mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
1588 lines
70 KiB
Python
1588 lines
70 KiB
Python
from BattleBase import *
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from DistributedBattleAI import *
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from toontown.toonbase.ToontownBattleGlobals import *
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import random
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from toontown.suit import DistributedSuitBaseAI
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import SuitBattleGlobals
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import BattleExperienceAI
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from toontown.toon import NPCToons
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from toontown.pets import PetTricks
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from toontown.hood import ZoneUtil
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from direct.showbase.PythonUtil import lerp
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import sys
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class BattleCalculatorAI:
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AccuracyBonuses = [0,
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20,
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40,
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60]
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DamageBonuses = [0,
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20,
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20,
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20]
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AttackExpPerTrack = [0,
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10,
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20,
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30,
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40,
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50,
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60]
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TRAP_CONFLICT = -2
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APPLY_HEALTH_ADJUSTMENTS = 1
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TOONS_TAKE_NO_DAMAGE = 0
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CAP_HEALS = 1
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CLEAR_SUIT_ATTACKERS = 1
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SUITS_UNLURED_IMMEDIATELY = 1
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CLEAR_MULTIPLE_TRAPS = 0
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KBBONUS_LURED_FLAG = 0
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KBBONUS_TGT_LURED = 1
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notify = DirectNotifyGlobal.directNotify.newCategory('BattleCalculatorAI')
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toonsAlwaysHit = simbase.config.GetBool('toons-always-hit', 0)
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toonsAlwaysMiss = simbase.config.GetBool('toons-always-miss', 0)
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toonsAlways5050 = simbase.config.GetBool('toons-always-5050', 0)
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suitsAlwaysHit = simbase.config.GetBool('suits-always-hit', 0)
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suitsAlwaysMiss = simbase.config.GetBool('suits-always-miss', 0)
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immortalSuits = simbase.config.GetBool('immortal-suits', 0)
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propAndOrganicBonusStack = simbase.config.GetBool('prop-and-organic-bonus-stack', 0)
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def __init__(self, battle, tutorialFlag = 0):
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self.battle = battle
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self.SuitAttackers = {}
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self.currentlyLuredSuits = {}
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self.successfulLures = {}
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self.toonAtkOrder = []
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self.toonHPAdjusts = {}
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self.toonSkillPtsGained = {}
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self.traps = {}
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self.npcTraps = {}
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self.suitAtkStats = {}
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self.__clearBonuses(hp=1)
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self.__clearBonuses(hp=0)
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self.delayedUnlures = []
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self.__skillCreditMultiplier = simbase.air.baseXpMultiplier
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self.tutorialFlag = tutorialFlag
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self.trainTrapTriggered = False
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def setSkillCreditMultiplier(self, mult):
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self.__skillCreditMultiplier = simbase.air.baseXpMultiplier * mult
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def getSkillCreditMultiplier(self):
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return self.__skillCreditMultiplier
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def cleanup(self):
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self.battle = None
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return
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def __calcToonAtkHit(self, attackIndex, atkTargets):
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if len(atkTargets) == 0:
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return (0, 0)
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if self.tutorialFlag:
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return (1, 95)
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if self.toonsAlways5050:
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roll = random.randint(0, 99)
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if roll < 50:
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return (1, 95)
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else:
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return (0, 0)
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if self.toonsAlwaysHit:
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return (1, 95)
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elif self.toonsAlwaysMiss:
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return (0, 0)
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debug = self.notify.getDebug()
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attack = self.battle.toonAttacks[attackIndex]
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atkTrack, atkLevel = self.__getActualTrackLevel(attack)
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if atkTrack == NPCSOS:
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return (1, 95)
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if atkTrack == FIRE:
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return (1, 95)
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if atkTrack == TRAP:
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if debug:
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self.notify.debug('Attack is a trap, so it hits regardless')
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attack[TOON_ACCBONUS_COL] = 0
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return (1, 100)
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elif atkTrack == DROP and attack[TOON_TRACK_COL] == NPCSOS:
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unluredSuits = 0
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for tgt in atkTargets:
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if not self.__suitIsLured(tgt.getDoId()):
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unluredSuits = 1
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if unluredSuits == 0:
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attack[TOON_ACCBONUS_COL] = 1
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return (0, 0)
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elif atkTrack == DROP:
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allLured = True
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for i in xrange(len(atkTargets)):
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if self.__suitIsLured(atkTargets[i].getDoId()):
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pass
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else:
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allLured = False
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if allLured:
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attack[TOON_ACCBONUS_COL] = 1
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return (0, 0)
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elif atkTrack == PETSOS:
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return self.__calculatePetTrickSuccess(attack)
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tgtDef = 0
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numLured = 0
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if atkTrack != HEAL:
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for currTarget in atkTargets:
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thisSuitDef = self.__targetDefense(currTarget, atkTrack)
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if debug:
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self.notify.debug('Examining suit def for toon attack: ' + str(thisSuitDef))
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tgtDef = min(thisSuitDef, tgtDef)
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if self.__suitIsLured(currTarget.getDoId()):
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numLured += 1
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trackExp = self.__toonTrackExp(attack[TOON_ID_COL], atkTrack)
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for currOtherAtk in self.toonAtkOrder:
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if currOtherAtk != attack[TOON_ID_COL]:
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nextAttack = self.battle.toonAttacks[currOtherAtk]
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nextAtkTrack = self.__getActualTrack(nextAttack)
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if atkTrack == nextAtkTrack and attack[TOON_TGT_COL] == nextAttack[TOON_TGT_COL]:
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currTrackExp = self.__toonTrackExp(nextAttack[TOON_ID_COL], atkTrack)
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if debug:
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self.notify.debug('Examining toon track exp bonus: ' + str(currTrackExp))
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trackExp = max(currTrackExp, trackExp)
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if debug:
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if atkTrack == HEAL:
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self.notify.debug('Toon attack is a heal, no target def used')
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else:
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self.notify.debug('Suit defense used for toon attack: ' + str(tgtDef))
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self.notify.debug('Toon track exp bonus used for toon attack: ' + str(trackExp))
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if attack[TOON_TRACK_COL] == NPCSOS:
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randChoice = 0
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else:
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randChoice = random.randint(0, 99)
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propAcc = AvPropAccuracy[atkTrack][atkLevel]
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propAcc = min(propAcc * 1.3, 100)
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if atkTrack == LURE:
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treebonus = self.__toonCheckGagBonus(attack[TOON_ID_COL], atkTrack, atkLevel)
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propBonus = self.__checkPropBonus(atkTrack)
