Modules
Since you only use the sleep
function from the time
module, you should emphasize it by declaring from time import sleep
and change your calls to only sleep
. I find it cleaner even though it's not a strong rule of thumb, taste varies and both forms are acceptable.
I’d recommend getting rid of the decimal
module. You have no need of strict floating point computation and since you are rounding (thus converting to float
s) anyway, you loose it's interest right after using it. Better round the final result of the computation and compute intermediate results using good-old float
s.
String representation
What do you do when you want to output the content of a dictionary? You print
it. What about lists? You print
them. Integers, sets, tuples? print
them all.
Same goes for your Unit
s. You should print(character)
instead of character.describe()
. How to do that without getting outputs like <__main__.Unit object at 0x02EBFF10>
? By implementing the __str__
special method.
Object-Oriented Programming
Your functions does a lot of things and nearly all of them are directly related to your Unit
s. You should both split them into smaller functions that (for now) do little but have meaning (and meaningful names) and make those function Unit
's methods. You will be able to more easily extend them latter if you decide to add more mechanisms to your battles.
Check if a Unit
is alive, heal
it, check whether of two Unit
s is the swifter are all actions that can reasonably have their own function. For now the code will be simple but if you plan on adding a loot system with boost items, potions or even curses, you’ll have an easier time managing the whole logic because you will only have to include things in these tiny functions.
Similarly, since these functions are directly related to Unit
s and perform actions on them, they should be implemented as methods in your class.
Loops
Using a flag to end a while
loop on certain condition feels not quite right. You should either:
- loop forever and
break
on such conditions;
- use the condition as the condition of the
while
itself.
If the condition is complex, a function call might even make things more readable. In battle
the while
condition should be “neither a
nor b
is dead”.
For your main loop, you should also try to sanitize your input. To me, 'y'
, 'Y'
, ' y'
, ' Yes '
, ''
are all valid values to continue. A common idiom is to use input(...).strip()
and even input(...).strip().lower()
if you want to check into a set of predefined values.
General improvements
Using functions/methods can also be a way to avoid repeating the same lines of code. You should also try to avoid it in if...else
. For instance when computing the result of an attack:
attackDamage = round(decimal.Decimal(attacker.strength*multiplier_1),1) - round(decimal.Decimal(defender.defence*multiplier_2),1)
if attackDamage < 0:
attackDamage = 0
defender.curHP = defender.curHP - attackDamage
print (attacker.name , " did " , attackDamage , " damage to " , defender.name , "." )
and:
attackDamage = round(decimal.Decimal(attacker.strength*2),1) - round(decimal.Decimal(defender.defence/2),2)
if attackDamage < 0:
attackDamage = 0
defender.curHP = defender.curHP - attackDamage
print ("CRITICAL HIT!!!!!" + attacker.name , " did " , attackDamage , " damage to " , defender.name , "." )
are pretty similar. You can avoid it by setting only the multipliers in the test and performing the other operations “out” of the if
.
Python allow you to unpack iterables into several variables at once. See here and here for details. Combined with implicit tuples it allows to simply write:
attacker, defender = defender, attacker
if you want to swap the two variables.
Similarly, in some places, using the ternary operator x if condition else y
will make your code shorter and cleaner.
The builtin function max
will also help you make the code more readable.
Spacing is important for readability and should be consistent: no space before an opening parenthesis in a function call, one space after a coma… You should also try to limit your line length to 80 characters. Read PEP 8 for a full list of recommendations and some working examples.
Also print
already uses a space as separator between arguments. You don't need to add them manually. Or, if you want to explicitly position them, you can override print
default separator with the sep
keyword:
print('Hello', 'world!', sep='-') # outputs 'Hello-world!'
