593 lines
27 KiB
Python

###
# Copyright (c) 2011, Anthony Boot
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# * Redistributions of source code must retain the above copyright notice,
# this list of conditions, and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions, and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of the author of this software nor the name of
# contributors to this software may be used to endorse or promote products
# derived from this software without specific prior written consent.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS'
# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
# ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
# LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
# CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
# SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
# INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
# CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
# ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
# POSSIBILITY OF SUCH DAMAGE.
###
import supybot.utils as utils
from supybot.commands import *
import supybot.plugins as plugins
import supybot.ircutils as ircutils
import supybot.callbacks as callbacks
import os
import supybot.ircmsgs as ircmsgs
import supybot.ircdb as ircdb
import random
try:
import simplejson
except:
import json as simplejson
class RPG(callbacks.Plugin):
'''A text based RPG for IRC channels. Requires the user to be registered
with supybot to use it. all commands are prefixed with rpg. Command list:
rpgmove rpgstats rpgrun rpgnew rpgloc rpgviewarea'''
threaded = True
playerData=mapData=mapInfo=monsterData=itemData={}
consolechannel = None
filepath = "{0}/".format(os.path.dirname(os.path.abspath(__file__)))
#########################
### Game Commands ###
#########################
def reloaddata(self,irc,msg,args):
"""Reload RPG data. """
if not ircdb.users.getUser(msg.prefix)._checkCapability('admin'):
irc.error('Only people with \'Admin\' can do that.')
return
else:
self._getPlayerData()
self._getMapData()
self._getMapInfo()
with open(self.filepath+'monsters.txt') as f:
self.monsterData = simplejson.load(f)
self._getItemsFile()
irc.replySuccess()
reloaddata = wrap(reloaddata)
def genmap(self,irc,msg,args,width,height):
"""Generate map."""
if not ircdb.users.getUser(msg.prefix)._checkCapability('owner'):
irc.error('Only people with \'Admin\' can do that.')
return
else:
if not width or not height:
width=height=52
else:
try:
width=int(width)
height=int(height)
except:
irc.error('Invalid arguments given.')
return
random.seed()
seed=random.random()
random.seed(seed)
terrain = []
terrain += '#####:~...............................................'
# # is wall : is boss ~ is item . is nothing.
rand = {}
terrainmap = ''
self._sendDbg(irc,'Generating new usermap..')
x = -1
while x < width:
terrainline=''
x+=1
y=-1
while y < height:
y+=1
if x is 0 or x is width or y is 0 or y is height:
terrainline+=terrain[0]
continue
if x is int(width/2) and y is int(height/2):
terrainline+='@'
y+=1
rand[1]=int(random.random()*(len(terrain)-1))
rand[2]=int(random.random()*(len(terrain)-1))
rand[3]=int(random.random()*(len(terrain)-1))
rand[4]=int(random.random()*(len(terrain)-1))
if rand[1] is rand[2] and rand[1] is rand[3]:
terrainline+=terrain[rand[1]]
elif rand[1] is rand[2] or rand[1] is rand[3]:
terrainline+=terrain[rand[1]]
elif rand[2] is rand[3]:
terrainline+=terrain[rand[2]]
else:
terrainline+=terrain[rand[4]]
terrainmap+=terrainline+'\n'
data = {'width':width,'height':height,'homeY':(height/2),'homeX':int(width/2),'homeLoc':int((height/2)+((width/2)*(width+2))),'desc':'Random Generation.'}
with open(self.filepath+'mapData.txt','w') as f:
simplejson.dump(data,f)
self._saveMapData(terrainmap)
irc.replySuccess('Map regeneration')
self._sendDbg(irc,'Map created and saved to map.txt, info saved to mapData.txt')
playerData=self.playerData
for player in playerData:
playerData[player]['Loc']=(height/2)+((width/2)*(width+2))
self._savePlayerData(playerData)
self._sendDbg(irc,'Players relocated successfully.')