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if self.propAndOrganicBonusStack:
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propAcc = 0
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if treebonus:
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self.notify.debug('using organic bonus lure accuracy')
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propAcc += AvLureBonusAccuracy[atkLevel]
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if propBonus:
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self.notify.debug('using prop bonus lure accuracy')
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propAcc += AvLureBonusAccuracy[atkLevel]
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elif treebonus or propBonus:
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self.notify.debug('using oragnic OR prop bonus lure accuracy')
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propAcc = AvLureBonusAccuracy[atkLevel]
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attackAcc = propAcc + trackExp + tgtDef
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currAtk = self.toonAtkOrder.index(attackIndex)
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if currAtk > 0 and atkTrack != HEAL:
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prevAtkId = self.toonAtkOrder[currAtk - 1]
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prevAttack = self.battle.toonAttacks[prevAtkId]
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prevAtkTrack = self.__getActualTrack(prevAttack)
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lure = atkTrack == LURE and (not attackAffectsGroup(atkTrack, atkLevel,
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attack[TOON_TRACK_COL]) and attack[TOON_TGT_COL] in self.successfulLures or attackAffectsGroup(atkTrack, atkLevel, attack[TOON_TRACK_COL]))
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if atkTrack == prevAtkTrack and (attack[TOON_TGT_COL] == prevAttack[TOON_TGT_COL] or lure):
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if prevAttack[TOON_ACCBONUS_COL] == 1:
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if debug:
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self.notify.debug('DODGE: Toon attack track dodged')
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elif prevAttack[TOON_ACCBONUS_COL] == 0:
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if debug:
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self.notify.debug('HIT: Toon attack track hit')
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attack[TOON_ACCBONUS_COL] = prevAttack[TOON_ACCBONUS_COL]
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return (not attack[TOON_ACCBONUS_COL], attackAcc)
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atkAccResult = attackAcc
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if debug:
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self.notify.debug('setting atkAccResult to %d' % atkAccResult)
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acc = attackAcc + self.__calcToonAccBonus(attackIndex)
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if atkTrack != LURE and atkTrack != HEAL:
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if atkTrack != DROP:
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if numLured == len(atkTargets):
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if debug:
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self.notify.debug('all targets are lured, attack hits')
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attack[TOON_ACCBONUS_COL] = 0
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return (1, 100)
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else:
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luredRatio = float(numLured) / float(len(atkTargets))
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accAdjust = 100 * luredRatio
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if accAdjust > 0 and debug:
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self.notify.debug(str(numLured) + ' out of ' + str(len(atkTargets)) + ' targets are lured, so adding ' + str(accAdjust) + ' to attack accuracy')
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acc += accAdjust
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elif numLured == len(atkTargets):
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if debug:
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self.notify.debug('all targets are lured, attack misses')
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attack[TOON_ACCBONUS_COL] = 0
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return (0, 0)
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if acc > MaxToonAcc:
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acc = MaxToonAcc
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if randChoice < acc:
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if debug:
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self.notify.debug('HIT: Toon attack rolled' + str(randChoice) + 'to hit with an accuracy of' + str(acc))
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attack[TOON_ACCBONUS_COL] = 0
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else:
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if debug:
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self.notify.debug('MISS: Toon attack rolled' + str(randChoice) + 'to hit with an accuracy of' + str(acc))
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attack[TOON_ACCBONUS_COL] = 1
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return (not attack[TOON_ACCBONUS_COL], atkAccResult)
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def __toonTrackExp(self, toonId, track):
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toon = self.battle.getToon(toonId)
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if toon != None:
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toonExpLvl = toon.experience.getExpLevel(track)
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exp = self.AttackExpPerTrack[toonExpLvl]
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if track == HEAL:
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exp = exp * 0.5
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self.notify.debug('Toon track exp: ' + str(toonExpLvl) + ' and resulting acc bonus: ' + str(exp))
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return exp
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else:
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return 0
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return
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def __toonCheckGagBonus(self, toonId, track, level):
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toon = self.battle.getToon(toonId)
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if toon != None:
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return toon.checkGagBonus(track, level)
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else:
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return False
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return
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def __checkPropBonus(self, track):
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return self.battle.getInteractivePropTrackBonus() == track
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def __targetDefense(self, suit, atkTrack):
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if atkTrack == HEAL:
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return 0
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suitDef = SuitBattleGlobals.SuitAttributes[suit.dna.name]['def'][suit.getLevel()]
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return -suitDef
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def __createToonTargetList(self, attackIndex):
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attack = self.battle.toonAttacks[attackIndex]
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atkTrack, atkLevel = self.__getActualTrackLevel(attack)
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targetList = []
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if atkTrack == NPCSOS:
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return targetList
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if not attackAffectsGroup(atkTrack, atkLevel, attack[TOON_TRACK_COL]):
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if atkTrack == HEAL:
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target = attack[TOON_TGT_COL]
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else:
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target = self.battle.findSuit(attack[TOON_TGT_COL])
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if target != None:
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targetList.append(target)
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elif atkTrack == HEAL or atkTrack == PETSOS:
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if attack[TOON_TRACK_COL] == NPCSOS or atkTrack == PETSOS:
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targetList = self.battle.activeToons
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else:
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for currToon in self.battle.activeToons:
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if attack[TOON_ID_COL] != currToon:
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targetList.append(currToon)
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else:
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targetList = self.battle.activeSuits
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return targetList
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def __prevAtkTrack(self, attackerId, toon = 1):
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if toon:
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prevAtkIdx = self.toonAtkOrder.index(attackerId) - 1
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if prevAtkIdx >= 0:
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prevAttackerId = self.toonAtkOrder[prevAtkIdx]
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attack = self.battle.toonAttacks[prevAttackerId]
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return self.__getActualTrack(attack)
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else:
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return NO_ATTACK
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def getSuitTrapType(self, suitId):
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if suitId in self.traps:
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if self.traps[suitId][0] == self.TRAP_CONFLICT:
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return NO_TRAP
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else:
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return self.traps[suitId][0]
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else:
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return NO_TRAP
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def __suitTrapDamage(self, suitId):
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if suitId in self.traps:
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return self.traps[suitId][2]
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else:
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return 0
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def addTrainTrapForJoiningSuit(self, suitId):
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self.notify.debug('addTrainTrapForJoiningSuit suit=%d self.traps=%s' % (suitId, self.traps))
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trapInfoToUse = None
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for trapInfo in self.traps.values():
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if trapInfo[0] == UBER_GAG_LEVEL_INDEX:
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trapInfoToUse = trapInfo
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break
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if trapInfoToUse:
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self.traps[suitId] = trapInfoToUse
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else:
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self.notify.warning('huh we did not find a train trap?')
