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attack_calc.py
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attack_calc.py
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import math
import random as rand
def calc_effective_melee_strength_level(
base_level: int,
boost: int,
prayer: float,
stance_bonus: int = 0,
void: bool = False,
) -> int:
"""Calcuate a player's effective melee strength level
Args:
base_level (int): Non boosted strength stat, from 1 to 99
boost (int): additional boost caused by potion, overload, smelling salts, etc
prayer (float): a postive multiplier from the strength-boosting offensive prayers like Piety
stance_bonus (int, optional): combat stance in-game, typically +3 if stance is aggressive. Defaults to 0
void (bool, optional): Whether the player is wearing Void Melee. Defaults to False.
Returns:
int: An effective melee strength level
"""
effective_level = (base_level + boost) * prayer
effective_level = math.floor(effective_level)
effective_level += stance_bonus
effective_level += 8
if void:
effective_level *= 1.1
effective_level = math.floor(effective_level)
return effective_level
# Potential DRY violations here, but I want granularity between the effective level calculations for now esp with elite / reg void, future refactors may include combining functions
def calc_effective_melee_attack_level(
base_level: int,
boost: int,
prayer: float,
stance_bonus: int = 0,
void: bool = False,
) -> int:
"""Calcuate a player's effective melee attack level
Args:
base_level (int): Non boosted attack stat, from 1 to 99
boost (int): additional boost caused by potion, overload, smelling salts, etc
prayer (float): a postive multiplier from the attack-boosting offensive prayers like Piety
stance_bonus (int, optional): combat stance in-game, typically +3 if stance is accurate. Defaults to 0
void (bool, optional): Whether the player is wearing Void Melee. Defaults to False.
Returns:
int: An effective melee attack level
"""
effective_level = (base_level + boost) * prayer
effective_level = math.floor(effective_level)
effective_level += stance_bonus
effective_level += 8
if void:
effective_level *= 1.1
effective_level = math.floor(effective_level)
return effective_level
def calc_effective_range_strength_level(
base_level: int,
boost: int,
prayer: float,
stance_bonus: int = 0,
void: bool = False,
) -> int:
"""Calcuate a player's effective range strength level
Args:
base_level (int): Non boosted range stat, from 1 to 99
boost (int): additional boost caused by potion, overload, smelling salts, etc
prayer (float): a postive multiplier from the range-strength-boosting offensive prayers like Rigour
stance_bonus (int, optional): combat stance in-game, typically +3 if stance is accurate. Defaults to 0
void (bool, optional): Whether the player is wearing Elite Void Range. Defaults to False.
Returns:
int: An effective range strength level
"""
effective_level = (base_level + boost) * prayer
effective_level = math.floor(effective_level)
effective_level += stance_bonus
effective_level += 8
if void:
effective_level *= 1.1
effective_level = math.floor(effective_level)
return effective_level
def calc_effective_range_attack_level(
base_level: int,
boost: int,
prayer: float,
stance_bonus: int = 0,
void: bool = False,
) -> int:
"""Calcuate a player's effective range level
Args:
base_level (int): Non boosted range stat, from 1 to 99
boost (int): additional boost caused by potion, overload, smelling salts, etc
prayer (float): a postive multiplier from the range-attack-boosting offensive prayers like Rigour
stance_bonus (int, optional): combat stance in-game, typically +3 if stance is accurate. Defaults to 0
void (bool, optional): Whether the player is wearing Elite Void Range. Defaults to False.
Returns:
int: An effective range attack level
"""
effective_level = (base_level + boost) * prayer
effective_level = math.floor(effective_level)
effective_level += stance_bonus
effective_level += 8
if void:
effective_level *= 1.1
effective_level = math.floor(effective_level)
return effective_level
def calc_effective_magic_level(
base_level: int,
boost: int,
prayer: float,
stance_bonus: int = 0,
void: bool = False,
) -> int:
"""Calculate a player's effective magic level
Args:
base_level (int): Non boosted magic stat, from 1 to 99
boost (int): additional boost caused by imbued heart, overload, smelling salts, etc
prayer (float): a postive multiplier from the magic offensive prayers like Augury
stance_bonus (int): combat stance using a powered staff, typically +1 if stance is accurate. Defaults to 0
void (bool, optional): _description_. Whether the player is wearing Elite Void Mage. Defaults to False.
Returns:
int: An effective magic level
"""
effective_level = (base_level + boost) * prayer
effective_level = math.floor(effective_level)
effective_level += stance_bonus
effective_level += 8
if void:
effective_level *= 1.45
effective_level = math.floor(effective_level)
return effective_level
def calc_effective_defence_level(
base_level: int, boost: int, prayer: float, stance_bonus: int = 0
) -> int:
"""Calculate a player's effective defence level
Args:
base_level (int): Non boosted defence stat, from 1 to 99
boost (int): additional boost caused by potion, overload, smelling salts, etc
prayer (float): a postive multiplier from prayer that provide defence
stance_bonus (int): combat stance boost from weapons, typically +3 if stance is defensive. Defaults to 0
Returns:
int: An effective defensive level
"""
effective_level = (base_level + boost) * prayer
effective_level = math.floor(effective_level)
effective_level += stance_bonus
effective_level += 8
effective_level = math.floor(effective_level)
return effective_level
def calc_max_melee_hit(
effective_strength_level: int, equipment_bonus: int, target_bonus: float = 1.0
) -> int:
"""Calculates the maximum rollable hit for a melee attack
Args:
effective_strength_level (int): effective strength level stat
equipment_bonus (int): strength bonus shown on equipment screen
target_bonus (float, optional): multiplier for damage buffs like slayer helmet or salve amulet. Defaults to 1.0.
