Beispiel #1
0
def victory(request):
    
    hero = request.hero
    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_FIGHT)

    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    team = combat.combatwarrior_set.get(hero=hero).team

    combatm = CombatM(combat, hero)
    is_timeout = combatm.is_timeout(team)
    
    if not is_timeout:
        return HttpResponseRedirect(reverse('combat'))
    
    dead_warriors = []
    for combatwarrior in combat.combatwarrior_set.filter(is_dead=False). \
                                                            exclude(team=team):
        HeroM(combatwarrior.hero).set_hp(0)
        combatwarrior.is_dead = True
        combatwarrior.save()
        dead_warriors.append({'warrior': combatwarrior.hero, 
                              'team': combatwarrior.team})
    
    combatm.after_death(dead_warriors)
    
    combat.is_active = Combat.IS_ACTIVE_AFTER_FIGHT
    combat.save()
    return HttpResponseRedirect(reverse('combat'))
# End combat inside
Beispiel #2
0
def island(request, template_name='island/island.html'):
    
    hero = request.hero
    herom = HeroM(hero)
    island = herom.get_island()
    islandm = IslandM(island)

    if not islandm.is_near_island(hero.location):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    BuildingM(None, hero).remove_from_location()

    hero_position = herom.get_position_on_island()
    hero_time_left = islandm.get_time_left_to_move(hero_position)

    x, y = hero_position[0], hero_position[1]
    buildings = Building.objects.filter(island=island,
                                        coordinate_x1__lte=x,
                                        coordinate_y1__lte=y,
                                        coordinate_x2__gte=x,
                                        coordinate_y2__gte=y)
    bots = Bot.objects.filter(island=island,
                              current_coordinate_x=x,
                              current_coordinate_y=y,
                              in_combat=False)
    
    variables = RequestContext(request, {'island': island,
                                         'buildings': buildings,
                                         'bots': bots,
                                         'hero_position_x': hero_position[0],
                                         'hero_position_y': hero_position[1],
                                         'hero_time_left': hero_time_left})
    
    return render_to_response(template_name, variables)
Beispiel #3
0
def past(request, template_name='combat/past.html'):
    
    hero = request.hero
    herom = HeroM(hero)

    combat = herom.get_combat(Combat.IS_ACTIVE_WAIT)

    is_cancel = False
    if combat:
        is_cancel = CombatM(combat, hero).is_cancel()
    
    combats = None
    if request.method == 'POST':
        form = PastForm(request.POST)
        if form.is_valid():
            login = form.cleaned_data['login']
            date_begin = form.cleaned_data['date_begin']
            date_end = form.cleaned_data['date_end']
            
            search_hero = Hero.objects.get(login=login)
            
            combats = Combat.objects.filter(is_active=Combat.IS_ACTIVE_PAST, 
                                            combatwarrior__hero=search_hero,
                                            start_date_time__gte=date_begin,
                                            start_date_time__lte=date_end)
    else:
        form = PastForm()
    
    variables = RequestContext(request, {'form': form,
                                         'combats': combats,
                                         'is_cancel': is_cancel})
    
    return render_to_response(template_name, variables)
def past(request, template_name='combat/past.html'):

    hero = request.hero
    herom = HeroM(hero)

    combat = herom.get_combat(Combat.IS_ACTIVE_WAIT)

    is_cancel = False
    if combat:
        is_cancel = CombatM(combat, hero).is_cancel()

    combats = None
    if request.method == 'POST':
        form = PastForm(request.POST)
        if form.is_valid():
            login = form.cleaned_data['login']
            date_begin = form.cleaned_data['date_begin']
            date_end = form.cleaned_data['date_end']

            search_hero = Hero.objects.get(login=login)

            combats = Combat.objects.filter(is_active=Combat.IS_ACTIVE_PAST,
                                            combatwarrior__hero=search_hero,
                                            start_date_time__gte=date_begin,
                                            start_date_time__lte=date_end)
    else:
        form = PastForm()

    variables = RequestContext(request, {
        'form': form,
        'combats': combats,
        'is_cancel': is_cancel
    })

    return render_to_response(template_name, variables)
def group(request, template_name='combat/group.html'):

    hero = request.hero
    herom = HeroM(hero)
    combat = herom.get_combat(Combat.IS_ACTIVE_WAIT)

    combatm = CombatM(combat, hero)

    combatm.update_combats(Combat.TYPE_GROUP)
    if combat and combatm.is_active():
        return HttpResponseRedirect(reverse('combat'))

    is_cancel = False
    if combat:
        is_cancel = combatm.is_cancel()

    if request.method == 'POST' and not combat:
        form = GroupForm(request.POST)
        if form.is_valid():
            combat = Combat(
                type=Combat.TYPE_GROUP,
                time_out=form.cleaned_data['time_out'],
                injury=form.cleaned_data['injury'],
                with_things=form.cleaned_data['with_things'],
                time_wait=form.cleaned_data['time_wait'],
                location=herom.get_location(),
                one_team_count=form.cleaned_data['one_team_count'],
                two_team_count=form.cleaned_data['two_team_count'],
                one_team_lvl_min=form.cleaned_data['one_team_lvl_min'],
                one_team_lvl_max=form.cleaned_data['one_team_lvl_max'],
                two_team_lvl_min=form.cleaned_data['two_team_lvl_min'],
                two_team_lvl_max=form.cleaned_data['two_team_lvl_max'])

            combat.save()
            combat.combatwarrior_set.create(hero=hero)
            #
            messages.add_message(request, messages.SUCCESS,
                                 'Your demand create.')
            return HttpResponseRedirect(reverse('combat_group'))
    else:
        form = GroupForm()

    combats = Combat.objects.filter(type=Combat.TYPE_GROUP,
                                    is_active=Combat.IS_ACTIVE_WAIT,
                                    location=herom.get_location())

    variables = RequestContext(
        request, {
            'form': form,
            'combats': combats,
            'in_combat': combat,
            'is_cancel': is_cancel
        })

    return render_to_response(template_name, variables)
Beispiel #6
0
def group(request, template_name='combat/group.html'):

    hero = request.hero
    herom = HeroM(hero)
    combat = herom.get_combat(Combat.IS_ACTIVE_WAIT)

    combatm = CombatM(combat, hero)

    combatm.update_combats(Combat.TYPE_GROUP)
    if combat and combatm.is_active():
        return HttpResponseRedirect(reverse('combat'))

    is_cancel = False
    if combat:
        is_cancel = combatm.is_cancel()
          
    if request.method == 'POST' and not combat:
        form = GroupForm(request.POST)
        if form.is_valid():
            combat = Combat(type=Combat.TYPE_GROUP,
                            time_out=form.cleaned_data['time_out'],
                            injury=form.cleaned_data['injury'],
                            with_things=form.cleaned_data['with_things'],
                            time_wait=form.cleaned_data['time_wait'],
                            location=herom.get_location(),
                            one_team_count=form.cleaned_data['one_team_count'],
                            two_team_count=form.cleaned_data['two_team_count'],
                        one_team_lvl_min=form.cleaned_data['one_team_lvl_min'],
                        one_team_lvl_max=form.cleaned_data['one_team_lvl_max'],
                        two_team_lvl_min=form.cleaned_data['two_team_lvl_min'],
                        two_team_lvl_max=form.cleaned_data['two_team_lvl_max'])
            
