def __init__(self, posx, posy, index, mapp): self._pos = Pos(posx, posy) self._index = index self._map = mapp self._name = ("W%s" % str(index)) self._health = HEALTH_CAP self._magic_crystal = 10
def __init__(self, monster_id, health_capacity): self.__monster_id = monster_id self.__health_capacity = health_capacity self.__health = health_capacity self.__pos = Pos() self.__drop_item_list = [] self.__hint_list = []
def __init__(self, posx, posy, index, map): self._pos = Pos(posx, posy) self._index = index self._map = map self._name = 'W' + str(index) self._health = self._HEALTH_CAP self._magic_crystal = 10
def __init__(self,pos_x,pos_y,index,Map): self._pos= Pos(pos_x,pos_y) self._index=index self._map_=Map self._name="W"+str(index) self._health=Warrior._HEALTH_CAP self._magic_crystal=10
class Merchant(): #added def __init__(self): self._elixir_price = 1 self._shield_price = 2 self._pos = Pos() def get_pos(self): return self._pos def set_pos(self, row, column): self._pos.set_pos(row, column) def talk(self, text): print("Merchant$: " + text, end='') def action_on_soldier(self, soldier): commu_enable = True if soldier.count_coin() > 0 else False if not commu_enable: self.talk("You don't have enough coins.\n\n") while commu_enable: self.talk("Do you want to buy something? (1. Elixir, 2. Shield, 3. Leave.) Input: ") x = input() if x == '1': soldier.buy_elixir(self._elixir_price) commu_enable = False elif x == '2': if not soldier.buy_shield(self._shield_price): self.talk("You don't have enough coins.\n\n") commu_enable = False elif x == '3': self.talk('Bye.\n\n') commu_enable = False else: print('=> Illegal choice!\n') def display_symbol(self): print('$', end = '')
def __init__(self, monsterID, healthCapacity): self.monsterID = monsterID self.healthCapacity = healthCapacity self.health = healthCapacity self.pos = Pos() self.dropItemList = [] self.hintList = []
def __init__(self, monster_ID=0, health_capacity=30): self._monster_ID = monster_ID self._health_capacity = health_capacity self._health = health_capacity self._pos = Pos() self._drop_item_list = [] self._hint_list = []
def __init__(self, healthCap, mob, posx, posy, index, game): self.__MOBILITY = mob self._health = healthCap self._pos = Pos(posx, posy) self._index = index self._game = game self._myString = "" self._equipment = ""
def __init__(self, healthCap, mob, posx, posy, index, game): self.MOBILITY = mob self.health = healthCap self.pos = Pos(posx, posy) self.equipment = 0 self.index = index self.myString = "" self.game = game
class Soldier: def __init__(self): self.health = 100 self.numElixirs = 2 self.pos = Pos() self.keys = set() def getHealth(self): return self.health def loseHealth(self): self.health -= 10 return self.health <= 0 def recover(self, healingPower): totalHealth = healingPower + self.health self.health = 100 if totalHealth >= 100 else totalHealth def getPos(self): return self.pos def setPos(self, row, column): self.pos.setPos(row, column) def move(self, row, column): self.setPos(row, column) def getKeys(self): return self.keys def addKey(self, key): self.keys.add(key) def getNumElixirs(self): return self.numElixirs def addElixir(self): self.numElixirs += 1 def useElixir(self): self.recover(random.randint(0, 5) + 15) self.numElixirs -= 1 def displayInformation(self): print('Health: ', self.health, '.', sep='') print('Position (row, column): (', self.pos.getRow(), ', ', self.pos.getColumn(), ').', sep='') print('Keys: ', list(self.keys), '.', sep='') print('Elixirs: ', self.numElixirs, '.', sep='') def displaySymbol(self): print('S', end='')