Bugs
Proposed Improvements
I used getattr
and setattr
to dynamically update the attribute represented by the string chosen by random.choice
. If you’re not used to it and don't quite get it, your approach is fine. Just make sure to not repeat yourself when computing the increment for the attribute.
import random
from time import sleep
class Unit:
def __init__(self, n, hp, s, d, a, mp):
self.name = n
self.maxHP = hp
self.curHP = hp
self.strength = s
self.defence = d
self.agility = a
self.mp = mp
def __str__(self):
descr = "[{}] HP: {}, STRENGTH: {}, DEFENSE: {}, AGILITY: {}, MP: {}"
return descr.format(self.name, self.curHP, self.strength,
self.defence, self.agility, self.mp)
def is_dead(self):
return self.curHP <= 0
def perform_attack(self, ennemy):
if random.randint(1,5) != random.randint(1,6):
strength_multiplier = random.randint(70, 150) / 100
defence_multiplier = random.randint(70, 150) / 100
else:
strength_multiplier = 2
defence_multiplier = 0.5
print("CRITICAL HIT!!!!")
attackDamage = max(self.strength * strength_multiplier -
ennemy.defence * defence_multiplier, 0)
ennemy.curHP = round(ennemy.curHP - attackDamage, 1)
print(self.name, "did", attackDamage, "damage to", ennemy.name, ".")
def heal(self):
self.maxHP = self.curHP
self.curHP += 3
def heal_with_mp(self):
if self.mp > 0:
self.mp -= 1
print(self.name, "try to use an MP to heal!")
self.curHP += random.randint(4, 16)
sleep(2)
if self.is_dead():
print("No effect…", self.name, "died")
else:
print("It worked! HP:", self.curHP)
def swifter(self, ennemy):
return self.agility > ennemy.agility
def battle(self, ennemy):
# Resolve first attacker based on agility
# we attack first if there is a draw
attacker, defender = ((ennemy, self)
if ennemy.swifter(self)
else (self, ennemy))
turn = 0
while not (self.is_dead() or ennemy.is_dead()):
turn += 1
print()
print("--- Turn", turn, ":", attacker.name, "---" )
print(attacker.name, ":", attacker.curHP)
print(defender.name, ":", defender.curHP)
print()
sleep(.7)
# Allow less agile defenders to avoid the attack
# with a lower probability chance
miss_factor = 4 if defender.swifter(attacker) else 20
if random.randint(1,miss_factor) == miss_factor:
print(attacker.name, "missed.")
else:
attacker.perform_attack(defender)
if defender.is_dead():
defender.heal_with_mp()
attacker, defender = defender, attacker
winner = ennemy.name if self.is_dead() else self.name
print()
print()
print(winner, "won the battle!")
def encounter(self, ennemy):
self.battle(ennemy)
if not self.is_dead():
self.heal()
self.power_up()
print(self)
def power_up(self):
trait = random.choice(('strength', 'defence', 'agility'))
new_value = getattr(self, trait) + random.randint(1, 2)
setattr(self, trait, new_value)
print(trait.upper(), "UP!", trait.title(), "is now", new_value)
def journey():
name = input("Your name: ")
character = Unit(name,
random.randint(13, 30),
random.randint(2, 5),
random.randint(1, 3),
random.randint(1, 5),
random.randint(1, 5))
print(character)
while not character.is_dead():
enemy = Unit("Monster",
random.randint(10, 25),
random.randint(2, 6),
random.randint(1, 3),
random.randint(1, 5),
random.randint(0, 1))
print(enemy)
if input("Fight? [y/n]: ").strip().lower() not in {'y', 'yes', ''}:
break
character.encounter(enemy)
if __name__ == "__main__":
journey()
Going further
The first step forward to improve your script could be to use inheritance to provide several presets of monsters: create several class that inherit from Unit
and use super
to fix default values. You can still have a GenericMonster
class whose call to super().__init__
will still use random values. Try to make your monsters unique with a combination of two high traits and two low ones (or one high and 3 medium). You will then be able to build a random monster with:
EnemyType = random.choice((GenericMonster, Zombie, Blob, ReptilianWarrior,...))
enemy = EnemyType()
You can also allow your monster to take the number of rounds as parameter and be stronger and stronger as the brawl goes on.
An other interesting change would be to allow the user to input a space separated sequence of integer to be used as an initializer of his character traits. Build a list of constraints (maximum 40 points, life between 15 and 30, strength between 2 and 10, etc) and check them either in the constructor or before.
With several types of monsters, you could rewrite your power-up system to gain traits based on the type of enemy you encountered (a strong enemy will build up your defense, an agile one your agility…). Or you could also let the user choose.
You can then build a text or ascii-art based labyrinth traversal so that refusing to fight a monster will still allow you to choose an other direction and find an other one (hopefully easier) to fight.
You can then improve it to add loots, inventory, curses, potions, shops…
Last step is to turn it into an MMORPG :)