我正在用Python制作一个龙与地下城风格的游戏,但返回值不正确

2 投票
2 回答
2288 浏览
提问于 2025-04-17 18:03

我这几天搞定了大部分的事情,但这也是我唯一的经验,所以可能这很简单。

总之,一切都进行得很顺利,直到我尝试让一些公式变得复杂一点,或者至少改变它们使用的数值。以下是我正在处理的内容。

class EnemyStats():
    def Ename(self):
        return #Not sure What i should put in these spots...
    def EBaseDodge(self):
        return 
    def EnemyEvasion(self):
        return 
    def ENickRange(self):
        return 
    def EBaseAttack(self):
        return 
    def EWeaponAttack(self):
        return 
    def EAttackRating(self):
        return 
    def EnemyDefense(self):
        return 
    def EAttackDamage(self):
        return 
    def Damage(self):
        return ((PAttackDamage-EnemyDefense)if (PAttackDamage-EnemyDefense>0) else 0);
    def EDamage(self):
        return ((EAttackDamage-PDefense) if ((EAttackDamage-PDefense)>0) else 0);
    def LightAttackDamage(self):
        return int(LightAttackDamage == (Damage * 0.72));
    def HeavyAttackDamage(self):
        return (Damage * 1.28);
    def LightNicked(self):
        return (LightAttackDamage/2);
    def HeavyNicked(self):
        return (HeavyAttackDamage/2);
    def Nicked(self):
        return (Damage/2)

    def Estats(self):
        Ename = raw_input('Target Enemy Name: ');
        EBaseDodge = int(raw_input('Enter Enemy Dodge: '));
        EnemyEvasion = int(raw_input('Enter Enemy Evasion: '));
        ENickRange = (EBaseDodge + EnemyEvasion);
        EBaseAttack = int(raw_input('Enter Enemy Base Attack: '));
        EWeaponAttack = int(raw_input('Enter Enemy Weapon Attack(If N/A, 0): '));
        EAttackRating = (EBaseAttack + EWeaponAttack);
        EnemyDefense = int(raw_input('Enter Enemy Defense: '));
        EAttackDamage = int(raw_input('Enter Enemy Attack Damage: '));
        Damage = ((PAttackDamage-EnemyDefense)if (PAttackDamage-EnemyDefense>0) else 0);
        EDamage = ((EAttackDamage-PDefense) if ((EAttackDamage-PDefense)>0) else 0);
        LightAttackDamage = (Damage * 0.72);
        HeavyAttackDamage = (Damage * 1.28);
        LightNicked = (LightAttackDamage/2);
        HeavyNicked = (HeavyAttackDamage/2);
        Nicked = (Damage/2)

然后它被这个引用。

def PLightAttackForm():#light attack
    print 'Light attack!';
    d = dice()
    lightbase = d.LightAttack()
    EE = EnemyStats()
    if lightbase <= EE.EBaseDodge:
        print 'You rolled', lightbase, ', Miss!', 0, 'Damage!'
    elif lightbase > EE.ENickRange:
        print 'You rolled', lightbase, ', Hit!', EE.LightAttackDamage, 'Damage!'
    elif lightbase < EE.ENickRange:
        print 'You rolled', lightbase, ', Nicked!', EE.LightNicked, 'Damage!'
    else:
        print lightbase

一切都很棒,没有错误,但我得到了这个结果。

轻攻击!

你掷出了700,未命中!0伤害!#应该是命中并造成伤害

普通攻击!

你掷出了278,未命中!0伤害!#应该是命中并造成伤害

重攻击!

你掷出了135,未命中!0伤害!#应该是轻微命中并造成伤害

我相信这只是我不知道的某些东西,但如果你能帮我一下,那就太好了!谢谢你!

另外,这里是我写的所有代码。可能有些多余的部分... :D

import random
Name = raw_input("Enter Name: ")
#EName===
#EBaseDodge = int(raw_input("Enter Enemy Dodge: "))
PBaseDodge = int(input('Enter Base Dodge: '))
#EnemyEvasion = int(raw_input("Enter Enemy Evasion: "))
PEvasion = int(input('Enter Evasion: '))
#ENickRange = (EBaseDodge + EnemyEvasion)
PNickRange = (PBaseDodge + PEvasion)
PBaseAttack = int(raw_input("Enter Base Attack: "))
#EBaseAttack===
PWeaponAttack = int(raw_input("Enter Weapon Attack: "))
#EWeaponAttack===
PAttackRating = (PBaseAttack + PWeaponAttack)
#EAttackRating = (EBaseAttack + EWeaponAttack)
#EnemyDefense = int(raw_input("Enter Enemy Defense: "))
PDefense = int(input('Enter Defense: '))
PAttackDamage = int(raw_input("Enter Attack Damage: "))
#EAttackDamage===
#Damage = (PAttackDamage-EnemyDefense)
#EDamage = (EAttackDamage-PDefense)
#LightAttackDamage = (Damage * 0.72)
#HeavyAttackDamage = (Damage * 1.28)
#LightNicked = (LightAttackDamage/2)
#HeavyNicked = (HeavyAttackDamage/2)
#Nicked = Damage/2


