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| from abc import ABCMeta, abstractmethod from random import randint, randrange
class Fighter(object, metaclass=ABCMeta): """战斗者"""
__slots__ = ('_name', '_hp', 'str_v', 'agi_v', 'vel_v')
def __init__(self, name, hp, str_v, agi_v, vel_v): """初始化方法
:param name: 名字 :param hp: 生命值 :param str_v: 力量值 :param agi_v: 敏捷值 :param vel_v: 速度值 """ self._name = name self._hp = hp self.str_v = str_v self.agi_v = agi_v self.vel_v = vel_v
@property def name(self): return self._name
@property def hp(self): return self._hp
@hp.setter def hp(self, hp): self._hp = hp if hp >= 0 else 0
@property def alive(self): return self._hp > 0
@abstractmethod def attack(self, other): """攻击
:param other: 被攻击的对象 """ pass
class Q_Fighter(Fighter): """乐斗少侠"""
__slots__ = ('_name', '_hp', 'phy_v', 'mag_v', 'str_v', 'agi_v', 'vel_v')
def __init__(self, name, hp, phy_v, mag_v, str_v, agi_v, vel_v): """初始化方法
:param name: 名字 :param hp: 生命值 :param phy_v: 体力值 :param mag_v: 法力值 :param str_v: 力量值 :param agi_v: 敏捷值 :param vel_v: 速度值 """ super().__init__(name, hp, str_v, agi_v, vel_v) self.phy_v = phy_v self.mag_v = mag_v self.str_v = str_v self.agi_v = agi_v self.vel_v = vel_v
def attack(self, other): injury_value = randint(5, 15) other.hp -= injury_value print("对怪兽造成%d点伤害" % injury_value)
def crazy_sickle(self, other): """必中,且不会被反击""" injury_value = randint(21, 31) other.hp -= injury_value print("对怪兽造成%d点伤害" % injury_value)
def trident(self, other): """40%概率不休息一回合""" injury_value = randint(34, 59) other.hp -= injury_value print("对怪兽造成%d点伤害" % injury_value)
def impale(self, other): """5%概率连击""" injury_value = randint(27, 42) other.hp -= injury_value print("对怪兽造成%d点伤害" % injury_value)
def the_palm_of_the_tathagata(self, other): """(必中,打掉对方至少10点或二分之一的血)
:param other: 被攻击的对象
:return: 使用成功返回True否则返回False """
injury = other.hp // 2 injury = injury if injury >= 10 else 10 other.hp -= injury print("对怪兽造成%d点伤害" % injury)
def tornado(self, other, f_str_v): injury_value = int(20 + f_str_v * 0.85) other.hp -= injury_value print("对怪兽造成%d点伤害" % injury_value)
def charge(self, other, f_vel_v): injury_value = int(17 + f_vel_v * 0.7) other.hp -= injury_value print("对怪兽造成%d点伤害" % injury_value)
def __str__(self): return '~~~%s~~~\n' % self._name + \ '生命值: %d\n' % self._hp
class Monster(Fighter): """小怪兽"""
__slots__ = ('_name', '_hp', 'str_v', 'agi_v', 'vel_v')
def attack(self, other): injury_value = randint(20, 30) other.hp -= injury_value print("对乐斗少侠造成%d点伤害" % injury_value)
def __str__(self): return '~~~%s~~~\n' % self._name + \ '生命值: %d\n' % self._hp
def is_any_alive(monsters): """判断有没有小怪兽是活着的""" for monster in monsters: if monster.alive > 0: return True return False
def select_alive_one(monsters): """选中一只活着的小怪兽""" monsters_len = len(monsters) while True: index = randrange(monsters_len) monster = monsters[index] if monster.alive > 0: return monster
