Convert the passive healing clock to a more granular tick mechanism

Instead of counting turns, count clock ticks. A WaitAction adds 10 ticks to the
passive healing clock and a WalkAction adds 5. So, you will heal while walking
but at a slower rate.
This commit is contained in:
Eryn Wells 2022-05-16 20:50:23 -07:00
parent 31bec25dcf
commit 99838cbd00
2 changed files with 34 additions and 13 deletions

View file

@ -182,6 +182,13 @@ class WalkAction(MoveAction):
log.ACTIONS.debug('Moving %s to %s', self.actor, new_position)
self.actor.position = new_position
try:
should_recover_hit_points = self.actor.fighter.passively_recover_hit_points(5)
if should_recover_hit_points:
return ActionResult(self, alternate=HealAction(self.actor, 1))
except AttributeError:
pass
return self.success()
class MeleeAction(MoveAction):
@ -223,7 +230,7 @@ class WaitAction(Action):
log.ACTIONS.debug('%s is waiting a turn', self.actor)
if self.actor == engine.hero:
should_recover_hit_points = self.actor.fighter.passively_recover_hit_points()
should_recover_hit_points = self.actor.fighter.passively_recover_hit_points(10)
if should_recover_hit_points:
return ActionResult(self, alternate=HealAction(self.actor, 1))
@ -273,4 +280,4 @@ class HealAction(Action):
fighter.hit_points += self.hit_points_to_recover
return self.success()
return self.success()

View file

@ -26,12 +26,15 @@ class Fighter(Component):
def __init__(self, *, maximum_hit_points: int, attack_power: int, defense: int, hit_points: Optional[int] = None):
self.maximum_hit_points = maximum_hit_points
self.__hit_points = hit_points if hit_points else maximum_hit_points
# TODO: Rename these two attributes something better
self.attack_power = attack_power
self.defense = defense
self.turns_since_last_heal = 0
self.turn_for_next_passive_heal = random.randint(3, 7)
# TODO: Factor this out into a dedicated Clock class
self.__ticks_since_last_passive_heal = 0
self.__ticks_for_next_passive_heal = 0
self._reset_passive_heal_clock()
@property
def hit_points(self) -> int:
@ -47,16 +50,27 @@ class Fighter(Component):
'''True if the Fighter has died, i.e. reached 0 hit points'''
return self.__hit_points == 0
def passively_recover_hit_points(self) -> bool:
'''Check the passive healing clock to see if this fighter should recover hit points. If not, increment the
counter.'''
if self.hit_points == self.maximum_hit_points:
self.turns_since_last_heal = 0
def passively_recover_hit_points(self, number_of_ticks: int) -> bool:
'''
Check the passive healing clock to see if this fighter should recover hit points. If not, increment the
counter.
if self.turns_since_last_heal < self.turn_for_next_passive_heal:
self.turns_since_last_heal += 1
Arguments
---------
number_of_ticks : int
The number of ticks to increment the clock
'''
if self.hit_points == self.maximum_hit_points:
self.__ticks_since_last_passive_heal = 0
if self.__ticks_since_last_passive_heal < self.__ticks_for_next_passive_heal:
self.__ticks_since_last_passive_heal += number_of_ticks
return False
self.turns_since_last_heal = 0
self.turn_for_next_passive_heal = random.randint(3, 7)
self._reset_passive_heal_clock()
return True
def _reset_passive_heal_clock(self) -> None:
self.__ticks_since_last_passive_heal = 0
self.__ticks_for_next_passive_heal = random.randint(30, 70)