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return
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def __addSuitGroupTrap(self, suitId, trapLvl, attackerId, allSuits, npcDamage = 0):
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if npcDamage == 0:
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if suitId in self.traps:
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if self.traps[suitId][0] == self.TRAP_CONFLICT:
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pass
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else:
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self.traps[suitId][0] = self.TRAP_CONFLICT
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for suit in allSuits:
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id = suit.doId
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if id in self.traps:
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self.traps[id][0] = self.TRAP_CONFLICT
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else:
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self.traps[id] = [self.TRAP_CONFLICT, 0, 0]
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else:
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toon = self.battle.getToon(attackerId)
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organicBonus = toon.checkGagBonus(TRAP, trapLvl)
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propBonus = self.__checkPropBonus(TRAP)
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damage = getAvPropDamage(TRAP, trapLvl, toon.experience.getExp(TRAP), organicBonus, propBonus, self.propAndOrganicBonusStack)
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if self.itemIsCredit(TRAP, trapLvl):
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self.traps[suitId] = [trapLvl, attackerId, damage]
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else:
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self.traps[suitId] = [trapLvl, 0, damage]
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self.notify.debug('calling __addLuredSuitsDelayed')
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self.__addLuredSuitsDelayed(attackerId, targetId=-1, ignoreDamageCheck=True)
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elif suitId in self.traps:
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if self.traps[suitId][0] == self.TRAP_CONFLICT:
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self.traps[suitId] = [trapLvl, 0, npcDamage]
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elif not self.__suitIsLured(suitId):
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self.traps[suitId] = [trapLvl, 0, npcDamage]
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def __addSuitTrap(self, suitId, trapLvl, attackerId, npcDamage = 0):
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if npcDamage == 0:
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if suitId in self.traps:
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if self.traps[suitId][0] == self.TRAP_CONFLICT:
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pass
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else:
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self.traps[suitId][0] = self.TRAP_CONFLICT
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else:
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toon = self.battle.getToon(attackerId)
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organicBonus = toon.checkGagBonus(TRAP, trapLvl)
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propBonus = self.__checkPropBonus(TRAP)
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damage = getAvPropDamage(TRAP, trapLvl, toon.experience.getExp(TRAP), organicBonus, propBonus, self.propAndOrganicBonusStack)
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if self.itemIsCredit(TRAP, trapLvl):
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self.traps[suitId] = [trapLvl, attackerId, damage]
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else:
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self.traps[suitId] = [trapLvl, 0, damage]
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elif suitId in self.traps:
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if self.traps[suitId][0] == self.TRAP_CONFLICT:
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self.traps[suitId] = [trapLvl, 0, npcDamage]
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elif not self.__suitIsLured(suitId):
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self.traps[suitId] = [trapLvl, 0, npcDamage]
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def __removeSuitTrap(self, suitId):
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if suitId in self.traps:
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del self.traps[suitId]
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def __clearTrapCreator(self, creatorId, suitId = None):
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if suitId == None:
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for currTrap in self.traps.keys():
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if creatorId == self.traps[currTrap][1]:
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self.traps[currTrap][1] = 0
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elif suitId in self.traps:
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self.traps[suitId][1] = 0
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return
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def __trapCreator(self, suitId):
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if suitId in self.traps:
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return self.traps[suitId][1]
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else:
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return 0
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def __initTraps(self):
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self.trainTrapTriggered = False
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keysList = self.traps.keys()
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for currTrap in keysList:
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if self.traps[currTrap][0] == self.TRAP_CONFLICT:
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del self.traps[currTrap]
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def __calcToonAtkHp(self, toonId):
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attack = self.battle.toonAttacks[toonId]
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targetList = self.__createToonTargetList(toonId)
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atkHit, atkAcc = self.__calcToonAtkHit(toonId, targetList)
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atkTrack, atkLevel, atkHp = self.__getActualTrackLevelHp(attack)
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if not atkHit and atkTrack != HEAL:
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return
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validTargetAvail = 0
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lureDidDamage = 0
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currLureId = -1
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for currTarget in xrange(len(targetList)):
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attackLevel = -1
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attackTrack = None
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attackDamage = 0
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toonTarget = 0
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targetLured = 0
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if atkTrack == HEAL or atkTrack == PETSOS:
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targetId = targetList[currTarget]
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toonTarget = 1
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else:
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targetId = targetList[currTarget].getDoId()
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if atkTrack == LURE:
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if self.getSuitTrapType(targetId) == NO_TRAP:
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if self.notify.getDebug():
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self.notify.debug('Suit lured, but no trap exists')
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if self.SUITS_UNLURED_IMMEDIATELY:
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if not self.__suitIsLured(targetId, prevRound=1):
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if not self.__combatantDead(targetId, toon=toonTarget):
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validTargetAvail = 1
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rounds = NumRoundsLured[atkLevel]
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wakeupChance = 100 - atkAcc * 2
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npcLurer = attack[TOON_TRACK_COL] == NPCSOS
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currLureId = self.__addLuredSuitInfo(targetId, -1, rounds, wakeupChance, toonId, atkLevel, lureId=currLureId, npc=npcLurer)
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if self.notify.getDebug():
|
|
self.notify.debug('Suit lured for ' + str(rounds) + ' rounds max with ' + str(wakeupChance) + '% chance to wake up each round')
|
|
targetLured = 1
|
|
else:
|
|
attackTrack = TRAP
|
|
if targetId in self.traps:
|
|
trapInfo = self.traps[targetId]
|
|
attackLevel = trapInfo[0]
|
|
else:
|
|
attackLevel = NO_TRAP
|
|
attackDamage = self.__suitTrapDamage(targetId)
|
|
trapCreatorId = self.__trapCreator(targetId)
|
|
if trapCreatorId > 0:
|
|
self.notify.debug('Giving trap EXP to toon ' + str(trapCreatorId))
|
|
self.__addAttackExp(attack, track=TRAP, level=attackLevel, attackerId=trapCreatorId)
|
|
self.__clearTrapCreator(trapCreatorId, targetId)
|
|
lureDidDamage = 1
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Suit lured right onto a trap! (' + str(AvProps[attackTrack][attackLevel]) + ',' + str(attackLevel) + ')')
|
|
if not self.__combatantDead(targetId, toon=toonTarget):
|
|
validTargetAvail = 1
|
|
targetLured = 1
|
|
if not self.SUITS_UNLURED_IMMEDIATELY:
|
|
if not self.__suitIsLured(targetId, prevRound=1):
|
|
if not self.__combatantDead(targetId, toon=toonTarget):
|
|
validTargetAvail = 1
|
|
rounds = NumRoundsLured[atkLevel]
|
|
wakeupChance = 100 - atkAcc * 2
|
|
npcLurer = attack[TOON_TRACK_COL] == NPCSOS
|
|
currLureId = self.__addLuredSuitInfo(targetId, -1, rounds, wakeupChance, toonId, atkLevel, lureId=currLureId, npc=npcLurer)
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Suit lured for ' + str(rounds) + ' rounds max with ' + str(wakeupChance) + '% chance to wake up each round')
|
|
targetLured = 1
|
|
if attackLevel != -1:
|
|
self.__addLuredSuitsDelayed(toonId, targetId)
|
|
if targetLured and (not targetId in self.successfulLures or targetId in self.successfulLures and self.successfulLures[targetId][1] < atkLevel):
|
|
self.notify.debug('Adding target ' + str(targetId) + ' to successfulLures list')
|
|
self.successfulLures[targetId] = [toonId,
|
|
atkLevel,
|
|
atkAcc,
|
|
-1]
|
|
else:
|
|
if atkTrack == TRAP:
|
|
npcDamage = 0
|
|
if attack[TOON_TRACK_COL] == NPCSOS:
|
|
npcDamage = atkHp
|
|
if self.CLEAR_MULTIPLE_TRAPS:
|
|
if self.getSuitTrapType(targetId) != NO_TRAP:
|
|
self.__clearAttack(toonId)
|
|
return
|
|
if atkLevel == UBER_GAG_LEVEL_INDEX:
|
|
self.__addSuitGroupTrap(targetId, atkLevel, toonId, targetList, npcDamage)
|
|
if self.__suitIsLured(targetId):
|
|
self.notify.debug('Train Trap on lured suit %d, \n indicating with KBBONUS_COL flag' % targetId)
|
|
tgtPos = self.battle.activeSuits.index(targetList[currTarget])
|
|
attack[TOON_KBBONUS_COL][tgtPos] = self.KBBONUS_LURED_FLAG
|
|
else:
|
|
self.__addSuitTrap(targetId, atkLevel, toonId, npcDamage)
|
|
elif self.__suitIsLured(targetId) and atkTrack == SOUND:
|
|
self.notify.debug('Sound on lured suit, ' + 'indicating with KBBONUS_COL flag')
|
|
tgtPos = self.battle.activeSuits.index(targetList[currTarget])
|
|
attack[TOON_KBBONUS_COL][tgtPos] = self.KBBONUS_LURED_FLAG
|
|
attackLevel = atkLevel
|
|
attackTrack = atkTrack
|
|
toon = self.battle.getToon(toonId)
|
|
if attack[TOON_TRACK_COL] == NPCSOS and lureDidDamage != 1 or attack[TOON_TRACK_COL] == PETSOS:
|
|
attackDamage = atkHp
|
|
