def game_loop(t): #(turns) #this loop puts one unit against another until destroyed or out of turns. #need to change it so unit take turns to attack each other num_turns = t while num_turns > 0: # while win == false: player = Unit("") # name enemy = Unit("") # enemy print("Number of turns:", num_turns) player.name=input("Unit 1 name: ") enemy.name=input("Unit 2 name: ") while enemy.is_alive(): # ==True player.unit_status() enemy.unit_status() dice = dice_roll() #10 side die result = player.attack(dice, enemy) num_turns -=1 f= open("results.txt", "a+") f.write(f"attack result {result} \r\n") f.close() else: print(enemy.name, "Destroyed!") else: print("Game Over")
def game_loop(t): #(turns) ''' this loop puts one unit against another until destroyed or out of turns. ''' # turn 1, player attacks, # if enemy alive then # enemy attack else win = true # if player alive then # turn 2 num_turns = t win = False player_unit = Unit("BLUE") # name enemy_unit = Unit("RED") # enemy while player_unit.is_alive and num_turns > 0: print(player_unit.name, " turn:") player_unit.attack(dice_roll(), enemy_unit) print("Status: ", player_unit.unit_status()) num_turns -= 1 print("Turns remaining: ", num_turns) input("Press a key.") if enemy_unit.is_alive: # win = False print(enemy_unit.name, " turn:") enemy_unit.attack(dice_roll(), player_unit) print("Status: ", enemy_unit.unit_status()) else: win = True print("You Win") else: print("Game Over")
## custom class instances myMainMenu = MainMenu() myBattleForcast = BattleForcast(gameWidth) mainCursor = Cursor(tileSize, mapWidth, mapHeight, gameWidth, gameHeight) myCombatUI = CombatUI(0, gameHeight - 385) myUnitInfo = UnitInfo() myMapUnitUI = MapUnitUI(gameWidth, gameHeight) myExp = Exp() myLevelUp = LevelUp(gameWidth, gameHeight) ## creating units protag = Unit(3, 3, tileSize) protag.inventory.addItem(Bow()) protag.attack = 7 protag.defense = 6 protag.speed = 5 protag.skill = 7 protag.luck = 8 Jagen = Unit(3, 5, tileSize) Jagen.inventory.addItem(Sword()) Jagen.inventory.addItem(Javelin()) Jagen.inventory.addItem(HealingItem()) Jagen.name = 'Jagen' Jagen.attack = 15 Jagen.defense = 10 Jagen.speed = 9 Jagen.skill = 8 Jagen.luck = 8
data = json.load(f) game_scenario = GameScenario(a_army_size=1, b_army_size=1, luck=0) a = Unit(team=1, type='A', hp=data['classes']['A']['hp'], ATK=data['classes']['A']['ATK'], DEF=data['classes']['A']['DEF'], game_scenario=game_scenario, prob_hit=0.8) b = Unit(team=1, type='B', hp=data['classes']['B']['hp'], ATK=data['classes']['B']['ATK'], DEF=data['classes']['B']['DEF'], game_scenario=game_scenario, multiple=3) while True: if a.is_dead(): print("B vence!") print(b.multiple) break a.attack(b) if b.is_dead(): print("A vence!") print(a.multiple) break b.attack(a)
class unit_test(unittest.TestCase): def setUp(self): self.unit = Unit(health=100, mana=100, mana_regeneration_rate=5) def test_init(self): self.assertEqual(self.unit.health, 100) self.assertEqual(self.unit.mana, 100) self.assertEqual(self.unit._max_health, 100) self.assertEqual(self.unit._max_mana, 100) self.assertEqual(self.unit.mana_regeneration, 5) def test_get_health(self): self.assertEqual(self.unit.get_health(), 100) def test_get_mana(self): self.assertEqual(self.unit.get_mana(), 100) def test_is_alive(self): self.unit.health = 0 self.assertFalse(self.unit.is_alive()) def test_take_healing(self): self.unit.health = 0 self.assertFalse(self.unit.take_healing(30)) self.unit.health = 50 self.unit.take_healing(100) self.assertEqual(self.unit.health, 100) self.unit.take_healing(-50) self.assertEqual(self.unit.get_health(), 100) def test_take_mana(self): self.unit.mana = 0 self.unit.take_mana(moved=True) self.assertEqual(self.unit.mana, 5) self.unit.take_mana(120) self.assertEqual(self.unit.mana, 100) def test_equip_weapon(self): weapon = Weapon("Weapon name", 20) self.unit.equip(weapon) self.assertEqual(self.unit.weapon, weapon) def test_learn_spell(self): spell = Spell("Spell name", 100, 50, 3) self.unit.learn(spell) self.assertEqual(self.unit.spell, spell) def test_attack_without_weapon_or_spell(self): self.assertEqual(self.unit.attack()[1], 0) def test_attack_with_better_weapon(self): spell = Spell("S", 10, 20, 5) weapon = Weapon('W', 50) self.unit.learn(spell) self.unit.equip(weapon) self.assertEqual(self.unit.attack()[1], 50) def test_attack_with_equal_weapon_and_spell(self): spell = Spell("S", 50, 50, 5) weapon = Weapon('W', 50) self.unit.learn(spell) self.unit.equip(weapon) self.assertEqual(self.unit.attack()[1], 50) self.assertEqual(self.unit.mana, 50) # def test_cant_attack_with_weapon_from_distance(self): # weapon = Weapon('W', 50) # self.unit.equip(weapon) # # self.assertEqual(self.unit.attack(distance=2), 0) # self.assertEqual(self.unit.attack()[1], 0) def test_attack_by_weapon(self): weapon = Weapon("Weapon name", 20) self.assertEqual(self.unit.attack(by="weapon")[1], 0) self.unit.equip(weapon) self.assertEqual(self.unit.attack(by="weapon")[1], 20) def test_attack_by_spell(self): spell = Spell("Spell name", 100, 50, 3) self.assertEqual(self.unit.attack(by="spell")[1], 0) self.unit.learn(spell) # self.assertEqual(self.unit.attack(by="spell"), 100) def test_take_damage(self): self.unit.take_damage(20) self.assertEqual(self.unit.health, 80) self.unit.take_damage(90) self.assertEqual(self.unit.health, 0) def test_can_cast(self): # self.assertFalse(self.unit.can_cast()) self.unit.learn(Spell('a', 10, 10, 3)) # self.assertTrue(self.unit.can_cast(1)) # self.assertTrue(self.unit.can_cast(3)) # self.assertFalse(self.unit.can_cast(4)) self.assertTrue(self.unit.can_cast()) self.unit.mana = 5 # self.assertFalse(self.unit.can_cast(1)) self.assertFalse(self.unit.can_cast())