SimHoc/skillContests.py
2024-08-15 15:15:58 -04:00

65 lines
4.4 KiB
Python

from enum import Enum
class Situations(Enum):
EvenStrength = 0
PP1 = 1 #4v3, 5v4, or 6v5
PP2 = 2 #5v3 or 6v4
SH1 = -1 #3v4, 4v5, 5v6
SH2 = -2 #3v5 or 4v6
class AtkAction(Enum):
SkateB = 0
SkateF = 1
SkateT = 2
SkateA = 3
PassS = 4
PassF = 5
PassB = 6
Dump = 7
ShotS = 8
ShotW = 9
class DefAction(Enum):
Steal = 0
Poke = 1
BlockLn = 2
Body = 3
Force = 4
Pin = 5
BlockSlot = 6
class SkillContestParams(object):
"""Basic structure for contests of skill."""
atkStats = []
defStats = []
override = None
def __init__(self, atkStats:list=[], defStats:list=[]):
self.atkStats = atkStats
self.defStats = defStats
def actionCheck(self, atkAction:AtkAction, defAction:DefAction, situation:Situations=Situations.EvenStrength):
"""Determines which skills to test, and how strongly. Returns itself."""
if situation == Situations.EvenStrength:
result = evenTable[atkAction.value][defAction.value]
if isinstance(result, bool):
self.override = result
return self
self.atkStats = result[0]
self.defStats = result[1]
return self
#Bool overrides, or [List of (stat,weight) , List of (stat,weight)]
evenTable = [
#Steal #Poke #block lane #Body check #Force off puck #Pin to wall #Body block
[[[('Sti',100)],[('Sti',20)]], [[('Dex',110),('Sti',35)],[('Sti',30)]], True, [[('Agi',11)],[('Spe',8)]], [[('Agi',20)],[('Str',8)]], [[('Agi',20)],[('Str',10)]], True], #Skate back
[[[('Sti',100)],[('Sti',40)]], [[('Dex',70),('Sti',30)],[('Sti',100)]], True, [[('Str',80)],[('Str',100)]], [[('Spe',60),('Str',40)],[('Str',80)]], [[('Spe',60),('Str',40)],[('Str',100)]],True], #Skate forward
[[[('Dex',75),('Sti',25)],[('Sti',50)]], [[('Dex',50),('Sti',30)],[('Sti',100)]], [[('Ref',20),('Sti',60)],[('Sti',100)]],[[('Dex',70)],[('Str',100)]], [[('Spe',60),('Str',40)],[('Str',120)]],True, [[('Sti',1)],[('Ref',3)]]], #Skate through
[[[('Sti',100)],[('Sti',40)]], [[('Dex',70),('Sti',30)],[('Sti',100)]], True, [[('Agi',100)],[('Str',100)]],[[('Sti',100)],[('Str',100)]], [[('Sti',100)],[('Str',110)]], True], #Skate around
[True, [[('Pas',70)],[('Sti',30)]], [[('Pas',80)],[('Ref',110)]], True, [[('Pas',100)],[('Str',80)]], [[('Pas',100)],[('Str',90)]], True], #Stretch pass
[[[('Pas',100)],[('Ref',40),('Sti',30)]],[[('Pas',70)],[('Sti',30)]], [[('Pas',80)],[('Ref',110)]], True, [[('Pas',100)],[('Str',80)]], [[('Pas',100)],[('Str',100)]], [[('Pas',1)],[('Ref',3)]]], #Forward pass
[[[('Pas',100)],[('Int',30)]], True, True, True, True, [[('Sti',100)],[('Str',100)]], True], #Backward pass
[True, True, [[('Wis',100)],[('Ref',20)]], True, True, True, True], #Dump/ice
[False, False, True, False, True, False, [[('Sho',120)],[('Ref',70),('Int',30)]]], #Slapshot
[[[('Dex',120)],[('Sti',40)]], [[('Dex',100)],[('Sti',40)]], [[('Sho',50)],[('Ref',25)]], [[('Dex',80)],[('Str',60)]], [[('Dex',100)],[('Str',90)]], [[('Dex',100)],[('Str',100)]], [[('Sho',1)],[('Ref',2),('Int',1)]]] #Wrist shot
]