Example #1
0
    def sync_selected_unit(self):
        unit = self.battle.selected_unit
        if unit:
            actions = get_available_actions(unit)
            action_list = [{
                'x': cell.x,
                'y': cell.y,
                'type': action_type
            } for cell, action_type in actions.items()]

            self.shared_commands.append(
                Command(
                    'update-selected-unit', {
                        'actions': action_list,
                        'briefInfo': {
                            'atkMin': prototypes[unit.type]['atk']['min'],
                            'atkMax': prototypes[unit.type]['atk']['max'],
                            'def': prototypes[unit.type]['def'],
                            'extraDef': get_cell_defence_bonus(unit),
                            'level': unit.level,
                        },
                        'x': unit.x,
                        'y': unit.y,
                    }))
        else:
            self.shared_commands.append(Command('clear-selected-unit', {}))
Example #2
0
    def handle_click_on_cell(self, x: int, y: int):
        cell = Cell(x, y)

        if self.battle.selected_unit:
            actions = get_available_actions(self.battle.selected_unit)
        else:
            actions = {}

        if cell in actions.keys():
            action = actions[cell]
            print(action)
            self.clear_selected_unit_actions()
            if action == 'move':
                self.move_unit(self.battle.selected_unit, cell)
            elif action == 'fix-building':
                self.fix_building(self.battle.selected_unit)
            elif action == 'occupy-building':
                self.occupy_building(self.battle.selected_unit)
            elif action == 'attack-unit':
                unit = Unit.query.filter_by(battle_id=self.battle.id, x=x,
                                            y=y).one()
                self.attack_unit(self.battle.selected_unit, unit)

            self.sync_units_active()

            return self

        unit = Unit.query.filter_by(
            battle_id=self.battle.id,
            x=x,
            y=y,
            owner=self.battle.active_player).one_or_none()
        if unit:
            self.select_unit(unit)
            return self

        store = Building.query.filter_by(
            battle_id=self.battle.id,
            x=x,
            y=y,
            type='castle',
            owner=self.battle.active_player).one_or_none()
        if store:
            self.commands.append(
                Command(
                    'open-store', {
                        'storeCell': {
                            'x': store.x,
                            'y': store.y
                        },
                        'items': get_units_to_buy(self.battle)
                    }))
            return self

        self.clear_selected_unit()
        return self
Example #3
0
 def sync_units_active(self):
     units = self.battle.active_player.units.all()
     self.shared_commands.append(
         Command(
             'update-units', {
                 'units': [{
                     'id': unit.id,
                     'changes': {
                         'active': len(get_available_actions(unit))
                     }
                 } for unit in units]
             }))
Example #4
0
 def add_unit(unit: Unit):
     return Command(
         'add-unit', {
             'unit': {
                 'id': unit.id,
                 'x': unit.x,
                 'y': unit.y,
                 'type': unit.type,
                 'color': unit.owner.color if unit.owner else None,
                 'level': unit.level,
                 'health': unit.health,
                 'state': 'waiting',
                 'active': len(get_available_actions(unit))
             }
         })
Example #5
0
    def collect_battle_data(self):
        buildings = self.battle.buildings.outerjoin(Building.owner)

        self.commands.append(
            Command(
                'update-map', {
                    'width':
                    self.battle.map_width,
                    'height':
                    self.battle.map_height,
                    'terrain': {
                        '{0},{1}'.format(str(t.x), str(t.y)): t.type
                        for t in self.battle.terrain
                    },
                    'buildings': [{
                        'x': b.x,
                        'y': b.y,
                        'type': b.type
                    } for b in buildings]
                }))

        self.commands.append(
            Command(
                'update-status', {
                    'color': self.battle.active_player.color,
                    'unitCount': self.battle.active_player.unit_count,
                    'unitLimit': self.battle.active_player.unit_limit,
                    'money': self.battle.active_player.money,
                    'winnerTeam': self.battle.winner_team,
                }))

        self.commands.append(
            Command(
                'add-buildings', {
                    'buildings': [{
                        'id': b.id,
                        'x': b.x,
                        'y': b.y,
                        'type': b.type,
                        'state': b.state,
                        'color': b.owner.color if b.owner else None,
                    } for b in buildings]
                }))

        graves = self.battle.graves
        self.commands.append(
            Command(
                'add-graves',
                {'graves': [{
                    'id': b.id,
                    'x': b.x,
                    'y': b.y
                } for b in graves]}))

        units = self.battle.units.outerjoin(Unit.owner)
        self.commands.append(
            Command(
                'add-units', {
                    'units': [{
                        'id': b.id,
                        'x': b.x,
                        'y': b.y,
                        'type': b.type,
                        'color': b.owner.color if b.owner else None,
                        'level': b.level,
                        'health': b.health,
                        'state': 'waiting',
                        'active': len(get_available_actions(b))
                    } for b in units]
                }))

        self.sync_selected_unit()

        return self