agi
elif eff == Ability.dex:
return chara.dex
elif eff == Ability.end:
return chara.end
raise ValueError
def get_coeff(scope, power):
coeff = 0
coeff_tmp_boost = 0
if power is None:
return coeff, coeff_tmp_boost
if power == Power.simple:
return 2, 0
if scope == Scope.foe:
if power == Power.low:
coeff = 3
elif power == Power.mid:
coeff = 3.4
coeff_tmp_boost = 0.2
elif power == Power.high:
coeff = 3.8
coeff_tmp_boost = 0.3
elif power == Power.super:
coeff = 4.2
coeff_tmp_boost = 0.3
elif power == Power.ultra:
coeff = 8
coeff_tmp_boost = 0.4
elif scope == Scope.foes:
if power == Power.low:
coeff = 2.2
elif power == Power.mid:
coeff = 2.3
coeff_tmp_boost = 0.4
elif power == Power.high:
coeff = 2.4
coeff_tmp_boost = 0.4
elif power == Power.super:
coeff = 2.8
coeff_tmp_boost = 0.4
elif power == Power.ultra:
coeff = 7.2
coeff_tmp_boost = 0.4
else:
raise ValueError
return coeff, coeff_tmp_boost
class Effect:
def __init__(self, scope, effect_enum, value, turns=None, limit_enum=None):
self.scope = scope
self.effect_enum = effect_enum
self.value = value
self.turns = turns
self.limit_enum = limit_enum
class Skill:
def __init__(self, scope=None, power=None, attr_dmg=None, attack=None, **kwargs):
self.is_fast = kwargs.get("is_fast", False)
self.mp_cost = kwargs.get("mp", 0)
self.power = power
self.attack = attack
self.attr_dmg = attr_dmg
if attr_dmg:
self.attr_end_ref = Endurance.get_from_dmg_enum(attr_dmg)
self.scope = scope
self.temp_boost = kwargs.get("temp_boost", False)
self.boost_by_buff = kwargs.get("boost_by_buff", [])
self.buffs = kwargs.get("buffs", [])
self.debuffs = kwargs.get("debuffs", [])
self.adj_buffs = kwargs.get("adj_buffs", [])
self.extend_buffs = kwargs.get("extend_buffs", None)
self.extend_debuffs = kwargs.get("extend_debuffs", None)
self.shorten_buffs = kwargs.get("shorten_buffs", None)
self.shorten_debuffs = kwargs.get("shorten_debuffs", None)
self.is_special = kwargs.get("is_special", False)
self.idx = kwargs.get("idx", None)
self.coeff = 0
self.coeff_tmp_boost = 0
self.coeff, self.coeff_tmp_boost = get_coeff(self.scope, self.power)
class Adventurer(Character):
def __init__(self, name, hp_val, mp_val, str_val, end_val, dex_val, agi_val, mag_val, **kwargs):
super().__init__(name, hp_val, mp_val, str_val, end_val, dex_val, agi_val, mag_val, **kwargs)
self.max_hp = 0
self.max_mp = 0
self.cur_hp = 0
self.cur_mp = 0
self.weapon_crti_rate = 0
self.weapon_atk = 0
self.armor_def = 0
self.init_skill = kwargs.get("init_skill", None)
self.skills = kwargs.get("skills", None)
simple_atk_enum = Attack.phy
if mag_val > str_val:
simple_atk_enum = Attack.mag
self.counter_attr = kwargs.get("counter_attr", Damage.light)
else:
self.counter_attr = kwargs.get("counter_attr", Damage.none)
self.counter_skill = Skill(Scope.foe, Power.simple, self.counter_attr, simple_atk_enum)
self.simple_hit_skill = Skill(Scope.foe, Power.simple, Damage.none, simple_atk_enum)
# self.skills = [s for s in self.skills if s is not None]
self.counter_hp = kwargs.get("counter_hp", None)
self.killer = kwargs.get("killer", None)
self.weak_killer = kwargs.get("weak_killer", None)
self.passive_skills = kwargs.get("passive_skills", None)