elif atkTrack == FIRE:
|
|
suit = self.battle.findSuit(targetId)
|
|
if suit:
|
|
slips = toon.getPinkSlips()
|
|
|
|
if slips < 1:
|
|
simbase.air.writeServerEvent('suspicious', toonId, 'Toon attempting to fire a cog without any pinkslips')
|
|
else:
|
|
suit.skeleRevives = 0
|
|
attackDamage = suit.getHP()
|
|
toon.b_setPinkSlips(slips - 1)
|
|
else:
|
|
attackDamage = 0
|
|
bonus = 0
|
|
else:
|
|
organicBonus = toon.checkGagBonus(attackTrack, attackLevel)
|
|
propBonus = self.__checkPropBonus(attackTrack)
|
|
attackDamage = getAvPropDamage(attackTrack, attackLevel, toon.experience.getExp(attackTrack), organicBonus, propBonus, self.propAndOrganicBonusStack)
|
|
if not self.__combatantDead(targetId, toon=toonTarget):
|
|
if self.__suitIsLured(targetId) and atkTrack == DROP:
|
|
self.notify.debug('not setting validTargetAvail, since drop on a lured suit')
|
|
else:
|
|
validTargetAvail = 1
|
|
if attackLevel == -1 and not atkTrack == FIRE:
|
|
result = LURE_SUCCEEDED
|
|
elif atkTrack != TRAP:
|
|
result = attackDamage
|
|
if atkTrack == HEAL:
|
|
if not self.__attackHasHit(attack, suit=0):
|
|
result = result * 0.2
|
|
if self.notify.getDebug():
|
|
self.notify.debug('toon does ' + str(result) + ' healing to toon(s)')
|
|
else:
|
|
if self.__suitIsLured(targetId) and atkTrack == DROP:
|
|
result = 0
|
|
self.notify.debug('setting damage to 0, since drop on a lured suit')
|
|
if self.notify.getDebug():
|
|
self.notify.debug('toon does ' + str(result) + ' damage to suit')
|
|
else:
|
|
result = 0
|
|
if result != 0 or atkTrack == PETSOS:
|
|
targets = self.__getToonTargets(attack)
|
|
if targetList[currTarget] not in targets:
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Target of toon is not accessible!')
|
|
continue
|
|
targetIndex = targets.index(targetList[currTarget])
|
|
if atkTrack == HEAL:
|
|
result = result / len(targetList)
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Splitting heal among ' + str(len(targetList)) + ' targets')
|
|
if targetId in self.successfulLures and atkTrack == LURE:
|
|
self.notify.debug('Updating lure damage to ' + str(result))
|
|
self.successfulLures[targetId][3] = result
|
|
else:
|
|
attack[TOON_HP_COL][targetIndex] = result
|
|
if result > 0 and atkTrack != HEAL and atkTrack != DROP and atkTrack != PETSOS:
|
|
attackTrack = LURE
|
|
lureInfos = self.__getLuredExpInfo(targetId)
|
|
for currInfo in lureInfos:
|
|
if currInfo[3]:
|
|
self.notify.debug('Giving lure EXP to toon ' + str(currInfo[0]))
|
|
self.__addAttackExp(attack, track=attackTrack, level=currInfo[1], attackerId=currInfo[0])
|
|
self.__clearLurer(currInfo[0], lureId=currInfo[2])
|
|
|
|
if lureDidDamage:
|
|
if self.itemIsCredit(atkTrack, atkLevel):
|
|
self.notify.debug('Giving lure EXP to toon ' + str(toonId))
|
|
self.__addAttackExp(attack)
|
|
if not validTargetAvail and self.__prevAtkTrack(toonId) != atkTrack:
|
|
self.__clearAttack(toonId)
|
|
return
|
|
|
|
def __getToonTargets(self, attack):
|
|
track = self.__getActualTrack(attack)
|
|
if track == HEAL or track == PETSOS:
|
|
return self.battle.activeToons
|
|
else:
|
|
return self.battle.activeSuits
|
|
|
|
def __attackHasHit(self, attack, suit = 0):
|
|
if suit == 1:
|
|
for dmg in attack[SUIT_HP_COL]:
|
|
if dmg > 0:
|
|
return 1
|
|
|
|
return 0
|
|
else:
|
|
track = self.__getActualTrack(attack)
|
|
return not attack[TOON_ACCBONUS_COL] and track != NO_ATTACK
|
|
|
|
def __attackDamage(self, attack, suit = 0):
|
|
if suit:
|
|
for dmg in attack[SUIT_HP_COL]:
|
|
if dmg > 0:
|
|
return dmg
|
|
|
|
return 0
|
|
else:
|
|
for dmg in attack[TOON_HP_COL]:
|
|
if dmg > 0:
|
|
return dmg
|
|
|
|
return 0
|
|
|
|
def __attackDamageForTgt(self, attack, tgtPos, suit = 0):
|
|
if suit:
|
|
return attack[SUIT_HP_COL][tgtPos]
|
|
else:
|
|
return attack[TOON_HP_COL][tgtPos]
|
|
|
|
def __calcToonAccBonus(self, attackKey):
|
|
numPrevHits = 0
|
|
attackIdx = self.toonAtkOrder.index(attackKey)
|
|
for currPrevAtk in xrange(attackIdx - 1, -1, -1):
|
|
attack = self.battle.toonAttacks[attackKey]
|
|
atkTrack, atkLevel = self.__getActualTrackLevel(attack)
|
|
prevAttackKey = self.toonAtkOrder[currPrevAtk]
|
|
prevAttack = self.battle.toonAttacks[prevAttackKey]
|
|
prvAtkTrack, prvAtkLevel = self.__getActualTrackLevel(prevAttack)
|
|
if self.__attackHasHit(prevAttack) and (attackAffectsGroup(prvAtkTrack, prvAtkLevel, prevAttack[TOON_TRACK_COL]) or attackAffectsGroup(atkTrack, atkLevel, attack[TOON_TRACK_COL]) or attack[TOON_TGT_COL] == prevAttack[TOON_TGT_COL]) and atkTrack != prvAtkTrack:
|
|
numPrevHits += 1
|
|
|
|
if numPrevHits > 0 and self.notify.getDebug():
|
|
self.notify.debug('ACC BONUS: toon attack received accuracy ' + 'bonus of ' + str(self.AccuracyBonuses[numPrevHits]) + ' from previous attack by (' + str(attack[TOON_ID_COL]) + ') which hit')
|
|
return self.AccuracyBonuses[numPrevHits]
|
|
|
|
def __applyToonAttackDamages(self, toonId, hpbonus = 0, kbbonus = 0):
|
|
totalDamages = 0
|
|
if not self.APPLY_HEALTH_ADJUSTMENTS:
|
|
return totalDamages
|
|
attack = self.battle.toonAttacks[toonId]
|
|
track = self.__getActualTrack(attack)
|
|
if track != NO_ATTACK and track != SOS and track != TRAP and track != NPCSOS:
|
|
targets = self.__getToonTargets(attack)
|
|
for position in xrange(len(targets)):
|
|
if hpbonus:
|
|
if targets[position] in self.__createToonTargetList(toonId):
|
|
damageDone = attack[TOON_HPBONUS_COL]
|
|
else:
|
|
damageDone = 0
|
|
elif kbbonus:
|
|
if targets[position] in self.__createToonTargetList(toonId):
|
|
damageDone = attack[TOON_KBBONUS_COL][position]
|
|
else:
|
|
damageDone = 0
|
|
else:
|
|
damageDone = attack[TOON_HP_COL][position]
|
|
if damageDone <= 0 or self.immortalSuits:
|
|
continue
|
|
if track == HEAL or track == PETSOS:
|
|
currTarget = targets[position]
|
|
if self.CAP_HEALS:
|
|
toonHp = self.__getToonHp(currTarget)
|
|
toonMaxHp = self.__getToonMaxHp(currTarget)
|
|
if toonHp + damageDone > toonMaxHp:
|
|
damageDone = toonMaxHp - toonHp
|
|
attack[TOON_HP_COL][position] = damageDone
|
|
self.toonHPAdjusts[currTarget] += damageDone
|
|
totalDamages = totalDamages + damageDone
|
|
continue
|
|
currTarget = targets[position]
|
|
currTarget.setHP(currTarget.getHP() - damageDone)
|
|
targetId = currTarget.getDoId()
|
|
if self.notify.getDebug():
|
|
if hpbonus:
|
|
self.notify.debug(str(targetId) + ': suit takes ' + str(damageDone) + ' damage from HP-Bonus')
|
|
elif kbbonus:
|
|
self.notify.debug(str(targetId) + ': suit takes ' + str(damageDone) + ' damage from KB-Bonus')
|
|
else:
|
|
self.notify.debug(str(targetId) + ': suit takes ' + str(damageDone) + ' damage')
|
|
totalDamages = totalDamages + damageDone
|
|
if currTarget.getHP() <= 0:
|
|
if currTarget.getSkeleRevives() >= 1:
|
|
currTarget.useSkeleRevive()
|
|
attack[SUIT_REVIVE_COL] = attack[SUIT_REVIVE_COL] | 1 << position
|
|
else:
|
|
self.suitLeftBattle(targetId)
|
|
attack[SUIT_DIED_COL] = attack[SUIT_DIED_COL] | 1 << position
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Suit' + str(targetId) + 'bravely expired in combat')
|
|
|
|
return totalDamages
|
|
|
|
def __combatantDead(self, avId, toon):
|
|
if toon:
|
|
if self.__getToonHp(avId) <= 0:
|
|
return 1
|
|
else:
|
|
suit = self.battle.findSuit(avId)
|
|
if suit.getHP() <= 0:
|
|
return 1
|
|
return 0
|
|
|
|
def __combatantJustRevived(self, avId):
|
|
suit = self.battle.findSuit(avId)
|
|
if suit.reviveCheckAndClear():
|
|
return 1
|
|
else:
|
|
return 0
|
|
|
|
def __addAttackExp(self, attack, track = -1, level = -1, attackerId = -1):
|
|
trk = -1
|
|
lvl = -1
|
|
id = -1
|
|
if track != -1 and level != -1 and attackerId != -1:
|
|
trk = track
|
|
lvl = level
|
|
id = attackerId
|
|
elif self.__attackHasHit(attack):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Attack ' + repr(attack) + ' has hit')
|
|
trk = attack[TOON_TRACK_COL]
|
|
lvl = attack[TOON_LVL_COL]
|
|
id = attack[TOON_ID_COL]
|
|
if trk != -1 and trk != NPCSOS and trk != PETSOS and lvl != -1 and id != -1:
|
|
expList = self.toonSkillPtsGained.get(id, None)
|
|
if expList == None:
|
|
expList = [0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0]
|
|
self.toonSkillPtsGained[id] = expList
|
|
expList[trk] = min(ExperienceCap, expList[trk] + (lvl + 1) * self.__skillCreditMultiplier)
|
|
return
|
|
|
|
def __clearTgtDied(self, tgt, lastAtk, currAtk):
|
|
position = self.battle.activeSuits.index(tgt)
|
|
currAtkTrack = self.__getActualTrack(currAtk)
|
|
lastAtkTrack = self.__getActualTrack(lastAtk)
|
|
if currAtkTrack == lastAtkTrack and lastAtk[SUIT_DIED_COL] & 1 << position and self.__attackHasHit(currAtk, suit=0):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Clearing suit died for ' + str(tgt.getDoId()) + ' at position ' + str(position) + ' from toon attack ' + str(lastAtk[TOON_ID_COL]) + ' and setting it for ' + str(currAtk[TOON_ID_COL]))
|
|
lastAtk[SUIT_DIED_COL] = lastAtk[SUIT_DIED_COL] ^ 1 << position
|
|
self.suitLeftBattle(tgt.getDoId())
|
|
currAtk[SUIT_DIED_COL] = currAtk[SUIT_DIED_COL] | 1 << position
|
|
|
|
def __addDmgToBonuses(self, dmg, attackIndex, hp = 1):
|
|
toonId = self.toonAtkOrder[attackIndex]
|
|
attack = self.battle.toonAttacks[toonId]
|
|
atkTrack = self.__getActualTrack(attack)
|
|
if atkTrack == HEAL or atkTrack == PETSOS:
|
|
return
|
|
tgts = self.__createToonTargetList(toonId)
|
|
for currTgt in tgts:
|
|
tgtPos = self.battle.activeSuits.index(currTgt)
|
|
attackerId = self.toonAtkOrder[attackIndex]
|
|
attack = self.battle.toonAttacks[attackerId]
|
|
track = self.__getActualTrack(attack)
|
|
if hp:
|
|
if track in self.hpBonuses[tgtPos]:
|
|
self.hpBonuses[tgtPos][track].append([attackIndex, dmg])
|
|
else:
|
|
self.hpBonuses[tgtPos][track] = [[attackIndex, dmg]]
|
|
elif self.__suitIsLured(currTgt.getDoId()):
|
|
if track in self.kbBonuses[tgtPos]:
|
|
self.kbBonuses[tgtPos][track].append([attackIndex, dmg])
|
|
else:
|
|
self.kbBonuses[tgtPos][track] = [[attackIndex, dmg]]
|
|
|
|
def __clearBonuses(self, hp = 1):
|
|
if hp:
|
|
self.hpBonuses = [{},
|
|
{},
|
|
{},
|
|
{}]
|
|
else:
|
|
self.kbBonuses = [{},
|
|
{},
|
|
{},
|
|
{}]
|
|
|
|
def __bonusExists(self, tgtSuit, hp = 1):
|
|
tgtPos = self.activeSuits.index(tgtSuit)
|
|
if hp:
|
|
bonusLen = len(self.hpBonuses[tgtPos])
|
|
else:
|
|
bonusLen = len(self.kbBonuses[tgtPos])
|
|
if bonusLen > 0:
|
|
return 1
|
|
return 0
|
|
|
|
def __processBonuses(self, hp = 1):
|
|
if hp:
|
|
bonusList = self.hpBonuses
|
|
self.notify.debug('Processing hpBonuses: ' + repr(self.hpBonuses))
|
|
else:
|
|
bonusList = self.kbBonuses
|
|
self.notify.debug('Processing kbBonuses: ' + repr(self.kbBonuses))
|
|
tgtPos = 0
|
|
for currTgt in bonusList:
|
|
for currAtkType in currTgt.keys():
|
|
if len(currTgt[currAtkType]) > 1 or not hp and len(currTgt[currAtkType]) > 0:
|
|
totalDmgs = 0
|
|
for currDmg in currTgt[currAtkType]:
|
|
totalDmgs += currDmg[1]
|
|
|
|
numDmgs = len(currTgt[currAtkType])
|
|
attackIdx = currTgt[currAtkType][numDmgs - 1][0]
|
|
attackerId = self.toonAtkOrder[attackIdx]
|
|
attack = self.battle.toonAttacks[attackerId]
|
|
if hp:
|
|
attack[TOON_HPBONUS_COL] = math.ceil(totalDmgs * (self.DamageBonuses[numDmgs - 1] * 0.01))
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Applying hp bonus to track ' + str(attack[TOON_TRACK_COL]) + ' of ' + str(attack[TOON_HPBONUS_COL]))
|
|
elif len(attack[TOON_KBBONUS_COL]) > tgtPos:
|
|
attack[TOON_KBBONUS_COL][tgtPos] = totalDmgs * 0.5
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Applying kb bonus to track ' + str(attack[TOON_TRACK_COL]) + ' of ' + str(attack[TOON_KBBONUS_COL][tgtPos]) + ' to target ' + str(tgtPos))
|
|
else:
|
|
self.notify.warning('invalid tgtPos for knock back bonus: %d' % tgtPos)
|
|
|
|
tgtPos += 1
|
|
|
|
if hp:
|
|
self.__clearBonuses()
|
|
else:
|
|
self.__clearBonuses(hp=0)
|
|
|
|
def __handleBonus(self, attackIdx, hp = 1):
|
|
attackerId = self.toonAtkOrder[attackIdx]
|
|
attack = self.battle.toonAttacks[attackerId]
|
|
atkDmg = self.__attackDamage(attack, suit=0)
|
|
atkTrack = self.__getActualTrack(attack)
|
|
if atkDmg > 0:
|
|
if hp:
|
|
if atkTrack != LURE:
|
|
self.notify.debug('Adding dmg of ' + str(atkDmg) + ' to hpBonuses list')
|
|
self.__addDmgToBonuses(atkDmg, attackIdx)
|
|
elif self.__knockBackAtk(attackerId, toon=1):
|
|
self.notify.debug('Adding dmg of ' + str(atkDmg) + ' to kbBonuses list')
|
|
self.__addDmgToBonuses(atkDmg, attackIdx, hp=0)
|
|
|
|
def __clearAttack(self, attackIdx, toon = 1):
|
|
if toon:
|
|
if self.notify.getDebug():
|
|
self.notify.debug('clearing out toon attack for toon ' + str(attackIdx) + '...')