class Soldier(): def __init__(self): self._health = 100 self.__num_elixirs = 2 self.__pos = Pos() self.__keys = [] def get_health(self): return self._health def lose_health(self): self._health -= 10 return self._health <= 0 def recover(self, healing_power): total_health = healing_power + self._health if (total_health >= 100): self._health = 100 else: self._health = total_health def get_pos(self): return self.__pos def set_pos(self, row, col): self.__pos.set_pos(row, col) def move(self, row, col): self.set_pos(row, col) def get_keys(self): return self.__keys def add_key(self, key): self.__keys.append(key) def get_num_elixirs(self): return self.__num_elixirs def add_elixir(self): self.__num_elixirs += 1 def use_elixir(self): self.recover(random.randint(0, 5) + 15) self.__num_elixirs -= 1 def display_information(self): str_key = [str(x) for x in self.__keys] print("Health: ", self._health, ".") print("Position (row, column): (", self.__pos.get_row(), ", ", self.__pos.get_col(), ").") print("Keys: [" + ", ".join(str_key) + "].") print("Elixirs: ", self.__num_elixirs, ".") def display_symbol(self): print("S", end="")
def pick_spot(self): p = None while p is None: p = Pos(random.randint(0, self.w - 1), random.randint(0, self.h - 1)) for e in self.tail: if p.dist(e) < 1: p = None break return p
class PosUI: def __init__(self): self.pos = Pos() def show(self): while True: try: os.system('cls' if os.name == 'nt' else 'clear') print("1: 책 관리 시스템") print("2: 자리 관리 시스템") print("3: 주문받기 / 결제하기") print("4: 직원 관리 시스템") print("5: 고객 관리 시스템") print("6: 음식 관리 시스템") print("7: 시스템 종료") num = int(input("번호를 입력하세요: ")) if num == 1: self.show_book_control_ui() elif num == 2: self.show_seat_management_ui() elif num == 3: self.show_order_control_ui() elif num == 4: self.show_clerk_control_ui() elif num == 5: self.show_customer_control_ui() elif num == 6: self.show_food_management_ui() elif num == 7: self.shutdown() break except KeyboardInterrupt: self.shutdown() break def show_book_control_ui(self): self.pos.book_control_ui.show() def show_seat_management_ui(self): self.pos.seat_management_ui.show() def show_order_control_ui(self): self.pos.order_control_ui.show() def show_clerk_control_ui(self): self.pos.clerk_control_ui.show() def show_customer_control_ui(self): self.pos.customer_control_ui.show() def show_food_management_ui(self): self.pos.food_management_ui.show() def shutdown(self): self.pos.shutdown()
class Soldier(): def __init__(self): self.health = 100 self.numElixirs = 2 self.pos = Pos() self.keys = set() def getHealth(self): return self.health def loseHealth(self): self.health -= 10 return self.health <= 0 def recover(self, healingPower): totalHealth = healingPower + self.health if totalHealth >= 100: self.health = 100 else: self.health = totalHealth def getPos(self): return self.pos def setPos(self, row, column): self.pos.setPos(row, column) def move(self, row, column): self.setPos(row, column) def getKeys(self): return list(self.keys) def addKey(self, key): return self.keys.add(key) def getNumElixirs(self): return self.numElixirs def addElixir(self): self.numElixirs += 1 def useElixir(self): self.recover(random.randint(15, 20)) self.numElixirs -= 1 def displayInformation(self): print("Health: {}.".format(self.health)) print("Position (row, column): ({}, {}).".format(self.pos.getRow(), self.pos.getColumn())) print("Keys: " + str(list(self.keys))) print("Elixirs: {}.".format(self.numElixirs)) def displaySymbol(self): print("S",end="")
class Soldier(): def __init__(self): self._health = 100 self._num_elixirs = 2 self._pos = Pos() self._keys = set() def get_health(self): return self._health def lose_health(self): self._health -= 10 return self._health <= 0 def recover(self, healing_power): ## Soldier's health cannot exceed capacity. total_health = healing_power + self._health self._health = 100 if total_health >= 100 else total_health def get_pos(self): return self._pos def set_pos(self, row, column): self._pos.set_pos(row, column) def move(self, row, column): self.set_pos(row, column) def get_keys(self): return self._keys def add_key(self, key): self._keys.add(key) def get_num_elixirs(self): return self._num_elixirs def add_elixir(self): self._num_elixirs += 1 def use_elixir(self): self.recover(random.randint(15, 20)) self._num_elixirs -= 1 def display_information(self): print("Health: %d." % (self._health)) print("Position (row, column): (%d, %d)." % (self._pos.get_row(self), self._pos.get_column(self))) print('Keys: [', end='') print(*self._keys, sep=', ', end='].\n') print("Elixirs: %d." % (self._num_elixirs)) def display_symbol(self): print('S', end='')