self.predefined_steps = None
self.predefined_targets = None
self.steps_record = {}
self.hp_mp_record = {}
self.turns_dmg_record = {}
self.turns_got_dmg_record = {}
self.turns_counter_dmg_record = {}
self.turns_effect_record = {}
self.total_skill_dmg = 0
self.total_counter_dmg = 0
self.total_dmg = 0
self.is_one_shot = False
self.is_dead = False
self.buff_need_check = set()
self.debuff_need_check = set()
self.ass_buff_need_check = set()
self.ass_debuff_need_check = set()
self.passive_buff_need_check = set()
self.passive_debuff_need_check = set()
self.got_buff = dict()
self.got_debuff = dict()
self.passive_buff = dict()
self.passive_debuff = dict()
self.assist_buff = dict()
self.assist_debuff = dict()
for eff in all_effect_enum:
self.got_buff[eff] = [0, 0]
self.got_debuff[eff] = [0, 0]
self.passive_buff[eff] = 0
self.passive_debuff[eff] = 0
self.assist_buff[eff] = 0
self.assist_debuff[eff] = 0
self.assist = None
self.my_team = None
self.battle_stage = None
self.selected_skill = None
self.skill_done = False
self.selected_enemy = 0
def set_one_shot(self):
self.is_one_shot = True
return self
def set_steps(self, steps, targets=None):
self.predefined_steps = steps
self.predefined_targets = targets
return self
def init(self):
if self.assist:
self.assist.my_team = self.my_team
self.max_hp = self.hp + self.assist.hp
self.max_mp = self.mp + self.assist.mp
else:
self.max_hp = self.hp
self.max_mp = self.mp
self.cur_hp = self.max_hp
self.cur_mp = self.max_mp
if self.init_skill:
self.selected_skill = self.init_skill
self.act()
def set_assist(self, assist):
self.assist = assist
assist.my_adv = self
return self
def select_skill(self, round=0):
if self.predefined_steps is None:
raise Exception(f"{self.name} 沒有設定預排技能")
cur_turn = self.get_cur_turn()
turn_idx = cur_turn - 1
if self.is_one_shot is False:
if cur_turn > len(self.predefined_steps):
raise Exception(f"{self.name} 預排技能數量不足回合數 @Turn {cur_turn}")
if isinstance(self.predefined_steps[turn_idx], list):
if round >= len(self.predefined_steps[turn_idx]):
return False
skill_idx = self.predefined_steps[turn_idx][round]
else:
if round > 0:
return False
skill_idx = self.predefined_steps[turn_idx]
if skill_idx == 99:
raise Exception(f"{self.name} 必須發動技能 @Turn {turn_idx}")
if skill_idx == 0:
self.selected_skill = self.simple_hit_skill
else:
self.selected_skill = self.skills[skill_idx - 1]
mp_cost = self.selected_skill.mp_cost
if mp_cost > self.cur_mp:
raise Exception(f"{self.name} MP不足 @Turn {turn_idx}, cost:{mp_cost}, current:{self.cur_mp}")
if self.predefined_targets:
self.selected_enemy = self.predefined_targets[turn_idx]
if self.selected_skill.scope == Scope.foe:
if self.selected_enemy > len(self.my_team.opponent_team.members_on_stage):
raise Exception(f"{self.name} 指定超出敵人數量 @Turn {turn_idx}")
if self.selected_enemy == 0:
raise Exception(f"{self.name} 單體攻擊技能指定對象不可為0 @Turn {turn_idx}")
self.selected_enemy -= 1
else:
if self.selected_enemy != 0:
raise Exception(f"{self.name} 非單體攻擊技能指定對象必需為0 @Turn {turn_idx}")
else:
self.selected_enemy = 0
return True
def get_cur_turn(self):
return self.my_team.battle_stage.cur_turn
def got_dmg(self, dmg):
self.cur_hp -= dmg
