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268 lines (238 loc) · 12.1 KB
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import pandas
import random
import math
import decimal
from decimal import Decimal, ROUND_HALF_DOWN
movesTable = pandas.read_csv("Moves.csv")
def applyModifier(targetTypes, typeName, effect):
if not typeName in targetTypes:
return 1
if effect == "Weak":
return 2
elif effect == 'Resist':
return 1/2
elif effect == "Immune":
return 0
else:
print(f"applyModifier(): {effect} not recognized as a valid type effect, under {typeName}")
def getEffectivenessModifier(moveType, targetTypes):
modifier = 1
match moveType:
case 'Normal':
modifier *= applyModifier(targetTypes, 'Rock', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
modifier *= applyModifier(targetTypes, 'Ghost', 'Immune')
case 'Fighting':
modifier *= applyModifier(targetTypes, 'Dark', 'Weak')
modifier *= applyModifier(targetTypes, 'Ice', 'Weak')
modifier *= applyModifier(targetTypes, 'Normal', 'Weak')
modifier *= applyModifier(targetTypes, 'Rock', 'Weak')
modifier *= applyModifier(targetTypes, 'Steel', 'Weak')
modifier *= applyModifier(targetTypes, 'Bug', 'Resist')
modifier *= applyModifier(targetTypes, 'Fairy', 'Resist')
modifier *= applyModifier(targetTypes, 'Flying', 'Resist')
modifier *= applyModifier(targetTypes, 'Poison', 'Resist')
modifier *= applyModifier(targetTypes, 'Psychic', 'Resist')
modifier *= applyModifier(targetTypes, 'Ghost', 'Immune')
case 'Flying':
modifier *= applyModifier(targetTypes, 'Bug', 'Weak')
modifier *= applyModifier(targetTypes, 'Fighting', 'Weak')
modifier *= applyModifier(targetTypes, 'Grass', 'Weak')
modifier *= applyModifier(targetTypes, 'Electric', 'Resist')
modifier *= applyModifier(targetTypes, 'Rock', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
case 'Poison':
modifier *= applyModifier(targetTypes, 'Fairy', 'Weak')
modifier *= applyModifier(targetTypes, 'Grass', 'Weak')
modifier *= applyModifier(targetTypes, 'Poison', 'Resist')
modifier *= applyModifier(targetTypes, 'Ground', 'Resist')
modifier *= applyModifier(targetTypes, 'Rock', 'Resist')
modifier *= applyModifier(targetTypes, 'Ghost', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Immune')
case 'Ground':
modifier *= applyModifier(targetTypes, 'Electric', 'Weak')
modifier *= applyModifier(targetTypes, 'Fire', 'Weak')
modifier *= applyModifier(targetTypes, 'Poison', 'Weak')
modifier *= applyModifier(targetTypes, 'Rock', 'Weak')
modifier *= applyModifier(targetTypes, 'Steel', 'Weak')
modifier *= applyModifier(targetTypes, 'Bug', 'Resist')
modifier *= applyModifier(targetTypes, 'Grass', 'Resist')
modifier *= applyModifier(targetTypes, 'Flying', 'Immune')
case 'Rock':
modifier *= applyModifier(targetTypes, 'Bug', 'Weak')
modifier *= applyModifier(targetTypes, 'Fire', 'Weak')
modifier *= applyModifier(targetTypes, 'Flying', 'Weak')
modifier *= applyModifier(targetTypes, 'Ice', 'Weak')
modifier *= applyModifier(targetTypes, 'Fighting', 'Resist')
modifier *= applyModifier(targetTypes, 'Ground', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
case 'Bug':
modifier *= applyModifier(targetTypes, 'Dark', 'Weak')
modifier *= applyModifier(targetTypes, 'Grass', 'Weak')
modifier *= applyModifier(targetTypes, 'Psychic', 'Weak')
modifier *= applyModifier(targetTypes, 'Fairy', 'Resist')
modifier *= applyModifier(targetTypes, 'Fighting', 'Resist')
modifier *= applyModifier(targetTypes, 'Fire', 'Resist')