|
|
attack = self.battle.toonAttacks[attackIdx]
|
|
self.battle.toonAttacks[attackIdx] = getToonAttack(attackIdx)
|
|
longest = max(len(self.battle.activeToons), len(self.battle.activeSuits))
|
|
taList = self.battle.toonAttacks
|
|
for j in xrange(longest):
|
|
taList[attackIdx][TOON_HP_COL].append(-1)
|
|
taList[attackIdx][TOON_KBBONUS_COL].append(-1)
|
|
|
|
if self.notify.getDebug():
|
|
self.notify.debug('toon attack is now ' + repr(self.battle.toonAttacks[attackIdx]))
|
|
else:
|
|
self.notify.warning('__clearAttack not implemented for suits!')
|
|
|
|
def __rememberToonAttack(self, suitId, toonId, damage):
|
|
if not suitId in self.SuitAttackers:
|
|
self.SuitAttackers[suitId] = {toonId: damage}
|
|
elif not toonId in self.SuitAttackers[suitId]:
|
|
self.SuitAttackers[suitId][toonId] = damage
|
|
elif self.SuitAttackers[suitId][toonId] <= damage:
|
|
self.SuitAttackers[suitId] = [toonId, damage]
|
|
|
|
def __postProcessToonAttacks(self):
|
|
self.notify.debug('__postProcessToonAttacks()')
|
|
lastTrack = -1
|
|
lastAttacks = []
|
|
self.__clearBonuses()
|
|
for currToonAttack in self.toonAtkOrder:
|
|
if currToonAttack != -1:
|
|
attack = self.battle.toonAttacks[currToonAttack]
|
|
atkTrack, atkLevel = self.__getActualTrackLevel(attack)
|
|
if atkTrack != HEAL and atkTrack != SOS and atkTrack != NO_ATTACK and atkTrack != NPCSOS and atkTrack != PETSOS:
|
|
targets = self.__createToonTargetList(currToonAttack)
|
|
allTargetsDead = 1
|
|
for currTgt in targets:
|
|
damageDone = self.__attackDamage(attack, suit=0)
|
|
if damageDone > 0:
|
|
self.__rememberToonAttack(currTgt.getDoId(), attack[TOON_ID_COL], damageDone)
|
|
if atkTrack == TRAP:
|
|
if currTgt.doId in self.traps:
|
|
trapInfo = self.traps[currTgt.doId]
|
|
currTgt.battleTrap = trapInfo[0]
|
|
targetDead = 0
|
|
if currTgt.getHP() > 0:
|
|
allTargetsDead = 0
|
|
else:
|
|
targetDead = 1
|
|
if atkTrack != LURE:
|
|
for currLastAtk in lastAttacks:
|
|
self.__clearTgtDied(currTgt, currLastAtk, attack)
|
|
|
|
tgtId = currTgt.getDoId()
|
|
if tgtId in self.successfulLures and atkTrack == LURE:
|
|
lureInfo = self.successfulLures[tgtId]
|
|
self.notify.debug('applying lure data: ' + repr(lureInfo))
|
|
toonId = lureInfo[0]
|
|
lureAtk = self.battle.toonAttacks[toonId]
|
|
tgtPos = self.battle.activeSuits.index(currTgt)
|
|
if currTgt.doId in self.traps:
|
|
trapInfo = self.traps[currTgt.doId]
|
|
if trapInfo[0] == UBER_GAG_LEVEL_INDEX:
|
|
self.notify.debug('train trap triggered for %d' % currTgt.doId)
|
|
self.trainTrapTriggered = True
|
|
self.__removeSuitTrap(tgtId)
|
|
lureAtk[TOON_KBBONUS_COL][tgtPos] = self.KBBONUS_TGT_LURED
|
|
lureAtk[TOON_HP_COL][tgtPos] = lureInfo[3]
|
|
elif self.__suitIsLured(tgtId) and atkTrack == DROP:
|
|
self.notify.debug('Drop on lured suit, ' + 'indicating with KBBONUS_COL ' + 'flag')
|
|
tgtPos = self.battle.activeSuits.index(currTgt)
|
|
attack[TOON_KBBONUS_COL][tgtPos] = self.KBBONUS_LURED_FLAG
|
|
if targetDead and atkTrack != lastTrack:
|
|
tgtPos = self.battle.activeSuits.index(currTgt)
|
|
attack[TOON_HP_COL][tgtPos] = 0
|
|
attack[TOON_KBBONUS_COL][tgtPos] = -1
|
|
|
|
if allTargetsDead and atkTrack != lastTrack:
|
|
if self.notify.getDebug():
|
|
self.notify.debug('all targets of toon attack ' + str(currToonAttack) + ' are dead')
|
|
self.__clearAttack(currToonAttack, toon=1)
|
|
attack = self.battle.toonAttacks[currToonAttack]
|
|
atkTrack, atkLevel = self.__getActualTrackLevel(attack)
|
|
damagesDone = self.__applyToonAttackDamages(currToonAttack)
|
|
self.__applyToonAttackDamages(currToonAttack, hpbonus=1)
|
|
if atkTrack != LURE and atkTrack != DROP and atkTrack != SOUND:
|
|
self.__applyToonAttackDamages(currToonAttack, kbbonus=1)
|
|
if lastTrack != atkTrack:
|
|
lastAttacks = []
|
|
lastTrack = atkTrack
|
|
lastAttacks.append(attack)
|
|
if self.itemIsCredit(atkTrack, atkLevel):
|
|
if atkTrack == TRAP or atkTrack == LURE:
|
|
pass
|
|
elif atkTrack == HEAL:
|
|
if damagesDone != 0:
|
|
self.__addAttackExp(attack)
|
|
else:
|
|
self.__addAttackExp(attack)
|
|
|
|
if self.trainTrapTriggered:
|
|
for suit in self.battle.activeSuits:
|
|
suitId = suit.doId
|
|
self.__removeSuitTrap(suitId)
|
|
suit.battleTrap = NO_TRAP
|
|
self.notify.debug('train trap triggered, removing trap from %d' % suitId)
|
|
|
|
if self.notify.getDebug():
|
|
for currToonAttack in self.toonAtkOrder:
|
|
attack = self.battle.toonAttacks[currToonAttack]
|
|
self.notify.debug('Final Toon attack: ' + str(attack))
|
|
|
|
def __allTargetsDead(self, attackIdx, toon = 1):
|
|
allTargetsDead = 1
|
|
if toon:
|
|
targets = self.__createToonTargetList(attackIdx)
|
|
for currTgt in targets:
|
|
if currTgt.getHp() > 0:
|
|
allTargetsDead = 0
|
|
break
|
|
|
|
else:
|
|
self.notify.warning('__allTargetsDead: suit ver. not implemented!')