if self.cur_hp <= 0:
self.is_dead = True
self.my_team.team_fill()
if len(self.my_team.members_on_stage) == 0:
raise EndEvent(self.my_team.tag + ' die')
def calc_dmg(self, skill, target):
f = target
s = skill
if s.attack == Attack.phy:
atk = self.calc_total_abi(Ability.str)
abl_up = self.calc_total_buff(Ability.str)
enum_atk_end = Endurance.phy
elif s.attack == Attack.mag:
atk = self.calc_total_abi(Ability.mag)
abl_up = self.calc_total_buff(Ability.mag)
enum_atk_end = Endurance.mag
else:
raise ValueError
atk += self.weapon_atk
attr_dmg_up = self.calc_total_buff(s.attr_dmg)
if s.is_special:
combo_num = self.my_team.combo_num
if combo_num < 1:
raise ValueError
combo_atk_up = (self.my_team.combo_num - 1) * 0.20
else:
combo_atk_up = 0
total_boost_by = 0
for boost in s.boost_by_buff:
eff = boost.effect_enum
num = self.count_buff_num(eff)
up_rate = boost.value
total_boost_by += up_rate * num
killer_up = 0
if self.killer:
if f.weak_killer == self.killer:
killer_up = 0.5
if s.scope == Scope.foe:
foe_foes_end = f.calc_total_buff(Endurance.foe)
elif s.scope == Scope.foes:
foe_foes_end = f.calc_total_buff(Endurance.foes)
else:
raise Exception
attr_end = f.calc_total_buff(s.attr_end_ref)
atk_end = f.calc_total_buff(enum_atk_end)
end_up = f.calc_total_buff(Ability.end)
crit_dmg = self.count_crit_rate() * 0.5
pene_def_down = 1 - (self.count_pene_rate() * 0.5)
guard_atk_down = 1 - (f.count_guard_rate() * 0.5)
crit_dmg_success_up = 1 + self.calc_total_buff(SuccessUp.crit) * self.count_crit_rate()
pene_dmg_success_up = 1 + self.calc_total_buff(SuccessUp.pene) * self.count_pene_rate()
guard_dmg_success_down = 1 - f.calc_total_buff(SuccessUp.guard) * f.count_guard_rate()
end = f.calc_total_abi(Ability.end) + f.armor_def
dmg = ((atk * (1 + abl_up) * (1 + killer_up) * (1 + s.coeff_tmp_boost) - end * (1 + end_up) * pene_def_down / 2)
* s.coeff
* (1 + total_boost_by)
* (1 + attr_dmg_up)
* (1 - attr_end - atk_end)
* (1 - foe_foes_end)
* (1 + combo_atk_up)
* (1 + crit_dmg)
* guard_atk_down
* crit_dmg_success_up * pene_dmg_success_up * guard_dmg_success_down
)
# print(dmg, self.name)
# print(" => atk=", atk, "abl_up=", abl_up, "killer_up=", killer_up)
# print(" => coeff_tmp_boost=", s.coeff_tmp_boost, "coeff=", s.coeff, "attr_dmg_up=", attr_dmg_up)
# print(" => attr_dmg_up=", attr_dmg_up, "attr_end=", attr_end, "foe_foes_end=", foe_foes_end)
# print(" => end=", end, "end_up=", end_up, "combo_atk_up=", combo_atk_up)
# print(" => crit_dmg=", crit_dmg, "guard_atk_down=", guard_atk_down, "pene_def_down=", pene_def_down)
if dmg < 0:
dmg = 0
return dmg
def calc_counter_dmg(self, f):
if self.counter_hp:
recover_hp = self.calc_total_abi(Ability.mag) * self.count_counter_rate() * 2
members = sorted(self.my_team.members_on_stage, key=lambda m: m.cur_hp)
member = members[0]
member.cur_hp = clamp(member.cur_hp + recover_hp, 0, member.max_hp)
return 0
else:
counter_dmg_success_up = 1 + self.calc_total_buff(SuccessUp.counter) * self.count_counter_rate()
dmg = self.calc_dmg(self.counter_skill, f) * self.count_counter_rate() * counter_dmg_success_up
# print(self.name, dmg)
if dmg < 0:
dmg = 0
self.total_counter_dmg += dmg
