Ejemplo n.º 1
0
    def parseAction(self, sequence, enemyFrontCollection, myFront):
        """
        :type sequence: tuple
        :type enemyFrontCollection: FrontCollection
        :type myFront: Front
        """

        if myFront.getMeleeCount() == 0:
            return False

        if type(sequence) is tuple:
            for direction in sequence:
                if enemyFrontCollection.get(direction).getUnitsCount():
                    targetFront = enemyFrontCollection.get(direction)
                    isClose = False
                    if targetFront.getTarget() == myFront:
                        isClose = targetFront.currentWaitToMove

                    myFront.setTarget(targetFront, isClose)
                    log.front('`%s` set target `%s`' %
                              (targetFront.it, myFront.it))
                    return True

            return False
        else:
            for myDirection in sequence:
                # print(self.it, myDirection, sequence, sequence[myDirection])
                if self.get(myDirection).getUnitsCount() == 0:
                    return self.parseAction(sequence[myDirection],
                                            enemyFrontCollection, myFront)
Ejemplo n.º 2
0
    def move(self):
        if self.currentWaitToMove:
            self.currentWaitToMove -= 1

        log.front('`%s` move left %i' % (self.it, self.currentWaitToMove))
        for group in self.groups:
            group.move()
Ejemplo n.º 3
0
    def archersFire(self, target):
        if self.inDefence:
            bonus = self.location.getArcheryBonusDefender()
        else:
            bonus = self.location.getArcheryBonusAttacker()

        log.front('`%s` archery fire to `%s`' % (
            self.it,
            target.it,
        ))

        for group in self.groups:
            group.archersFire(target, bonus)
Ejemplo n.º 4
0
    def getNextTarget(self, frontName, enemyFrontCollection):
        """
        :type frontName: string
        :type enemyFrontCollection: FrontCollection
        """
        myFront = self.get(frontName)
        if myFront and myFront.getTarget() and myFront.getTarget(
        ).getUnitsCount():
            log.front('`%s` has target `%s`' %
                      (myFront.it, myFront.getTarget().it))
            return
        else:
            if self.inDefence:
                sequence = self.location.getSequenceOfStrategicActionsDefender(
                )
            else:
                sequence = self.location.getSequenceOfStrategicActionsAttacker(
                )

            self.parseAction(sequence[frontName], enemyFrontCollection,
                             myFront)
Ejemplo n.º 5
0
    def importData(self, attacker, defender, location):
        """
        :type attacker: battle.structure.front.FrontCollection
        :type defender: battle.structure.front.FrontCollection
        :type location: battle.places.abstract.AbstractPlace
        """
        self.attacker = attacker
        self.defender = defender
        self.location = location

        self.attacker.setLocation(location)
        self.defender.setLocation(location)

        self.attacker.it = 'attacker'
        self.defender.it = 'defender'

        self.attacker.get(Front.TYPE_AVANGARD).it = 'attacker_avangard'
        self.attacker.get(Front.TYPE_LEFT_FLANG).it = 'attacker_left_flang'
        self.attacker.get(Front.TYPE_RIGHT_FLANG).it = 'attacker_right_flang'
        self.attacker.get(Front.TYPE_REAR).it = 'attacker_rear'

        self.defender.get(Front.TYPE_AVANGARD).it = 'defender_avangard'
        self.defender.get(Front.TYPE_LEFT_FLANG).it = 'defender_left_flang'
        self.defender.get(Front.TYPE_RIGHT_FLANG).it = 'defender_right_flang'
        self.defender.get(Front.TYPE_REAR).it = 'defender_rear'

        for direction in Front.TYPES:
            i = 1
            for group in self.attacker.get(direction).getGroups():
                group.it = self.attacker.get(direction).it + ('_group_%i' % i)

                y = 1
                for unit in group.getUnits():
                    unit.it = group.it + '_unit_%s' % y
                    y += 1

                i += 1

            i = 1
            for group in self.defender.get(direction).getGroups():
                group.it = self.defender.get(direction).it + ('_group_%i' % i)

                y = 1
                for unit in group.getUnits():
                    unit.it = group.it + '_unit_%s' % y
                    y += 1

                i += 1

        log.battle('INFORMATION ABOUT LOAD DATA')

        for direction in Front.TYPES:
            front = self.attacker.get(direction)
            log.front('%s front' % front.it)

            for group in front.getGroups():
                log.group('%s group' % group.it)

                if group.general:
                    log.unit('%s general with id %s' % (group.it, group.general.it))

                for unit in group.getUnits():
                    log.unit('%s unit with id %s' % (unit.it, unit._id))

        for direction in Front.TYPES:
            front = self.defender.get(direction)
            log.front('%s front' % front.it)

            for group in front.getGroups():
                log.group('%s group' % group.it)

                if group.general:
                    log.unit('%s general with id %s' % (group.it, group.general.it))

                for unit in group.getUnits():
                    log.unit('%s unit with id %s' % (unit.it, unit._id))