Returns:
int: Maximum rollable melee damage for selected gear and stats
"""
max_hit = effective_strength_level * (equipment_bonus + 64)
max_hit += 320
max_hit = math.floor(max_hit / 640)
max_hit = math.floor(max_hit * target_bonus)
return max_hit
def calc_range_max_hit(
effective_range_level: int, equipment_bonus: int, target_bonus: float = 1.0
) -> int:
"""Calculates the maximum rollable hit for a range attack
Args:
effective_range_level (int): effective ranged strength level stat
equipment_bonus (int): ranged strength bonus shown on equipment screen
target_bonus (float, optional): multiplier for damage buffs like slayer helmet(i) or salve amulet(ei). Defaults to 1.0.
Returns:
int: maximum rollable range damage for selected gear and stats
"""
max_hit = effective_range_level * (equipment_bonus + 64)
max_hit += 320
max_hit = math.floor(max_hit / 640)
max_hit = math.floor(max_hit * target_bonus)
return max_hit
def calc_max_attack_roll(
effective_attack_level: int, equipment_bonus: int, target_bonus: float = 1.0
) -> int:
"""Calculates an attack's maximum possible accuracy roll
Args:
effective_attack_level (int): This is the acccuracy level for melee, range, and magic
equipment_bonus (int): attack bonus shown on equipmeent screen
target_bonus (float, optional): multiplier for accuracy buffs like demonbane or dragonbane. Defaults to 1.0.
Returns:
int: maximum accuracy roll
"""
attack_roll = effective_attack_level * (equipment_bonus + 64)
attack_roll *= target_bonus
attack_roll = math.floor(attack_roll)
if attack_roll < 0:
attack_roll = 0
return attack_roll
def calc_npc_max_defence_roll(base_level: int, style_bonus: int) -> int:
"""Calculate an NPC's maximum defence roll
Args:
base_level (int): The NPC's base defence level
style_bonus (int): The style-specific defence stat you are attack against (ie crush, range, stab etc)
Returns:
int: NPC's maximum defence roll
"""
defence_roll = (base_level + 9) * (style_bonus + 64)
if defence_roll < 0:
defence_roll = 0
return defence_roll
def calc_player_max_defence_roll(
effective_defence_level: int, equipment_bonus: int
) -> int:
"""Calculate a player's maximum defence roll
Args:
effective_defence_level (int): the player's pre-calculated effective defence
equipment_bonus (int): style-specific defence value shown on the equipment screen
Returns:
int: Player's maximum defence roll against non-magic attacks (melee, range)
"""
defence_roll = effective_defence_level * (equipment_bonus + 64)
if defence_roll < 0:
defence_roll = 0
return defence_roll
def calc_player_max_magic_defence_roll(
magic_level: int,
magic_boost: int,
effective_defence_level: int,
equipment_bonus: int,
prayer: float = 1.0,
) -> int:
"""Calculates a player's maximum defence roll when attacked with magic
Args:
magic_level (int): Non boosted magic stat, from 1 to 99
magic_boost (int): additional boost caused by imbued heart, overload, smelling salts, etc
effective_defence_level (int): the player's pre-calculated effective defence
equipment_bonus (int): magic defence stat found on the equipment screen
prayer (float, optional): a postive multiplier from the magic prayers like Augury
Returns:
int: Player's maximum defence roll against magic attacks
"""
effective_defence_level = math.floor(effective_defence_level * 0.3)
magic_level = (magic_level + magic_boost) * prayer
magic_level = math.floor(magic_level)
effective_magic_level = math.floor(magic_level * 0.7)
effective_level = effective_magic_level + effective_defence_level
magic_defence_roll = effective_level * (equipment_bonus + 64)
if magic_defence_roll < 0:
magic_defence_roll = 0
return magic_defence_roll
def roll_attack(max_attack_roll: int, max_defence_roll: int) -> bool:
"""Randomly rolls an attack against a defence for a chance of a hit
Args:
max_attack_roll (int): an attack's non-negative maximum attack roll
max_defence_roll (int): a defender's non-negative maximum defence roll
Returns:
bool: whether the attack landed or not
"""
attack_roll = rand.randrange(max_attack_roll)
defence_roll = rand.randrange(max_defence_roll)
return attack_roll > defence_roll
def calc_hit_chance(max_attack_roll: int, max_defence_roll: int) -> float:
"""Calculates the chances of an attack landing against a defence
Args:
max_attack_roll (int): an attack's non-negative maximum attack roll
max_defence_roll (int): a defender's non-negative maximum defence roll
Returns:
float: a probability of an attack hitting, between 0 and 1
"""
if max_attack_roll > max_defence_roll:
return 1 - ((max_defence_roll + 2) / (2 * (max_attack_roll + 1)))
else:
return max_attack_roll / (2 * (max_defence_roll + 1))
def roll_hit_damage_normal(max_hit: int) -> int:
"""random rolls a number between 0 and max_hit
Args:
max_hit (int): the max hit to roll
Returns:
int: a number between - and max_hit
"""
return rand.randrange(max_hit)