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generators.py
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generators.py
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from __future__ import annotations
import random
from time import sleep
from typing import TYPE_CHECKING
import displayer as view
from ansi_tags import ansiprint
from definitions import (
CardType,
CombatTier,
PlayerClass,
Rarity,
)
from message_bus_tools import Message, bus
# Generators module
# Generates relic_pool, potions, and cards
def generate_card_rewards(reward_tier: CombatTier, amount: int, entity: object, card_pool: dict) -> list[dict]:
"""
Normal combat rewards:
Rare: 3% | Uncommon: 37% | Common: 60%
Elite combat rewards:
Rare: 10% | Uncommon: 40% | Common: 50%
Boss combat rewards:
Rare: 100% | Uncommon: 0% | Common: 0%
"""
common_cards = [card for card in card_pool if card.rarity == Rarity.COMMON and card.type not in (CardType.STATUS, CardType.CURSE) and card.player_class == entity.player_class]
uncommon_cards = [card for card in card_pool if card.rarity == Rarity.UNCOMMON and card.type not in (CardType.STATUS, CardType.CURSE) and card.player_class == entity.player_class]
rare_cards = [card for card in card_pool if card.rarity == Rarity.RARE and card.type not in (CardType.STATUS, CardType.CURSE) and card.player_class == entity.player_class]
assert len(common_cards) > 0, "Common pool is empty."
assert len(uncommon_cards) > 0, "Uncommon pool is empty."
assert len(rare_cards) > 0, "Rare pool is empty."
rarities = [common_cards, uncommon_cards, rare_cards]
rewards = []
if reward_tier == CombatTier.NORMAL:
chances = [0.60, 0.37, 0.03]
elif reward_tier == CombatTier.ELITE:
chances = [0.5, 0.4, 0.1]
elif reward_tier == CombatTier.BOSS:
chances = [0, 0, 1]
for _ in range(amount):
chosen_pool = random.choices(rarities, chances, k=1)[0]
rewards.append(random.choice(chosen_pool))
return rewards
def generate_potion_rewards(amount: int, entity: object, potion_pool: dict, chance_based=True) -> list[dict]:
"""You have a 40% chance to get a potion at the end of combat.
-10% when you get a potion.
+10% when you don't get a potion."""
common_potions: list[dict] = [potion for potion in potion_pool if potion.rarity == Rarity.COMMON and (potion.player_class == PlayerClass.ANY or potion.player_class == entity.player_class)]
uncommon_potions: list[dict] = [potion for potion in potion_pool if potion.rarity == Rarity.UNCOMMON and (potion.player_class == PlayerClass.ANY or potion.player_class == entity.player_class)]
rare_potions: list[dict] = [potion for potion in potion_pool if potion.rarity == Rarity.RARE and (potion.player_class == PlayerClass.ANY or potion.player_class == entity.player_class)]
assert len(common_potions) > 0, "Common potions pool is empty."
assert len(uncommon_potions) > 0, "Uncommon potions pool is empty."
assert len(rare_potions) > 0, "Rare potions pool is empty."
all_potions = common_potions + uncommon_potions + rare_potions
rarities = [common_potions, uncommon_potions, rare_potions]
rewards = []
for _ in range(amount):
if chance_based:
rewards.append(random.choice(random.choices(rarities, [0.65, 0.25, 0.1], k=1)[0]))
else:
rewards.append(random.choice(all_potions))
return rewards
def generate_relic_rewards(source: str, amount: int, entity, relic_pool: dict, chance_based=True) -> list[dict]:
claimed_relics = [relic.name for relic in entity.relics]
common_relics = [relic for relic in relic_pool if relic.rarity == Rarity.COMMON and relic.player_class == entity.player_class and relic not in entity.relics and relic.name not in claimed_relics]
uncommon_relics = [relic for relic in relic_pool if relic.rarity == Rarity.UNCOMMON and relic.player_class == entity.player_class and relic not in entity.relics and relic.name not in claimed_relics]
rare_relics = [relic for relic in relic_pool if relic.rarity == Rarity.RARE and relic.player_class == entity.player_class and relic not in entity.relics and relic.name not in claimed_relics]
all_relic_pool = common_relics + uncommon_relics + rare_relics
rarities = [common_relics, uncommon_relics, rare_relics]
assert len(common_relics) > 0, "Common relics pool is empty."
