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authorlexicade <jasonnlelong@gmail.com>2023-01-27 21:06:30 +0000
committerlexicade <jasonnlelong@gmail.com>2023-01-27 21:06:30 +0000
commit52801b4de1d63cd01191acf7fcee137977140ec0 (patch)
tree08271a1f1e3e8060486b6651c67c9934867c648e /cogs/adv_inc/Items.py
parent8df873808c86805624851356f5dea76ec621de23 (diff)
Project initHEADmain
Diffstat (limited to 'cogs/adv_inc/Items.py')
-rw-r--r--cogs/adv_inc/Items.py245
1 files changed, 245 insertions, 0 deletions
diff --git a/cogs/adv_inc/Items.py b/cogs/adv_inc/Items.py
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+++ b/cogs/adv_inc/Items.py
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+import pymysql
+import random
+import math
+import importlib
+import utils
+
+import codecs
+import unicodedata
+
+importlib.reload(utils)
+
+
+async def generate_equipment(params, item_code):
+ # int_iteration = 0
+ # item_name = str_rarity_spacing = ''
+ item_code = item_code.split(':')
+
+ # for i in range(len(item_code)):
+ # if str(i).isdigit():
+ # i = i
+ # else:
+ # i = random.choice(i.split(','))
+
+ # Generate Rarity
+ item_gen_rarity = await create_equipment_rarity(item_code[0])
+
+ # Generate Item
+ item_gen_equipment = await create_equipment_name(item_code[1])
+
+ # Generate Enchantment (Uncommon or greater)
+ item_gen_enchantment = await create_equipment_enchantment(item_code[2], item_gen_rarity['rarity_id'])
+
+ # Generate Element (Rare or greater)
+ item_gen_element = await create_equipment_element(item_code[3], item_gen_rarity['rarity_id'])
+
+ # Attempt creating an Artifact
+ item_gen_equipment = await create_equipment_artifact(params, item_code[4], item_gen_equipment)
+
+ # print(type(item_gen_element), item_gen_equipment['permanent'], (("" if item_gen_equipment['permanent'] == 0 else "Fabled ") +
+ # f"{item_gen_rarity['rarity_name']}" +
+ # ("" if len(item_gen_rarity['rarity_name']) == 0 else " ") +
+ # ("" if item_gen_element is None else item_gen_element['element_name'] + " ") +
+ # f"{item_gen_equipment['equipment_name']} " +
+ # ("" if item_gen_enchantment is None else item_gen_enchantment['enchant_name'])).strip())
+
+ item_gen = {'equipment_colour': item_gen_rarity['rarity_colour'],
+ 'equipment_name': (("" if item_gen_equipment['permanent'] == 0 else "Fabled ") +
+ f"{item_gen_rarity['rarity_name']}" +
+ ("" if len(item_gen_rarity['rarity_name']) == 0 else " ") +
+ ("" if item_gen_element is None else item_gen_element['element_name'] + " ") +
+ f"{item_gen_equipment['equipment_name']} " +
+ ("" if item_gen_enchantment is None else item_gen_enchantment['enchant_name'])).strip(),
+ 'equipment_slot': item_gen_equipment['equipment_slot'],
+ 'equipment_type': item_gen_equipment['equipment_type'],
+ 'hands_req': item_gen_equipment['hands_req'],
+ 'strength': math.floor((item_gen_equipment['strength'] + (0 if item_gen_enchantment is None else item_gen_enchantment['strength']) +
+ (0 if item_gen_element is None else item_gen_element['strength'])) * item_gen_rarity['rarity_modifier']),
+ 'dexterity': math.floor((item_gen_equipment['dexterity'] + (0 if item_gen_enchantment is None else item_gen_enchantment['dexterity']) +
+ (0 if item_gen_element is None else item_gen_element['dexterity'])) * item_gen_rarity['rarity_modifier']),
+ 'constitution': math.floor((item_gen_equipment['constitution'] + (0 if item_gen_enchantment is None else item_gen_enchantment['constitution']) +
+ (0 if item_gen_element is None else item_gen_element['constitution'])) * item_gen_rarity['rarity_modifier']),
+ 'intelligence': math.floor((item_gen_equipment['intelligence'] + (0 if item_gen_enchantment is None else item_gen_enchantment['intelligence']) +
+ (0 if item_gen_element is None else item_gen_element['intelligence'])) * item_gen_rarity['rarity_modifier']),
+ 'dodge': math.floor((item_gen_equipment['dodge'] + (0 if item_gen_enchantment is None else item_gen_enchantment['dodge']) +
+ (0 if item_gen_element is None else item_gen_element['dodge'])) * item_gen_rarity['rarity_modifier']),