def get_next_observation(self, observation, actions): player_index = (np.argwhere(observation[:, :, 1] == 1)).tolist()[0] asix_old, asiy_old = player_index[0], player_index[1] asix, asiy = player_index[0], player_index[1] done = False action_index = np.argwhere(actions == 1) action = action_index[0] if action == 0: ##up asix -= 1 elif action == 1: ##down asix += 1 elif action == 2: ##left asiy -= 1 elif action == 3: ##right asiy += 1 elif action == 4: ##up left asix -= 1 asiy -= 1 elif action == 5: ##up right asix -= 1 asiy += 1 elif action == 6: ##down left asix += 1 asiy -= 1 elif action == 7: ##down right asix += 1 asiy += 1 elif action == 8: ##done done = True observation[player_index[0]][player_index[1]][6] = 1 em_index = (np.argwhere(observation[:, :, 2] == 1)).tolist()[0] ex, ey = em_index[0], em_index[1] move = [] if (asix < 0 or asix >= self.hight or asiy < 0 or asiy >= self.hight or observation[asix][asiy][0] == 1 #墙壁 or observation[asix][asiy][6] == 1 #已经走过 or (ex == asix and ey == asiy)): print("Path is invalid") return move, observation, True if done != True: observation[asix_old][asiy_old][1] = 0 #恢复为0 observation[asix][asiy][1] = 1 #设置为1 move = Pos(0, 0) move.x = asix move.y = asiy return move, observation, done
class Soldier(): def __init__(self): self.health = 100 self.num_elixirs = 2 self.pos = Pos() self.keys = [] def get_health(self): return self.health def lose_health(self): self.health -= 10 return self.health <= 0 def recover(self, healing_power): total_health = healing_power + self.health self.health = 100 if total_health >= 100 else total_health def get_pos(self): return self.pos def set_pos(self, row, column): self.pos.set_pos(row, column) def move(self, row, column): self.set_pos(row, column) def get_keys(self): return self.keys def add_key(self, key): self.keys.append(key) def get_num_elixirs(self): return self.num_elixirs def add_elixir(self): self.num_elixirs += 1 def use_elixir(self): self.recover(random.randint(0, 5) + 15) self.num_elixirs -= 1 def display_information(self): print("Health: {}.".format(self.health)) print("Position (row, column): ({}, {}).".format(self.pos.get_row(), self.pos.get_column())) print("Keys: " + str(sorted(set(self.keys))) + ".") print("Elixirs: {}.".format(self.num_elixirs)) def display_symbol(self): print("S", end="")
def get_Un_Occupied_Position(self): randx = random.randint(0, self._D - 1) randy = random.randint(0, self._D - 1) while (self._lands[randx][randy].Occupied_obj != None): randx = random.randint(0, self._D - 1) randy = random.randint(0, self._D - 1) return Pos(randx, randy)
class Obstacle(object): def __init__(self, posx, posy, index, game): self.pos = Pos(posx, posy) self.index = index self.game = game def getPos(self): return self.pos def teleport(self): randx = random.randint(0, (self.game.D - 1)) randy = self.game.D - randx - 1 while (self.game.positionOccupied(randx, randy)): randx = random.randint(0, (self.game.D - 1)) randy = self.game.D - randx - 1 self.pos.setPos(randx, randy)
def get_unoccupied_position(self): randx = random.randint(0, D - 1) randy = random.randint(0, D - 1) while(self._lands[randx][randy].occupied_obj != None): randx = random.randint(0, D - 1) randy = random.randint(0, D - 1) return Pos(randx, randy)
def __init__(self, Pos, Size, Surface): self.pos = Pos self._tetrimino = None self.surface = Surface self.rect = pygame.Rect(Pos.tuple(), Size.tuple()) pygame.draw.rect(self.surface, UiConfig.tetriminoBox['BORDER_COLOR'], \ self.rect, UiConfig.tetriminoBox['BORDER_WIDTH'])