|
|
return allTargetsDead
|
|
|
|
def __clearLuredSuitsByAttack(self, toonId, kbBonusReq = 0, targetId = -1):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('__clearLuredSuitsByAttack')
|
|
if targetId != -1 and self.__suitIsLured(t.getDoId()):
|
|
self.__removeLured(t.getDoId())
|
|
else:
|
|
tgtList = self.__createToonTargetList(toonId)
|
|
for t in tgtList:
|
|
if self.__suitIsLured(t.getDoId()) and (not kbBonusReq or self.__bonusExists(t, hp=0)):
|
|
self.__removeLured(t.getDoId())
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Suit %d stepping from lured spot' % t.getDoId())
|
|
else:
|
|
self.notify.debug('Suit ' + str(t.getDoId()) + ' not found in currently lured suits')
|
|
|
|
def __clearLuredSuitsDelayed(self):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('__clearLuredSuitsDelayed')
|
|
for t in self.delayedUnlures:
|
|
if self.__suitIsLured(t):
|
|
self.__removeLured(t)
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Suit %d stepping back from lured spot' % t)
|
|
else:
|
|
self.notify.debug('Suit ' + str(t) + ' not found in currently lured suits')
|
|
|
|
self.delayedUnlures = []
|
|
|
|
def __addLuredSuitsDelayed(self, toonId, targetId = -1, ignoreDamageCheck = False):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('__addLuredSuitsDelayed')
|
|
if targetId != -1:
|
|
self.delayedUnlures.append(targetId)
|
|
else:
|
|
tgtList = self.__createToonTargetList(toonId)
|
|
for t in tgtList:
|
|
if self.__suitIsLured(t.getDoId()) and t.getDoId() not in self.delayedUnlures and (self.__attackDamageForTgt(self.battle.toonAttacks[toonId], self.battle.activeSuits.index(t), suit=0) > 0 or ignoreDamageCheck):
|
|
self.delayedUnlures.append(t.getDoId())
|
|
|
|
def __calculateToonAttacks(self):
|
|
self.notify.debug('__calculateToonAttacks()')
|
|
self.__clearBonuses(hp=0)
|
|
currTrack = None
|
|
self.notify.debug('Traps: ' + str(self.traps))
|
|
maxSuitLevel = 0
|
|
for cog in self.battle.activeSuits:
|
|
maxSuitLevel = max(maxSuitLevel, cog.getActualLevel())
|
|
|
|
self.creditLevel = maxSuitLevel
|
|
for toonId in self.toonAtkOrder:
|
|
if self.__combatantDead(toonId, toon=1):
|
|
if self.notify.getDebug():
|
|
self.notify.debug("Toon %d is dead and can't attack" % toonId)
|
|
continue
|
|
attack = self.battle.toonAttacks[toonId]
|
|
atkTrack = self.__getActualTrack(attack)
|
|
if atkTrack != NO_ATTACK and atkTrack != SOS and atkTrack != NPCSOS:
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Calculating attack for toon: %d' % toonId)
|
|
if self.SUITS_UNLURED_IMMEDIATELY:
|
|
if currTrack and atkTrack != currTrack:
|
|
self.__clearLuredSuitsDelayed()
|
|
currTrack = atkTrack
|
|
self.__calcToonAtkHp(toonId)
|
|
attackIdx = self.toonAtkOrder.index(toonId)
|
|
self.__handleBonus(attackIdx, hp=0)
|
|
self.__handleBonus(attackIdx, hp=1)
|
|
lastAttack = self.toonAtkOrder.index(toonId) >= len(self.toonAtkOrder) - 1
|
|
unlureAttack = self.__attackHasHit(attack, suit=0) and self.__unlureAtk(toonId, toon=1)
|
|
if unlureAttack:
|
|
if lastAttack:
|
|
self.__clearLuredSuitsByAttack(toonId)
|
|
else:
|
|
self.__addLuredSuitsDelayed(toonId)
|
|
if lastAttack:
|
|
self.__clearLuredSuitsDelayed()
|
|
|
|
self.__processBonuses(hp=0)
|
|
self.__processBonuses(hp=1)
|
|
self.__postProcessToonAttacks()
|
|
return
|
|
|
|
def __knockBackAtk(self, attackIndex, toon = 1):
|
|
if toon and (self.battle.toonAttacks[attackIndex][TOON_TRACK_COL] == THROW or self.battle.toonAttacks[attackIndex][TOON_TRACK_COL] == SQUIRT):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('attack is a knockback')
|
|
return 1
|
|
return 0
|
|
|
|
def __unlureAtk(self, attackIndex, toon = 1):
|
|
attack = self.battle.toonAttacks[attackIndex]
|
|
track = self.__getActualTrack(attack)
|
|
if toon and (track == THROW or track == SQUIRT or track == SOUND):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('attack is an unlure')
|
|
return 1
|
|
return 0
|
|
|
|
def __calcSuitAtkType(self, attackIndex):
|
|
theSuit = self.battle.activeSuits[attackIndex]
|
|
attacks = SuitBattleGlobals.SuitAttributes[theSuit.dna.name]['attacks']
|
|
atk = SuitBattleGlobals.pickSuitAttack(attacks, theSuit.getLevel())
|
|
return atk
|
|
|
|
def __calcSuitTarget(self, attackIndex):
|
|
attack = self.battle.suitAttacks[attackIndex]
|
|
suitId = attack[SUIT_ID_COL]
|
|
if suitId in self.SuitAttackers and random.randint(0, 99) < 75:
|
|
totalDamage = 0
|
|
for currToon in self.SuitAttackers[suitId].keys():
|
|
totalDamage += self.SuitAttackers[suitId][currToon]
|
|
|
|
dmgs = []
|
|
for currToon in self.SuitAttackers[suitId].keys():
|
|
dmgs.append(self.SuitAttackers[suitId][currToon] / totalDamage * 100)
|
|
|
|
dmgIdx = SuitBattleGlobals.pickFromFreqList(dmgs)
|
|
if dmgIdx == None:
|
|
toonId = self.__pickRandomToon(suitId)
|
|
else:
|
|
toonId = self.SuitAttackers[suitId].keys()[dmgIdx]
|
|
if toonId == -1 or toonId not in self.battle.activeToons:
|
|
return -1
|
|
self.notify.debug('Suit attacking back at toon ' + str(toonId))
|
|
return self.battle.activeToons.index(toonId)
|
|
else:
|
|
return self.__pickRandomToon(suitId)
|
|
return
|
|
|
|
def __pickRandomToon(self, suitId):
|
|
liveToons = []
|
|
for currToon in self.battle.activeToons:
|
|
if not self.__combatantDead(currToon, toon=1):
|
|
liveToons.append(self.battle.activeToons.index(currToon))
|
|
|
|
if len(liveToons) == 0:
|
|
self.notify.debug('No tgts avail. for suit ' + str(suitId))
|
|
return -1
|
|
chosen = random.choice(liveToons)
|
|
self.notify.debug('Suit randomly attacking toon ' + str(self.battle.activeToons[chosen]))
|
|
return chosen
|
|
|
|
def __suitAtkHit(self, attackIndex):
|
|
if self.suitsAlwaysHit:
|
|
return 1
|
|
elif self.suitsAlwaysMiss:
|
|
return 0
|
|
theSuit = self.battle.activeSuits[attackIndex]
|
|
atkType = self.battle.suitAttacks[attackIndex][SUIT_ATK_COL]
|
|
atkInfo = SuitBattleGlobals.getSuitAttack(theSuit.dna.name, theSuit.getLevel(), atkType)
|
|
atkAcc = atkInfo['acc']
|
|
suitAcc = SuitBattleGlobals.SuitAttributes[theSuit.dna.name]['acc'][theSuit.getLevel()]
|
|
acc = atkAcc
|
|
randChoice = random.randint(0, 99)
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Suit attack rolled ' + str(randChoice) + ' to hit with an accuracy of ' + str(acc) + ' (attackAcc: ' + str(atkAcc) + ' suitAcc: ' + str(suitAcc) + ')')
|
|
if randChoice < acc:
|
|
return 1
|
|
return 0
|
|
|
|
def __suitAtkAffectsGroup(self, attack):
|
|
atkType = attack[SUIT_ATK_COL]
|
|
theSuit = self.battle.findSuit(attack[SUIT_ID_COL])
|
|
atkInfo = SuitBattleGlobals.getSuitAttack(theSuit.dna.name, theSuit.getLevel(), atkType)
|
|
return atkInfo['group'] != SuitBattleGlobals.ATK_TGT_SINGLE
|
|
|
|
def __createSuitTargetList(self, attackIndex):
|
|
attack = self.battle.suitAttacks[attackIndex]
|
|
targetList = []
|
|
if attack[SUIT_ATK_COL] == NO_ATTACK:
|
|
self.notify.debug('No attack, no targets')
|
|
return targetList
|
|
debug = self.notify.getDebug()
|
|
if not self.__suitAtkAffectsGroup(attack):
|
|
targetList.append(self.battle.activeToons[attack[SUIT_TGT_COL]])
|
|
if debug:
|
|
self.notify.debug('Suit attack is single target')
|
|
else:
|
|
if debug:
|
|
self.notify.debug('Suit attack is group target')
|
|
for currToon in self.battle.activeToons:
|
|
if debug:
|
|
self.notify.debug('Suit attack will target toon' + str(currToon))
|
|
targetList.append(currToon)
|
|
|
|
return targetList
|
|
|
|
def __calcSuitAtkHp(self, attackIndex):
|
|
targetList = self.__createSuitTargetList(attackIndex)
|
|
attack = self.battle.suitAttacks[attackIndex]
|
|
for currTarget in xrange(len(targetList)):
|
|
toonId = targetList[currTarget]
|
|
toon = self.battle.getToon(toonId)
|
|
result = 0
|
|