modifier *= applyModifier(targetTypes, 'Flying', 'Resist')
modifier *= applyModifier(targetTypes, 'Ghost', 'Resist')
modifier *= applyModifier(targetTypes, 'Poison', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
case 'Ghost':
modifier *= applyModifier(targetTypes, 'Ghost', 'Weak')
modifier *= applyModifier(targetTypes, 'Psychic', 'Weak')
modifier *= applyModifier(targetTypes, 'Dark', 'Resist')
modifier *= applyModifier(targetTypes, 'Normal', 'Immune')
case 'Steel':
modifier *= applyModifier(targetTypes, 'Fairy', 'Weak')
modifier *= applyModifier(targetTypes, 'Ice', 'Weak')
modifier *= applyModifier(targetTypes, 'Rock', 'Weak')
modifier *= applyModifier(targetTypes, 'Electric', 'Resist')
modifier *= applyModifier(targetTypes, 'Fire', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
modifier *= applyModifier(targetTypes, 'Water', 'Resist')
case 'Fire':
modifier *= applyModifier(targetTypes, 'Bug', 'Weak')
modifier *= applyModifier(targetTypes, 'Grass', 'Weak')
modifier *= applyModifier(targetTypes, 'Ice', 'Weak')
modifier *= applyModifier(targetTypes, 'Steel', 'Weak')
modifier *= applyModifier(targetTypes, 'Dragon', 'Resist')
modifier *= applyModifier(targetTypes, 'Fire', 'Resist')
modifier *= applyModifier(targetTypes, 'Rock', 'Resist')
modifier *= applyModifier(targetTypes, 'Water', 'Resist')
case 'Water':
modifier *= applyModifier(targetTypes, 'Fire', 'Weak')
modifier *= applyModifier(targetTypes, 'Ground', 'Weak')
modifier *= applyModifier(targetTypes, 'Rock', 'Weak')
modifier *= applyModifier(targetTypes, 'Dragon', 'Resist')
modifier *= applyModifier(targetTypes, 'Grass', 'Resist')
modifier *= applyModifier(targetTypes, 'Water', 'Resist')
case 'Grass':
modifier *= applyModifier(targetTypes, 'Ground', 'Weak')
modifier *= applyModifier(targetTypes, 'Rock', 'Weak')
modifier *= applyModifier(targetTypes, 'Water', 'Weak')
modifier *= applyModifier(targetTypes, 'Bug', 'Resist')
modifier *= applyModifier(targetTypes, 'Dragon', 'Resist')
modifier *= applyModifier(targetTypes, 'Fire', 'Resist')
modifier *= applyModifier(targetTypes, 'Flying', 'Resist')
modifier *= applyModifier(targetTypes, 'Grass', 'Resist')
modifier *= applyModifier(targetTypes, 'Poison', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
case 'Electric':
modifier *= applyModifier(targetTypes, 'Flying', 'Weak')
modifier *= applyModifier(targetTypes, 'Water', 'Weak')
modifier *= applyModifier(targetTypes, 'Dragon', 'Resist')
modifier *= applyModifier(targetTypes, 'Electric', 'Resist')
modifier *= applyModifier(targetTypes, 'Grass', 'Resist')
modifier *= applyModifier(targetTypes, 'Ground', 'Immune')
case 'Psychic':
modifier *= applyModifier(targetTypes, 'Fighting', 'Weak')
modifier *= applyModifier(targetTypes, 'Poison', 'Weak')
modifier *= applyModifier(targetTypes, 'Psychic', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
modifier *= applyModifier(targetTypes, 'Dark', 'Immune')
case 'Ice':
modifier *= applyModifier(targetTypes, 'Dragon', 'Weak')
modifier *= applyModifier(targetTypes, 'Flying', 'Weak')
modifier *= applyModifier(targetTypes, 'Grass', 'Weak')
modifier *= applyModifier(targetTypes, 'Ground', 'Weak')
modifier *= applyModifier(targetTypes, 'Fire', 'Resist')
modifier *= applyModifier(targetTypes, 'Ice', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
modifier *= applyModifier(targetTypes, 'Water', 'Resist')
case 'Dragon':
modifier *= applyModifier(targetTypes, 'Dragon', 'Weak')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
