Poodletooth-iLand/toontown/battle/BattleCalculatorAI.py
2015-05-11 22:58:11 +03:00

1608 lines
71 KiB
Python

from BattleBase import *
from DistributedBattleAI import *
from toontown.toonbase.ToontownBattleGlobals import *
import random
from toontown.suit import DistributedSuitBaseAI
import SuitBattleGlobals
import BattleExperienceAI
from toontown.toon import NPCToons
from toontown.pets import PetTricks, DistributedPetProxyAI
from toontown.hood import ZoneUtil
from direct.showbase.PythonUtil import lerp
import sys
class BattleCalculatorAI:
AccuracyBonuses = [0,
20,
40,
60]
DamageBonuses = [0,
20,
20,
20]
AttackExpPerTrack = [0,
10,
20,
30,
40,
50,
60]
NumRoundsLured = [2,
2,
3,
3,
4,
4,
15]
TRAP_CONFLICT = -2
APPLY_HEALTH_ADJUSTMENTS = 1
TOONS_TAKE_NO_DAMAGE = 0
CAP_HEALS = 1
CLEAR_SUIT_ATTACKERS = 1
SUITS_UNLURED_IMMEDIATELY = 1
CLEAR_MULTIPLE_TRAPS = 0
KBBONUS_LURED_FLAG = 0
KBBONUS_TGT_LURED = 1
notify = DirectNotifyGlobal.directNotify.newCategory('BattleCalculatorAI')
toonsAlwaysHit = simbase.config.GetBool('toons-always-hit', 0)
toonsAlwaysMiss = simbase.config.GetBool('toons-always-miss', 0)
toonsAlways5050 = simbase.config.GetBool('toons-always-5050', 0)
suitsAlwaysHit = simbase.config.GetBool('suits-always-hit', 0)
suitsAlwaysMiss = simbase.config.GetBool('suits-always-miss', 0)
immortalSuits = simbase.config.GetBool('immortal-suits', 0)
propAndOrganicBonusStack = simbase.config.GetBool('prop-and-organic-bonus-stack', 0)
def __init__(self, battle, tutorialFlag = 0):
self.battle = battle
self.SuitAttackers = {}
self.currentlyLuredSuits = {}
self.successfulLures = {}
self.toonAtkOrder = []
self.toonHPAdjusts = {}
self.toonSkillPtsGained = {}
self.traps = {}
self.npcTraps = {}
self.suitAtkStats = {}
self.__clearBonuses(hp=1)
self.__clearBonuses(hp=0)
self.delayedUnlures = []
self.__skillCreditMultiplier = simbase.air.baseXpMultiplier
self.tutorialFlag = tutorialFlag
self.trainTrapTriggered = False
def setSkillCreditMultiplier(self, mult):
self.__skillCreditMultiplier = simbase.air.baseXpMultiplier * mult
def getSkillCreditMultiplier(self):
return self.__skillCreditMultiplier
def cleanup(self):
self.battle = None
return
def __calcToonAtkHit(self, attackIndex, atkTargets):
if len(atkTargets) == 0:
return (0, 0)
if self.tutorialFlag:
return (1, 95)
if self.toonsAlways5050:
roll = random.randint(0, 99)
if roll < 50:
return (1, 95)
else:
return (0, 0)
if self.toonsAlwaysHit:
return (1, 95)
elif self.toonsAlwaysMiss:
return (0, 0)
debug = self.notify.getDebug()
attack = self.battle.toonAttacks[attackIndex]
atkTrack, atkLevel = self.__getActualTrackLevel(attack)
hasAccuracyBuff = False
toon = simbase.air.doId2do.get(attack[TOON_ID_COL])
if toon:
if toon.hasBuff(BGagAccuracy):
if not ZoneUtil.isDynamicZone(toon.zoneId):
if ZoneUtil.getWhereName(toon.zoneId, True) in ('street', 'factoryExterior', 'cogHQExterior'):
hasAccuracyBuff = True
if atkTrack == NPCSOS:
return (1, 95)
if atkTrack == FIRE:
return (1, 95)
if atkTrack == TRAP:
if debug:
self.notify.debug('Attack is a trap, so it hits regardless')
attack[TOON_ACCBONUS_COL] = 0
return (1, 100)
elif atkTrack == DROP and attack[TOON_TRACK_COL] == NPCSOS:
unluredSuits = 0
for tgt in atkTargets:
if not self.__suitIsLured(tgt.getDoId()):
unluredSuits = 1
if unluredSuits == 0:
attack[TOON_ACCBONUS_COL] = 1
return (0, 0)
