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actor_factories.py
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actor_factories.py
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"""Library of different types of entities."""
import components.ai
from actions import VictoryAction
from components.equipment import Equipment
from components.fighter import Fighter
from components.inventory import Inventory
from components.level import Level
from components.status import Status
from entity import Actor
from status_effect import BloodDrain, Confused, Grappled
player = Actor(
char="@",
color=(255, 255, 255),
name="Player",
ai_cls=None,
equipment=Equipment(),
fighter=Fighter(hp=30, base_defense=10, base_power=2),
inventory=Inventory(capacity=26),
level=Level(level_up_base=200),
status=Status(),
has_light=True,
)
bat = Actor(
char="b",
color=(110, 110, 110),
name="Bat",
ai_cls=components.ai.BatAI,
equipment=Equipment(),
fighter=Fighter(
hp=5, base_defense=0, base_power=1, base_accuracy=80, base_speed=110
),
inventory=Inventory(capacity=0),
level=Level(xp_given=30),
status=Status(status_effects=[(BloodDrain(heal_amount=1), 0.9)]),
)
zombie = Actor(
char="z",
color=(63, 127, 63),
name="Zombie",
ai_cls=components.ai.BasicMeleeEnemyAI,
equipment=Equipment(),
fighter=Fighter(
hp=8, base_defense=0, base_power=1, base_accuracy=80, base_speed=70
),
inventory=Inventory(capacity=0),
level=Level(xp_given=35),
status=Status(status_effects=[(Grappled(), 0.9)]),
)
# Variant of a zombie with more health and stronger attack
brute_zombie = Actor(
char="Z",
color=(0, 127, 0),
name="Brute Zombie",
ai_cls=components.ai.BasicMeleeEnemyAI,
equipment=Equipment(),
fighter=Fighter(
hp=16,
base_defense=0,
base_power=2,
base_damage=(1, 3),
base_accuracy=90,
base_speed=60,
),
inventory=Inventory(capacity=0),
level=Level(xp_given=60),
status=Status(status_effects=[(Grappled(), 0.9)]),
)
hound = Actor(
char="h",
color=(68, 64, 41),
name="Hound",
ai_cls=components.ai.BasicMeleeEnemyAI,
equipment=Equipment(),
fighter=Fighter(hp=6, base_defense=15, base_power=1, base_speed=150),
inventory=Inventory(capacity=0),
level=Level(xp_given=40),
status=Status(),
)
wolf = Actor(
char="w",
color=(88, 84, 61),
name="Wolf",
ai_cls=components.ai.BasicMeleeEnemyAI,
equipment=Equipment(),
fighter=Fighter(
hp=6, base_defense=20, base_power=1, base_damage=(1, 3), base_speed=180
),
inventory=Inventory(capacity=0),
level=Level(xp_given=50),
status=Status(),
)
ghoul = Actor(
char="G",
color=(0, 127, 0),
name="Ghoul",
ai_cls=components.ai.BasicMeleeEnemyAI,
equipment=Equipment(),
fighter=Fighter(hp=14, base_defense=10, base_power=2, base_damage=(1, 3)),
inventory=Inventory(capacity=0),
level=Level(xp_given=80),
status=Status(),
)
skeleton_archer = Actor(
char="s",
color=(230, 230, 230),
remains_color=(160, 160, 160),
name="Skeleton Archer",
ai_cls=components.ai.StaticRangedEnemy,
equipment=Equipment(),
fighter=Fighter(
hp=6,
base_defense=0,
base_power=1,
base_accuracy=60,
bleeds=False,
base_damage=(0, 1),
),
inventory=Inventory(capacity=0),
level=Level(xp_given=35),
status=Status(),
)
werewolf = Actor(
char="W",
color=(230, 230, 230),
name="Werewolf",
ai_cls=components.ai.WerewolfAI,
equipment=Equipment(),
fighter=Fighter(
hp=18, base_defense=30, base_power=4, base_damage=(0, 4), base_speed=150
),
inventory=Inventory(capacity=0),
level=Level(xp_given=90),
status=Status(),
)
vampire = Actor(
char="v",
color=(63, 127, 63),
name="Vampire",
ai_cls=components.ai.VampireAI,
equipment=Equipment(),
fighter=Fighter(
hp=16, base_defense=20, base_power=4, base_damage=(1, 3), base_speed=120
),
inventory=Inventory(capacity=0),
level=Level(xp_given=90),
status=Status(status_effects=[(BloodDrain(heal_amount=3), 0.9)]),
)
vampire_lord = Actor(
char="V",
color=(63, 127, 63),
name="Vampire Lord",
ai_cls=components.ai.VampireAI,
equipment=Equipment(),
fighter=Fighter(
hp=30, base_defense=25, base_power=6, base_damage=(1, 4), base_speed=130
),
inventory=Inventory(capacity=0),
level=Level(xp_given=180),
status=Status(status_effects=[(BloodDrain(heal_amount=5), 0.9)]),
)
vampire_lord.fighter.on_death = VictoryAction(vampire_lord)
seducer = Actor(
char="S",
color=(220, 20, 60),
name="Seducer",
ai_cls=components.ai.BasicMeleeEnemyAI,
equipment=Equipment(),
fighter=Fighter(
hp=10, base_defense=10, base_power=2, base_damage=(1, 2), base_speed=120
),
inventory=Inventory(capacity=0),
level=Level(xp_given=70),
status=Status(status_effects=[(Confused(duration=3), 0.3)]),
)
dark_knight = Actor(
char="K",
color=(0, 0, 0), # Black color for the "dark" knight
name="Dark Knight",
ai_cls=components.ai.DarkKnightAI, # You'll need to define this AI class
equipment=Equipment(), # Add any specific equipment the Dark Knight should have
fighter=Fighter(
hp=25, base_defense=40, base_power=6, base_damage=(2, 6), base_speed=90
), # Adjust these values as needed for your game balance
inventory=Inventory(
capacity=0
), # Adjust capacity if the Dark Knight should be able to carry items
level=Level(xp_given=120), # Adjust XP given upon defeat
status=Status(), # Add any status effects the Dark Knight should have
)