            combat.save()
            combat.combatwarrior_set.create(hero=hero)
#
            messages.add_message(request, messages.SUCCESS, 
                                 'Your demand create.')
            return HttpResponseRedirect(reverse('combat_group'))
    else:
        form = GroupForm()
        
    combats = Combat.objects.filter(type=Combat.TYPE_GROUP, 
                                    is_active=Combat.IS_ACTIVE_WAIT, 
                                    location=herom.get_location())
    
    variables = RequestContext(request, {'form': form,
                                         'combats': combats,
                                         'in_combat': combat,
                                         'is_cancel': is_cancel})
    
    return render_to_response(template_name, variables)
Beispiel #7
0
def cancel(request):
    
    hero = request.hero
    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_WAIT)
    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))
    
    is_cancel = CombatM(combat, hero).is_cancel()
    
    if is_cancel:
        combat.delete()
#
        messages.add_message(request, messages.SUCCESS, 'Your demand cancel.')
    
    return HttpResponseRedirect(request.META.get('HTTP_REFERER'))
def cancel(request):

    hero = request.hero
    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_WAIT)
    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    is_cancel = CombatM(combat, hero).is_cancel()

    if is_cancel:
        combat.delete()
        #
        messages.add_message(request, messages.SUCCESS, 'Your demand cancel.')

    return HttpResponseRedirect(request.META.get('HTTP_REFERER'))
Beispiel #9
0
def buy(request, slug, shopthing_id):
    hero = request.hero
    try:
        building = Building.objects.get(slug=slug)
        shopthing = building.buildingshopthing_set.get(id=shopthing_id)
    except (Building.DoesNotExist, BuildingShopThing.DoesNotExist):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if shopthing.price > hero.money:
#
        messages.add_message(request, messages.ERROR, 
                             'You have not enough money.')
    elif not shopthing.count:
#
        messages.add_message(request, messages.ERROR,
                             'Thing are not available.')
    else:
        HeroThing.objects.create(hero=hero, thing=shopthing.thing, 
                                 stability_all=shopthing.thing.stability,
                                 stability_left=shopthing.thing.stability)
        shopthing.count -= 1
        shopthing.save()
        hero.money -= shopthing.price
        hero.save()
        
        HeroM(hero).update_capacity()
#
        messages.add_message(request, messages.SUCCESS, 'You buy thing.')
    return HttpResponseRedirect(request.META.get('HTTP_REFERER'))
Beispiel #10
0
    def update_bots_in_combats(self, coordinate_x, coordinate_y):
        bots = Bot.objects.filter(coordinate_x1__lte=coordinate_x,
                                  coordinate_y1__lte=coordinate_y,
                                  coordinate_x2__gte=coordinate_x,
                                  coordinate_y2__gte=coordinate_y,
                                  in_combat=True)

        for bot in bots:
            self.combat = Combat.objects.filter(combatwarrior__bot=bot,
                                           combatwarrior__is_dead=False,
                                           is_active=Combat.IS_ACTIVE_FIGHT). \
                                                                        get()

            team = self.combat.combatwarrior_set.get(bot=bot).team

            if self.is_timeout(team, True):
                dead_warriors = []
                for combatwarrior in self.combat.combatwarrior_set. \
                                    filter(is_dead=False).exclude(team=team):
                    HeroM(combatwarrior.hero).set_hp(0)
                    combatwarrior.is_dead = True
                    combatwarrior.save()
                    dead_warriors.append({
                        'warrior': combatwarrior.hero,
                        'team': combatwarrior.team
                    })

                self.after_death(dead_warriors)
                self.free_bots()


# End bots
Beispiel #11
0
def fight(request):

    hero = request.hero
    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_WAIT)
    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    is_fight = CombatM(combat, hero).is_fight()

    if is_fight:
        combat.is_active = Combat.IS_ACTIVE_FIGHT
        combat.save()
        CombatM(combat, hero).write_log_message(True)
        return HttpResponseRedirect(reverse('combat'))

    return HttpResponseRedirect(reverse('combat_duel'))
Beispiel #12
0
def fight(request):
    
    hero = request.hero
    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_WAIT)
    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))
    
    is_fight = CombatM(combat, hero).is_fight()

    if is_fight:
        combat.is_active = Combat.IS_ACTIVE_FIGHT
        combat.save()
        CombatM(combat, hero).write_log_message(True)
        return HttpResponseRedirect(reverse('combat'))
    
    return HttpResponseRedirect(reverse('combat_duel'))
Beispiel #13
0
def duel(request, template_name='combat/duel.html'):

    hero = request.hero
    herom = HeroM(hero)
    combat = herom.get_combat(Combat.IS_ACTIVE_WAIT)

    is_cancel = is_fight = is_refuse = False
    if combat:
        combatm = CombatM(combat, hero)
        is_cancel = combatm.is_cancel()
        is_refuse = combatm.is_refuse()
        is_fight = combatm.is_fight()

    if request.method == 'POST' and not combat:
        form = DuelForm(request.POST)
        if form.is_valid():
            combat = Combat(type=Combat.TYPE_DUEL,
                            time_out=form.cleaned_data['time_out'],
                            injury=form.cleaned_data['injury'],
                            with_things=form.cleaned_data['with_things'],
                            location=herom.get_location(),
                            one_team_count=1,
                            two_team_count=1)
            combat.save()
            combat.combatwarrior_set.create(hero=hero)
            #
            messages.add_message(request, messages.SUCCESS,
                                 'Your demand accept.')
            return HttpResponseRedirect(reverse('combat_duel'))
    else:
        form = DuelForm()

    combats = Combat.objects.filter(type=Combat.TYPE_DUEL,
                                    is_active=Combat.IS_ACTIVE_WAIT,
                                    location=herom.get_location())

    variables = RequestContext(
        request, {
            'form': form,
            'combats': combats,
            'in_combat': combat,
            'is_cancel': is_cancel,
            'is_fight': is_fight,
            'is_refuse': is_refuse
        })

    return render_to_response(template_name, variables)
Beispiel #14
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def current(request, template_name='combat/current.html'):
    
    hero = request.hero
    herom = HeroM(hero)

    combat = herom.get_combat(Combat.IS_ACTIVE_WAIT)
    is_cancel = False
    if combat:
        is_cancel = CombatM(combat, hero).is_cancel()
        
    combats = Combat.objects.filter(is_active=Combat.IS_ACTIVE_FIGHT,
                                    location=herom.get_location())

    variables = RequestContext(request, {'combats': combats,
                                         'is_cancel': is_cancel})
    
    return render_to_response(template_name, variables)
Beispiel #15
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def move(request, coordinate_x, coordinate_y):

    hero = request.hero
    herom = HeroM(hero)
    island = herom.get_island()
    hero_position = herom.get_position_on_island()

    islandm = IslandM(island)
    if not islandm.is_can_make_step(coordinate_x, coordinate_y, hero_position):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if not herom.get_combat():
        if not islandm.get_time_left_to_move(hero_position):
            try:
                island.islandpart_set.get(coordinate_x=coordinate_x,
                                          coordinate_y=coordinate_y,
                                          is_move=False)
            except IslandPart.DoesNotExist:
                herom.update_position_on_island(coordinate_x, coordinate_y)
                islandm.update_bots_position(coordinate_x, coordinate_y)
                CombatM(None,
                        hero).update_bots_in_combats(coordinate_x,
                                                     coordinate_y)
    else:
        #
        messages.add_message(request, messages.ERROR, 'Take away your demand.')