elif atkTrack == DROP:
allLured = True
for i in xrange(len(atkTargets)):
if self.__suitIsLured(atkTargets[i].getDoId()):
pass
else:
allLured = False
if allLured:
attack[TOON_ACCBONUS_COL] = 1
return (0, 0)
elif atkTrack == PETSOS:
return self.__calculatePetTrickSuccess(attack)
tgtDef = 0
numLured = 0
if atkTrack != HEAL:
for currTarget in atkTargets:
thisSuitDef = self.__targetDefense(currTarget, atkTrack)
if debug:
self.notify.debug('Examining suit def for toon attack: ' + str(thisSuitDef))
tgtDef = min(thisSuitDef, tgtDef)
if self.__suitIsLured(currTarget.getDoId()):
numLured += 1
trackExp = self.__toonTrackExp(attack[TOON_ID_COL], atkTrack)
for currOtherAtk in self.toonAtkOrder:
if currOtherAtk != attack[TOON_ID_COL]:
nextAttack = self.battle.toonAttacks[currOtherAtk]
nextAtkTrack = self.__getActualTrack(nextAttack)
if atkTrack == nextAtkTrack and attack[TOON_TGT_COL] == nextAttack[TOON_TGT_COL]:
currTrackExp = self.__toonTrackExp(nextAttack[TOON_ID_COL], atkTrack)
if debug:
self.notify.debug('Examining toon track exp bonus: ' + str(currTrackExp))
trackExp = max(currTrackExp, trackExp)
if debug:
if atkTrack == HEAL:
self.notify.debug('Toon attack is a heal, no target def used')
else:
self.notify.debug('Suit defense used for toon attack: ' + str(tgtDef))
self.notify.debug('Toon track exp bonus used for toon attack: ' + str(trackExp))
if attack[TOON_TRACK_COL] == NPCSOS:
randChoice = 0
else:
randChoice = random.randint(0, 99)
propAcc = AvPropAccuracy[atkTrack][atkLevel]
if hasAccuracyBuff:
propAcc *= BGagAccuracyMultiplier
if atkTrack == LURE:
treebonus = self.__toonCheckGagBonus(attack[TOON_ID_COL], atkTrack, atkLevel)
propBonus = self.__checkPropBonus(atkTrack)
if self.propAndOrganicBonusStack:
propAcc = 0
if treebonus:
self.notify.debug('using organic bonus lure accuracy')
propAcc += AvLureBonusAccuracy[atkLevel]
if propBonus:
self.notify.debug('using prop bonus lure accuracy')
propAcc += AvLureBonusAccuracy[atkLevel]
elif treebonus or propBonus:
self.notify.debug('using oragnic OR prop bonus lure accuracy')
propAcc = AvLureBonusAccuracy[atkLevel]
attackAcc = propAcc + trackExp + tgtDef
currAtk = self.toonAtkOrder.index(attackIndex)
if currAtk > 0 and atkTrack != HEAL:
prevAtkId = self.toonAtkOrder[currAtk - 1]
prevAttack = self.battle.toonAttacks[prevAtkId]
prevAtkTrack = self.__getActualTrack(prevAttack)
lure = atkTrack == LURE and (not attackAffectsGroup(atkTrack, atkLevel,
attack[TOON_TRACK_COL]) and attack[TOON_TGT_COL] in self.successfulLures or attackAffectsGroup(atkTrack, atkLevel, attack[TOON_TRACK_COL]))
if atkTrack == prevAtkTrack and (attack[TOON_TGT_COL] == prevAttack[TOON_TGT_COL] or lure):
if prevAttack[TOON_ACCBONUS_COL] == 1:
if debug:
self.notify.debug('DODGE: Toon attack track dodged')
elif prevAttack[TOON_ACCBONUS_COL] == 0:
if debug:
self.notify.debug('HIT: Toon attack track hit')
attack[TOON_ACCBONUS_COL] = prevAttack[TOON_ACCBONUS_COL]
return (not attack[TOON_ACCBONUS_COL], attackAcc)
atkAccResult = attackAcc
if debug:
self.notify.debug('setting atkAccResult to %d' % atkAccResult)
acc = attackAcc + self.__calcToonAccBonus(attackIndex)
if atkTrack != LURE and atkTrack != HEAL:
if atkTrack != DROP:
if numLured == len(atkTargets):
if debug:
self.notify.debug('all targets are lured, attack hits')
attack[TOON_ACCBONUS_COL] = 0
return (1, 100)