class Merchant(): def __init__(self, elixir_price, shield_price): # TODO: Initialization. self._elixir_price = elixir_price self._shield_price = shield_price self._pos = Pos() def action_on_soldier(self, soldier): self.talk( 'Do you want to buy something? (1. Elixir, 2. Shield) Input: ') # TODO: Main logic. choice = input() if choice == '1': if soldier.get_num_coin() >= self._elixir_price: soldier.use_coin(self._elixir_price) soldier.add_elixir() print("You have %d coin(s) left.", soldier.get_num_coin()) else: self.talk("Poor guy, you don't have enough coins.") print() elif choice == '2': if soldier.get_num_coin() >= self._shield_price: soldier.use_coin(self._shield_price) soldier.add_shield() print("You have %d coin(s) left.", soldier.get_num_coin()) else: self.talk("Poor guy, you don't have enough coins.") print() else: print('=> Illegal move!\n') def talk(self, text): print('Merchant$: ' + text, end='') # TODO: Other functions. def get_pos(self): return self._pos def set_pos(self, row, column): self._pos.set_pos(row, column) def display_symbol(self): print('$', end='')
def getUnOccupiedPosition(self): randx = random.randint(0, self.D - 1) randy = random.randint(0, self.D - 1) while self.lands[randx][randy].occupied_obj != None: randx = random.randint(0, self.D - 1) randy = random.randint(0, self.D - 1) pass return Pos(randx, randy) pass
class Task4Merchant(): def __init__(self): self.pos = Pos() self.elixirPrice = 1 self.shieldPrice = 2 def actionOnSoldier(self, soldier): self.talk( "Do you want to buy something? (1. Elixir, 2. Shield, 3. Leave.) Input: " ) choice = input() if choice == "1": if soldier.getCoins() >= self.elixirPrice: soldier.addElixir() soldier.useCoins(self.elixirPrice) else: self.talk("You don't have enough coins.\n\n") elif choice == "2": if soldier.getCoins() >= self.shieldPrice: soldier.addShield() soldier.useCoins(self.shieldPrice) else: self.talk("You don't have enough coins.\n\n") elif choice == "3": pass # leave directly else: print("=> Illegal choice!\n") def talk(self, text): print("Merchant$: " + text, end="") def getPos(self): return self.pos def setPos(self, row, column): self.pos.setPos(row, column) def displaySymbol(self): print("$", end="")
def set_assets(self, scl, fps, w, h, load_image, play_sound, show_fps): self.scl = scl self.fps = fps self.w = w self.h = h self.width = self.w * self.scl self.height = self.h * self.scl self.keyQueue = [] self.load_image = load_image self.play_sound = play_sound self.menu_w = 16 self.menu_h = 18 self.menu_width = self.menu_w * self.scl self.menu_height = self.menu_h * self.scl self.show_fps = show_fps # Player variables self.s = Pos(1) self.tail = [Pos()] self.direction = Pos(1) self.food = self.pick_spot() # self.reset() # Loading sound self.hit = None if play_sound: try: self.hit = pygame.mixer.Sound('music/hit.wav') except FileNotFoundError: print("Could not load << hit.wav >>") exit(1) self.apple = None if load_image: try: self.apple = pygame.image.load('images/apple.png') self.apple = pygame.transform.scale(self.apple, (scl, scl)) except FileNotFoundError: print("Could not load image << apple.png >>") exit(1) self.time = 0 self.target_frame_time = 1000 / fps
def getChildren(self, root: Octree, goalOctree: Octree): cur = root.getLeavesInArea(self.value, Pos(0.0, 0.0, 0.0))[0] if cur == goalOctree: return [Node(self.goal, self, self.goal)] neighbours = root.getNeighbours(self.value, cur) np = Octree.cornerIt(neighbours) children = [] for p in np: children.append(Node(p, self, self.goal)) return children
class Task4Merchant(): def __init__(self): self.pos = Pos() self.shield_price = 2 self.elixir_price = 1 def action_on_soldier(self, soldier): self.talk( "Do you want to buy something? (1. Elixir, 2. Shield, 3. Leave) Input: " ) choice = input() if choice == "1": if soldier.get_coin() >= self.elixir_price: soldier.spend_coin(self.elixir_price) soldier.add_elixir() else: print("You don't have enough coins.\n") elif choice == "2": if soldier.get_coin() >= self.shield_price: soldier.spend_coin(self.shield_price) soldier.add_defence() else: print("You don't have enough coins.\n") elif choice == "3": return else: print("=> Illegal choice!\n") def talk(self, text): print("Merchant$: " + text, end="") def display_symbol(self): print("$", end="") def set_pos(self, row, column): self.pos.set_pos(row, column) def get_pos(self): return self.pos