self.total_dmg += dmg
self.my_team.team_total_dmg += dmg
return dmg
def dmg_proces(self, f):
cur_turn = self.get_cur_turn()
s = self.selected_skill
dmg = self.calc_dmg(s, f)
f.got_dmg(dmg)
if cur_turn in f.turns_got_dmg_record:
all_got_dmg = f.turns_got_dmg_record[cur_turn] + dmg
else:
all_got_dmg = dmg
f.turns_got_dmg_record[cur_turn] = all_got_dmg
if not f.is_dead:
counter_dmg = f.calc_counter_dmg(self)
if cur_turn in self.turns_counter_dmg_record:
all_counter_dmg = self.turns_counter_dmg_record[cur_turn] + counter_dmg
else:
all_counter_dmg = counter_dmg
self.turns_counter_dmg_record[cur_turn] = all_counter_dmg
self.got_dmg(counter_dmg)
return dmg
def act(self):
if self.skill_done:
raise Exception("skill already acted at one turn")
s = self.selected_skill
cur_turn = self.get_cur_turn()
self.cur_mp -= s.mp_cost
self.hp_mp_record[cur_turn] = [self.cur_hp, self.cur_mp]
dmg = 0
foes_on_stage = self.my_team.opponent_team.members_on_stage
foe_on_stage = foes_on_stage[self.selected_enemy]
if s.power is not None:
if s.scope == Scope.foe:
f = foe_on_stage
dmg += self.dmg_proces(f)
else:
for f in foes_on_stage:
dmg += self.dmg_proces(f)
self.turns_dmg_record[cur_turn] = dmg
self.total_skill_dmg += dmg
self.total_dmg += dmg
self.my_team.team_total_dmg += dmg
# update after atk
foes_on_stage = self.my_team.opponent_team.members_on_stage
foe_on_stage = foes_on_stage[self.selected_enemy]
for buff in s.buffs:
if buff.scope == Scope.my_team:
for m in self.my_team.members_on_stage:
m.set_buff(buff)
elif buff.scope == Scope.my_self:
self.set_buff(buff)
else:
raise ValueError
for debuff in s.debuffs:
if debuff.scope == Scope.foes:
for f in foes_on_stage:
f.set_debuff(debuff)
elif debuff.scope == Scope.foe:
foe_on_stage.set_debuff(debuff)
elif debuff.scope == Scope.my_self:
self.set_debuff(debuff)
else:
raise ValueError
for adj in s.adj_buffs:
if adj.scope == Scope.foes:
for f in foes_on_stage:
f.adj_buff(adj)
elif adj.scope == Scope.foe:
foe_on_stage.adj_buff(adj)
elif adj.scope == Scope.my_self:
self.adj_buff(adj)
elif adj.scope == Scope.my_team:
for m in self.my_team.members_on_stage:
m.adj_buff(adj)
else:
raise ValueError
energy_bar_boost = self.calc_buff_value(Ability.energy_bar)
if not s.is_special:
self.my_team.inc_energy_bar(1 + energy_bar_boost)
if isinstance(self.predefined_steps[cur_turn-1], list):
if cur_turn not in self.steps_record:
self.steps_record[cur_turn] = []
self.steps_record[cur_turn].append(s.idx)
if len(self.steps_record[cur_turn]) > len(self.predefined_steps[cur_turn-1]):
return True
else:
return False
else:
self.steps_record[cur_turn] = s.idx
return True
def calc_total_abi(self, abi_eff):
if self.assist:
ass_val = get_abi_by_eff(self.assist, abi_eff)
else:
ass_val = 0
val = get_abi_by_eff(self, abi_eff)
return val + ass_val
def count_rate(self, rate_eff, abi_eff1, abi_eff2):
v1 = self.calc_total_abi(abi_eff1)
v2 = self.calc_total_abi(abi_eff2)
v1 *= (1 + self.sum_eff_value(abi_eff1))
v2 *= (1 + self.sum_eff_value(abi_eff2))
rate = (v1 + v2) / 5000
rate += self.sum_eff_value(rate_eff)
rate = clamp(rate, 0, 100)
return rate
def count_crit_rate(self):