irc.replySuccess('Players Relocated to Home')
genmap = wrap(genmap,[optional('somethingWithoutSpaces'),optional('somethingWithoutSpaces')])
def stats(self,irc,msg,args):
"""Get player stats."""
player = self._checkPlayer(irc,msg)
playerData = self.playerData[player]
level = playerData['Lvl']
exp = playerData['Exp']
next = self._getNextLevelXp(player)
baseAtk = playerData['Atk']
totalAtk = baseAtk+playerData['Item']['rArm']['Power']
baseDef = playerData['Def']
totalDef = baseDef+playerData['Item']['Head']['Power']+playerData['Item']['Torso']['Power']
luck = playerData['Luc']
block = playerData['Item']['lArm']['Power']
deaths = playerData['Deaths']
hp = playerData['HP']
mhp = playerData['MHP']
weapon = playerData['Item']['rArm']['Name']
helmet = playerData['Item']['Head']['Name']
shield = playerData['Item']['lArm']['Name']
armour = playerData['Item']['Torso']['Name']
irc.reply('%s is at Level %i with %i experience; %i is \
needed for the next level. You have %i/%i HP. \
Your base attack is %i and is boosted to %i by your %s Sword. Your base \
defence is %i, boosted to %i with your %s Helmet and %s Armour. Your %s \
Shield gives you a %i%s chance to block attacks. Your Luck \
rating is %i. You have died %i times.\
'%(player,level,exp,next,hp,mhp,baseAtk,totalAtk,weapon,baseDef,totalDef,helmet,armour,shield,block,'%',luck,deaths) )
stats = wrap(stats)
def newplayer(self,irc,msg,args):
"""Create new RPG player."""
player = self._checkPlayer(irc,msg,1)
playerData = self.playerData
playerData[player]={}
playerData[player]['Lvl'] = 1
playerData[player]['Exp'] = 0
playerData[player]['MHP'] = int(random.random()*20)+15
playerData[player]['HP'] = playerData[player]['MHP']
playerData[player]['Atk'] = int(random.random()*5)+1
playerData[player]['Def'] = int(random.random()*5)+1
playerData[player]['Spd'] = int(random.random()*5)+1
playerData[player]['Luc'] = int(random.random()*2)+1
playerData[player]['Item']={}
playerData[player]['Item']['Head'] = {'Name': 'Cloth', 'Power': int(random.random()*3)}
playerData[player]['Item']['Torso'] = {'Name': 'Cloth', 'Power': int(random.random()*3)}
playerData[player]['Item']['lArm'] = {'Name': 'Wooden', 'Power': int(random.random()*5)}
playerData[player]['Item']['rArm'] = {'Name': 'Wooden', 'Power': int(random.random()*3)}
playerData[player]['Deaths'] = 0
playerData[player]['Loc']=self.mapInfo['homeLoc']
playerData[player]['force']=False
self._sendDbg(irc,player+' has been reset/created')
self._savePlayerData(playerData)
self.stats(irc,msg,args)
newplayer = wrap(newplayer)
def location(self,irc,msg,args):
"""Get player location"""
player = self._checkPlayer(irc,msg)
location = self.playerData[player]['Loc']
mapInfo = self.mapInfo
x=0
while True:
if location > mapInfo['width']:
location-=(mapInfo['width']+2)
x+=1
else:
break
y = location
irc.reply('You are located at (%i,%i). Home is at (%i,%i)'%(x,y,self.mapInfo['homeX'],self.mapInfo['homeY']))
location = wrap(location)
def look(self,irc,msg,args):
"""Look aroun."""
