def __init__(self, id, x, y, speed_x, speed_y, angle, faction: (None, Faction), radius, life, max_life, statuses,
                 type: (None, BuildingType), vision_range, attack_range, damage, cooldown_ticks,
                 remaining_action_cooldown_ticks):
        LivingUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius, life, max_life, statuses)

        self.type = type
        self.vision_range = vision_range
        self.attack_range = attack_range
        self.damage = damage
        self.cooldown_ticks = cooldown_ticks
        self.remaining_action_cooldown_ticks = remaining_action_cooldown_ticks
Beispiel #2
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    def __init__(self, id, x, y, speed_x, speed_y, angle, faction, radius,
                 life, max_life, statuses, type, vision_range, damage,
                 cooldown_ticks, remaining_action_cooldown_ticks):
        LivingUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction,
                            radius, life, max_life, statuses)

        self.type = type
        self.vision_range = vision_range
        self.damage = damage
        self.cooldown_ticks = cooldown_ticks
        self.remaining_action_cooldown_ticks = remaining_action_cooldown_ticks
Beispiel #3
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    def __init__(self, unit, game: Game):
        LivingUnit.__init__(self, unit.id, unit.x, unit.y, unit.speed_x, unit.speed_y, unit.angle, unit.faction, unit.radius, unit.life, unit.max_life, unit.statuses)

        self.unit = unit

        if isinstance( unit, Wizard ):
            self.attack_range = game.wizard_cast_range
        elif isinstance( unit, Building ):
            self.attack_range = unit.attack_range
        elif isinstance( unit, Minion ):
            if unit.type == MinionType.ORC_WOODCUTTER:
                self.attack_range = game.orc_woodcutter_attack_range
            else:
                self.attack_range = game.fetish_blowdart_attack_range

        self.attack_range = self.attack_range + unit.radius
Beispiel #4
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    def __init__(self, id, x, y, speed_x, speed_y, angle, faction, radius, life, max_life, statuses, owner_player_id,
                 me, mana, max_mana, vision_range, cast_range, xp, level, skills, remaining_action_cooldown_ticks,
                 remaining_cooldown_ticks_by_action, master, messages):
        LivingUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius, life, max_life, statuses)

        self.owner_player_id = owner_player_id
        self.me = me
        self.mana = mana
        self.max_mana = max_mana
        self.vision_range = vision_range
        self.cast_range = cast_range
        self.xp = xp
        self.level = level
        self.skills = skills
        self.remaining_action_cooldown_ticks = remaining_action_cooldown_ticks
        self.remaining_cooldown_ticks_by_action = remaining_cooldown_ticks_by_action
        self.master = master
        self.messages = messages
Beispiel #5
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 def __init__(self, id, x, y, speed_x, speed_y, angle,
              faction: (None, Faction), radius, life, max_life, statuses):
     LivingUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction,
                         radius, life, max_life, statuses)