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# elements list is expandable without changing .attack method | |
elements = [['Fire', [0, 0.5, 2]], ['Water', [2, 0, 0.5]], ['Grass', [0.5, 2, 0]]] | |
class Pokemon: | |
def __init__(self, name, level, element, is_knocked_out=False): | |
self.name = name | |
self.level = level | |
self.element = element | |
self.max_health = level | |
self.health = self.max_health | |
self.is_knocked_out = is_knocked_out | |
self.is_charmander = False | |
def __repr__(self): | |
return self.name | |
def knocked_out(self): | |
self.is_knocked_out = True | |
print(f'{self} is knocked_out!') | |
def revive(self): | |
self.health = self.max_health | |
print(f'{self.name} now has {self.health} health') | |
def lose_health(self, points): | |
health = self.health - points | |
self.health = max(health, 0) | |
print(f'{self} now has {self.health} health') | |
if self.health == 0: | |
self.knocked_out() | |
def gain_health(self, points): | |
health = self.health + points | |
self.health = min(health, self.max_health) | |
print(f'{self} now has {self.health} health') | |
# the moment you all've been waitig for | |
def attack(self, target): | |
for params in elements: | |
if params[0] == target.element: | |
target_index = elements.index(params) | |
for params in elements: | |
if params[0] == self.element: | |
attacker_power = params[1][target_index] | |
print(f'{self} attacks {target}!') | |
print(f'{self} deals {attacker_power} damage.') | |
target.lose_health(attacker_power) | |
class Trainer: | |
def __init__(self, name, pokemons, potions, active=0): | |
self.name = name | |
self.pokemons = pokemons[:6] if len(pokemons) > 6 else pokemons | |
self.potions = potions | |
self.active = active | |
self.pokemon = self.pokemons[self.active] | |
def __repr__(self): | |
print(f'{self.name} currently has the following pokemons:') | |
for pokemon in self.pokemons: | |
print(pokemon) | |
return f'Current pokemon: {self.pokemon}' | |
def charmander_call(self, target): | |
for pokemon in self.pokemons: | |
if pokemon.is_charmander: | |
pokemon.resurrection(target) | |
print(f"Your {target} is revived by {pokemon}") | |
return | |
print("Thou can't use this magic!") | |
def heal(self): | |
print(f"{self.name} heals {self.pokemon}") | |
if self.potions > 0: | |
self.pokemon.gain_health(1) | |
self.potions -= 1 | |
else: | |
print('Out of potions!') | |
def attack(self, target): | |
if self.pokemon.is_knocked_out: | |
print(f"{self.pokemon} can't attack.") | |
return | |
self.pokemon.attack(target.pokemon) | |
def switch(self, pokemon): | |
if self.pokemon == pokemon: | |
print("Can't switch on the same pokemon.") | |
elif pokemon.is_knocked_out: | |
print("Can't switch on knockouted pokemon") | |
else: | |
self.pokemon = pokemon | |
print(f'{self.pokemon} is now active.') | |
class Charmander(Pokemon): | |
def __init__(self, name, level, element, is_knocked_out=False): | |
super().__init__(name, level, element, is_knocked_out=False) | |
self.is_charmander = True | |
def resurrection(self, target): | |
target.revive() | |
# sorry for some cyrillic stuff | |
andrew = Pokemon("Андрей Андреевич", 3, "Fire", False) | |
basil = Pokemon("Василий Семёнович", 3, "Grass", False) | |
nik = Pokemon("Николай Васильевич", 3, "Water", False) | |
alex = Charmander("Алексей Алексеевич", 3, "Fire", False) | |
player1 = Trainer('Карпов', [andrew, alex], 2) | |
player2 = Trainer('Каспаров', [basil, nik], 2) | |
player1.attack(player2) | |
player2.attack(player1) | |
player2.heal() | |
player1.attack(player2) | |
player2.attack(player1) | |
player2.switch(nik) | |
player2.attack(player1) | |
player1.heal() | |
player1.heal() | |
player1.heal() | |
player1.charmander_call(basil) | |
player2.charmander_call(basil) | |
print(player2) |
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