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Update Card-Jitsu belt progression system to be accurate to the original Club Penguin (#95)
* change ninja progress system * make it so ranking up does not reset your progress * make losing against sensei give you experience * remove rank speed from card-jitsu * move get_percentage_to_next_belt * add autocorrection to card-jitsu exp if it is not proper to the rank * fix typo * change the correction for card-jitsu exp
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@ -47,8 +47,6 @@ class CardJitsuLogic(IWaddle):
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StampAwards = {0: 230, 4: 232, 8: 234, 9: 236}
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StampGroupId = 38
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RankSpeed = 1
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def __init__(self, waddle):
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super().__init__(waddle)
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@ -188,7 +186,7 @@ class CardJitsuLogic(IWaddle):
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class CardJitsuMatLogic(CardJitsuLogic):
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RankSpeed = 0.5
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pass
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class SenseiLogic(CardJitsuLogic):
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@ -238,24 +236,36 @@ async def ninja_rank_up(p, ranks=1):
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await p.add_inbox(p.server.postcards[CardJitsuLogic.PostcardAwards[rank]])
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if rank in CardJitsuLogic.StampAwards:
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await p.add_stamp(p.server.stamps[CardJitsuLogic.StampAwards[rank]])
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await p.update(ninja_rank=p.ninja_rank + ranks, ninja_progress=0).apply()
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await p.update(ninja_rank=p.ninja_rank + ranks).apply()
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return True
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def get_exp_difference_to_next_rank(cur_rank: int) -> int:
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return (cur_rank + 1) * 5
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def get_threshold_for_rank(rank: int) -> int:
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# using arithmetic progression sum because the exp structure allows
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return (rank + 1) * rank // 2 * 5
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async def ninja_progress(p, won=False):
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if p.ninja_rank == 0:
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await p.update(ninja_progress=100).apply()
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elif p.ninja_rank < 9:
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speed = type(p.waddle).RankSpeed
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if not won:
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speed *= 0.5
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points = math.floor((100 / p.ninja_rank) * speed)
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await p.update(ninja_progress=p.ninja_progress+points).apply()
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if p.ninja_progress >= 100:
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# black belts don't need exp, otherwise it could overflow
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if p.ninja_rank >= 9:
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return
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gained_exp = 5 if won else 1
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previous_progress = p.ninja_progress
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cur_rank_threshold = get_threshold_for_rank(p.ninja_rank)
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next_rank_threshold = get_threshold_for_rank(p.ninja_rank + 1)
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# this is for correcting old versions, where the exp might not be in the proper threshold.
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if previous_progress < cur_rank_threshold or previous_progress > next_rank_threshold:
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# in this case, ninja_progress is the percentage to next belt
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previous_progress = int(cur_rank_threshold + previous_progress * get_exp_difference_to_next_rank(p.ninja_rank) / 100)
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new_progress = previous_progress + gained_exp
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await p.update(ninja_progress=new_progress).apply()
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if new_progress >= next_rank_threshold:
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await ninja_rank_up(p)
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await p.send_xt('cza', p.ninja_rank)
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async def ninja_stamps_earned(p):
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game_stamps = [stamp for stamp in p.server.stamps.values() if stamp.group_id == p.room.stamp_group]
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collected_stamps = [stamp for stamp in game_stamps if stamp.id in p.stamps]
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@ -526,6 +536,8 @@ async def handle_send_sensei_pick(p, action: str, card_id: int):
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can_rank_up = await ninja_rank_up(p)
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if can_rank_up:
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await p.send_xt('cza', p.ninja_rank)
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else:
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await ninja_progress(p, False)
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else:
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for seat_id, ninja in enumerate(p.waddle.ninjas):
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if not p.waddle.has_cards_to_play(seat_id):
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@ -1,7 +1,11 @@
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from houdini import handlers
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from houdini.handlers import XTPacket
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from houdini.data.penguin import Penguin
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from houdini.handlers.games.ninja.card import get_threshold_for_rank, get_exp_difference_to_next_rank
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# rank doesn't need to be known, but requiring it since it is always known and is simpler/faster to compute
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def get_percentage_to_next_belt(xp: int, rank: int) -> int:
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return int(((xp - get_threshold_for_rank(rank)) / get_exp_difference_to_next_rank(rank)) * 100)
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@handlers.handler(XTPacket('ni', 'gnr'))
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@handlers.cooldown(2)
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@ -13,7 +17,7 @@ async def handle_get_ninja_ranks(p, penguin_id: int):
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@handlers.handler(XTPacket('ni', 'gnl'))
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async def handle_get_ninja_level(p):
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await p.send_xt('gnl', p.ninja_rank, p.ninja_progress, 10)
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await p.send_xt('gnl', p.ninja_rank, get_percentage_to_next_belt(p.ninja_progress, p.ninja_rank), 10)
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@handlers.handler(XTPacket('ni', 'gfl'))
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