def display_info(q_fighter, monsters): """显示奥特曼和小怪兽的信息""" print(q_fighter) for monster in monsters: print(monster, end='')
def main(): u = Q_Fighter('乐斗少侠', 200, 100, 100, 18, 20, 16) m1 = Monster('怪兽1', 500, 10, 10, 10) ms = [m1] crazy_sickle_flag = 0 trident_flag = 0 charge_flag = 0 num = [] print('%s的信息:\n血量:%d\n体力:%d\n法力:%d\n力量值:%d\n敏捷值:%d\n速度值:%d' % (u.name, u.hp, u.phy_v, u.mag_v, u.str_v, u.agi_v, u.vel_v)) fight_round = 1 while u.alive and is_any_alive(ms): print('========第%02d回合========' % fight_round) print('0 普通攻击 \n' '武器:\n1 狂魔镰 消耗15点体力\n2 三叉戟 消耗20点体力\n3 关刀 消耗15点体力\n' '技能:\n4 如来神掌 消耗30点法力\n5 龙卷风 消耗10点法力\n6 冲锋 消耗15点法力\n') print('\n剩余体力值:%d\n剩余法力值:%d' % (u.phy_v, u.mag_v)) skill = int(input('本轮使用武器/技能:')) m = select_alive_one(ms) u_miss = randint(1, 100) m_miss = randint(1, 100) if skill == 0: print('%s使用普通攻击%s.' % (u.name, m.name)) if m_miss <= m.agi_v: print('%s躲避了攻击' % m.name) else: u.attack(m)
elif skill == 1: if u.phy_v >= 15: u.phy_v -= 15 print('%s使用狂魔镰攻击%s' % (u.name, m.name)) u.crazy_sickle(m) crazy_sickle_flag = 1 else: print('体力不足,进行普通攻击') u.attack(m)
elif skill == 2: if u.phy_v >= 20: u.phy_v -= 20 print('%s使用三叉戟攻击%s' % (u.name, m.name)) if m_miss <= m.agi_v: print('%s躲避了攻击' % m.name) else: u.trident(m) trident_flag = 1 else: print('体力不足,进行普通攻击') u.attack(m)
elif skill == 3: if u.phy_v >= 15: u.phy_v -= 15 print('%s使用关刀攻击%s' % (u.name, m.name)) if m_miss <= m.agi_v: print('%s躲避了攻击' % m.name) else: u.impale(m)
skill = randint(1, 100) if skill <= 5: print('%s连续使用关刀攻击%s' % (u.name, m.name)) if m_miss <= m.agi_v: print('%s躲避了攻击' % m.name) else: u.impale(m) else: print('体力不足,进行普通攻击') u.attack(m)
elif skill == 4: if u.mag_v >= 30: u.mag_v -= 30 print('%s使用如来神掌攻击%s' % (u.name, m.name)) u.the_palm_of_the_tathagata(m) else: print('法力不足,进行普通攻击') u.attack(m)
elif skill == 5: if u.mag_v >= 10: u.mag_v -= 10 print('%s使用龙卷风攻击%s' % (u.name, m.name)) if m_miss <= m.agi_v: print('%s躲避了攻击' % m.name) else: u.tornado(m, u.str_v) else: print('法力不足,进行普通攻击') u.attack(m)
elif skill == 6: if u.mag_v >= 15: u.mag_v -= 15 print('%s使用冲锋攻击%s' % (u.name, m.name)) if m_miss <= m.agi_v: print('%s躲避了攻击' % m.name) else: u.charge(m, u.vel_v) charge_flag = 1 else: print('法力不足,进行普通攻击') u.attack(m)
if m.alive > 0: if crazy_sickle_flag + charge_flag == 0: if trident_flag == 0: print('%s回击了%s.' % (m.name, u.name)) if u_miss <= u.agi_v: print('%s躲避了攻击' % u.name) else: m.attack(u) else: u_miss = randint(1, 100) if u_miss > 40: print('%s回击了%s.' % (m.name, u.name)) if u_miss <= u.agi_v: print('%s躲避了攻击' % u.name) else: m.attack(u) else : print('%s击杀了%s' % (u.name, m.name)) crazy_sickle_flag = 0 trident_flag = 0 charge_flag = 0 print('\n') display_info(u, ms) fight_round += 1 print('\n========战斗结束!========\n') if u.alive > 0: print('%s胜利!' % u.name) else: print('小怪兽胜利!')
if __name__ == '__main__': main()
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