patternpythonMinor
Battle simulator RPG
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simulatorbattlerpg
Problem
I just learned about classes today and wanted to find a way to implement them that interested me. I whipped up this little battle simulator and would like any feedback and critiques as well as any ideas or similar projects I could pursue.
```
import random
import time
import decimal
rnd = 0
class Unit:
def __init__(self, n, hp, s, d, a, mp):
self.name = n
self.maxHP = hp
self.curHP = hp
self.strength = s
self.defence = d
self.agility = a
self.mp = mp
def describe(self):
print ("HP: "+ str(self.curHP) + " STRENGTH:"+ str(self.strength) + " DEFENCE:" + str(self.defence) + " AGILITY:" + str(self.agility) + " MP:" + str(self.mp))
def battle( a, b ):
turn = 1
if a.agility > b.agility:
attacker = a
defender = b
else:
attacker = b
defender = a
doBattle = True
while (doBattle):
time.sleep(.7)
print ("\n --- Turn " , turn , ": " , attacker.name , " ---" )
print (attacker.name , ": " , attacker.curHP )
print (defender.name , ": " , defender.curHP , "\n")
if defender.agility > attacker.agility and random.randint(1,4) == 4:
print (attacker.name , " missed." )
else:
if random.randint(1,5) != random.randint(1,6):
multiplier_1 = random.randint(70,150)/100
multiplier_2 = random.randint(70,150)/100
attackDamage = round(decimal.Decimal(attacker.strengthmultiplier_1),1) - round(decimal.Decimal(defender.defencemultiplier_2),1)
if attackDamage = 0:
defender.mp -= 1
defender.curHP += random.randint(4,16)
if defender.curHP > 0:
print("You try to use your MP to heal!")
time.sleep(2)
print("It worked! HP: " + str(defender.curHP))
else:
print("You try to use your MP to heal!")
time
```
import random
import time
import decimal
rnd = 0
class Unit:
def __init__(self, n, hp, s, d, a, mp):
self.name = n
self.maxHP = hp
self.curHP = hp
self.strength = s
self.defence = d
self.agility = a
self.mp = mp
def describe(self):
print ("HP: "+ str(self.curHP) + " STRENGTH:"+ str(self.strength) + " DEFENCE:" + str(self.defence) + " AGILITY:" + str(self.agility) + " MP:" + str(self.mp))
def battle( a, b ):
turn = 1
if a.agility > b.agility:
attacker = a
defender = b
else:
attacker = b
defender = a
doBattle = True
while (doBattle):
time.sleep(.7)
print ("\n --- Turn " , turn , ": " , attacker.name , " ---" )
print (attacker.name , ": " , attacker.curHP )
print (defender.name , ": " , defender.curHP , "\n")
if defender.agility > attacker.agility and random.randint(1,4) == 4:
print (attacker.name , " missed." )
else:
if random.randint(1,5) != random.randint(1,6):
multiplier_1 = random.randint(70,150)/100
multiplier_2 = random.randint(70,150)/100
attackDamage = round(decimal.Decimal(attacker.strengthmultiplier_1),1) - round(decimal.Decimal(defender.defencemultiplier_2),1)
if attackDamage = 0:
defender.mp -= 1
defender.curHP += random.randint(4,16)
if defender.curHP > 0:
print("You try to use your MP to heal!")
time.sleep(2)
print("It worked! HP: " + str(defender.curHP))
else:
print("You try to use your MP to heal!")
time
Solution
Modules
Since you only use the
I’d recommend getting rid of the
String representation
What do you do when you want to output the content of a dictionary? You
Same goes for your
Since you only use the
sleep function from the time module, you should emphasize it by declaring from time import sleep and change your calls to only sleep. I find it cleaner even though it's not a strong rule of thumb, taste varies and both forms are acceptable.I’d recommend getting rid of the
decimal module. You have no need of strict floating point computation and since you are rounding (thus converting to floats) anyway, you loose it's interest right after using it. Better round the final result of the computation and compute intermediate results using good-old floats.String representation
What do you do when you want to output the content of a dictionary? You
print it. What about lists? You print them. Integers, sets, tuples? print them all.Same goes for your
Units. You should print(character) instead of character.describe(). How to do that without getting outputs like `? By implementing the __str__ special method.
Object-Oriented Programming
Your functions does a lot of things and nearly all of them are directly related to your Units. You should both split them into smaller functions that (for now) do little but have meaning (and meaningful names) and make those function Unit's methods. You will be able to more easily extend them latter if you decide to add more mechanisms to your battles.
Check if a Unit is alive, heal it, check whether of two Units is the swifter are all actions that can reasonably have their own function. For now the code will be simple but if you plan on adding a loot system with boost items, potions or even curses, you’ll have an easier time managing the whole logic because you will only have to include things in these tiny functions.
Similarly, since these functions are directly related to Units and perform actions on them, they should be implemented as methods in your class.
Loops
Using a flag to end a while loop on certain condition feels not quite right. You should either:
- loop forever and
break on such conditions;
- use the condition as the condition of the
while itself.
If the condition is complex, a function call might even make things more readable. In battle the while condition should be “neither a nor b is dead”.
For your main loop, you should also try to sanitize your input. To me, 'y', 'Y', ' y', ' Yes ', '' are all valid values to continue. A common idiom is to use input(...).strip() and even input(...).strip().lower() if you want to check into a set of predefined values.