+ 'crit': math.floor((item_gen_equipment['crit'] + (0 if item_gen_enchantment is None else item_gen_enchantment['crit']) +
+ (0 if item_gen_element is None else item_gen_element['crit'])) * item_gen_rarity['rarity_modifier']),
+ 'armour': math.floor((item_gen_equipment['armour'] + (0 if item_gen_enchantment is None else item_gen_enchantment['armour']) +
+ (0 if item_gen_element is None else item_gen_element['armour'])) * item_gen_rarity['rarity_modifier']),
+ 'accuracy': math.floor((item_gen_equipment['accuracy'] + (0 if item_gen_enchantment is None else item_gen_enchantment['accuracy']) +
+ (0 if item_gen_element is None else item_gen_element['accuracy'])) * item_gen_rarity['rarity_modifier']),
+ 'resistance': math.floor((item_gen_equipment['resistance'] + (0 if item_gen_enchantment is None else item_gen_enchantment['resistance']) +
+ (0 if item_gen_element is None else item_gen_element['resistance'])) * item_gen_rarity['rarity_modifier']),
+ 'luck': math.floor((item_gen_equipment['luck'] + (0 if item_gen_enchantment is None else item_gen_enchantment['luck']) +
+ (0 if item_gen_element is None else item_gen_element['luck'])) * item_gen_rarity['rarity_modifier']),
+ 'block': math.floor((item_gen_equipment['block'] + (0 if item_gen_enchantment is None else item_gen_enchantment['block']) +
+ (0 if item_gen_element is None else item_gen_element['block'])) * item_gen_rarity['rarity_modifier']),
+ 'permanent': item_gen_equipment['permanent'],
+ 'cost': math.floor(item_gen_equipment['item_cost'] + (0 if item_gen_element is None else item_gen_element['element_cost']) +
+ (0 if item_gen_enchantment is None else item_gen_enchantment['enchant_cost']) +
+ (0 if item_gen_rarity is None else item_gen_rarity['rarity_cost']))}
+
+ return item_gen
+
+
+async def create_equipment_name(item_code):
+ # If item_code is specified, find the base item and return.
+ if int(item_code) != 0:
+ base_item = await utils.sql_postgres("SELECT AdventurersInc.get_item_equipment(%s)", (item_code,), True)
+
+ # If item_code is 0, roll the standard random generation
+ else:
+ base_item = await utils.sql_postgres("SELECT AdventurersInc.get_item_equipment(%s)", ('%',), True)
+
+ return base_item[0][0]
+
+
+async def create_equipment_element(item_code, rarity_id):
+ # Get a random element from the given item_code
+ if int(item_code) != 0:
+ element = await utils.sql_postgres("SELECT AdventurersInc.get_item_elements(%s)", (item_code,), True)
+ return element[0][0]
+
+ # Roll for a random enchant for any item Rare or greater
+ else:
+ if rarity_id >= 4 and random.randint(1, 3) == 1:
+ element = await utils.sql_postgres("SELECT AdventurersInc.get_item_elements(%s)", ('%',), True)
+ return element[0][0]
+
+
+async def create_equipment_rarity(item_code):
+ # If item_code is specified, find the rarity and return.
+ if int(item_code) != 0:
+ # item_code = 1 if item_code <= 0 or item_code >= 7 else item_code
+ rarity = await utils.sql_postgres("SELECT AdventurersInc.get_item_rarities(%s)", (item_code,), True)
+ return rarity[0][0]
+
+ # If item_code is 0, roll the standard random generation
+ elif int(item_code) == 0:
+ # Get all rarities
+ base_rarities = await utils.sql_postgres("SELECT AdventurersInc.get_item_rarities(%s)", ('%',), True)
+
+ # Get the dice roll for this random generation cycle
+ rarity_dice_roll = random.randint(1, base_rarities[0][0]["total_weight"])
+
+ # Determine the rarity
+ for rarity in base_rarities:
+ rarity_dice_roll = rarity_dice_roll - rarity[0]["rarity_weight"]
+ if rarity_dice_roll <= 0:
+ return rarity[0]
+
+
+async def create_equipment_enchantment(item_code, rarity_id):
+ # Get a random enchant from the given item_code
+ if int(item_code) != 0:
+ enchant = await utils.sql_postgres("SELECT adventurersinc.get_item_enchantment(%s)", (item_code,), True)
+ return enchant[0][0]
+
+ # Roll for a random enchant for any item Uncommon or greater
+ else:
+ if rarity_id >= 3 and random.randint(1, 3) == 1:
+ enchant = await utils.sql_postgres("SELECT adventurersinc.get_item_enchantment(%s)", ('%',), True)
+ return enchant[0][0]
+
+
+async def create_equipment_artifact(params, item_code, item_gen_equipment):
