我已经成功地从一个类(darkMage)“spellsiphon”(窃取)一个方法给玩家类(玩家)。
然而,“偷来的”方法似乎仍然属于darkMage类 - 换句话说,当玩家施放被盗的咒语时,它仍会(以各种方式)读取暗黑法师施放咒语。
你能帮我吗?我这样做了:
我想: - 让Player()施放咒语而不是施法咒语(当被盗方法被调用时,它将作为darkMage而不是玩家运行)
class Player(livingThing):
def __init__(self,name="The Stranger", HP=10, MP=5, strength=1, intellect=1, spirit=1, luck=5, gil=6):
self.name = name
self.HP = HP
self.MP = MP
self.gil = gil
self.strength = strength
self.intellect = intellect
self.spirit = spirit
self.luck = luck
self.spellbook = []
def act(self, enemy):
actions = {
"a" : self.attack,
"heal" : self.heal,
"flee" : self.flee,
"cast" : self.cast,
"siphon" : self.spellsiphon
}
#Takes input from the player
self.safe = False
while ((self.HP > 0) and (enemy.HP > 0)) and (self.safe != True):
decision = input("What would you like to do? ")
#Sets the user's input as lower-case and checks for it within the dictionary
if decision.lower() in actions:
actions[decision.lower()](enemy)
if self.safe != True:
enemy.agreact(self)
self.printHP(enemy)
else:
print("That didn't workkkkkk! Try again.")
# Prints both player and enemy HP
def printHP(self, enemy):
print("{0}'s' HP: {1} \n{2}'s HP: {3}".format(self.name, self.HP, enemy.name, enemy.HP))
# Allows the player to attack an enemy (currently functional)
def attack(self, enemy):
enemy.HP -= self.strength
print("You strike {0} for {1} damage!".format(enemy.name, self.strength))
#player.printHP(enemy)
# Allows the player to heal a certain amount of health based on its "spirit" stat (currently functional)
def heal(self, enemy):
healed = randint(0, self.spirit)
self.HP += healed
print("You've healed for {0}!".format(healed))
#player.printHP(enemy)
#Allows the player to attempt to run away
def flee(self, enemy):
randluck = randint(0, self.luck)
if randluck > 3:
print("You successfully escaped!")
self.safe = True
else:
print("You weren't able to escape!")
def cast(self, enemy):
if len(self.spellbook) != 0:
spellchoice = randint(0, len(self.spellbook)-1)
self.spellbook[spellchoice](self)
else:
print("You don't have any spells to cast!")
### SPELLSIPHON IS CURRENTLY BROKEN; IT -DOES- SIPHON THE SPELL BUT ONLY ALLOWS THE DARK MAGE TO CONTINUE CASTING ###
def spellsiphon(self, enemy):
if len(enemy.spellbook) != 0:
randspell = randint(0, len(enemy.spellbook)-1)
stolenspell = darkMage().spellbook[randspell]
#(type(enemy).__name__).__init__(self, stolenspell)
self.spellbook.append(stolenspell)
print("You've successfully stolen {0} from {1}!".format("stolenspell", enemy.name))
else:
print("You can't steal a spell from {0}!".format(enemy.name))
# Anything that can act with/against the player
class Actor(livingThing):
def __init__(self, name="Unknown Entity", HP=10, MP=2, strength=1, intellect=1, spirit=3, gil=3):
self. name = name
self.HP = HP
self.MP = MP
self.gil = gil
self.strength = strength
self.intellect = intellect
self.spirit = spirit
self.abilities = [self.strike, self.heal]
def printabilities():
print(self.abilities)
# Chooses how your opponent will respond to your attack
def agreact(self, player):
choice = randint(0, len(self.abilities)-1)
self.abilities[choice](player)
# A basic "hit back" reaction from your opponent--everyone can do this
def strike(self, player):
player.HP -= self.strength
print("{0} hit {1} for {2}!".format(self.name, player.name, self.strength))
def heal(self, enemy):
healed = randint(0, self.spirit)
self.HP += healed
print("{0} healed for {1}!".format(self.name, healed))
### CURRENT VERSION SUPPORTS THE ADDITION OF NEW ABILITIES IN CHILD CLASSES VIA THE "super().__init__()" method! ###
class Enemy(Actor):
def __init__(self):
super().__init__()
self.abilities.append(self.cast)
self.name = "Unknown Enemy"
self.HP = 600
self.spellbook = []
def cast(self, opponent):
if len(self.spellbook) != 0:
spellchoice = randint(0, len(self.spellbook)-1)
self.spellbook[spellchoice](opponent)
class darkMage(Enemy):
def __init__(self):
super().__init__()
self.player = Player()
self.name = "Dark Mage"
self.spellbook.extend((self.fireball, self.icenova))
def fireball(cls, opponent):
choice = randint(cls.intellect*1, cls.intellect*2)
spellname = "Fireball"
opponent.HP -= choice
print("{0} casted fireball for {1} damage!".format(cls.name, choice))
def icenova(cls, opponent):
opponent.HP -= cls.intellect
choice = randint(0,1)
name = "Ice Nova"
if choice == 1:
frozen = True
else:
frozen = False
print("{0} casted ice nova for {1} damage!".format(cls.name, cls.intellect))
if frozen == True:
print("{0} has been frozen solid!".format(opponent.name))
看起来你想让法术与敌人/玩家分离。您可以通过使用静态方法而不是实例方法来实现这一点(您使用的是def fireball(cls,..)
但不使用@classmethod
装饰器,因此它们实际上是实例方法)。静态方法不会自动传递它们附加到类/实例方法的类/实例,因此您可以传递它们可以被“窃取”和“强制转换”(被调用),而无需记住原始所有者。
这是一个简单的例子:
class DarkMage:
def __init__(self, name):
self.name = name
self.spellbook = [self.fireball]
@staticmethod
def fireball(caster, target):
print("{} casted fireball on {} for 10 damage".format(caster.name, target.name))
class Player:
def __init__(self, name):
self.name = name
self.spellbook = []
def spellsiphon(self, enemy):
if enemy.spellbook:
spellchoice = randint(0, len(enemy.spellbook)-1)
self.spellbook.append(enemy.spellbook[spellchoice])
def cast(self, enemy):
if self.spellbook:
spellchoice = randint(0, len(self.spellbook)-1)
self.spellbook[spellchoice](self, enemy)
>>> dm = DarkMage('Bad Guy')
>>> p = Player('Do-Gooder')
>>> p.spellsiphon(dm)
>>> p.cast(e)
Do-Gooder casted fireball on Evildoer for 10 damage
>>> p.cast(dm)
Do-Gooder casted fireball on Bad Guy for 10 damage
您还可以在类之外定义静态方法,这样可以让您在类之间轻松共享它们,但我认为这样做的理想方法是使spells成为自己的python类,以便您可以附加名称和其他属性给他们:
class Fireball:
name = 'fireball'
damage = 10
@classmethod
def cast(cls, caster, target):
print(
'{} cast {} on {} for {} damage!'.format(
caster.name,
cls.name,
target.name,
cls.damage,
)
)
class SuperFireball(Fireball):
name = 'super fireball'
damage = 50
class Player:
def __init__(self):
self.spellbook = [Fireball]
def list_spells(self):
for spell in self.spellbook:
print(spell.name)
def cast(self, enemy):
if self.spellbook:
spellchoice = randint(0, len(self.spellbook)-1)
self.spellbook[spellchoice].cast(self, enemy)