player = self._checkPlayer(irc,msg)
location = self.playerData[player]['Loc']
mapData = self.mapData
mapInfo = self.mapInfo
area = []
area += mapData[location-(mapInfo['width']+3)]
area += mapData[location-(mapInfo['width']+2)]
area += mapData[location-(mapInfo['width']+1)]
area += mapData[location-1]
area += mapData[location+1]
area += mapData[location+(mapInfo['width']+1)]
area += mapData[location+(mapInfo['width']+2)]
area += mapData[location+(mapInfo['width']+3)]
for x in area:
line = area.index(x)
if x is '.':
area[line]='Nothing'
elif x is '#':
area[line]='Wall'
elif x is '~':
area[line]='Item'
elif x is ':':
area[line]='Boss'
elif x is '@':
area[line]='Home'
irc.reply('NW: %s - N: %s - NE: %s - W: %s - E: %s - SW: %s - S: %s - SE: %s\
'%(area[0],area[1],area[2],area[3],area[4],area[5],area[6],area[7])
)
look=wrap(look)
def forcebattle(self,irc,msg,args):
"""Force battle nex turn."""
player=self._checkPlayer(irc,msg)
if self.playerData[player]['force']:
self.playerData[player]['force']=False
irc.reply('%s will no longer enter a battle on the next turn.'%player.capitalize(),prefixNick=False)
else:
self.playerData[player]['force']=True
irc.reply('%s will enter a monster battle on their next turn.'%player.capitalize(),prefixNick=False)
forcebattle=wrap(forcebattle)
def move(self,irc,msg,args,direction,number):
"""[direction] [number]
Move [direction] [number].
"""
player = self._checkPlayer(irc,msg)
playerData = self.playerData
mapData = self.mapData
mapInfo = self.mapInfo
direction = direction.upper()
try: number = int(number)
except: number = 1
if number == 0: number=1
x = 0
while x < number:
if direction == 'NW':
if mapData[playerData[player]['Loc']-(mapInfo['width']+3)] is '#':
irc.error('You can\'t move there.')
return
else:
playerData[player]['Loc']-=(mapInfo['width']+3)
self._savePlayerData(playerData)
elif direction == 'N':
if mapData[playerData[player]['Loc']-(mapInfo['width']+2)] is '#':
irc.error('You can\'t move there.')
return
else:
playerData[player]['Loc']-=(mapInfo['width']+2)
self._savePlayerData(playerData)
elif direction == 'NE':
if mapData[playerData[player]['Loc']-(mapInfo['width']+1)] is '#':
irc.error('You can\'t move there.')
return
else:
playerData[player]['Loc']-=(mapInfo['width']+1)
self._savePlayerData(playerData)
elif direction == 'W':
if mapData[playerData[player]['Loc']-1] is '#':
irc.error('You can\'t move there.')
return
else:
playerData[player]['Loc']-=1
self._savePlayerData(playerData)
elif direction == 'E':
if mapData[playerData[player]['Loc']+1] is '#':
irc.error('You can\'t move there.')
return
else:
playerData[player]['Loc']+=1
self._savePlayerData(playerData)
elif direction == 'SW':
if mapData[playerData[player]['Loc']+(mapInfo['width']+1)] is '#':
irc.error('You can\'t move there.')
return
else:
playerData[player]['Loc']+=(mapInfo['width']+1)
self._savePlayerData(playerData)
elif direction == 'S':
if mapData[playerData[player]['Loc']+(mapInfo['width']+2)] is '#':
irc.error('You can\'t move there.')
return
else:
playerData[player]['Loc']+=(mapInfo['width']+2)
self._savePlayerData(playerData)
elif direction == 'SE':
if mapData[playerData[player]['Loc']+(mapInfo['width']+3)] is '#':
irc.error('You can\'t move there.')
return
else:
playerData[player]['Loc']+=(mapInfo['width']+3)
self._savePlayerData(playerData)
else:
irc.error("Move failed. you gave %s as a direction. %s"%(direction,str(type(direction))))
if mapData[playerData[player]['Loc']] is '~':
self._genItem(player,2)
# mapData[playerData[player]['Loc']]='.'
self._saveMapData()
elif mapData[playerData[player]['Loc']] is ':':
self._doBattle(irc,player,2,msg.nick)
elif mapData[playerData[player]['Loc']] is '.':
if playerData[player]['force'] is True:
self._sendDbg(irc,"Battle Forced")
playerData[player]['force']=False
self._doBattle(irc,player,1,msg.nick)
self._savePlayerData(playerData)
elif int(random.random()*100) < 5:
self._doBattle(irc,player,1,msg.nick)
elif mapData[playerData[player]['Loc']] is '@':
playerData[player]['HP']=playerData[player]['MHP']