    return HttpResponseRedirect(reverse('island'))
Beispiel #16
0
def current(request, template_name='combat/current.html'):

    hero = request.hero
    herom = HeroM(hero)

    combat = herom.get_combat(Combat.IS_ACTIVE_WAIT)
    is_cancel = False
    if combat:
        is_cancel = CombatM(combat, hero).is_cancel()

    combats = Combat.objects.filter(is_active=Combat.IS_ACTIVE_FIGHT,
                                    location=herom.get_location())

    variables = RequestContext(request, {
        'combats': combats,
        'is_cancel': is_cancel
    })

    return render_to_response(template_name, variables)
Beispiel #17
0
def duel(request, template_name='combat/duel.html'):

    hero = request.hero
    herom = HeroM(hero)
    combat = herom.get_combat(Combat.IS_ACTIVE_WAIT)

    is_cancel = is_fight = is_refuse = False
    if combat:
        combatm = CombatM(combat, hero)
        is_cancel = combatm.is_cancel()
        is_refuse = combatm.is_refuse()
        is_fight = combatm.is_fight()

    if request.method == 'POST' and not combat:
        form = DuelForm(request.POST)
        if form.is_valid():
            combat = Combat(type=Combat.TYPE_DUEL,
                            time_out=form.cleaned_data['time_out'],
                            injury=form.cleaned_data['injury'],
                            with_things=form.cleaned_data['with_things'],
                            location=herom.get_location(),
                            one_team_count=1, two_team_count=1)
            combat.save()
            combat.combatwarrior_set.create(hero=hero)
#
            messages.add_message(request, messages.SUCCESS,
                                 'Your demand accept.')
            return HttpResponseRedirect(reverse('combat_duel'))
    else:
        form = DuelForm()

    combats = Combat.objects.filter(type=Combat.TYPE_DUEL,
                                    is_active=Combat.IS_ACTIVE_WAIT,
                                    location=herom.get_location())

    variables = RequestContext(request, {'form': form,
                                         'combats': combats,
                                         'in_combat': combat,
                                         'is_cancel': is_cancel,
                                         'is_fight': is_fight,
                                         'is_refuse': is_refuse})

    return render_to_response(template_name, variables)
Beispiel #18
0
def throw(request, herothing_id):
    
    hero = request.hero
    try:
        hero.herothing_set.get(id=herothing_id).delete()
    except HeroThing.DoesNotExist:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    HeroM(hero).update_capacity()
#
    messages.add_message(request, messages.SUCCESS, 'Your thing thrown.')
    return HttpResponseRedirect(reverse('hero_inventory'))
Beispiel #19
0
def quit(request):

    hero = request.hero
    herom = HeroM(hero)

    combat = herom.get_combat(Combat.IS_ACTIVE_AFTER_FIGHT)

    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    combatm = CombatM(combat, hero)

    combatwarrior = combat.combatwarrior_set.get(hero=hero)
    combatwarrior.is_quit = True
    herom.set_hp()
    combatwarrior.save()

    team = combat.combatwarrior_set.get(hero=hero).team

    is_draw = combatm.is_draw()
    is_win = combatm.is_win(team, is_draw)

    if is_draw:
        hero.number_of_draws += 1
    elif is_win:
        if team == Combat.TEAM_FIRST:
            all_experience = combat.combatlog_set.filter(hero_one=hero). \
        aggregate(Sum('warrior_one_experience'))['warrior_one_experience__sum']
        else:
            all_experience = combat.combatlog_set.filter(hero_two=hero). \
        aggregate(Sum('warrior_two_experience'))['warrior_two_experience__sum']

        if all_experience == None:
            all_experience = 0

        hero.experience += all_experience
        hero.number_of_wins += 1

        herom.level_up()
    else:
        hero.number_of_losses += 1
    hero.save()

    if not combatm.is_anybody_not_quit():
        if is_win:
            combat.win_team = team
        elif is_draw:
            combat.win_team = None
        else:
            combat.win_team = Combat.TEAM_FIRST if team else Combat.TEAM_SECOND
        combat.end_date_time = datetime.datetime.now()
        combat.is_active = Combat.IS_ACTIVE_PAST
        combat.save()

    return HttpResponseRedirect(reverse('hero'))
Beispiel #20
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def victory(request):

    hero = request.hero
    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_FIGHT)

    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    team = combat.combatwarrior_set.get(hero=hero).team

    combatm = CombatM(combat, hero)
    is_timeout = combatm.is_timeout(team)

    if not is_timeout:
        return HttpResponseRedirect(reverse('combat'))

    dead_warriors = []
    for combatwarrior in combat.combatwarrior_set.filter(is_dead=False). \
                                                            exclude(team=team):
        HeroM(combatwarrior.hero).set_hp(0)
        combatwarrior.is_dead = True
        combatwarrior.save()
        dead_warriors.append({
            'warrior': combatwarrior.hero,
            'team': combatwarrior.team
        })

    combatm.after_death(dead_warriors)

    combat.is_active = Combat.IS_ACTIVE_AFTER_FIGHT
    combat.save()
    return HttpResponseRedirect(reverse('combat'))


# End combat inside
Beispiel #21
0
def move(request, coordinate_x, coordinate_y):
    
    hero = request.hero
    herom = HeroM(hero)
    island = herom.get_island()
    hero_position = herom.get_position_on_island()

    islandm = IslandM(island)
    if not islandm.is_can_make_step(coordinate_x, coordinate_y, hero_position):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if not herom.get_combat():
        if not islandm.get_time_left_to_move(hero_position):
            try:
                island.islandpart_set.get(coordinate_x=coordinate_x, 
                                          coordinate_y=coordinate_y, 
                                          is_move=False)
            except IslandPart.DoesNotExist:
                herom.update_position_on_island(coordinate_x, coordinate_y)
                islandm.update_bots_position(coordinate_x, coordinate_y)
                CombatM(None, hero).update_bots_in_combats(coordinate_x,
                                                           coordinate_y)
    else:
#
        messages.add_message(request, messages.ERROR, 'Take away your demand.')
    