else:
luredRatio = float(numLured) / float(len(atkTargets))
accAdjust = 100 * luredRatio
if accAdjust > 0 and debug:
self.notify.debug(str(numLured) + ' out of ' + str(len(atkTargets)) + ' targets are lured, so adding ' + str(accAdjust) + ' to attack accuracy')
acc += accAdjust
elif numLured == len(atkTargets):
if debug:
self.notify.debug('all targets are lured, attack misses')
attack[TOON_ACCBONUS_COL] = 0
return (0, 0)
if acc > MaxToonAcc:
acc = MaxToonAcc
if randChoice < acc:
if debug:
self.notify.debug('HIT: Toon attack rolled' + str(randChoice) + 'to hit with an accuracy of' + str(acc))
attack[TOON_ACCBONUS_COL] = 0
else:
if debug:
self.notify.debug('MISS: Toon attack rolled' + str(randChoice) + 'to hit with an accuracy of' + str(acc))
attack[TOON_ACCBONUS_COL] = 1
return (not attack[TOON_ACCBONUS_COL], atkAccResult)
def __toonTrackExp(self, toonId, track):
toon = self.battle.getToon(toonId)
if toon != None:
toonExpLvl = toon.experience.getExpLevel(track)
exp = self.AttackExpPerTrack[toonExpLvl]
if track == HEAL:
exp = exp * 0.5
self.notify.debug('Toon track exp: ' + str(toonExpLvl) + ' and resulting acc bonus: ' + str(exp))
return exp
else:
return 0
return
def __toonCheckGagBonus(self, toonId, track, level):
toon = self.battle.getToon(toonId)
if toon != None:
return toon.checkGagBonus(track, level)
else:
return False
return
def __checkPropBonus(self, track):
return self.battle.getInteractivePropTrackBonus() == track
def __targetDefense(self, suit, atkTrack):
if atkTrack == HEAL:
return 0
suitDef = SuitBattleGlobals.SuitAttributes[suit.dna.name]['def'][suit.getLevel()]
return -suitDef
def __createToonTargetList(self, attackIndex):
attack = self.battle.toonAttacks[attackIndex]
atkTrack, atkLevel = self.__getActualTrackLevel(attack)
targetList = []
if atkTrack == NPCSOS:
return targetList
if not attackAffectsGroup(atkTrack, atkLevel, attack[TOON_TRACK_COL]):
if atkTrack == HEAL:
target = attack[TOON_TGT_COL]
else:
target = self.battle.findSuit(attack[TOON_TGT_COL])
if target != None:
targetList.append(target)
elif atkTrack == HEAL or atkTrack == PETSOS:
if attack[TOON_TRACK_COL] == NPCSOS or atkTrack == PETSOS:
targetList = self.battle.activeToons
else:
for currToon in self.battle.activeToons:
if attack[TOON_ID_COL] != currToon:
targetList.append(currToon)
else:
targetList = self.battle.activeSuits
return targetList
def __prevAtkTrack(self, attackerId, toon = 1):
if toon:
prevAtkIdx = self.toonAtkOrder.index(attackerId) - 1
if prevAtkIdx >= 0:
prevAttackerId = self.toonAtkOrder[prevAtkIdx]
attack = self.battle.toonAttacks[prevAttackerId]
return self.__getActualTrack(attack)
else:
return NO_ATTACK
def getSuitTrapType(self, suitId):
if suitId in self.traps:
if self.traps[suitId][0] == self.TRAP_CONFLICT:
return NO_TRAP
else:
return self.traps[suitId][0]
else:
return NO_TRAP
def __suitTrapDamage(self, suitId):
if suitId in self.traps:
return self.traps[suitId][2]
else:
return 0
def addTrainTrapForJoiningSuit(self, suitId):
self.notify.debug('addTrainTrapForJoiningSuit suit=%d self.traps=%s' % (suitId, self.traps))
trapInfoToUse = None
for trapInfo in self.traps.values():
if trapInfo[0] == UBER_GAG_LEVEL_INDEX:
trapInfoToUse = trapInfo
break
if trapInfoToUse:
self.traps[suitId] = trapInfoToUse
else:
self.notify.warning('huh we did not find a train trap?')