if (toon and toon.immortalMode) or self.TOONS_TAKE_NO_DAMAGE:
|
|
result = 0
|
|
elif self.__suitAtkHit(attackIndex):
|
|
atkType = attack[SUIT_ATK_COL]
|
|
theSuit = self.battle.findSuit(attack[SUIT_ID_COL])
|
|
atkInfo = SuitBattleGlobals.getSuitAttack(theSuit.dna.name, theSuit.getLevel(), atkType)
|
|
result = atkInfo['hp']
|
|
targetIndex = self.battle.activeToons.index(toonId)
|
|
attack[SUIT_HP_COL][targetIndex] = result
|
|
|
|
def __getToonHp(self, toonDoId):
|
|
handle = self.battle.getToon(toonDoId)
|
|
if handle != None and toonDoId in self.toonHPAdjusts:
|
|
return handle.hp + self.toonHPAdjusts[toonDoId]
|
|
else:
|
|
return 0
|
|
return
|
|
|
|
def __getToonMaxHp(self, toonDoId):
|
|
handle = self.battle.getToon(toonDoId)
|
|
if handle != None:
|
|
return handle.maxHp
|
|
else:
|
|
return 0
|
|
return
|
|
|
|
def __applySuitAttackDamages(self, attackIndex):
|
|
attack = self.battle.suitAttacks[attackIndex]
|
|
if self.APPLY_HEALTH_ADJUSTMENTS:
|
|
for t in self.battle.activeToons:
|
|
position = self.battle.activeToons.index(t)
|
|
if attack[SUIT_HP_COL][position] <= 0:
|
|
continue
|
|
toonHp = self.__getToonHp(t)
|
|
if toonHp - attack[SUIT_HP_COL][position] <= 0:
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Toon %d has died, removing' % t)
|
|
self.toonLeftBattle(t)
|
|
attack[TOON_DIED_COL] = attack[TOON_DIED_COL] | 1 << position
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Toon ' + str(t) + ' takes ' + str(attack[SUIT_HP_COL][position]) + ' damage')
|
|
self.toonHPAdjusts[t] -= attack[SUIT_HP_COL][position]
|
|
self.notify.debug('Toon ' + str(t) + ' now has ' + str(self.__getToonHp(t)) + ' health')
|
|
|
|
def __suitCanAttack(self, suitId):
|
|
if self.__combatantDead(suitId, toon=0) or self.__suitIsLured(suitId) or self.__combatantJustRevived(suitId):
|
|
return 0
|
|
return 1
|
|
|
|
def __updateSuitAtkStat(self, toonId):
|
|
if toonId in self.suitAtkStats:
|
|
self.suitAtkStats[toonId] += 1
|
|
else:
|
|
self.suitAtkStats[toonId] = 1
|
|
|
|
def __printSuitAtkStats(self):
|
|
self.notify.debug('Suit Atk Stats:')
|
|
for currTgt in self.suitAtkStats.keys():
|
|
if currTgt not in self.battle.activeToons:
|
|
continue
|
|
tgtPos = self.battle.activeToons.index(currTgt)
|
|
self.notify.debug(' toon ' + str(currTgt) + ' at position ' + str(tgtPos) + ' was attacked ' + str(self.suitAtkStats[currTgt]) + ' times')
|
|
|
|
self.notify.debug('\n')
|
|
|
|
def __calculateSuitAttacks(self):
|
|
for i in xrange(len(self.battle.suitAttacks)):
|
|
if i < len(self.battle.activeSuits):
|
|
suitId = self.battle.activeSuits[i].doId
|
|
self.battle.suitAttacks[i][SUIT_ID_COL] = suitId
|
|
if not self.__suitCanAttack(suitId):
|
|
if self.notify.getDebug():
|
|
self.notify.debug("Suit %d can't attack" % suitId)
|
|
continue
|
|
if self.battle.pendingSuits.count(self.battle.activeSuits[i]) > 0 or self.battle.joiningSuits.count(self.battle.activeSuits[i]) > 0:
|
|
continue
|
|
attack = self.battle.suitAttacks[i]
|
|
attack[SUIT_ID_COL] = self.battle.activeSuits[i].doId
|
|
attack[SUIT_ATK_COL] = self.__calcSuitAtkType(i)
|
|
attack[SUIT_TGT_COL] = self.__calcSuitTarget(i)
|
|
if attack[SUIT_TGT_COL] == -1:
|
|
self.battle.suitAttacks[i] = getDefaultSuitAttack()
|
|
attack = self.battle.suitAttacks[i]
|
|
self.notify.debug('clearing suit attack, no avail targets')
|
|
self.__calcSuitAtkHp(i)
|
|
if attack[SUIT_ATK_COL] != NO_ATTACK:
|
|
if self.__suitAtkAffectsGroup(attack):
|
|
for currTgt in self.battle.activeToons:
|
|
self.__updateSuitAtkStat(currTgt)
|
|
|
|
else:
|
|
tgtId = self.battle.activeToons[attack[SUIT_TGT_COL]]
|
|
self.__updateSuitAtkStat(tgtId)
|
|
targets = self.__createSuitTargetList(i)
|
|
allTargetsDead = 1
|
|
for currTgt in targets:
|
|
if self.__getToonHp(currTgt) > 0:
|
|
allTargetsDead = 0
|
|
break
|
|
|
|
if allTargetsDead:
|
|
self.battle.suitAttacks[i] = getDefaultSuitAttack()
|
|
if self.notify.getDebug():
|
|
self.notify.debug('clearing suit attack, targets dead')
|
|
self.notify.debug('suit attack is now ' + repr(self.battle.suitAttacks[i]))
|
|
self.notify.debug('all attacks: ' + repr(self.battle.suitAttacks))
|
|
attack = self.battle.suitAttacks[i]
|
|
if self.__attackHasHit(attack, suit=1):
|
|
self.__applySuitAttackDamages(i)
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Suit attack: ' + str(self.battle.suitAttacks[i]))
|
|
attack[SUIT_BEFORE_TOONS_COL] = 0
|
|
|
|
def __updateLureTimeouts(self):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('__updateLureTimeouts()')
|
|
self.notify.debug('Lured suits: ' + str(self.currentlyLuredSuits))
|
|
noLongerLured = []
|
|
for currLuredSuit in self.currentlyLuredSuits.keys():
|
|
self.__incLuredCurrRound(currLuredSuit)
|
|
if self.__luredMaxRoundsReached(currLuredSuit) or self.__luredWakeupTime(currLuredSuit):
|
|
noLongerLured.append(currLuredSuit)
|
|
|
|
for currLuredSuit in noLongerLured:
|
|
self.__removeLured(currLuredSuit)
|
|
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Lured suits: ' + str(self.currentlyLuredSuits))
|
|
|
|
def __initRound(self):
|
|
if self.CLEAR_SUIT_ATTACKERS:
|
|
self.SuitAttackers = {}
|
|
self.toonAtkOrder = []
|
|
attacks = findToonAttack(self.battle.activeToons, self.battle.toonAttacks, PETSOS)
|
|
for atk in attacks:
|
|
self.toonAtkOrder.append(atk[TOON_ID_COL])
|
|
|
|
attacks = findToonAttack(self.battle.activeToons, self.battle.toonAttacks, FIRE)
|
|
for atk in attacks:
|
|
self.toonAtkOrder.append(atk[TOON_ID_COL])
|
|
|
|
for track in xrange(HEAL, DROP + 1):
|
|
attacks = findToonAttack(self.battle.activeToons, self.battle.toonAttacks, track)
|
|
if track == TRAP:
|
|
sortedTraps = []
|
|
for atk in attacks:
|
|
if atk[TOON_TRACK_COL] == TRAP:
|
|
sortedTraps.append(atk)
|
|
|
|
for atk in attacks:
|
|
if atk[TOON_TRACK_COL] == NPCSOS:
|
|
sortedTraps.append(atk)
|
|
|
|
attacks = sortedTraps
|
|
for atk in attacks:
|
|
self.toonAtkOrder.append(atk[TOON_ID_COL])
|
|
|
|
specials = findToonAttack(self.battle.activeToons, self.battle.toonAttacks, NPCSOS)
|
|
toonsHit = 0
|
|
cogsMiss = 0
|
|
for special in specials:
|
|
npc_track = NPCToons.getNPCTrack(special[TOON_TGT_COL])
|
|
if npc_track == NPC_TOONS_HIT:
|
|
BattleCalculatorAI.toonsAlwaysHit = 1
|
|
toonsHit = 1
|
|
elif npc_track == NPC_COGS_MISS:
|
|
BattleCalculatorAI.suitsAlwaysMiss = 1
|
|
cogsMiss = 1
|
|
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Toon attack order: ' + str(self.toonAtkOrder))
|
|
self.notify.debug('Active toons: ' + str(self.battle.activeToons))
|
|
self.notify.debug('Toon attacks: ' + str(self.battle.toonAttacks))
|
|
self.notify.debug('Active suits: ' + str(self.battle.activeSuits))
|
|
self.notify.debug('Suit attacks: ' + str(self.battle.suitAttacks))
|
|
self.toonHPAdjusts = {}
|
|
for t in self.battle.activeToons:
|
|
self.toonHPAdjusts[t] = 0
|
|
|
|
self.__clearBonuses()
|
|
self.__updateActiveToons()
|
|
self.delayedUnlures = []
|
|
self.__initTraps()
|
|
self.successfulLures = {}
|
|
return (toonsHit, cogsMiss)
|
|
|
|
def calculateRound(self):
|
|
longest = max(len(self.battle.activeToons), len(self.battle.activeSuits))
|
|
for t in self.battle.activeToons:
|
|
for j in xrange(longest):
|
|
self.battle.toonAttacks[t][TOON_HP_COL].append(-1)
|
|
self.battle.toonAttacks[t][TOON_KBBONUS_COL].append(-1)
|
|
|
|
for i in xrange(4):
|
|
for j in xrange(len(self.battle.activeToons)):
|
|
self.battle.suitAttacks[i][SUIT_HP_COL].append(-1)
|
|
|
|
toonsHit, cogsMiss = self.__initRound()
|
|
for suit in self.battle.activeSuits:
|
|
if suit.isGenerated():
|
|
suit.b_setHP(suit.getHP())
|
|
|
|
for suit in self.battle.activeSuits:
|
|
if not hasattr(suit, 'dna'):
|
|
self.notify.warning('a removed suit is in this battle!')