    return HttpResponseRedirect(reverse('island'))
Beispiel #22
0
def bot_attack(request, bot_id):
    hero = request.hero
    herom = HeroM(hero)
    hero_position = herom.get_position_on_island()

    try:
        bot = Bot.objects.get(id=bot_id)
    except Bot.DoesNotExist:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if bot.current_coordinate_x != hero_position[0] or \
        bot.current_coordinate_y != hero_position[1]:
        #
        messages.add_message(request, messages.ERROR, 'Bot go away.')
        return HttpResponseRedirect(reverse('island'))

    if herom.get_combat():
        #
        messages.add_message(request, messages.ERROR, 'Take away your demand.')
        return HttpResponseRedirect(reverse('island'))

    if not bot.in_combat:
        combat = Combat(type=Combat.TYPE_TERRITORIAL,
                        is_active=Combat.IS_ACTIVE_FIGHT,
                        location=herom.get_location())
        combat.save()
        combat.combatwarrior_set.create(hero=hero, team=Combat.TEAM_FIRST)
        combat.combatwarrior_set.create(bot=bot, team=Combat.TEAM_SECOND)

        bot.in_combat = True
        bot.save()

        CombatM(combat, hero).write_log_message(combat, True)
        return HttpResponseRedirect(reverse('combat'))
    else:
        #
        messages.add_message(request, messages.ERROR, 'Bot in combat.')
        return HttpResponseRedirect(reverse('island'))
Beispiel #23
0
def bot_attack(request, bot_id):
    hero = request.hero
    herom = HeroM(hero)
    hero_position = herom.get_position_on_island()

    try:
        bot = Bot.objects.get(id=bot_id)
    except Bot.DoesNotExist:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if bot.current_coordinate_x != hero_position[0] or \
        bot.current_coordinate_y != hero_position[1]:
#
        messages.add_message(request, messages.ERROR, 'Bot go away.')
        return HttpResponseRedirect(reverse('island'))

    if herom.get_combat():
#
        messages.add_message(request, messages.ERROR, 'Take away your demand.')
        return HttpResponseRedirect(reverse('island'))

    if not bot.in_combat:
        combat = Combat(type=Combat.TYPE_TERRITORIAL,
                        is_active=Combat.IS_ACTIVE_FIGHT,
                        location=herom.get_location())
        combat.save()
        combat.combatwarrior_set.create(hero=hero, team=Combat.TEAM_FIRST)
        combat.combatwarrior_set.create(bot=bot, team=Combat.TEAM_SECOND)
        
        bot.in_combat = True
        bot.save()
        
        CombatM(combat, hero).write_log_message(combat, True)
        return HttpResponseRedirect(reverse('combat'))
    else:
#
        messages.add_message(request, messages.ERROR, 'Bot in combat.')
        return HttpResponseRedirect(reverse('island'))
Beispiel #24
0
def refuse(request):

    hero = request.hero
    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_WAIT)
    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    is_refuse = CombatM(combat, hero).is_refuse()

    if is_refuse:
        combat.combatwarrior_set.get(team=Combat.TEAM_SECOND).delete()
        #
        messages.add_message(request, messages.SUCCESS, 'Demand refuse.')
    return HttpResponseRedirect(reverse('combat_duel'))
Beispiel #25
0
def island(request, template_name='island/island.html'):

    hero = request.hero
    herom = HeroM(hero)
    island = herom.get_island()
    islandm = IslandM(island)

    if not islandm.is_near_island(hero.location):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    BuildingM(None, hero).remove_from_location()

    hero_position = herom.get_position_on_island()
    hero_time_left = islandm.get_time_left_to_move(hero_position)

    x, y = hero_position[0], hero_position[1]
    buildings = Building.objects.filter(island=island,
                                        coordinate_x1__lte=x,
                                        coordinate_y1__lte=y,
                                        coordinate_x2__gte=x,
                                        coordinate_y2__gte=y)
    bots = Bot.objects.filter(island=island,
                              current_coordinate_x=x,
                              current_coordinate_y=y,
                              in_combat=False)

    variables = RequestContext(
        request, {
            'island': island,
            'buildings': buildings,
            'bots': bots,
            'hero_position_x': hero_position[0],
            'hero_position_y': hero_position[1],
            'hero_time_left': hero_time_left
        })

    return render_to_response(template_name, variables)
    def is_near_building(self, slug):
        slugs = [ i.split(':')[1] for i in self.hero.location.split('&')[1:] ]

        herom = HeroM(self.hero)
        x, y, time = herom.get_position_on_island()
        island = herom.get_island()
        
        if not len(slugs):
            if self.building.coordinate_x1 <= x and \
               self.building.coordinate_x2 >= x and \
               self.building.coordinate_y1 <= y and \
               self.building.coordinate_y2 >= y and \
               island == self.building.island:
                return True
        else:
            if (len(slugs) >= 2 and slug == slugs[-2]) or \
               (self.building.parent and \
               self.building.parent.slug == slugs[-1]) or \
               slug == slugs[-1] or \
               (self.building.parent and \
                self.building.parent.default_child == True):
                return True

        return False
Beispiel #27
0
    def is_near_building(self, slug):
        slugs = [i.split(':')[1] for i in self.hero.location.split('&')[1:]]

        herom = HeroM(self.hero)
        x, y, time = herom.get_position_on_island()
        island = herom.get_island()

        if not len(slugs):
            if self.building.coordinate_x1 <= x and \
               self.building.coordinate_x2 >= x and \
               self.building.coordinate_y1 <= y and \
               self.building.coordinate_y2 >= y and \
               island == self.building.island:
                return True
        else:
            if (len(slugs) >= 2 and slug == slugs[-2]) or \
               (self.building.parent and \
               self.building.parent.slug == slugs[-1]) or \
               slug == slugs[-1] or \
               (self.building.parent and \
                self.building.parent.default_child == True):
                return True

        return False
Beispiel #28
0
def quit(request):
    
    hero = request.hero
    herom = HeroM(hero)

    combat = herom.get_combat(Combat.IS_ACTIVE_AFTER_FIGHT)

    if not combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    combatm = CombatM(combat, hero)
    
    combatwarrior = combat.combatwarrior_set.get(hero=hero)
    combatwarrior.is_quit = True
    herom.set_hp()
    combatwarrior.save()
    
    team = combat.combatwarrior_set.get(hero=hero).team
    
    is_draw = combatm.is_draw()
    is_win = combatm.is_win(team, is_draw)
    
    if is_draw:
        hero.number_of_draws += 1
    elif is_win:
        if team == Combat.TEAM_FIRST:
            all_experience = combat.combatlog_set.filter(hero_one=hero). \
        aggregate(Sum('warrior_one_experience'))['warrior_one_experience__sum']
        else:
            all_experience = combat.combatlog_set.filter(hero_two=hero). \
        aggregate(Sum('warrior_two_experience'))['warrior_two_experience__sum']
        
        if all_experience == None:
            all_experience = 0
                
        hero.experience += all_experience
        hero.number_of_wins += 1
        
        herom.level_up()
    else:
        hero.number_of_losses += 1
    hero.save()
    
    if not combatm.is_anybody_not_quit():
        if is_win:
            combat.win_team = team
        elif is_draw:
            combat.win_team = None
        else:
            combat.win_team = Combat.TEAM_FIRST if team else Combat.TEAM_SECOND
        combat.end_date_time = datetime.datetime.now()
        combat.is_active = Combat.IS_ACTIVE_PAST
        combat.save()
        
    return HttpResponseRedirect(reverse('hero'))
Beispiel #29
0
def undress(request, herothing_id):

    hero = request.hero

    try:
        herothing = hero.herothing_set.get(id=herothing_id)
    except HeroThing.DoesNotExist:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    herothing.dressed = False
    herothing.save()

