Beispiel #1
0
 def __init__(self, unit, attr, value, length, emoji=None):
     self.value = value
     self.attr = attr
     self.unit = unit
     setattr(self.unit, self.attr, getattr(self.unit, self.attr) + self.value)
     self.unit.boost_attribute(attr, value)
     CustomStatus(unit, delay=length, func=self.stop_buff, order=59, acting=True,
                  name='buff_{}_{}'.format(attr, engine.rand_id()), emoji=emoji)
Beispiel #2
0
 def __init__(self, unit=None, obj_dict=None):
     self.unit = unit
     self.table_row = None
     self.get_table_row()
     self.types = [*self.core_types, *self.types]
     self.ready_turn = 0
     self.id = str(engine.rand_id())
     if obj_dict is not None:
         self.from_dict(obj_dict)
Beispiel #3
0
    def handle(call):
        call_data = call.data.split('_')
        action = call_data[2]
        try:
            lobby = dynamic_dicts.lobby_list[call_data[1]]
        except:
            return False

        if action == 'startlobby':
            dynamic_dicts.lobby_list[call_data[1]].start()

        elif action == 'equipment':
            user_id = call.from_user.id
            unit_dict = lobby[user_id]['unit_dict']
            user = get_user(call.from_user.id)
            chat = get_chat(lobby.chat_id)
            item_type = call_data[3]
            item_name = call_data[-1]
            item = standart_actions.object_dict[item_name]() if item_name not in ['reset', 'ready'] else None
            if item_name == 'reset':
                if item_type == 'armor':
                    for armor in unit_dict['armor']:
                        chat.delete_used_item(armor['name'])
                    unit_dict['armor'] = []
                elif item_type == 'item':
                    for item_unit in unit_dict['inventory'].values():
                        chat.delete_used_item(item_unit[0]['name'], value=item_unit[1])
                    unit_dict['inventory'] = {}
                user.send_equipment_choice(call_data[1], chat.chat_id, item_type, message_id=call.message.message_id)
            elif item_name == 'ready':
                lobby[user_id]['equipment_choice'].pop()
                lobby.run_next_step(user_id, message_id=call.message.message_id)

            elif item_name not in chat.get_free_armory():
                bot_methods.answer_callback_query(call, 'Этого предмета уже нет на складе')
                user.send_equipment_choice(call_data[1], chat.chat_id, item_type, message_id=call.message.message_id)
            elif not item.try_placement(unit_dict):
                bot_methods.answer_callback_query(call, 'Вы не можете это экипировать.')

            elif item_type == 'weapon':
                chat.use_item(item_name)
                unit_dict['weapon'] = item.to_dict()
                lobby[user_id]['equipment_choice'].pop()
                lobby.run_next_step(user_id, message_id=call.message.message_id)
            elif item_type == 'armor':
                chat.use_item(item_name)
                unit_dict['armor'].append(item.to_dict())
                user.send_equipment_choice(call_data[1], chat.chat_id, item_type, message_id=call.message.message_id)
            elif item_type == 'item':
                chat.use_item(item_name)
                test = list(k for k, v in unit_dict['inventory'].items() if v[0]['name'] == item['name'])
                if test:
                    unit_dict['inventory'][test[0]][1] += 1
                else:
                    unit_dict['inventory'][engine.rand_id()] = [item.to_dict(), 1]
                user.send_equipment_choice(call_data[1], chat.chat_id, item_type, message_id=call.message.message_id)
Beispiel #4
0
 def __init__(self):
     self.stage = 'siege'
     self.stage_choices = [
         'siege', 'peace', 'before_attack', 'before_siege'
     ]
     self.war_actors = {}
     self.id = str(engine.rand_id())
     self.attacked_dict = {}
     self.attacked_chat = {}
     self.attacking_lobby = {}
Beispiel #5
0
 def __init__(self, chat_id, skip_armory=False):
     self.id = str(engine.rand_id())
     self.chat_id = chat_id
     self.message_id = None
     self.teams = [{}]
     # Команда вида {chat_id: [unit_dict, False(ready_status)]}
     self.text = 'FILL THE TEXT'
     self.lang = 'rus'
     self.langs = [self.lang]
     self.started = False
     self.table_row = None
     dynamic_dicts.lobby_list[self.id] = self
     self.skip_armory = skip_armory
     self.start_checker = StartChecker(self)
Beispiel #6
0
 def __init__(self, chat_id=None, test=False):
     self.turn = 1
     self.id = str(engine.rand_id())
     self.chat_id = [] if chat_id is None else [chat_id]
     self.units_dict = dict()
     self.units = list()
     self.langs = ['rus']
     self.lang = self.langs[0]
     self.dead = {}
     self.teams = []
     self.public = False
     self.first_turn = None
     self.listeners = list()
     self.action_queue = ActionQueue()
     self.string_tuple = FightString(self)
     dynamic_dicts.fight_dict[str(self.id)] = self
Beispiel #7
0
    def __init__(self,
                 name,
                 controller=None,
                 unit_dict=None,
                 fight=None,
                 complexity=None):

        # То, как осуществляется управление юнитом
        self.controller = controller
        self.unit_name_marker = self.unit_name
        if controller is not None:
            self.controller.unit = self
        self.done = False
        self.active = True
        self.loot = self.default_loot
        self.loot_chances = self.default_loot_chances
        # Список доступных действий для клавиатуры

        # Параметры игрока
        self.name = name
        self.id = engine.rand_id()
        self.fight = fight
        self.team = None
        self.lang = None
        self.melee_accuracy = 0
        self.range_accuracy = 0
        self.evasion = 0
        self.damage = 0
        self.spell_damage = 0
        self.energy = 0
        self.speed = 9
        self.weapon = weapons.Fist(self)
        self.weapons = []
        self.abilities = []
        self.items = []
        self.armor = []
        self.inventory = []

        # Параметры для боя
        self.default_weapon = weapons.Fist(self)
        self.lost_weapon = []
        self.boosted_attributes = {}
        self.death_lang_tuple = None

        # Временные параметры
        self.blocked_damage = 0
        self.dmg_received = 0
        self.wasted_energy = 0
        self.hp_delta = 0
        self.melee_targets = []
        self.statuses = {}
        self.target = None
        self.action = []
        self.hp_changed = False
        self.weapon_to_member = []

        # Параметры для отсутствия возможности действовать/ходить/атаковать/использовать магию
        self.disabled = []
        self.rooted = []
        self.disarmed = []
        self.silenced = []

        # Параметры для ai
        self.number = 1
        self.named = True
        self.additional_actions = []
Beispiel #8
0
 def start_attack(self):
     self.announce_attack()
     self.stage = 'attack'
     self.id = str(engine.rand_id())
Beispiel #9
0
 def start_siege(self):
     self.announce_siege()
     self.stage = 'siege'
     self.id = str(engine.rand_id())