assert len(uncommon_relics) > 0, "Uncommon relics pool is empty."
assert len(rare_relics) > 0, "Rare relics pool is empty."
rewards = []
if source == "Chest":
percent_common = 0.49
percent_uncommon = 0.42
percent_rare = 0.09
else:
percent_common = 0.50
percent_uncommon = 0.33
percent_rare = 0.17
for _ in range(amount):
if chance_based:
rewards.append(random.choice(random.choices(rarities, [percent_common, percent_uncommon, percent_rare], k=1)[0]))
else:
rewards.append(random.choice(all_relic_pool))
return rewards
def claim_relics(choice: bool, entity: object, relic_amount: int, relic_pool: dict = None, rewards: list = None, chance_based=True):
relic_pool = relic_pool if relic_pool else relic_pool
if not rewards:
rewards = generate_relic_rewards("Other", relic_amount, entity, relic_pool, chance_based)
if not choice:
for i in range(relic_amount):
entity.relics.append(rewards[i])
entity.on_relic_pickup(rewards[i])
ansiprint(f"{entity.name} obtained {rewards[i].name}.")
rewards.remove(rewards[i])
sleep(0.5)
sleep(0.5)
while len(rewards) > 0 and choice:
option = view.list_input("Choose a relic", rewards, view.view_relics)
if not option:
sleep(1.5)
view.clear()
continue
entity.relics.append(rewards[option])
bus.publish(Message.ON_RELIC_ADD, (rewards[option], entity))
print(f"{entity.name} obtained {rewards[option].name}.")
rewards.remove(rewards[i])
def claim_potions(choice: bool, potion_amount: int, entity, potion_pool: dict, rewards=None, chance_based=True):
for relic in entity.relics:
if relic.name == "Sozu":
return
if not rewards:
rewards = generate_potion_rewards(potion_amount, entity, potion_pool, chance_based)
if not choice:
for i in range(potion_amount):
if len(entity.potions) <= entity.max_potions:
entity.potions.append(rewards[i])
print(f"{entity.name} obtained {rewards[i].name} | {rewards[i].info}")
rewards.remove(rewards[i])
sleep(1)
view.clear()
while len(rewards) > 0:
print(f"Potion Bag: ({len(potion_pool)} / {entity.max_potions})")
view.view_potions(entity.potions)
print()
print("Potion reward(s):")
option = view.list_input("Choose a potion", rewards, lambda potion_pool, validator: view.view_potions(potion_pool, True, validator=validator))
if len(potion_pool) == entity.max_potions:
ansiprint("<red>Potion bag full!</red>")
sleep(0.5)
option = input("Discard a potion?(y|n) > ")
if option == "y":
option = view.list_input("Choose a potion to discard", entity.potions, view.view_potions,)
print(f"Discarded {entity.potions[option]['Name']}.")
del entity.potions[option]
sleep(1)
view.clear()
else:
sleep(1)
view.clear()
continue
entity.potions.append(rewards.pop(option))
sleep(0.2)
view.clear()
def card_rewards(tier: str, choice: bool, entity, card_pool: dict, rewards=None):
if not rewards:
rewards = generate_card_rewards(tier, entity.card_reward_choices, entity, card_pool)
while True:
if choice:
chosen_reward = view.list_input("Choose a card", rewards, view.view_piles)
if (
entity.upgrade_attacks and rewards[chosen_reward].type == CardType.ATTACK
or (entity.upgrade_skills and rewards[chosen_reward].type == CardType.SKILL
or entity.upgrade_powers and rewards[chosen_reward].type == CardType.POWER
)):
rewards[chosen_reward].upgrade()
entity.deck.append(rewards[chosen_reward])
ansiprint(f"{entity.name} obtained <bold>{rewards[chosen_reward].name}</bold>")
rewards.clear()
break
for card in rewards:
bus.publish(Message.ON_CARD_ADD, (entity, card))
entity.deck.append(card)
print(f"{entity.name} obtained {card.name}")
rewards.remove(card)
break
rewards.clear()
sleep(1)