class dice():
        def NormalAttack(self):
            return random.randint(1, PAttackRating);
        def LightAttack(self):
            return random.randint(1, (int(PAttackRating*1.25)));
        def HeavyAttack(self):
            return random.randint(1, (int(PAttackRating*0.75)));


#def att():
#   d = dice()
#   base = d.roll()
#   if base <= a:
#       print 'You rolled', base, ', Miss!', 0, 'Damage!'
#   elif base > b:
#       print 'You rolled', base, ', Hit!', Damage, 'Damage!'
#   elif base < b:
#       print 'You rolled', base, ', Nicked!', Nicked, 'Damage!'
#   else:
#       print base

####################NEW CODE#######################################
def Menu():
    print '(1)Attack';
    print '(2)Choose Enemy';
    print '(3)Charge';
    print '(4)Item';


def select():
    choice = input('Enter Choice: ');
    EE = EnemyStats()
    if (choice == 1):
        Attacktype();
    elif (choice == 2):
        EE.Estats();
    elif (choice == 3):
        Charge();
    elif (choice == 4):
        ItemSelection();
    else:
        print 'There are Numbers for a reason Nuub!',;

##############Enemy Stats############

class EnemyStats():
    def Ename(self):
        return 
    def EBaseDodge(self):
        return 
    def EnemyEvasion(self):
        return 
    def ENickRange(self):
        return 
    def EBaseAttack(self):
        return 
    def EWeaponAttack(self):
        return 
    def EAttackRating(self):
        return 
    def EnemyDefense(self):
        return 
    def EAttackDamage(self):
        return 
    def Damage(self):
        return ((PAttackDamage-EnemyDefense)if (PAttackDamage-EnemyDefense>0) else 0);
    def EDamage(self):
        return ((EAttackDamage-PDefense) if ((EAttackDamage-PDefense)>0) else 0);
    def LightAttackDamage(self):
        return int(LightAttackDamage == (Damage * 0.72));
    def HeavyAttackDamage(self):
        return (Damage * 1.28);
    def LightNicked(self):
        return (LightAttackDamage/2);
    def HeavyNicked(self):
        return (HeavyAttackDamage/2);
    def Nicked(self):
        return (Damage/2)

    def Estats(self):
        Ename = raw_input('Target Enemy Name: ');
        EBaseDodge = int(raw_input('Enter Enemy Dodge: '));
        EnemyEvasion = int(raw_input('Enter Enemy Evasion: '));
        ENickRange = (EBaseDodge + EnemyEvasion);
        EBaseAttack = int(raw_input('Enter Enemy Base Attack: '));
        EWeaponAttack = int(raw_input('Enter Enemy Weapon Attack(If N/A, 0): '));
        EAttackRating = (EBaseAttack + EWeaponAttack);
        EnemyDefense = int(raw_input('Enter Enemy Defense: '));
        EAttackDamage = int(raw_input('Enter Enemy Attack Damage: '));
        Damage = ((PAttackDamage-EnemyDefense)if (PAttackDamage-EnemyDefense>0) else 0);
        EDamage = ((EAttackDamage-PDefense) if ((EAttackDamage-PDefense)>0) else 0);
        LightAttackDamage = (Damage * 0.72);
        HeavyAttackDamage = (Damage * 1.28);
        LightNicked = (LightAttackDamage/2);
        HeavyNicked = (HeavyAttackDamage/2);
        Nicked = (Damage/2)