return
def __addSuitGroupTrap(self, suitId, trapLvl, attackerId, allSuits, npcDamage = 0):
if npcDamage == 0:
if suitId in self.traps:
if self.traps[suitId][0] == self.TRAP_CONFLICT:
pass
else:
self.traps[suitId][0] = self.TRAP_CONFLICT
for suit in allSuits:
id = suit.doId
if id in self.traps:
self.traps[id][0] = self.TRAP_CONFLICT
else:
self.traps[id] = [self.TRAP_CONFLICT, 0, 0]
else:
toon = self.battle.getToon(attackerId)
organicBonus = toon.checkGagBonus(TRAP, trapLvl)
propBonus = self.__checkPropBonus(TRAP)
damage = getAvPropDamage(TRAP, trapLvl, toon.experience.getExp(TRAP), organicBonus, propBonus, self.propAndOrganicBonusStack)
if self.itemIsCredit(TRAP, trapLvl):
self.traps[suitId] = [trapLvl, attackerId, damage]
else:
self.traps[suitId] = [trapLvl, 0, damage]
self.notify.debug('calling __addLuredSuitsDelayed')
self.__addLuredSuitsDelayed(attackerId, targetId=-1, ignoreDamageCheck=True)
elif suitId in self.traps:
if self.traps[suitId][0] == self.TRAP_CONFLICT:
self.traps[suitId] = [trapLvl, 0, npcDamage]
elif not self.__suitIsLured(suitId):
self.traps[suitId] = [trapLvl, 0, npcDamage]
def __addSuitTrap(self, suitId, trapLvl, attackerId, npcDamage = 0):
if npcDamage == 0:
if suitId in self.traps:
if self.traps[suitId][0] == self.TRAP_CONFLICT:
pass
else:
self.traps[suitId][0] = self.TRAP_CONFLICT
else:
toon = self.battle.getToon(attackerId)
organicBonus = toon.checkGagBonus(TRAP, trapLvl)
propBonus = self.__checkPropBonus(TRAP)
damage = getAvPropDamage(TRAP, trapLvl, toon.experience.getExp(TRAP), organicBonus, propBonus, self.propAndOrganicBonusStack)
if self.itemIsCredit(TRAP, trapLvl):
self.traps[suitId] = [trapLvl, attackerId, damage]
else:
self.traps[suitId] = [trapLvl, 0, damage]
elif suitId in self.traps:
if self.traps[suitId][0] == self.TRAP_CONFLICT:
self.traps[suitId] = [trapLvl, 0, npcDamage]
elif not self.__suitIsLured(suitId):
self.traps[suitId] = [trapLvl, 0, npcDamage]
def __removeSuitTrap(self, suitId):
if suitId in self.traps:
del self.traps[suitId]
def __clearTrapCreator(self, creatorId, suitId = None):
if suitId == None:
for currTrap in self.traps.keys():
if creatorId == self.traps[currTrap][1]:
self.traps[currTrap][1] = 0
elif suitId in self.traps:
self.traps[suitId][1] = 0
return
def __trapCreator(self, suitId):
if suitId in self.traps:
return self.traps[suitId][1]
else:
return 0
def __initTraps(self):
self.trainTrapTriggered = False
keysList = self.traps.keys()
for currTrap in keysList:
if self.traps[currTrap][0] == self.TRAP_CONFLICT:
del self.traps[currTrap]
def __calcToonAtkHp(self, toonId):
attack = self.battle.toonAttacks[toonId]
targetList = self.__createToonTargetList(toonId)
atkHit, atkAcc = self.__calcToonAtkHit(toonId, targetList)
atkTrack, atkLevel, atkHp = self.__getActualTrackLevelHp(attack)
if not atkHit and atkTrack != HEAL:
return
validTargetAvail = 0
lureDidDamage = 0
currLureId = -1
for currTarget in xrange(len(targetList)):
attackLevel = -1
attackTrack = None
attackDamage = 0
toonTarget = 0
targetLured = 0
if atkTrack == HEAL or atkTrack == PETSOS:
targetId = targetList[currTarget]
toonTarget = 1
else:
targetId = targetList[currTarget].getDoId()
if atkTrack == LURE:
if self.getSuitTrapType(targetId) == NO_TRAP:
if self.notify.getDebug():
self.notify.debug('Suit lured, but no trap exists')
if self.SUITS_UNLURED_IMMEDIATELY:
if not self.__suitIsLured(targetId, prevRound=1):
if not self.__combatantDead(targetId, toon=toonTarget):
validTargetAvail = 1
rounds = self.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
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 = self.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:
result = 1
elif 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):
if track == PETSOS:
return 0
return 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)