+ # Gen for Artifact item:
+ player_fabled = await utils.sql_postgres("SELECT adventurersinc.get_player_artifact_count(%s);", (params['nick'],), True)
+
+ # 0 - Will attempt to add an artifact randomly and not exceed the standard limit
+ if player_fabled[0][0]['perm_can_drop']:
+ if random.randint(1, 100) == 1 and int(item_code) == 0:
+ item_gen_equipment['permanent'] = 1
+
+ # 1 - Will not generate item as an artifact
+ elif int(item_code) == 1:
+ item_gen_equipment['permanent'] = 0
+
+ else:
+ item_gen_equipment['permanent'] = 0
+
+ # 2 - Will force the item to become an artifact and exceed the limit of 2 artifacts
+ elif int(item_code) == 2:
+ item_gen_equipment['permanent'] = 1
+
+ return item_gen_equipment
+
+
+# def create_item(enemy_stats, player_stats, params):
+# # Get random element
+# c.execute("SELECT loot_name,ItemType,Potency FROM GenLoot WHERE Locked=0 ORDER BY RAND() LIMIT 1")
+# sql_rarity = c.fetchone()
+# str_loot_name = sql_rarity['loot_name']
+# str_item_type = sql_rarity['ItemType']
+# int_potency = sql_rarity['Potency']
+#
+# if str_item_type == 'Quantity':
+# int_potency = enemy_stats['GoldCarried'] + int(random.uniform(float(enemy_stats['GoldCarried']) * -0.3, float(enemy_stats['GoldCarried']) * 0.3))
+#
+# return str_loot_name, int_potency
+
+
+async def add_to_shop(params, item):
+ sql = 'CALL adventurersinc.add_to_player_shop(%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s)'
+ params = (params['nick'], item['cost'], item['equipment_colour'], item['equipment_name'], item['equipment_slot'],
+ item['equipment_type'], bool(item['permanent']), item['hands_req'], item['strength'], item['dexterity'],
+ item['constitution'], item['intelligence'], item['dodge'], item['crit'], item['armour'],
+ item['accuracy'], item['resistance'], item['luck'], item['block'],)
+ await utils.sql_postgres(sql, params, False)
+ return
+
+
+async def add_to_inventory(params, item):
+ sql = 'CALL adventurersinc.add_to_player_inventory(%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s)'
+ params = (item['equipment_colour'], item['equipment_name'], item['equipment_slot'], item['equipment_type'], bool(item['permanent']), item['hands_req'],
+ item['strength'], item['dexterity'], item['constitution'], item['intelligence'], item['dodge'], item['crit'],
+ item['armour'], item['accuracy'], item['resistance'], item['luck'], item['block'], params['nick'])
+ await utils.sql_postgres(sql, params, False)
+ return
+
+
+def merge_item_codes(item_code1, item_code2):
+ str_output = ""
+ item_code1 = item_code1.split(':')
+ item_code2 = item_code2.split(':')
+
+ for i in range(len(item_code1)):
+ if str(item_code1[i]) == "0" or str(item_code2[i]) == "0":
+ str_output = str_output + str(int(item_code1[i]) + int(item_code2[i]))
+ else:
+ str_output = str_output + random.choice([item_code1[i], item_code2[i]])
+
+ return str_output
+
+
+# def unlock_items(params, unlocked_set):
+# c_select.execute("SELECT equipment_name, equipment_slot, equipment_type, hands_req, Locked, strength, dexterity, constitution, intelligence, dodge, crit, armour, Requirement FROM base_items WHERE Requirement=%s", (unlocked_set,))
+# while sql_item is not None:
+# c_insert.execute("INSERT INTO Items_PlayerPool(equipment_name,Nick) VALUES (%s,%s)",(sql_item['equipment_name'], params['Nick'],));db.commit();
+# return "Updated."
+
+
+async def item_test():
+ params = {'nick': 182588470135488512}
+ item_code = '0:0:0:0:0'
+ max_loops = 100
+ totals = {'Ruined': 0, 'Normal': 0, 'Uncommon': 0, 'Rare': 0, 'Epic': 0, 'Legendary': 0 }
+ for loop in range(1, max_loops):
+ item = await generate_equipment(params, item_code)
+ if item['permanent'] == 1:
+ if item['equipment_colour'] == '⚫':
+ rarity = 'Ruined'
+ elif item['equipment_colour'] == '⚪':
+ rarity = 'Normal'
+ elif item['equipment_colour'] == '🟢':
+ rarity = 'Uncommon'
+ elif item['equipment_colour'] == '🔵':
+ rarity = 'Rare'
+ elif item['equipment_colour'] == '🟣':
+ rarity = 'Epic'
+ elif item['equipment_colour'] == '🟠':
+ rarity = 'Legendary'
+
+ totals[rarity] = totals[rarity] + 1
+ return totals