#Attacking
def Attacktype():
    print '(1)LightAttack';
    print '(2)NormalAttack';
    print '(3)HeavyAttack';
    print '(4)Use Dem Magicks';
    print '(5)Menu(<<This is for nuublets)';
    Attchoice = input('Enter Choice: ')
    if (Attchoice == 1):
        PLightAttackForm();
    elif (Attchoice == 2):
        PNormalAttackForm();
    elif (Attchoice == 3):
        PHeavyAttackForm();
    elif (Attchoice == 4):
        MagicMenu();
    elif (Attchoice == 5):
        Menu();
    else:
        print 'You wot M8?';
        Menu();


def PLightAttackForm():#light attack
    print 'Light attack!';
    d = dice()
    lightbase = d.LightAttack()
    EE = EnemyStats()
    if lightbase <= EE.EBaseDodge:
        print 'You rolled', lightbase, ', Miss!', 0, 'Damage!'
    elif lightbase > EE.ENickRange:
        print 'You rolled', lightbase, ', Hit!', EE.LightAttackDamage, 'Damage!'
    elif lightbase < EE.ENickRange:
        print 'You rolled', lightbase, ', Nicked!', EE.LightNicked, 'Damage!'
    else:
        print lightbase

def PNormalAttackForm():#Normal attack
    print 'Normal Attack!';
    d = dice()
    base = d.NormalAttack()
    EE = EnemyStats()
    if base <= EE.EBaseDodge:
        print 'You rolled', base, ', Miss!', 0, 'Damage!'
    elif base > EE.ENickRange:
        print 'You rolled', base, ', Hit!', EE.Damage, 'Damage!'
    elif base < EE.ENickRange:
        print 'You rolled', base, ', Nicked!', EE.Nicked, 'Damage!'
    else:
        print base

def PHeavyAttackForm():#Heavy Attack
    print 'Heavy Attack!';
    d = dice()
    heavybase = d.HeavyAttack()
    EE = EnemyStats()
    if heavybase <= EE.EBaseDodge:
        print 'You rolled', heavybase, ', Miss!', 0, 'Damage!'
    elif heavybase > EE.ENickRange:
        print 'You rolled', heavybase, ', Hit!', EE.HeavyAttackDamage, 'Damage!'
    elif heavybase < EE.ENickRange:
        print 'You rolled', heavybase, ', Nicked!', EE.HeavyNicked, 'Damage!'
    else:
        print heavybase

def MagicMenu():#magic menu()   
    print 'Magic menu!';


##############Enemy Stats############



####################NEW CODE#######################################

2 个回答

1

你实际上并没有调用你类里的任何方法。你只是把你的值和函数对象本身进行比较,这种做法其实不太常见。比如,你应该这样做:

if lightbase <= EE.EBaseDodge():

(注意括号)当然,一旦你这么做了,你会遇到很多错误,因为这段代码还有其他几个问题。

4

正如That1Guy所说,你没有给你的函数传递参数。在Python中,函数也是对象,你可以把它们和其他对象进行比较。所以当你写:

if lightbase <= EE.EBaseDodge:
    print 'You rolled', lightbase, ', Miss!', 0, 'Damage!'
elif lightbase > EE.ENickRange:
    print 'You rolled', lightbase, ', Hit!', EE.LightAttackDamage, 'Damage!'
elif lightbase < EE.ENickRange:
    print 'You rolled', lightbase, ', Nicked!', EE.LightNicked, 'Damage!'
else:
    print lightbase

lightbase <= EE.EBaseDodge 这个表达式总是返回真。

你需要在调用EBase...的方法时加上括号。同时,你还需要在方法的声明中添加返回值。所以你的函数应该像这样(假设你有一个叫做base_dodge的变量):

 def EBaseDodge(self):
    return base_dodge

然后把你的if语句改成:

 if lightbase <= EE.EBaseDodge():
    ...

我不太明白你为什么要对所有这些值使用方法。其实如果把这些方法当作属性来用会更合理。

试着去掉Enemystats中的所有方法,把你的变量改成实例变量:

class EnemyStats:
    def Estats(self):
        #Keep this method to set all of the stats and add self. before them like this
        self.Ename = raw_input('Target Enemy Name: ');
        self.EBaseDodge = int(raw_input('Enter Enemy Dodge: '));
        self.EnemyEvasion = int(raw_input('Enter Enemy Evasion: '));
        self.ENickRange = (self.EBaseDodge + self.EnemyEvasion);
        ....

在所有变量前加上self.,这样就把它们和你的类的一个实例(EnemyStats)关联起来了。

然后你可以创建一个新的EnemyStats对象并输入值:

EE = EnemyStats()
EE.Estats() # will prompt you for the values

之后你就可以像之前想的那样引用你的值了:

if lightbase <= EE.EBaseDodge:
   ...

不过要告诉你,这并不是最有组织或推荐的做法。

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