    HeroM(hero).update_feature()
#
    messages.add_message(request, messages.SUCCESS, 'Thing undressed.')
    return HttpResponseRedirect(reverse('hero_inventory'))
Beispiel #30
0
def accept(request, combat_id, team):

    hero = request.hero
    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_WAIT)

    if combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    try:
        combat = Combat.objects.filter(id=combat_id).get()
    except Combat.DoesNotExist:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if combat.is_active != Combat.IS_ACTIVE_WAIT:
        #
        messages.add_message(request, messages.ERROR, 'Fight is begin.')
        return HttpResponseRedirect(request.META.get('HTTP_REFERER'))

    if int(team) == Combat.TEAM_FIRST:
        team_count = combat.one_team_count
        team_lvl_min = combat.one_team_lvl_min
        team_lvl_max = combat.one_team_lvl_max
    else:
        team_count = combat.two_team_count
        team_lvl_min = combat.two_team_lvl_min
        team_lvl_max = combat.two_team_lvl_max

    team_count_now = combat.combatwarrior_set.filter(team=team).count()

    if (hero.level >= team_lvl_min and hero.level <= team_lvl_max) or \
       combat.type == Combat.TYPE_DUEL:
        if team_count_now < team_count:
            combat.combatwarrior_set.create(hero=hero, team=team)
            #
            messages.add_message(request, messages.SUCCESS, 'Demand accept.')
            return HttpResponseRedirect(request.META.get('HTTP_REFERER'))
        else:
            #
            messages.add_message(request, messages.SUCCESS,
                                 'Demand accept until you.')
            return HttpResponseRedirect(request.META.get('HTTP_REFERER'))
    else:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))
Beispiel #31
0
def take_select(request, slug, commissionherothing_id):
    hero = request.hero
    try:
        building = Building.objects.get(slug=slug)
        commissionherothing = building.buildingcommissionherothing_set. \
                                                get(id=commissionherothing_id)
    except (Building.DoesNotExist, BuildingCommissionHeroThing.DoesNotExist):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    commissionherothing.herothing.away = False
    commissionherothing.herothing.save()
    commissionherothing.delete()

    HeroM(hero).update_capacity()
    #
    messages.add_message(request, messages.SUCCESS, 'You take thing.')
    return HttpResponseRedirect(reverse('commission_take', args=[slug]))


# End take
Beispiel #32
0
    def update_bots_timeout(self):
        try:
            combatwarrior = self.combat.combatwarrior_set. \
                            filter(is_dead=False).exclude(bot=None)[0:1].get()
            team = combatwarrior.team
            if self.is_timeout(team, True):

                dead_warriors = []
                for combatwarrior in self.combat.combatwarrior_set. \
                                    filter(is_dead=False).exclude(team=team):
                    HeroM(combatwarrior.hero).set_hp(0)
                    combatwarrior.is_dead = True
                    combatwarrior.save()
                    dead_warriors.append({
                        'warrior': combatwarrior.hero,
                        'team': combatwarrior.team
                    })

                self.after_death(dead_warriors)
                return True
        except CombatWarrior.DoesNotExist:
            return False
Beispiel #33
0
def sell(request, slug, herothing_id):
    hero = request.hero
    try:
        building = Building.objects.get(slug=slug)
        herothing = hero.herothing_set.get(id=herothing_id,
                                           dressed=False,
                                           away=False)
    except (Building.DoesNotExist, HeroThing.DoesNotExist):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    percent = building.buildingbuyingup_set.get(building=building).percent

    hero.money += herothing.thing.price * (percent / 100)
    hero.save()

    herothing.delete()

    HeroM(hero).update_capacity()
    #
    messages.add_message(request, messages.SUCCESS, 'You sell thing.')

    return HttpResponseRedirect(request.META.get('HTTP_REFERER'))
Beispiel #34
0
def enter(request, combat_id, team):
    hero = request.hero

    combat = HeroM(hero).get_combat(Combat.IS_ACTIVE_WAIT)

    if combat:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    try:
        combat = Combat.objects.filter(id=combat_id).get()
    except Combat.DoesNotExist:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if combat.is_active != Combat.IS_ACTIVE_FIGHT:
        #
        messages.add_message(request, messages.ERROR, 'Fight is end.')
        return HttpResponseRedirect(reverse('combat_territorial'))

    combat.combatwarrior_set.create(hero=hero, team=team, is_join=True)
    CombatM(combat, hero).write_log_message(is_join=True, hero=hero)

    return HttpResponseRedirect(reverse('combat'))
Beispiel #35
0
def put_select(request,
               slug,
               herothing_id,
               template_name='building/module/commission/put_select.html'):
    hero = request.hero
    try:
        building = Building.objects.get(slug=slug)
        herothing = hero.herothing_set.get(id=herothing_id,
                                           dressed=False,
                                           away=False)
    except (Building.DoesNotExist, HeroThing.DoesNotExist):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if request.method == 'POST':
        form = PutForm(request.POST)
        if form.is_valid():
            herothing.away = True
            herothing.save()

            commissionherothing = building.buildingcommissionherothing_set. \
                                                    create(herothing=herothing,
                                            price=form.cleaned_data['price'])
            commissionherothing.save()

            HeroM(hero).update_capacity()
            #
            messages.add_message(request, messages.SUCCESS, 'You put thing.')
            return HttpResponseRedirect(reverse('commission_put', args=[slug]))
    else:
        form = PutForm()

    variables = RequestContext(request, {
        'building': building,
        'herothing': herothing,
        'form': form
    })

    return render_to_response(template_name, variables)
Beispiel #36
0
def buy(request, slug, commissionherothing_id):
    hero = request.hero
    try:
        building = Building.objects.get(slug=slug)
        commissionherothing = building.buildingcommissionherothing_set. \
                                                get(id=commissionherothing_id)
    except (Building.DoesNotExist, BuildingCommissionHeroThing.DoesNotExist):
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    price = commissionherothing.price

    if hero.money < price:
        #
        messages.add_message(request, messages.ERROR,
                             'You have not enough money.')
    else:

        percent = building.buildingcommission_set.get().percent

        hero.money -= price
        hero.save()

        commissionherothing.herothing.hero.money += price - \
                                            round((price * (percent / 100)))
        commissionherothing.herothing.hero.save()

        commissionherothing.herothing.away = False
        commissionherothing.herothing.hero = hero
        commissionherothing.herothing.save()

        commissionherothing.delete()

        HeroM(hero).update_capacity()
        #
        messages.add_message(request, messages.SUCCESS, 'You buy thing.')