rate = self.count_rate(Ability.crit_rate, Ability.dex, Ability.agi)
rate += self.weapon_crti_rate
rate = clamp(rate, 0, 1)
return rate
def count_pene_rate(self):
rate = self.count_rate(Ability.pene_rate, Ability.str, Ability.dex)
return rate
def count_guard_rate(self):
rate = self.count_rate(Ability.guard_rate, Ability.agi, Ability.end)
return rate
def count_counter_rate(self):
rate = self.count_rate(Ability.counter_rate, Ability.dex, Ability.agi)
return rate
def sum_eff_value(self, effect):
val = self.calc_buff_value(effect) - self.calc_debuff_value(effect)
return val
def count_buff_num(self, effect):
cnt = 0
n1 = self.got_buff[effect][0]
n2 = self.assist_buff[effect]
if n1 > 0:
cnt += 1
if n2 > 0:
cnt += 1
return cnt
def calc_debuff_num(self, effect):
cnt = 0
n1 = self.got_debuff[effect][0]
n2 = self.assist_debuff[effect]
if n1 > 0:
cnt += 1
if n2 > 0:
cnt += 1
return cnt
def calc_buff_value(self, effect):
v0 = self.got_buff[effect][0]
v1 = self.passive_buff[effect]
v2 = self.assist_buff[effect]
return v0 + v1 + v2
def calc_debuff_value(self, effect):
v0 = self.got_debuff[effect][0]
v1 = self.passive_debuff[effect]
v2 = self.assist_debuff[effect]
return v0 + v1 + v2
def calc_total_buff(self, effect):
return self.calc_buff_value(effect) - self.calc_debuff_value(effect)
@staticmethod
def set_effect(item, effect):
kind = effect.effect_enum
value = effect.value
turns = effect.turns
if turns is None:
if value > item[kind]:
item[kind] = value
else:
cur_value = item[kind][0]
cur_turns = item[kind][1]
if value > cur_value:
item[kind] = [value, turns]
else:
if turns > cur_turns:
item[kind] = [value, turns]
def set_buff(self, effect):
if effect.effect_enum == Recover.hp_imm:
rate = effect.value
self.cur_hp += int(self.max_hp * rate)
if self.cur_hp > self.max_hp:
self.cur_hp = self.max_hp
return
elif effect.effect_enum == Recover.mp_imm:
rate = effect.value
self.cur_mp += int(self.max_mp * rate)
if self.cur_mp > self.max_mp:
self.cur_mp = self.max_mp
return
self.buff_need_check.add(effect.effect_enum)
self.set_effect(self.got_buff, effect)
def set_assit_buff(self, effect):
self.ass_buff_need_check.add(effect.effect_enum)
self.set_effect(self.assist_buff, effect)
def set_debuff(self, effect):
self.debuff_need_check.add(effect.effect_enum)
self.set_effect(self.got_debuff, effect)
def set_assist_debuff(self, effect):
self.ass_debuff_need_check.add(effect.effect_enum)
self.set_effect(self.assist_debuff, effect)
def set_passive_buff(self, effect):
self.passive_buff_need_check.add(effect.effect_enum)
self.set_effect(self.passive_buff, effect)
def set_passive_debuff(self, effect):
self.passive_debuff_need_check.add(effect.effect_enum)
self.set_effect(self.passive_debuff, effect)
def adj_buff(self, adj):
kind = adj.effect_enum
val = adj.value
limit_enum = adj.limit_enum
if kind == AdjBuff.extend_buff:
buff_for_adj = self.got_buff
num_to_cal = val
elif kind == AdjBuff.extend_debuff:
buff_for_adj = self.got_debuff
num_to_cal = val
elif kind == AdjBuff.shorten_buff:
buff_for_adj = self.got_buff
num_to_cal = -val
elif kind == AdjBuff.shorten_debuff:
buff_for_adj = self.got_debuff
num_to_cal = -val
elif kind == AdjBuff.clear_buff:
buff_for_adj = self.got_buff
num_to_cal = -99
elif kind == AdjBuff.clear_debuff:
buff_for_adj = self.got_debuff
num_to_cal = -99
else:
raise ValueError
for effect_enum in all_effect_enum:
if 'Recover' in effect_enum:
continue
if limit_enum:
if effect_enum != limit_enum:
continue
if buff_for_adj[effect_enum][0] > 0:
buff_for_adj[effect_enum][1] += num_to_cal
if buff_for_adj[effect_enum][1] < 0:
buff_for_adj[effect_enum][1] = 0
@staticmethod
def effect_next(item):
item_val = item[0]
item_turn = item[1]
if item_turn <= 1:
item[0] = 0
item[1] = 0
return False
else:
item[0] = item_val
item[1] = item_turn - 1
return True
def hp_mp_recover(self, eff, rate):
if 'hp' in eff:
self.cur_hp = clamp(self.cur_hp + self.max_hp * rate, 0, self.max_hp)
if 'mp' in eff:
self.cur_mp = clamp(self.cur_mp + self.max_mp * rate, 0, self.max_mp)
def next_turn(self):
self.skill_done = False
all_buff = []
all_debuff = []
all_ass_buff = []
all_ass_debuff = []
all_p_buff = []
all_p_debuff = []
for eff in list(self.passive_buff_need_check):
passive_buff = self.passive_buff[eff]
if passive_buff > 0:
all_p_buff.append([eff, passive_buff])
if 'Recover' in eff:
self.hp_mp_recover(eff, passive_buff)
for eff in list(self.ass_buff_need_check):
ass_buff = self.assist_buff[eff]
if ass_buff > 0:
all_ass_buff.append([eff, ass_buff])
if 'Recover' in eff:
self.hp_mp_recover(eff, ass_buff)
for eff in list(self.buff_need_check):
buff = self.got_buff[eff]
if buff[0] > 0:
all_buff.append([eff, buff[0]])
need_check_next_turn = self.effect_next(buff)
if not need_check_next_turn:
self.buff_need_check.remove(eff)
if 'Recover' in eff:
self.hp_mp_recover(eff, buff[0])
for eff in list(self.debuff_need_check):
debuff = self.got_debuff[eff]
if debuff[0] > 0:
all_debuff.append([eff, debuff[0]])
need_check_next_turn = self.effect_next(debuff)
if not need_check_next_turn:
self.debuff_need_check.remove(eff)
for eff in list(self.ass_debuff_need_check):
ass_debuff = self.assist_debuff[eff]
if ass_debuff > 0:
all_ass_debuff.append([eff, ass_debuff])
for eff in list(self.passive_debuff_need_check):
passive_debuff = self.passive_debuff[eff]
if passive_debuff > 0:
all_p_debuff.append([eff, passive_debuff])
cur_turn = self.get_cur_turn()
self.turns_effect_record[cur_turn] = [all_buff, all_debuff,
all_ass_buff, all_ass_debuff,
all_p_buff, all_p_debuff]
def init_passive_skills(self):
if self.passive_skills:
for s in self.passive_skills:
if s.buffs:
for eff in s.buffs:
if eff.scope == Scope.my_team:
raise ValueError
elif eff.scope == Scope.my_self:
self.set_passive_buff(eff)
else:
raise ValueError
if s.debuffs:
for eff in s.debuffs:
if eff.scope == Scope.my_team:
raise ValueError
elif eff.scope == Scope.my_self:
self.set_passive_debuff(eff)
else:
raise ValueError
class Assist(Character):
def __init__(self, name, hp_val, mp_val, str_val, end_val, dex_val, agi_val, mag_val, **kwargs):
super().__init__(name, hp_val, mp_val, str_val, end_val, dex_val, agi_val, mag_val, **kwargs)
self.skill = kwargs.get("skill")
self.my_team = None
self.my_adv = None
def act(self):
for buff in self.skill.buffs:
if buff.scope == Scope.my_team:
for m in self.my_team.members_on_stage:
