[45] | 1 | # -*- coding: utf-8 -*- |
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[47] | 2 | # $Id$ |
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[45] | 3 | |
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| 4 | try: |
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| 5 | import cStringIO as _StringIO |
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| 6 | except ImportError: |
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| 7 | import StringIO as _StringIO |
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| 8 | |
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| 9 | import random |
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| 10 | import pycodebattler |
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| 11 | |
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| 12 | |
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| 13 | def pformat(warriors): |
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| 14 | order = ['NAME', 'HP', 'SP', 'STR', 'CON', 'DEF', 'AGI', 'LCK'] |
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| 15 | mmap = { |
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| 16 | 'NAME': 'name', |
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| 17 | 'HP': 'hitpoint', |
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| 18 | 'SP': 'skillpoint', |
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| 19 | 'STR': 'strength', |
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| 20 | 'CON': 'concentration', |
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| 21 | 'DEF': 'defense', |
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| 22 | 'AGI': 'agility', |
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| 23 | 'LCK': 'luck', |
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| 24 | } |
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| 25 | |
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| 26 | horiz = [[getattr(w, mmap[n])() for n in order] for w in warriors] |
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| 27 | virt = zip(*horiz) |
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| 28 | |
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| 29 | sepnum = (len(order) * 3) - 1 |
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| 30 | fmt = ['|'] |
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| 31 | for i, t in enumerate(virt): |
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| 32 | num = max(len(str(n)) for n in list(t) + [order[i]]) |
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| 33 | sepnum += num |
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| 34 | if i == 0: |
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| 35 | fmt.append(' %%-%ds |' % num) |
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| 36 | else: |
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| 37 | fmt.append(' %%%ds |' % num) |
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| 38 | |
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| 39 | fmt = ''.join(fmt + ['\n']) |
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| 40 | sep = ''.join(['+', '-' * sepnum, '+', '\n']) |
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| 41 | |
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| 42 | io = _StringIO.StringIO() |
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| 43 | io.write(sep) |
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| 44 | io.write(fmt % tuple(order)) |
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| 45 | io.write(sep) |
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| 46 | for d in horiz: |
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| 47 | io.write(fmt % tuple(d)) |
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| 48 | io.write(sep) |
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| 49 | io.flush() |
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| 50 | |
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| 51 | return io.getvalue() |
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| 52 | |
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| 53 | |
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| 54 | class Warrior: |
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| 55 | def __init__(self, name, fp, skill_list=[], luck_range=5000): |
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| 56 | scorer = pycodebattler.score.Scorer(fp.readlines()) |
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| 57 | |
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| 58 | self._luck_range = luck_range |
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| 59 | self._name = name |
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| 60 | self._skill_list = {} |
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| 61 | self._max_hitpoint = self._hitpoint = scorer.pep8_score() |
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| 62 | self._max_skillpoint = self._skillpoint = scorer.name_score() |
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| 63 | self._strength = scorer.complex_score() |
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| 64 | self._concentration = scorer.colon_score() |
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| 65 | self._defense = scorer.lines_score() |
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| 66 | self._agility = scorer.const_score() |
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| 67 | self._luck = luck_range // (self.hitpoint() + |
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| 68 | self.skillpoint() + |
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| 69 | self.strength() + |
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| 70 | self.concentration() + |
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| 71 | self.defense() + |
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| 72 | self.agility()) |
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| 73 | |
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| 74 | for sk in skill_list: |
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| 75 | self._skill_list[sk.name()] = sk |
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| 76 | |
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| 77 | def __str__(self): |
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| 78 | return self.name() |
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| 79 | |
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| 80 | def name(self): |
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| 81 | return self._name |
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| 82 | |
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| 83 | def max_hitpoint(self): |
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| 84 | return self._max_hitpoint |
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| 85 | |
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| 86 | def hitpoint(self): |
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| 87 | return self._hitpoint |
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| 88 | |
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| 89 | def max_skillpoint(self): |
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| 90 | return self._max_skillpoint |
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| 91 | |
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| 92 | def skillpoint(self): |
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| 93 | return self._skillpoint |
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| 94 | |
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| 95 | def strength(self): |
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| 96 | return self._strength |
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| 97 | |
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| 98 | def concentration(self): |
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| 99 | return self._concentration |
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| 100 | |
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| 101 | def defense(self): |
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| 102 | return self._defense |
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| 103 | |
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| 104 | def agility(self): |
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| 105 | return self._agility |
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| 106 | |
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| 107 | def luck(self): |
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| 108 | return self._luck |
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| 109 | |
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| 110 | def skill_list(self): |
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| 111 | return self._skill_list.keys() |
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| 112 | |
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| 113 | def skill(self, name): |
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| 114 | return self._skill_list[name] |
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| 115 | |
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| 116 | def lucky(self): |
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| 117 | r = random.randint(-256, self._luck_range) |
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| 118 | return r <= (self.luck() + self.agility() / 8) |
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| 119 | |
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| 120 | def is_injured(self): |
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| 121 | return self.hitpoint() <= (self.max_hitpoint() / 10) |
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| 122 | |
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| 123 | def is_dead(self): |
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| 124 | return self.hitpoint() <= 0 |
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| 125 | |
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| 126 | def can_invoke(self, name): |
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| 127 | try: |
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| 128 | return self.skill(name).point() < self.skillpoint() |
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| 129 | except KeyError: |
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| 130 | return False |
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| 131 | |
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| 132 | def invoke(self, name, enemy, warriors): |
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| 133 | try: |
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| 134 | return self.skill(name).invoke(self, enemy, warriors) |
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| 135 | except KeyError: |
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| 136 | return [] |
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| 137 | |
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| 138 | def spend(self, point): |
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| 139 | self._skillpoint -= point |
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| 140 | if self._skillpoint < 0: |
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| 141 | self._skillpoint = 0 |
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| 142 | return point |
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| 143 | |
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| 144 | def damage_from(self, enemy): |
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| 145 | miss = False |
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| 146 | critical = False |
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| 147 | |
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| 148 | rgosa = enemy.strength() / 2 |
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| 149 | gosa = random.randint(0 - rgosa, rgosa) |
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| 150 | |
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| 151 | if enemy.lucky(): |
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| 152 | critical = True |
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| 153 | damage = (enemy.strength() + gosa) * random.randint(3, 8) |
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| 154 | else: |
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| 155 | damage = enemy.strength() + gosa - self.defense() |
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| 156 | |
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| 157 | if damage <= 0: |
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| 158 | damage = 1 |
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| 159 | |
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| 160 | if self.lucky() and not critical: |
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| 161 | miss = True |
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| 162 | damage = 0 |
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| 163 | |
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| 164 | return self.damage(damage), miss, critical |
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| 165 | |
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| 166 | def damage(self, damage): |
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| 167 | self._hitpoint -= damage |
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| 168 | if self.hitpoint() < 0: |
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| 169 | self._hitpoint = 0 |
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| 170 | if self.hitpoint() > self.max_hitpoint(): |
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| 171 | self._hitpoint = self.max_hitpoint() |
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| 172 | return damage |
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| 173 | |
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| 174 | def attack_to(self, enemy): |
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| 175 | return enemy.damage_from(self) |
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