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character.py
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100 lines (78 loc) · 3.1 KB
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import random
class Character:
def __init__(self, name, hp, lvl, dmg, deff):
self.name = name
self.health = hp
self.level = lvl
self.damage = dmg
self.defense = deff
def health_lose(self,character_attack):
damage_taken = (character_attack - (character_attack/100*self.defense))
self.health -= max(0, damage_taken)
return self.health
def health_up(self):
self.health += random.randint( 1, 2)
return self.health
def attack(self):
self.damage = random.randint(self.level + 1, self.level + 3)
return self.damage
def defense_up(self):
self.defense = random.randint(int(self.defense) + 0, int(self.defense) + 2)
return self.defense
def __str__(self):
return f'Nom:{self.name}, ❤️ vie:{self.health}, ⬆️ niveau:{self.level}'
class Player(Character):
def __init__(self, name):
super().__init__(name, hp=5, lvl=1, dmg=2, deff=1)
self.inventory = []
self.stuff = {"Tête": None, "Torse": None, "Jambes": None, "Pieds": None, "Bras": None, "Main secondaire": None, "Main principale": None, "Mains": None, "Collier": None, "Bague": None, "Potion": None}
def level_up(self):
self.level += 1
self.health += random.randint(1, 2)
self.damage += random.randint(2, 4)
self.defense += random.randint(1, 2)
def equip(self, item_name):
for item in self.inventory:
if item.name == item_name:
self.stuff[item.slot] = item
#voir la logique à appliquer pour gérer les bombes et potions de soins
# if self.stuff[item.slot] == item:
self.inventory.remove(item)
print(f"{self.name} a équipé {item.name} (slot: {item.slot})")
class Monster(Character):
def __init__(self, name):
super().__init__(name,hp=3,lvl=2,dmg=0,deff=0)
def monster_level(self, player_level):
self.level = random.randint(max(1,player_level-1),player_level+1)
return self.level
def health_up(self):
self.health = random.randint(self.health + 1, self.health + 2)
return self.health
def attack(self):
self.damage = random.randint(self.level +1, self.level +3)
return self.damage
def defense_up(self):
self.defense = random.randint(int(self.defense) + 0, int(self.defense) + 2)
return self.defense
# class Boss:
# def __init__(self, name):
# self.name = name
# self.health = 20
# self.level = 10
# self.damage = 30
# self.defense = 15
#
# def boss_level(self, player_level):
# self.level = random.randint(player_level - 1, player_level + 1)
# return self.level
#
# def attack(self):
# self.damage = random.randint(self.level +1, self.level +2)
# return self.damage
#
# def defense_up(self):
# self.defense = random.randint(self.defense + 0, self.defense + 2)
# return self.defense
#
# def __str__(self):
# return f'Nom:{self.name}, ❤️ vie:{self.health}, ⬆️ niveau:{self.level}'