    return HttpResponseRedirect(request.META.get('HTTP_REFERER'))
Beispiel #37
0
def increase(request, type, what):
    
    hero = request.hero
    if type == 'abilities' and hero.number_of_abilities > 0:
        hero.number_of_abilities -= 1
        if what == 'swords': hero.swords += 1
        elif what == 'axes': hero.axes += 1
        elif what == 'knives': hero.knives += 1
        elif what == 'clubs': hero.clubs += 1
        elif what == 'shields': hero.shields += 1
        
    if type == 'parameters' and hero.number_of_parameters > 0:
        hero.number_of_parameters -= 1
        if what == 'strength': hero.strength += 1
        elif what == 'dexterity': hero.dexterity += 1
        elif what == 'intuition': hero.intuition += 1
        elif what == 'health': hero.health += 1
    
    if type == 'skills' and hero.number_of_skills > 0:
        try:
            heroskill = HeroSkill.objects.get(id=int(what))
        except HeroSkill.DoesNotExist:
            return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

        hero.number_of_skills -= 1
        try:
            heroskill = hero.heroheroskill_set.get(skill=heroskill)
            heroskill.level += 1
            heroskill.save()
        except HeroHeroSkill.DoesNotExist:
            HeroHeroSkill.objects.create(hero=hero, skill=heroskill, level=1)
            
    hero.save()
    HeroM(hero).update_feature()
    
    return HttpResponseRedirect(reverse('hero'))
Beispiel #38
0
def dress(request, herothing_id):
    
    hero = request.hero

    try:
        herothing = hero.herothing_set.get(id=herothing_id)
    except HeroThing.DoesNotExist:
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    if not ThingM(herothing.thing, hero).is_available_to_dress():
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    herothing.dressed = True
    herothing.save()
    
    type = herothing.thing.type
    take_two_hands = herothing.thing.take_two_hands
    
    if type == Thing.TYPE_HELMET or type == Thing.TYPE_KOLCHUGA or \
       type == Thing.TYPE_ARMOR or type == Thing.TYPE_BELT or \
       type == Thing.TYPE_PANTS or type == Thing.TYPE_TREETOP or \
       type == Thing.TYPE_GLOVE or type == Thing.TYPE_BOOT or \
       type == Thing.TYPE_AMULET:
        try:
            herothing = hero.herothing_set.filter(dressed=True,
                                                  thing__type=type). \
                                                exclude(id=herothing_id).get()
            herothing.dressed = False
            herothing.save()
        except HeroThing.DoesNotExist:
            pass
    elif type == Thing.TYPE_RING:
        herothings = hero.herothing_set.filter(dressed=True,
                                               thing__type=type). \
                                                    exclude(id=herothing_id)
        if len(herothings) == settings.THINGS_COUNT_OF_RINGS:
            herothings[0].dressed = False
            herothings[0].save()
    elif type == Thing.TYPE_SWORD or type == Thing.TYPE_AXE or \
         type == Thing.TYPE_KNIVE or type == Thing.TYPE_CLUBS or \
         type == Thing.TYPE_SHIELD:
        
        herothings = hero.herothing_set.filter(
                                            Q(thing__type=Thing.TYPE_SWORD) | 
                                               Q(thing__type=Thing.TYPE_AXE) |
                                            Q(thing__type=Thing.TYPE_KNIVE) |
                                            Q(thing__type=Thing.TYPE_CLUBS) |
                                            Q(thing__type=Thing.TYPE_SHIELD),
                                                dressed=True).\
                                                    exclude(id=herothing_id)
        if len(herothings):
            if len(herothings) == settings.THINGS_COUNT_OF_ARMS or \
               herothings[0].thing.take_two_hands or take_two_hands:
                if take_two_hands:
                    for herothing in herothings:
                        herothing.dressed = False
                        herothing.save()
                else:
                    herothings[0].dressed = False
                    herothings[0].save()
        
    HeroM(hero).update_feature()
#
    messages.add_message(request, messages.SUCCESS, 'Thing dressed.')
    return HttpResponseRedirect(reverse('hero_inventory'))
Beispiel #39
0
def combat(request, template_name='combat/combat.html'):
    
    hero = request.hero
    combat = HeroM(hero).get_combat()

    combatm = CombatM(combat, hero)

    if not combat or not combatm.is_active():
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))
        
    team = combat.combatwarrior_set.get(hero=hero).team
    
    is_dead = combatm.is_dead(hero)
    
    is_draw = combatm.is_draw()
    is_win = combatm.is_win(team, is_draw)
    is_lose = combatm.is_lose(team, is_draw)
    
    enemy = form = all_experience = None
    is_timeout = is_next = is_enemy_hero = False    
    if is_dead == False and is_win == False and is_lose == False and \
       is_draw == False:
        cur_enemy_id_fn = None
        if request.method == 'POST':
            form = CombatForm(hero.feature.strike_count,
                              hero.feature.block_count, None, None,
                              request.POST)
            
            if form.is_valid():
                if form.cleaned_data['next']:
                    cur_enemy_id_fn = form.cleaned_data['hero_two_id']
                else:
                    hero_two = bot = None
                    if form.cleaned_data['hero_two_id']:
                        try:
                            hero_two = Hero.objects. \
                                    get(id=form.cleaned_data['hero_two_id'])
                        except Hero.DoesNotExist:
                            return HttpResponseRedirect(reverse(
                                                    settings.URL_REVERSE_404))
                    else:
                        try:
                            bot = Bot.objects. \
                                            get(id=form.cleaned_data['bot_id'])
                        except Bot.DoesNotExist:
                            return HttpResponseRedirect(reverse(
                                                    settings.URL_REVERSE_404))
                        
                        if not combatm.is_warrior_in_combat(hero_two, bot):
                            return HttpResponseRedirect(reverse('combat'))

                    if not combatm.is_dead(hero_two, bot):
                        strikes = \
                            [ str(form.cleaned_data['strike'+str(strike)]) \
                        for strike in range(int(hero.feature.strike_count)) ]
                        
                        blocks = []
                        if form.cleaned_data['block_head']: blocks.append('0')
                        if form.cleaned_data['block_breast']: 
                            blocks.append('1')
                        if form.cleaned_data['block_zone']: blocks.append('2')
                        if form.cleaned_data['block_legs']: blocks.append('3')
                        
                        combatm.write_log_strikes(team, hero_two, bot, strikes,
                                                  blocks)
                        