|
|
return None
|
|
|
|
self.__calculateToonAttacks()
|
|
self.__updateLureTimeouts()
|
|
self.__calculateSuitAttacks()
|
|
if toonsHit == 1:
|
|
BattleCalculatorAI.toonsAlwaysHit = 0
|
|
if cogsMiss == 1:
|
|
BattleCalculatorAI.suitsAlwaysMiss = 0
|
|
if self.notify.getDebug():
|
|
self.notify.debug('Toon skills gained after this round: ' + repr(self.toonSkillPtsGained))
|
|
self.__printSuitAtkStats()
|
|
return None
|
|
|
|
def toonLeftBattle(self, toonId):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('toonLeftBattle()' + str(toonId))
|
|
if toonId in self.toonSkillPtsGained:
|
|
del self.toonSkillPtsGained[toonId]
|
|
if toonId in self.suitAtkStats:
|
|
del self.suitAtkStats[toonId]
|
|
if not self.CLEAR_SUIT_ATTACKERS:
|
|
oldSuitIds = []
|
|
for s in self.SuitAttackers.keys():
|
|
if toonId in self.SuitAttackers[s]:
|
|
del self.SuitAttackers[s][toonId]
|
|
if len(self.SuitAttackers[s]) == 0:
|
|
oldSuitIds.append(s)
|
|
|
|
for oldSuitId in oldSuitIds:
|
|
del self.SuitAttackers[oldSuitId]
|
|
|
|
self.__clearTrapCreator(toonId)
|
|
self.__clearLurer(toonId)
|
|
|
|
def suitLeftBattle(self, suitId):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('suitLeftBattle(): ' + str(suitId))
|
|
self.__removeLured(suitId)
|
|
if suitId in self.SuitAttackers:
|
|
del self.SuitAttackers[suitId]
|
|
self.__removeSuitTrap(suitId)
|
|
|
|
def __updateActiveToons(self):
|
|
if self.notify.getDebug():
|
|
self.notify.debug('updateActiveToons()')
|
|
if not self.CLEAR_SUIT_ATTACKERS:
|
|
oldSuitIds = []
|
|
for s in self.SuitAttackers.keys():
|
|
for t in self.SuitAttackers[s].keys():
|
|
if t not in self.battle.activeToons:
|
|
del self.SuitAttackers[s][t]
|
|
if len(self.SuitAttackers[s]) == 0:
|
|
oldSuitIds.append(s)
|
|
|
|
for oldSuitId in oldSuitIds:
|
|
del self.SuitAttackers[oldSuitId]
|
|
|
|
for trap in self.traps.keys():
|
|
if self.traps[trap][1] not in self.battle.activeToons:
|
|
self.notify.debug('Trap for toon ' + str(self.traps[trap][1]) + ' will no longer give exp')
|
|
self.traps[trap][1] = 0
|
|
|
|
def getSkillGained(self, toonId, track):
|
|
return BattleExperienceAI.getSkillGained(self.toonSkillPtsGained, toonId, track)
|
|
|
|
def getLuredSuits(self):
|
|
luredSuits = self.currentlyLuredSuits.keys()
|
|
self.notify.debug('Lured suits reported to battle: ' + repr(luredSuits))
|
|
return luredSuits
|
|
|
|
def __suitIsLured(self, suitId, prevRound = 0):
|
|
inList = suitId in self.currentlyLuredSuits
|
|
if prevRound:
|
|
return inList and self.currentlyLuredSuits[suitId][0] != -1
|
|
return inList
|
|
|
|
def __findAvailLureId(self, lurerId):
|
|
luredSuits = self.currentlyLuredSuits.keys()
|
|
lureIds = []
|
|
for currLured in luredSuits:
|
|
lurerInfo = self.currentlyLuredSuits[currLured][3]
|
|
lurers = lurerInfo.keys()
|
|
for currLurer in lurers:
|
|
currId = lurerInfo[currLurer][1]
|
|
if currLurer == lurerId and currId not in lureIds:
|
|
lureIds.append(currId)
|
|
|
|
lureIds.sort()
|
|
currId = 1
|
|
for currLureId in lureIds:
|
|
if currLureId != currId:
|
|
return currId
|
|
currId += 1
|
|
|
|
return currId
|
|
|
|
def __addLuredSuitInfo(self, suitId, currRounds, maxRounds, wakeChance, lurer, lureLvl, lureId = -1, npc = 0):
|
|
if lureId == -1:
|
|
availLureId = self.__findAvailLureId(lurer)
|
|
else:
|
|
availLureId = lureId
|
|
if npc == 1:
|
|
credit = 0
|
|
else:
|
|
credit = self.itemIsCredit(LURE, lureLvl)
|
|
if suitId in self.currentlyLuredSuits:
|
|
lureInfo = self.currentlyLuredSuits[suitId]
|
|
if not lurer in lureInfo[3]:
|
|
lureInfo[1] += maxRounds
|
|
if wakeChance < lureInfo[2]:
|
|
lureInfo[2] = wakeChance
|
|
lureInfo[3][lurer] = [lureLvl, availLureId, credit]
|
|
else:
|
|
lurerInfo = {lurer: [lureLvl, availLureId, credit]}
|
|
self.currentlyLuredSuits[suitId] = [currRounds,
|
|
maxRounds,
|
|
wakeChance,
|
|
lurerInfo]
|
|
self.notify.debug('__addLuredSuitInfo: currLuredSuits -> %s' % repr(self.currentlyLuredSuits))
|
|
return availLureId
|
|
|
|
def __getLurers(self, suitId):
|
|
if self.__suitIsLured(suitId):
|
|
return self.currentlyLuredSuits[suitId][3].keys()
|
|
return []
|
|
|
|
def __getLuredExpInfo(self, suitId):
|
|
returnInfo = []
|
|
lurers = self.__getLurers(suitId)
|
|
if len(lurers) == 0:
|
|
return returnInfo
|
|
lurerInfo = self.currentlyLuredSuits[suitId][3]
|
|
for currLurer in lurers:
|
|
returnInfo.append([currLurer,
|
|
lurerInfo[currLurer][0],
|
|
lurerInfo[currLurer][1],
|
|
lurerInfo[currLurer][2]])
|
|
|
|
return returnInfo
|
|
|
|
def __clearLurer(self, lurerId, lureId = -1):
|
|
luredSuits = self.currentlyLuredSuits.keys()
|
|
for currLured in luredSuits:
|
|
lurerInfo = self.currentlyLuredSuits[currLured][3]
|
|
lurers = lurerInfo.keys()
|
|
for currLurer in lurers:
|
|
if currLurer == lurerId and (lureId == -1 or lureId == lurerInfo[currLurer][1]):
|
|
del lurerInfo[currLurer]
|
|
|
|
def __setLuredMaxRounds(self, suitId, rounds):
|
|
if self.__suitIsLured(suitId):
|
|
self.currentlyLuredSuits[suitId][1] = rounds
|
|
|
|
def __setLuredWakeChance(self, suitId, chance):
|
|
if self.__suitIsLured(suitId):
|
|
self.currentlyLuredSuits[suitId][2] = chance
|
|
|
|
def __incLuredCurrRound(self, suitId):
|
|
if self.__suitIsLured(suitId):
|
|
self.currentlyLuredSuits[suitId][0] += 1
|
|
|
|
def __removeLured(self, suitId):
|
|
if self.__suitIsLured(suitId):
|
|
del self.currentlyLuredSuits[suitId]
|
|
|
|
def __luredMaxRoundsReached(self, suitId):
|
|
return self.__suitIsLured(suitId) and self.currentlyLuredSuits[suitId][0] >= self.currentlyLuredSuits[suitId][1]
|
|
|
|
def __luredWakeupTime(self, suitId):
|
|
return self.__suitIsLured(suitId) and self.currentlyLuredSuits[suitId][0] > 0 and random.randint(0, 99) < self.currentlyLuredSuits[suitId][2]
|
|
|
|
def itemIsCredit(self, track, level):
|
|
return track != PETSOS and level < self.creditLevel
|
|
|
|
def __getActualTrack(self, toonAttack):
|
|
if toonAttack[TOON_TRACK_COL] == NPCSOS:
|
|
track = NPCToons.getNPCTrack(toonAttack[TOON_TGT_COL])
|
|
if track != None:
|
|
return track
|
|
else:
|
|
self.notify.warning('No NPC with id: %d' % toonAttack[TOON_TGT_COL])
|
|
return toonAttack[TOON_TRACK_COL]
|
|
|
|
def __getActualTrackLevel(self, toonAttack):
|
|
if toonAttack[TOON_TRACK_COL] == NPCSOS:
|
|
track, level, hp = NPCToons.getNPCTrackLevelHp(toonAttack[TOON_TGT_COL])
|
|
if track != None:
|
|
return (track, level)
|
|
else:
|
|
self.notify.warning('No NPC with id: %d' % toonAttack[TOON_TGT_COL])
|
|
return (toonAttack[TOON_TRACK_COL], toonAttack[TOON_LVL_COL])
|
|
|
|
def __getActualTrackLevelHp(self, toonAttack):
|
|
if toonAttack[TOON_TRACK_COL] == NPCSOS:
|
|
track, level, hp = NPCToons.getNPCTrackLevelHp(toonAttack[TOON_TGT_COL])
|
|
if track != None:
|
|
return (track, level, hp)
|
|
else:
|
|
self.notify.warning('No NPC with id: %d' % toonAttack[TOON_TGT_COL])
|
|
elif toonAttack[TOON_TRACK_COL] == PETSOS:
|
|
trick = toonAttack[TOON_LVL_COL]
|
|
petProxyId = toonAttack[TOON_TGT_COL]
|
|
trickId = toonAttack[TOON_LVL_COL]
|
|
healRange = PetTricks.TrickHeals[trickId]
|
|
hp = 0
|
|
if petProxyId in simbase.air.doId2do:
|
|
petProxy = simbase.air.doId2do[petProxyId]
|
|
if trickId < len(petProxy.trickAptitudes):
|
|
aptitude = petProxy.trickAptitudes[trickId]
|
|
hp = int(lerp(healRange[0], healRange[1], aptitude))
|
|
else:
|
|
self.notify.warning('pet proxy: %d not in doId2do!' % petProxyId)
|
|
return (toonAttack[TOON_TRACK_COL], toonAttack[TOON_LVL_COL], hp)
|
|
return (toonAttack[TOON_TRACK_COL], toonAttack[TOON_LVL_COL], 0)
|
|
|
|
def __calculatePetTrickSuccess(self, toonAttack):
|
|
petProxyId = toonAttack[TOON_TGT_COL]
|
|
if not petProxyId in simbase.air.doId2do:
|
|
self.notify.warning('pet proxy %d not in doId2do!' % petProxyId)
|
|
toonAttack[TOON_ACCBONUS_COL] = 1
|
|
return (0, 0)
|
|
petProxy = simbase.air.doId2do[petProxyId]
|
|
trickId = toonAttack[TOON_LVL_COL]
|
|
toonAttack[TOON_ACCBONUS_COL] = petProxy.attemptBattleTrick(trickId)
|
|
if toonAttack[TOON_ACCBONUS_COL] == 1:
|
|
return (0, 0)
|
|
else:
|
|
return (1, 100)
|