# irc.reply("Your health has been restored.")
irc.queueMsg(ircmsgs.IrcMsg('NOTICE {0} :Your health has been restored.'.format(msg.nick)))
self._savePlayerData(playerData)
x+=1
move = wrap(move,['somethingWithoutSpaces',optional('int')])
############################
### Engine functions ###
############################
def _checkPlayer(self,irc,msg,new=0):
try:
player = str(ircdb.users.getUser(msg.prefix))
player = player.split('name=\"')[1].split('\",')[0]
except KeyError:
irc.errorNotRegistered()
try:
test=self.playerData[player]
except:
if new is 0:
irc.error('Use rpg new to create an RPG character first.')
return player
def _getPlayerData(self):
with open(self.filepath+'players.txt','r') as f:
self.playerData=simplejson.load(f)
def _savePlayerData(self,data):
with open(self.filepath+'players.txt','w') as f:
simplejson.dump(data,f)
self._getPlayerData()
def _getMapData(self):
with open(self.filepath+'map.txt','r') as f:
self.mapData=f.read()
self._getMapInfo()
def _saveMapData(self,data):
with open(self.filepath+'map.txt','w') as f:
f.write(data)
self._getMapData()
def _getMapInfo(self):
with open(self.filepath+'mapData.txt','r') as f:
self.mapInfo = simplejson.load(f)
def _getItemsFile(self):
with open(self.filepath+'items.txt','r') as f:
self.itemData = simplejson.load(f)
def _sendDbg(self,irc,data):
data = 'RPG: '+str(data)
if(self.consolechannel): irc.queueMsg(ircmsgs.privmsg(self.consolechannel, data))
self.log.debug(data)
def _doBattle(self,irc,player,level=1,nick='StewieGriffin'):
random.seed()
playerData = self.playerData
if level is 1:
monster=self._genMonster(player)
if level is 2:
monster=self._genBoss(player)
irc.reply('%s has encountered Level %i %s and could potentially earn %i experience!\
'%(player,monster['Lvl'],monster['Name'],monster['Exp']),prefixNick=False)
self._sendDbg(irc,monster)
battleData={'player':{'atks':0,'blocks':0,'crits':0},'monster':{'atks':0,'crits':0,'evades':0},'rounds':0}
def _doMonster():
if (random.random()*100 < playerData[player]['Item']['rArm']['Power']):
battleData['player']['blocks']+=1
else:
battleData['monster']['atks']+=1
atkValue = int(random.random()*(monster['Atk']))+2
if (random.random()*100 < 2):
atkValue*=2
battleData['monster']['crits']+=1
playerData[player]['HP']-=(atkValue-(playerData[player]['Def']*playerData[player]['Item']['Torso']['Power']))
if playerData[player]['HP'] <= 0:
return monster['Name']
def _doPlayer():
if(random.random()*100<10):
battleData['monster']['evades']+=1
else:
battleData['player']['atks']+=1
playerAtk=int(random.random()*(playerData[player]['Atk']+playerData[player]['Item']['lArm']['Power']))+2
if(random.random()*100 < playerData[player]['Luc']):
playerAtk*=2
battleData['player']['crits']+=1
monster['HP']-=playerAtk
if monster['HP'] <=0:
return player
winner = None
while winner is None:
battleData['rounds']+=1
if monster['Spd'] > playerData[player]['Spd']:
winner = _doMonster()
if winner is None:
winner = _doPlayer()
else:
winner = _doPlayer()
if winner is None:
winner = _doMonster()
if winner is player:
self._playerWin(irc,player,monster,playerData)
else:
self._playerDead(irc,player,monster,playerData)
bDataString='Battle lasted %i rounds, you scored %i hits, %i were critical and %i were evaded attacks. %s made %i attacks, %i were critical and %i were blocked.\
'%(battleData['rounds'],battleData['player']['atks'],battleData['player']['crits'],battleData['monster']['evades'],monster['Name'],battleData['monster']['atks'],battleData['monster']['crits'],battleData['player']['blocks'])
irc.queueMsg(ircmsgs.IrcMsg('NOTICE {0} :{1}'.format(nick,bDataString)))
# irc.reply(bDataString,prefixNick=False)
def _playerDead(self,irc,player,monster,playerData):
#irc.reply('OOOOOOH YOU JUST GOT PWNT! - You\'ve been sent back home and fully healed. Luckily theres no penalties for dying.')