                        return HttpResponseRedirect(reverse('combat'))

        is_bot_make_timeout = combatm.update_bots_timeout()
        if is_bot_make_timeout:
            combat.is_active = Combat.IS_ACTIVE_AFTER_FIGHT
            combat.save()
            return HttpResponseRedirect(reverse('combat'))

        enemies = combatm.get_enemies(team)
        enemy = combatm.get_enemy(enemies, cur_enemy_id_fn)
        is_enemy_hero = type(enemy) == Hero

        if len(enemies) > 1:
            is_next = True

        try:
            past_enemy_id = int(form.data['hero_two_id']) \
                                if is_enemy_hero else int(form.data['bot_id'])
        except:
            past_enemy_id = None

        if not past_enemy_id or past_enemy_id != enemy.id:
            form = CombatForm(hero.feature.strike_count,
                              hero.feature.block_count,
                              enemy.id if enemy and is_enemy_hero else None,
                            enemy.id if enemy and not is_enemy_hero else None)
        if enemy is None:
            is_timeout = combatm.is_timeout(team)
    else:
        if is_draw or is_win or is_lose:
            win_team = None
            if is_win:
                win_team = team
            elif is_lose:
                win_team = int(not team)
            combatm.write_log_message(is_finish=True, win_team=win_team)
            
            if is_win:
                if team == Combat.TEAM_FIRST:
                    all_experience = combat.combatlog_set. \
                                                        filter(hero_one=hero) \
    .aggregate(Sum('warrior_one_experience'))['warrior_one_experience__sum']
                else:
                    all_experience = combat.combatlog_set. \
                                                        filter(hero_two=hero) \
    .aggregate(Sum('warrior_two_experience'))['warrior_two_experience__sum']
                
                if all_experience == None:
                    all_experience = 0
            
            combatm.free_bots()
            
            if combat.is_active == Combat.IS_ACTIVE_FIGHT:
                combat.is_active = Combat.IS_ACTIVE_AFTER_FIGHT
                combat.save()
            
    if team == Combat.TEAM_FIRST:
        all_damage = combat.combatlog_set.filter(hero_one=hero). \
                aggregate(Sum('warrior_one_damage'))['warrior_one_damage__sum']
    else:
        all_damage = combat.combatlog_set.filter(hero_two=hero). \
                aggregate(Sum('warrior_two_damage'))['warrior_two_damage__sum']
    
    if all_damage == None:
        all_damage = 0

    variables = RequestContext(request, {'hero_two': enemy if is_enemy_hero \
                                                                    else None,
                                         'bot': enemy if not is_enemy_hero \
                                                                    else None,
                                         'form': form,
                                         'combat': combat,
                                         'combatlogs': combat.combatlog_set. \
                                                                        all(),
                                         'is_draw': is_draw,
                                         'is_win': is_win,
                                         'is_lose': is_lose,
                                         'is_dead': is_dead,
                                         'is_timeout': is_timeout,
                                         'is_next': is_next,
                                         'all_damage': all_damage,
                                         'all_experiance': all_experience})
    
    return render_to_response(template_name, variables)
Beispiel #40
0
    def write_log_strikes(self, team, hero_two, bot, strikes, blocks):

        combatlog = self.__get_log(team, hero_two, bot)

        if combatlog is None:
            strikes_s = '|'.join(strikes)
            blocks_s = '|'.join(blocks)

            if team == Combat.TEAM_FIRST:
                tcombatlog = self.combat.combatlog_set.create(
                    hero_one=self.hero,
                    hero_two=hero_two,
                    bot_two=bot,
                    is_past=False,
                    warrior_one_wstrike=strikes_s,
                    warrior_one_wblock=blocks_s)
            else:
                tcombatlog = self.combat.combatlog_set.create(
                    hero_one=hero_two,
                    bot_one=bot,
                    hero_two=self.hero,
                    is_past=False,
                    warrior_two_wstrike=strikes_s,
                    warrior_two_wblock=blocks_s)

        if bot:
            combatlog = tcombatlog

        if combatlog:
            if hero_two:
                if team == Combat.TEAM_FIRST:
                    strikes_two = combatlog.warrior_two_wstrike.split('|')
                    blocks_two = combatlog.warrior_two_wblock.split('|')
                else:
                    strikes_two = combatlog.warrior_one_wstrike.split('|')
                    blocks_two = combatlog.warrior_one_wblock.split('|')

                warrior_two = hero_two
            else:
                strikes_two = [
                    str(random.randint(0, 3))
                    for i in range(int(bot.feature.strike_count))
                ]

                count_blocks = int(bot.feature.block_count)
                blocks_two = []
                i = 0
                while (True):
                    block = str(random.randint(0, 3))
                    if block not in blocks_two:
                        blocks_two.append(block)
                        i += 1
                    if count_blocks == i:
                        break

                warrior_two = bot

            warrior = self.hero

            accuracy_p = settings.COMBAT_RANGE_ACCURACY
            devastate_p = settings.COMBAT_RANGE_DEVASTATE
            block_break_p = settings.COMBAT_RANGE_BLOCK_BREAK
            armor_break_p = settings.COMBAT_RANGE_ARMOR_BREAK
            damage_p = settings.COMBAT_RANGE_DAMAGE

            dead_warriors = []
            combatlog.text = ''
            for j in range(2):
                if j == 1:
                    strikes = strikes_two
                    blocks_two = blocks
                    team = int(not team)
                    combatlog.text = combatlog.text[0:-1] + ':'
                    warrior, warrior_two = warrior_two, warrior

                coefficient = TableExperience.objects. \
                                    get(level=warrior_two.level).coefficient
                damage_bamp = 0
                i = 0
                for strike in strikes:
                    accuracy = devastate = block = block_break = \
                    armor_break = is_block = False

                    if random.randint(0, accuracy_p) not in \
                                        range(int(warrior.feature.accuracy) -
                                            int(warrior_two.feature.dodge)):
                        accuracy = True

                    if random.randint(0, devastate_p) in \
                                        range(int(warrior.feature.devastate) -
                                        int(warrior_two.feature.durability)):
                        devastate = True

                    if strike in blocks_two:
                        block = True
                        is_block = True
                        if random.randint(0, block_break_p) in \
                                    range(int(warrior.feature.block_break)):
                            block_break = True
                            is_block = False

                    if random.randint(0, armor_break_p) in \
                                    range(int(warrior.feature.armor_break)):
                        armor_break = True

                    damage = random.randint(int(warrior.feature.damage_min),
                                            int(warrior.feature.damage_max))

                    if strike == 1:
                        protection = int(warrior.feature.protection_breast)
                    elif strike == 2:
                        protection = int(warrior.feature.protection_zone)
                    elif strike == 3:
                        protection = int(warrior.feature.protection_legs)
                    else:
                        protection = int(warrior.feature.protection_head)

                    if not armor_break:
                        strike_damage = int(damage - damage *
                                            (protection / damage_p / 100.0))
                    else:
                        strike_damage = damage

                    if devastate:
                        strike_damage *= 2

                    if is_block == True or not accuracy:
                        strike_damage = 0

                    if strike_damage > 0:
                        current_hp = int(float(warrior_two.feature.hp. \
                                                                split('|')[0]))
                        if current_hp != 0:
                            current_hp -= strike_damage
                            if int(current_hp) <= 0:
                                current_hp = 0
                                if type(warrior_two) == Hero:
                                    combatwarrior = self.combat. \
                                        combatwarrior_set.get(hero=warrior_two)
                                else:
                                    combatwarrior = self.combat. \
                                        combatwarrior_set.get(bot=warrior_two)
                                combatwarrior.is_dead = True
                                combatwarrior.save()
                                dead_warriors.append({
                                    'warrior': warrior_two,
                                    'team': combatwarrior.team
                                })

