62 lines
2.2 KiB
Python
62 lines
2.2 KiB
Python
# Eryn Wells <eryn@erynwells.me>
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import random
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from typing import Optional
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class Component:
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'''A base, abstract Component that implement some aspect of an Entity's behavior.'''
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class Fighter(Component):
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'''A Fighter is an Entity that can fight. That is, it has hit points (health), attack, and defense.
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Attributes
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----------
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maximum_hit_points : int
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Maximum number of hit points the Fighter can have. In almost every case, a Fighter will be spawned with this
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many hit points.
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attack_power : int
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The amount of damage the Figher can do.
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defense : int
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The amount of damage the Fighter can deflect or resist.
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hit_points : int
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The current number of hit points remaining. When this reaches 0, the Fighter dies.
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'''
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def __init__(self, *, maximum_hit_points: int, attack_power: int, defense: int, hit_points: Optional[int] = None):
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self.maximum_hit_points = maximum_hit_points
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self.__hit_points = hit_points if hit_points else maximum_hit_points
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# TODO: Rename these two attributes something better
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self.attack_power = attack_power
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self.defense = defense
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self.turns_since_last_heal = 0
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self.turn_for_next_passive_heal = random.randint(3, 7)
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@property
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def hit_points(self) -> int:
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'''Number of hit points remaining. When a Fighter reaches 0 hit points, they die.'''
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return self.__hit_points
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@hit_points.setter
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def hit_points(self, value: int) -> None:
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self.__hit_points = min(self.maximum_hit_points, max(0, value))
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@property
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def is_dead(self) -> bool:
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'''True if the Fighter has died, i.e. reached 0 hit points'''
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return self.__hit_points == 0
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def passively_recover_hit_points(self) -> bool:
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'''Check the passive healing clock to see if this fighter should recover hit points. If not, increment the
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counter.'''
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if self.hit_points == self.maximum_hit_points:
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self.turns_since_last_heal = 0
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if self.turns_since_last_heal < self.turn_for_next_passive_heal:
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self.turns_since_last_heal += 1
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return False
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self.turns_since_last_heal = 0
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self.turn_for_next_passive_heal = random.randint(3, 7)
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return True
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