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Slay The Spire Monster Infighting... Who would win?

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SpireArena

Slay The Spire Monster Infighting... Who would win?

STRUCTURE:

  • test_arena.py: Main controller, run as python3 test_arena.py -h to learn more
  • demo.py: Small test file for replicating small-scale experiments
  • SpireArenaLib: The actual library
    • arena.py: Abstract Classes and templates
    • monsters.py: Master monster import file
    • powers.py: Abstract powers and power implementations
    • act_#_monsters.py: Implementation for monsters from Act #
    • settings.py: Global settings for the library as a whole
  • Sample_Monsters: Directory of files with potential monster groups to load into your brawls
    • sample_monsters.txt: Two Large AcidSlimes at ascension 0
    • sample_monsters_vs.txt: Three Medium AcidSlimes at ascension 17
    • single_slime_1.txt: One Large AcidSlime at ascension 17
    • single_slime_2.txt: One Medium AcidSlime at ascension 2

Design TODO:

  • More basic StS power implementations: Vulnerable, Frail, Thorns, Strength/Shackles
  • Entanglement requires other means to cancel moves, may play into how statuses operate (chance to apply status to move portion targeting creature?)
    • Monsters '''draw''' 5 cards a turn, with 2+Act energy to play them (default 1 cost per card). During a turn, monsters can spend these resources.
    • By default, monsters ONLY PLAY 1 card, but it costs +1 energy to target more enemies.
    • When a monster draws a status, it triggers a % chance that a potentially targetable enemy ends up being untargetable
  • Implementing statuses and how they interact with monster intents
  • For artifact tags to work, one of two things:
    • Assume that enemies do not buff one another and artifact prevents incoming power, but friendlies buff so allow incoming power
    • Rework power class to have buff/debuff tags to guarantee the artifact charges work as intended
  • Moveset swapping, moveset disabling
  • Darkling madness
  • Reacting to plays of any/all types
  • Group total ordering for surrounding and back attacks

Labor TODO:

  • Implementing powers/monsters from the game
  • Act 1 monsters: Adding Slime Splits, Thief Escapes, Entanglement, Enrage
    • Act 1 elites: Also enrage, asleep, metallicize, strength down, dexterity down, Artifact
    • Act 1 bosses: Also defensive/offensive modes
  • Act 2 monsters: Adding Flying, Hexing, Plated Armor, Healing, Malleable, Confusion
    • Act 2 elites: Also summon monsters, painful stabs
    • Act 2 bosses: Also stasis
  • Act 3 monsters: Adding Lifelink/Regrow/Revive, Thorns, Explode, Constricted, Fading, Shifting, ?Reactive?
    • Act 3 elites: Also slow, intangible
    • Act 3 bosses: Also curiosity, time warp, draw reduction
  • Act 4 monsters: Adding surrounded, back attack
    • Act 4 bosses: Also beat of death, invincible
    • Act 4 empowered elites: Also regeneration

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