modifier *= applyModifier(targetTypes, 'Fairy', 'Immune')
case 'Dark':
modifier *= applyModifier(targetTypes, 'Ghost', 'Weak')
modifier *= applyModifier(targetTypes, 'Psychic', 'Weak')
modifier *= applyModifier(targetTypes, 'Dark', 'Resist')
modifier *= applyModifier(targetTypes, 'Fairy', 'Resist')
modifier *= applyModifier(targetTypes, 'Fighting', 'Resist')
case 'Fairy':
modifier *= applyModifier(targetTypes, 'Dark', 'Weak')
modifier *= applyModifier(targetTypes, 'Dragon', 'Weak')
modifier *= applyModifier(targetTypes, 'Fighting', 'Weak')
modifier *= applyModifier(targetTypes, 'Fire', 'Resist')
modifier *= applyModifier(targetTypes, 'Poison', 'Resist')
modifier *= applyModifier(targetTypes, 'Steel', 'Resist')
case _:
print(f"getEffectivenessModifier(): Could not find type {moveType}")
#print(f"Modifier = {modifier}")
return modifier
def getAttackDefendStats(attacker, target, moveCategory):
if moveCategory == "Special":
return [attacker.SpecialAttack, target.SpecialDefense]
if moveCategory == "Attack":
return [attacker.Attack, target.Defense]
def getMoveData(moveName):
moveInfo = movesTable.loc[movesTable['Name'] == moveName].iloc[0]
return moveInfo
def getCritMod(attacker, moveData, target):
return 1
def getRandomMod():
return 1
def getStabMod(attacker, moveData):
if moveData['Type'] in attacker.types:
return 1.5
return 1
def getBurnMod(attacker, moveData):
return 1
def getOtherMod(attack, moveData, target):
return 1
def roundHalfDown(input):
return int(Decimal(input).quantize(Decimal('0'), ROUND_HALF_DOWN))
def dealDamage(attacker, moveData, target):
typeEffectiveness = getEffectivenessModifier(moveData['Type'], target.types)
if typeEffectiveness == 0:
print("Immune")
return
effectiveStats = getAttackDefendStats(attacker, target, moveData['Category'])
attackingStat = effectiveStats[0]
defendingStat = effectiveStats[1]
targetNumMod = 1
weatherMod = 1
glaiveRushMod = 1
critMod = getCritMod(attacker, moveData, target)
randomMod = getRandomMod()
stabMod = getStabMod(attacker, moveData)
burnMod = getBurnMod(attacker, moveData)
otherMod = getOtherMod(attacker, moveData, target)
damage = 2 * attacker.level
damage = roundHalfDown(damage / 5) + 2
damage = damage * moveData['Base Power']
damage = roundHalfDown(damage * attackingStat / defendingStat)
damage = roundHalfDown(damage / 50) + 2
damage = roundHalfDown(damage * targetNumMod)
damage = roundHalfDown(damage * weatherMod)
damage = roundHalfDown(damage * glaiveRushMod)
damage = math.floor(damage * critMod)
damage = math.floor(damage * randomMod)
damage = roundHalfDown(damage * stabMod)
damage = math.floor(damage * typeEffectiveness)
damage = roundHalfDown(damage * burnMod)
damage = roundHalfDown(damage * otherMod)
if damage == 0:
damage = 1
originalHpPercent = target.getHealthPercent()
target.takeDamage(damage)
newHpPercent = target.getHealthPercent()
lostHpPercent = round(originalHpPercent - newHpPercent, 1)
print(f"({target.name} lost {lostHpPercent}% of its health!)")
def moveHits(accuracy):
accuracyRand = random.randint(0, 99)
print(accuracyRand)
if accuracyRand < accuracy:
return True
return False
def useMove(attacker, moveName, target):
moveData = getMoveData(moveName)
print(f"{attacker.name} used {moveName}!")
if not moveHits(moveData['Accuracy']):
print('But it missed!')
return
if target.fainted == True:
print('But it failed!')
return
if not moveData['Category'] == 'Status':
dealDamage(attacker, moveData, target)