def PosArray(self, value): # needed for Type-Proof of incoming PosArray PosProof = Pos() for element in value: if not type(element) == type(PosProof): # type proof for good objectorientation self._TypeOK = False break else: self._TypeOK = True if self._TypeOK: self._PosArray = value
def __init__(self, Pos, Size, Surface): self.surface = Surface self.rect = pygame.Rect(Pos.tuple(), Size.tuple()) pygame.draw.rect(self.surface, UiConfig.infoBox['BORDER_COLOR'], \ self.rect, UiConfig.infoBox['BORDER_WIDTH']) self.font = pygame.font.SysFont(self.FONT['font'], self.FONT['size']) self.drawText('Level:', self.TEXT_POS['LevelText']) self.levelText = self.drawText('0', self.TEXT_POS['Level']) self.drawText('Score:', self.TEXT_POS['ScoreText']) self.scoreText = self.drawText('0', self.TEXT_POS['Score']) self._level = 0 self._score = 0
class Task4Merchant(): def __init__(self): self.__elixir_price = 1 self.__shield_price = 2 self.__pos = Pos() def action_on_soldier(self,soldier): sc=input("Do you want to buy something? (1. Elixir, 2. Shield, 3. Leave.) Input: ") if(sc == '1'): if(soldier.get_coin() >= self.__elixir_price): soldier.add_elixir() soldier.lose_coin(self.__elixir_price) self.talk("You bought an Elixir.\n\n") else: self.talk("You don't have enough coins.\n\n") elif(sc == '2'): if(soldier.get_coin() >= self.__shield_price): soldier.add_shield() soldier.lose_coin(self.__shield_price) self.talk("You bought a shield.\n\n") else: self.talk("You don't have enough coins.\n\n") elif(sc == '3'): self.talk("Thank you for coming. :D\n\n") else: print("=> Illegal choice!\n\n") def talk(self,text): print("Merchant$",text,end='') def set_pos(self,row,col): self.__pos.set_pos(row,col) def get_pos(self): return self.__pos def display_symbol(self): print("$",end='')
class Cell: def __init__(self, x=0, y=0, c=None): self.__pos = Pos(x, y) self.__checker = None if c and c != 'e': self.__checker = Checker(self, c) def get_checker(self): return self.__checker def get_pos(self): return self.__pos def set_pos(self, newPos): self.__pos = newPos def set_checker(self, newChecker): self.__checker = newChecker def get_neighbors(self): self.__nbrs = [] x1 = self.__pos.getx() x2 = self.__pos.gety()
class Task4Merchant(): def __init__(self): self.elixirPrice = 0 self.shieldPrice = 0 self.pos = Pos() def actionOnSoldier(self, soldier): choice = input( 'Merchant$: Do you want to buy something? (1. Elixir, 2. Shield, 3. Leave.) Input: ' ) # input choice if choice == '1': # if choice = 1 if soldier.task4GetCoins() >= 1: # check enough coin soldier.task4BuyElixirs() else: self.talk("You don't have enough coins.\n\n") elif choice == '2': if soldier.task4GetCoins() >= 2: # check enough coins soldier.task4BuyDefence() else: self.talk("You don't have enough coins.\n\n") elif choice != '3': print("=> Illegal choice!\n") # illegal choice def talk(self, text): print("Merchant$: ", text, sep='', end='') def setPos(self, row, column): self.pos.setPos(row, column) def displaySymbol(self): print('$', end='') def getPos(self): return self.pos
def __init__(self): # Test / Help Example BillPrinter = printBill(conf.conf) BillPrinter.PrintMwst = False BillPrinter.EndMsg = "Danke!" BillPrinter.Layout = 1 posArray = [] pos1 = Pos() pos1.nr = 1 pos1.postext = "Salami" pos1.EP = 5.80 pos1.Menge = 1.0 pos1.reNr = "A0C12" pos2 = Pos() pos2.nr = 2 pos2.postext = "Schinken" pos2.EP = 6.30 pos2.Menge = 3.0 pos1.reNr = "A0C12" i = 5 while i > 0: posArray.append(pos1) posArray.append(pos2) i -= 1 BillPrinter.PosArray = posArray BillPrinter.generatePrintFile() BillPrinter.printDocument()