                            if type(warrior_two) == Hero:
                                HeroM(warrior_two).set_hp(current_hp)
                            else:
                                warrior_two.feature.hp = '%s|%s' % (
                                    current_hp,
                                    warrior_two.feature.hp.split('|')[1])
                                warrior_two.feature.save()

                    strikes[i] = str(strike) + '_' + str(strike_damage) + \
                                 '_' + str(int(block)) + '_' + \
                                 str(int(block_break)) + '_' + \
                                 str(int(not accuracy)) + '_' + \
                                 str(int(devastate)) + '_' + \
                                 str(int(armor_break))

                    damage_bamp += strike_damage
                    combatlog.text += '[warrior_one]' + str(warrior) + \
                                      '[/warrior_one][warrior_two]' + \
                                      str(warrior_two) + \
                                      '[/warrior_two][strikes]' + \
                                      strikes[i] + '[/strikes][blocks]' + \
                                      '|'.join(blocks_two) + '[/blocks]&'

                    i += 1

                strikes_s = '|'.join(strikes)
                blocks_s = '|'.join(blocks_two)

                if team == Combat.TEAM_FIRST:
                    combatlog.warrior_one_wstrike = strikes_s
                    combatlog.warrior_two_wblock = blocks_s
                    combatlog.warrior_one_damage = damage_bamp
                    combatlog.warrior_one_experience = \
                                                int(damage_bamp * coefficient)
                else:
                    combatlog.warrior_two_wstrike = strikes_s
                    combatlog.warrior_one_wblock = blocks_s
                    combatlog.warrior_two_damage = damage_bamp
                    combatlog.warrior_two_experience = \
                                                int(damage_bamp * coefficient)

            combatlog.is_past = True
            combatlog.text = combatlog.text[0:-1]

            combatlog.save()

            self.after_death(dead_warriors)
Beispiel #41
0
 def update_feature(self):
     from hero.manipulation import HeroM
     herom = HeroM(self)
     herom.update_feature()
     herom.level_up()
 def update_feature(self):
     from hero.manipulation import HeroM
     herom = HeroM(self)
     herom.update_feature()
     herom.level_up()
Beispiel #43
0
def combat(request, template_name='combat/combat.html'):

    hero = request.hero
    combat = HeroM(hero).get_combat()

    combatm = CombatM(combat, hero)

    if not combat or not combatm.is_active():
        return HttpResponseRedirect(reverse(settings.URL_REVERSE_404))

    team = combat.combatwarrior_set.get(hero=hero).team

    is_dead = combatm.is_dead(hero)

    is_draw = combatm.is_draw()
    is_win = combatm.is_win(team, is_draw)
    is_lose = combatm.is_lose(team, is_draw)

    enemy = form = all_experience = None
    is_timeout = is_next = is_enemy_hero = False
    if is_dead == False and is_win == False and is_lose == False and \
       is_draw == False:
        cur_enemy_id_fn = None
        if request.method == 'POST':
            form = CombatForm(hero.feature.strike_count,
                              hero.feature.block_count, None, None,
                              request.POST)

            if form.is_valid():
                if form.cleaned_data['next']:
                    cur_enemy_id_fn = form.cleaned_data['hero_two_id']
                else:
                    hero_two = bot = None
                    if form.cleaned_data['hero_two_id']:
                        try:
                            hero_two = Hero.objects. \
                                    get(id=form.cleaned_data['hero_two_id'])
                        except Hero.DoesNotExist:
                            return HttpResponseRedirect(
                                reverse(settings.URL_REVERSE_404))
                    else:
                        try:
                            bot = Bot.objects. \
                                            get(id=form.cleaned_data['bot_id'])
                        except Bot.DoesNotExist:
                            return HttpResponseRedirect(
                                reverse(settings.URL_REVERSE_404))

                        if not combatm.is_warrior_in_combat(hero_two, bot):
                            return HttpResponseRedirect(reverse('combat'))

                    if not combatm.is_dead(hero_two, bot):
                        strikes = \
                            [ str(form.cleaned_data['strike'+str(strike)]) \
                        for strike in range(int(hero.feature.strike_count)) ]

                        blocks = []
                        if form.cleaned_data['block_head']: blocks.append('0')
                        if form.cleaned_data['block_breast']:
                            blocks.append('1')
                        if form.cleaned_data['block_zone']: blocks.append('2')
                        if form.cleaned_data['block_legs']: blocks.append('3')

                        combatm.write_log_strikes(team, hero_two, bot, strikes,
                                                  blocks)

                        return HttpResponseRedirect(reverse('combat'))

        is_bot_make_timeout = combatm.update_bots_timeout()
        if is_bot_make_timeout:
            combat.is_active = Combat.IS_ACTIVE_AFTER_FIGHT
            combat.save()
            return HttpResponseRedirect(reverse('combat'))

        enemies = combatm.get_enemies(team)
        enemy = combatm.get_enemy(enemies, cur_enemy_id_fn)
        is_enemy_hero = type(enemy) == Hero

        if len(enemies) > 1:
            is_next = True

        try:
            past_enemy_id = int(form.data['hero_two_id']) \
                                if is_enemy_hero else int(form.data['bot_id'])
        except:
            past_enemy_id = None

        if not past_enemy_id or past_enemy_id != enemy.id:
            form = CombatForm(
                hero.feature.strike_count, hero.feature.block_count,
                enemy.id if enemy and is_enemy_hero else None,
                enemy.id if enemy and not is_enemy_hero else None)
        if enemy is None:
            is_timeout = combatm.is_timeout(team)
    else:
        if is_draw or is_win or is_lose:
            win_team = None
            if is_win:
                win_team = team
            elif is_lose:
                win_team = int(not team)
            combatm.write_log_message(is_finish=True, win_team=win_team)

            if is_win:
                if team == Combat.TEAM_FIRST:
                    all_experience = combat.combatlog_set. \
                                                        filter(hero_one=hero) \
    .aggregate(Sum('warrior_one_experience'))['warrior_one_experience__sum']
                else:
                    all_experience = combat.combatlog_set. \
                                                        filter(hero_two=hero) \
    .aggregate(Sum('warrior_two_experience'))['warrior_two_experience__sum']

                if all_experience == None:
                    all_experience = 0

            combatm.free_bots()

            if combat.is_active == Combat.IS_ACTIVE_FIGHT:
                combat.is_active = Combat.IS_ACTIVE_AFTER_FIGHT
                combat.save()

    if team == Combat.TEAM_FIRST:
        all_damage = combat.combatlog_set.filter(hero_one=hero). \
                aggregate(Sum('warrior_one_damage'))['warrior_one_damage__sum']
    else:
        all_damage = combat.combatlog_set.filter(hero_two=hero). \
                aggregate(Sum('warrior_two_damage'))['warrior_two_damage__sum']

    if all_damage == None:
        all_damage = 0

    variables = RequestContext(request, {'hero_two': enemy if is_enemy_hero \
                                                                    else None,
                                         'bot': enemy if not is_enemy_hero \
                                                                    else None,
                                         'form': form,
                                         'combat': combat,
                                         'combatlogs': combat.combatlog_set. \
                                                                        all(),
                                         'is_draw': is_draw,
                                         'is_win': is_win,
                                         'is_lose': is_lose,
                                         'is_dead': is_dead,
                                         'is_timeout': is_timeout,
                                         'is_next': is_next,
                                         'all_damage': all_damage,
                                         'all_experiance': all_experience})

    return render_to_response(template_name, variables)