irc.queueMsg(ircmsgs.IrcMsg('NOTICE {0}: OOOOOOH YOU JUST GOT PWNT! - You\'ve been sent back home and fully healed. Luckily theres no penalties for dying.'.format(msg.nick)))
playerData[player]['HP'] = playerData[player]['MHP']
playerData[player]['Loc'] = self.mapInfo['homeLoc']
playerData[player]['Deaths']+=1
self._savePlayerData(playerData)
def _playerWin(self,irc,player,monster,playerData):
winString='%s won the battle! %s gained %i experience.'%(player,player,monster['Exp'])
self._checkLevelUp(irc,player,monster['Exp'])
if(int(random.random()*100)<5):
itemWon=self._genItem(player)
winString=' You found a %s %s, '%(itemWon['name'],itemWon['item'].capitalize())
better=False
oldEquip={}
if itemWon['item'] is 'sword':
if itemWon['Power'] > playerData[player]['Item']['lArm']['Power']:
oldEquip['Name']=playerData[player]['lArm']['Name']
oldEquip['Power']=playerData[player]['lArm']['Power']
playerData[player]['lArm']['Power']=itemWon['power']
playerData[player]['lArm']['Name']=itemWon['name']
better = True
elif itemWon['item'] is 'shield':
if itemWon['Power'] > playerData[player]['Item']['rArm']['Power']:
oldEquip['Name']=playerData[player]['rArm']['Name']
oldEquip['Power']=playerData[player]['rArm']['Power']
playerData[player]['rArm']['Power']=itemWon['power']
playerData[player]['rArm']['Name']=itemWon['name']
better = True
elif itemWon['item'] is 'helmet':
if itemWon['Power'] > playerData[player]['Item']['Head']['Power']:
oldEquip['Name']=playerData[player]['Head']['Name']
oldEquip['Power']=playerData[player]['Head']['Power']
playerData[player]['Head']['Power']=itemWon['power']
playerData[player]['Head']['Name']=itemWon['name']
better = True
elif itemWon['item'] is 'armour':
if itemWon['Power'] > playerData[player]['Item']['Torso']['Power']:
oldEquip['Name']=playerData[player]['Torso']['Name']
oldEquip['Power']=playerData[player]['Torso']['Power']
playerData[player]['Torso']['Power']=itemWon['power']
playerData[player]['Torso']['Name']=itemWon['name']
better = True
if better:
winString+=' its better than your old %s %s, so you discard it and equip the %s %s\
'%(oldEquip['Name'],itemWon['item'].capitalize(),itemWon['name'],itemWon['item'].capitalize())
else:
winString+=' unfortunlatly your old %s %s is better, so you throw the %s %s aside\
'%(oldEquip['Name'],itemWon['item'].capitalize(),itemWon['name'],itemWon['item'].capitalize())
self._savePlayerData(playerData)
irc.reply(winString,prefixNick=False)
def _genItem(self,player,level=1):
playerData = self.playerData
itemData = self.itemData
genChance=(100-playerData[player]['Luc'])/(level+1)
itemType=int(random.random()*3)
itemToReturn = possibleItem = {}
if itemType is 0: #Sword
possibleItem['item']='sword'
itemBase = False
while itemBase is False:
possibleItem=itemData['swords'][int(random.random()*len(itemData['swords']))]
if int(random.random()*genChance) < possibleItem[3]:
itemBase=possibleItem
itemToReturn['name']=possibleItem[0]
itemToReturn['power']=int((random.random()*(possibleItem[2]-possibleItem[1]))+possibleItem[1])
else:
if itemType is 1: #Shield
possibleItem['item']='shield'
elif itemType is 2: #Helmet
