McRogueFace/docs/templates/complete/combat.py

187 lines
5.4 KiB
Python

"""
combat.py - Combat System for McRogueFace Roguelike
Handles attack resolution, damage calculation, and combat outcomes.
"""
from dataclasses import dataclass
from typing import Tuple, Optional
import random
from entities import Actor, Player, Enemy
from constants import (
MSG_PLAYER_ATTACK, MSG_PLAYER_KILL, MSG_PLAYER_MISS,
MSG_ENEMY_ATTACK, MSG_ENEMY_MISS
)
@dataclass
class CombatResult:
"""
Result of a combat action.
Attributes:
attacker: The attacking actor
defender: The defending actor
damage: Damage dealt (after defense)
killed: Whether the defender was killed
message: Human-readable result message
message_color: Color tuple for the message
"""
attacker: Actor
defender: Actor
damage: int
killed: bool
message: str
message_color: Tuple[int, int, int, int]
def calculate_damage(attack: int, defense: int, variance: float = 0.2) -> int:
"""
Calculate damage with some randomness.
Args:
attack: Attacker's attack power
defense: Defender's defense value
variance: Random variance as percentage (0.2 = +/-20%)
Returns:
Final damage amount (minimum 0)
"""
# Base damage is attack vs defense
base_damage = attack - defense
# Add some variance
if base_damage > 0:
variance_amount = int(base_damage * variance)
damage = base_damage + random.randint(-variance_amount, variance_amount)
else:
# Small chance to do 1 damage even with high defense
damage = 1 if random.random() < 0.1 else 0
return max(0, damage)
def attack(attacker: Actor, defender: Actor) -> CombatResult:
"""
Perform an attack from one actor to another.
Args:
attacker: The actor making the attack
defender: The actor being attacked
Returns:
CombatResult with outcome details
"""
# Calculate damage
damage = calculate_damage(
attacker.fighter.attack,
defender.fighter.defense
)
# Apply damage
actual_damage = defender.fighter.take_damage(damage + defender.fighter.defense)
# Note: take_damage applies defense internally, so we add it back
# Actually, we calculated damage already reduced by defense, so just apply it:
defender.fighter.hp = max(0, defender.fighter.hp - damage + actual_damage)
# Simplified: just use take_damage properly
# Reset and do it right:
# Apply raw damage (defense already calculated)
defender.fighter.hp = max(0, defender.fighter.hp - damage)
killed = not defender.is_alive
# Generate message based on attacker/defender types
if isinstance(attacker, Player):
if killed:
message = MSG_PLAYER_KILL % defender.name
color = (255, 255, 100, 255) # Yellow for kills
elif damage > 0:
message = MSG_PLAYER_ATTACK % (defender.name, damage)
color = (255, 255, 255, 255) # White for hits
else:
message = MSG_PLAYER_MISS % defender.name
color = (150, 150, 150, 255) # Gray for misses
else:
if damage > 0:
message = MSG_ENEMY_ATTACK % (attacker.name, damage)
color = (255, 100, 100, 255) # Red for enemy hits
else:
message = MSG_ENEMY_MISS % attacker.name
color = (150, 150, 150, 255) # Gray for misses
return CombatResult(
attacker=attacker,
defender=defender,
damage=damage,
killed=killed,
message=message,
message_color=color
)
def melee_attack(attacker: Actor, defender: Actor) -> CombatResult:
"""
Perform a melee attack (bump attack).
This is the standard roguelike bump-to-attack.
Args:
attacker: The actor making the attack
defender: The actor being attacked
Returns:
CombatResult with outcome details
"""
return attack(attacker, defender)
def try_attack(attacker: Actor, target_x: int, target_y: int,
enemies: list, player: Optional[Player] = None) -> Optional[CombatResult]:
"""
Attempt to attack whatever is at the target position.
Args:
attacker: The actor making the attack
target_x: X coordinate to attack
target_y: Y coordinate to attack
enemies: List of Enemy actors
player: The player (if attacker is an enemy)
Returns:
CombatResult if something was attacked, None otherwise
"""
# Check if player is attacking
if isinstance(attacker, Player):
# Look for enemy at position
for enemy in enemies:
if enemy.is_alive and enemy.x == target_x and enemy.y == target_y:
return melee_attack(attacker, enemy)
else:
# Enemy attacking - check if player is at position
if player and player.x == target_x and player.y == target_y:
return melee_attack(attacker, player)
return None
def process_kill(attacker: Actor, defender: Actor) -> int:
"""
Process the aftermath of killing an enemy.
Args:
attacker: The actor that made the kill
defender: The actor that was killed
Returns:
XP gained (if attacker is player and defender is enemy)
"""
xp_gained = 0
if isinstance(attacker, Player) and isinstance(defender, Enemy):
xp_gained = defender.xp_reward
attacker.gain_xp(xp_gained)
# Remove the dead actor from the grid
defender.remove()
return xp_gained