General improvements
-
Using functions/methods can also be a way to avoid repeating the same lines of code. You should also try to avoid it in if...else. For instance when computing the result of an attack:
attackDamage = round(decimal.Decimal(attacker.strength*multiplier_1),1) - round(decimal.Decimal(defender.defence*multiplier_2),1)
if attackDamage < 0:
attackDamage = 0
defender.curHP = defender.curHP - attackDamage
print (attacker.name , " did " , attackDamage , " damage to " , defender.name , "." )
and:
attackDamage = round(decimal.Decimal(attacker.strength*2),1) - round(decimal.Decimal(defender.defence/2),2)
if attackDamage < 0:
attackDamage = 0
defender.curHP = defender.curHP - attackDamage
print ("CRITICAL HIT!!!!!" + attacker.name , " did " , attackDamage , " damage to " , defender.name , "." )
are pretty similar. You can avoid it by setting only the multipliers in the test and performing the other operations “out” of the if.
-
Python allow you to unpack iterables into several variables at once. See here and here for details. Combined with implicit tuples it allows to simply write:
attacker, defender = defender, attacker
if you want to swap the two variables.
-
Similarly, in some places, using the ternary operator x if condition else y will make your code shorter and cleaner.
-
The builtin function max will also help you make the code more readable.
-
Spacing is important for readability and should be consistent: no space before an opening parenthesis in a function call, one space after a coma… You should also try to limit your line length to 80 characters. Read PEP 8 for a full list of recommendations and some working examples.
Also print already uses a space as separator between arguments. You don't need to add them manually. Or, if you want to explicitly position them, you can override print default separator with the sep keyword:
print('Hello', 'world!', sep='-') # outputs 'Hello-world!'
Bugs
-
Unit's maxHP is set but never used. It sounds to me like you forgot to implement what you intended it for.
-
A battle will continue if the defender died and failed to use it’s mp to heal itself.
Proposed Improvements
I used getattr and setattr to dynamically update the attribute represented by the string chosen by random.choice`. If you’re not used to it and don't quite get it, your approach is fine. JCode Snippets
attackDamage = round(decimal.Decimal(attacker.strength*multiplier_1),1) - round(decimal.Decimal(defender.defence*multiplier_2),1)
if attackDamage < 0:
attackDamage = 0
defender.curHP = defender.curHP - attackDamage
print (attacker.name , " did " , attackDamage , " damage to " , defender.name , "." )attackDamage = round(decimal.Decimal(attacker.strength*2),1) - round(decimal.Decimal(defender.defence/2),2)
if attackDamage < 0:
attackDamage = 0
defender.curHP = defender.curHP - attackDamage
print ("CRITICAL HIT!!!!!" + attacker.name , " did " , attackDamage , " damage to " , defender.name , "." )attacker, defender = defender, attackerprint('Hello', 'world!', sep='-') # outputs 'Hello-world!'import random
from time import sleep
class Unit:
def __init__(self, n, hp, s, d, a, mp):
self.name = n
self.maxHP = hp
self.curHP = hp
self.strength = s
self.defence = d
self.agility = a
self.mp = mp
def __str__(self):
descr = "[{}] HP: {}, STRENGTH: {}, DEFENSE: {}, AGILITY: {}, MP: {}"
return descr.format(self.name, self.curHP, self.strength,
self.defence, self.agility, self.mp)
def is_dead(self):
return self.curHP <= 0
def perform_attack(self, ennemy):
if random.randint(1,5) != random.randint(1,6):
strength_multiplier = random.randint(70, 150) / 100
defence_multiplier = random.randint(70, 150) / 100
else:
strength_multiplier = 2
defence_multiplier = 0.5
print("CRITICAL HIT!!!!")
attackDamage = max(self.strength * strength_multiplier -
ennemy.defence * defence_multiplier, 0)
ennemy.curHP = round(ennemy.curHP - attackDamage, 1)
print(self.name, "did", attackDamage, "damage to", ennemy.name, ".")
def heal(self):
self.maxHP = self.curHP
self.curHP += 3
def heal_with_mp(self):
if self.mp > 0:
self.mp -= 1
print(self.name, "try to use an MP to heal!")
self.curHP += random.randint(4, 16)
sleep(2)
if self.is_dead():
print("No effect…", self.name, "died")
else:
print("It worked! HP:", self.curHP)
def swifter(self, ennemy):
return self.agility > ennemy.agility
def battle(self, ennemy):
# Resolve first attacker based on agility
# we attack first if there is a draw
attacker, defender = ((ennemy, self)
if ennemy.swifter(self)
else (self, ennemy))
turn = 0
while not (self.is_dead() or ennemy.is_dead()):
turn += 1
print()
print("--- Turn", turn, ":", attacker.name, "---" )
print(attacker.name, ":", attacker.curHP)
print(defender.name, ":", defender.curHP)
print()
sleep(.7)
# Allow less agile defenders to avoid the attack
# with a lower probability chance
miss_factor = 4 if defender.swifter(attacker) else 20
if random.randint(1,miss_factor) == miss_factor:
print(attacker.name, "missed.")
else:
attacker.perform_attack(defender)
if defender.is_dead():
defender.heal_with_mp()
attacker, defender = defender, attacker
winner = ennemy.name if self.is_dead() else self.name
print()
print()
print(winner, "won the battle!")
def encounter(self, ennemy):
self.battle(ennemy)
if not self.is_dead():
Context
StackExchange Code Review Q#109839, answer score: 3
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