m.set_assit_buff(buff)
elif buff.scope == Scope.my_self:
self.my_adv.set_assit_buff(buff)
else:
raise ValueError
for debuff in self.skill.debuffs:
if debuff.scope == Scope.foes:
for f in self.my_team.opponent_team.members_on_stage:
f.set_assist_debuff(debuff)
elif debuff.scope == Scope.foe:
raise ValueError
else:
raise ValueError
class Team:
def __init__(self, max_on_stage, members):
self.battle_stage = None
self.opponent_team = None
self.members = copy.deepcopy(members)
#self.assists = copy.deepcopy(assists)
self.members_on_stage = self.members[0: max_on_stage]
self.members_on_reserve = self.members[max_on_stage:]
self.team_total_dmg = 0
self.hit_dmg_turns = []
self.got_dmg_turns = []
self.energy_bar = 0
self.energy_bar_record = [0]
self.combo_num = 0
self.tag = ""
def __eq__(self, cmp_team):
for m1, m2, in zip(self.members, cmp_team.members):
if m1.name != m2.name:
return False
if m1.assist.name != m2.assist.name:
return False
return True
def get_cur_turn(self):
return self.battle_stage.cur_turn
def select_skills(self, round = 0):
ok = False
for m in self.members_on_stage:
ok = m.select_skill(round)
if m.selected_skill.is_special:
if not self.dec_energy_bar():
raise Exception(f"{m.name} 必殺技條未滿({(self.energy_bar+14)/14}),無法施放必殺技 @Turn {self.get_cur_turn()}")
return ok
def act(self):
# special skill first
for m in self.members_on_stage:
if m.skill_done:
continue
if m.selected_skill.is_special:
m.skill_done = m.act()
# than fast skill
for m in self.members_on_stage:
if m.skill_done:
continue
if m.selected_skill.is_fast:
m.skill_done = m.act()
# than normal skill
for m in self.members_on_stage:
if m.skill_done:
continue
m.skill_done = m.act()
# print(f"{m.name}\n => 招{m.selected_skill.idx}: 傷害{dmg}")
# print(f"回合總傷害: {all_dmg}")
def show_brief(self):
team_total_dmg = self.team_total_dmg
if team_total_dmg == 0:
team_total_dmg = 1
for i, m in enumerate(self.members):
if m.is_one_shot:
print(f" {m.name} + {m.assist.name} (撤退)")
else:
dead_text = ""
if m.is_dead:
dead_text = " (死亡) "
print(f" {m.name} + {m.assist.name}{dead_text} => "
f"{int(m.total_dmg):,} ({m.total_dmg / team_total_dmg * 100:.0f}%) = " +
f"技能傷害 {int(m.total_skill_dmg)} ({m.total_skill_dmg / team_total_dmg * 100:.0f}%) + " +
f"反擊傷害 {int(m.total_counter_dmg)} ({m.total_counter_dmg / team_total_dmg * 100:.0f}%)"
)
#print(f"剩餘氣條: {self.energy_bar/14:.2f}")
print(f"每回合開始氣條:\n ", end='')
for i, n in enumerate(self.energy_bar_record):
print(f"({i+1}) {n}, ", end='')
print("")
def show_result(self):
print("=" * 60)
for m in self.members:
print(f"{m.name} 回合詳細")
for turn in range(1, self.battle_stage.end_turn+1):
if turn in m.steps_record:
print(f" Turn {turn}:")
if turn not in m.turns_effect_record:
if m.is_dead:
print(f" 死亡")
continue
info = m.turns_effect_record[turn]
buffs = info[0]
debuffs = info[1]
ass_buffs = info[2]
ass_debuffs = info[3]
passive_buffs = info[4]
passive_debuffs = info[5]
print(f" HP: {m.hp_mp_record[turn][0]}")
print(f" MP: {m.hp_mp_record[turn][1]}")
print(f" Skill: [{m.steps_record[turn]}] => Damage {int(m.turns_dmg_record[turn])}")
print(f" GotDmg: {int(m.turns_got_dmg_record[turn])}")
print(f" Buff: {buffs}")