possibleItem['item']='helmet'
elif itemType is 3: #Torso
possibleItem['item']='armour'
itemBase = False
while itemBase is False:
possibleItem=itemData['defence'][int(random.random()*len(itemData['defence']))]
if int(random.random()*genChance < possibleItem[3]):
itemBase=possibleItem
itemToReturn['name']=possibleItem[0]
itemToReturn['power']=int((random.random()*(possibleItem[2]-possibleItem[1]))+possibleItem[1])
itemBoost = False
while itemBoost is False:
booster = itemData['modifiers'][random.randint(0,len(itemData['modifiers'])-1)]
print(booster)
if genChance < booster:
itemBoost = booster;
itemToReturn['name']='%s %s'%(booster[0],itemToReturn['name'])
itemToReturn['power']=itemToReturn['power']*(random.random()*(booster[2]-booster[1]))+booster[1]
return itemToReturn
def _genMonster(self,player):
monster={}
monster['Lvl']=self.playerData[player]['Lvl']+(int(random.random()*5))
monster['Atk']=int((random.random()*(7*monster['Lvl']))+1)+10
monster['Def']=int((random.random()*(7*monster['Lvl']))+1)+10
monster['MHP']=int((random.random()*(7*monster['Lvl']))+1)+15
monster['HP']=monster['MHP']
monster['Name']=self.monsterData['monsters'][int(random.random()*len(self.monsterData['monsters']))]
monster['Spd']=int((random.random()*(5*monster['Lvl']))+1)
monster['Exp']=int((random.random()*monster['Lvl'])+(self.playerData[player]['Lvl']/2))+1
return monster
def _genBoss(self,player):
monster={}
monster['Lvl']=self.playerData[player]['Lvl']+(int(random.random()*5))
monster['Atk']=int((random.random()*(14*monster['Lvl']))+1)+10
monster['Def']=int((random.random()*(14*monster['Lvl']))+1)+10
monster['MHP']=int((random.random()*(14*monster['Lvl']))+1)+15
monster['HP']=monster['MHP']
monster['Name']=self.monsterData['boss']['names'][int(random.random()*len(self.monsterData['boss']['names']))]+'\'s '+self.monsterData['monsters'][int(random.random()*len(self.monsterData['monsters']))]
monster['Spd'] = int((random.random()*(7*monster['Lvl']))+1)
monster['Exp'] = int((random.random()*monster['Lvl'])+(self.playerData[player]['Lvl']/2)+1)+5
monster['pen'] = self.monsterData['boss']['pen'][int(random.random()*len(self.monsterData['boss']['pen']))]
return monster
def _checkLevelUp(self,irc,player,xp):
playerData = self.playerData
nLvl = self._getNextLevelXp(player)
playerData[player]['Exp']+=xp
if playerData[player]['Exp'] >= nLvl:
playerData[player]['MHP']+=int(random.random()*7)
playerData[player]['Atk']+=int(random.random()*7)
playerData[player]['Def']+=int(random.random()*7)
playerData[player]['Spd']+=int(random.random()*7)
playerData[player]['Luc']+=int(random.random()*4)
playerData[player]['Lvl']+=1
irc.reply('%s has leveled up, (s)he is now level %i. New stats are Attack: %i, Defence: %i, Speed: %i and Luck: %i\
'%(player,playerData[player]['Lvl'],playerData[player]['Atk'],playerData[player]['Def'],playerData[player]['Spd'],playerData[player]['Luc']),prefixNick=False)
self._savePlayerData(playerData)
def _getNextLevelXp(self,player):
levelBaseXp = 50
pLvl = self.playerData[player]['Lvl']
return (levelBaseXp*pLvl)+((levelBaseXp*pLvl)/2)
Class = RPG
# vim:set shiftwidth=4 softtabstop=4 expandtab textwidth=79: