Example #1
0
def try_companion_block(attacker, defender, messenger):
    if not defender.has_companion:
        return False

    if random.random() > defender.companion.defend_in_battle_probability:
        return False

    if random.random() > defender.companion_damage_probability + defender.companion.damage_from_heal_probability:
        messenger.add_message('companions_block', attacker=attacker, companion_owner=defender, companion=defender.companion)
        return True

    damage = defender.companion.hit()

    messenger.add_message('companions_wound', attacker=attacker, companion_owner=defender, companion=defender.companion, damage=damage)

    if defender.companion.is_dead:
        messenger.add_message('companions_killed', diary=True, attacker=attacker, companion_owner=defender, companion=defender.companion)

        if defender.actor.can_companion_broke_to_spare_parts():
            coins = int(f.normal_action_price(defender.level) *
                        sum(item.price_fraction for item in heroes_relations.ITEMS_OF_EXPENDITURE.records))
            defender.actor.change_money(heroes_relations.MONEY_SOURCE.EARNED_FROM_COMPANIONS, coins)
            messenger.add_message('companions_broke_to_spare_parts', diary=True, companion_owner=defender, companion=defender.companion, coins=coins)

        defender.remove_companion()

    return True
Example #2
0
def try_companion_block(attacker, defender, messenger):
    if not defender.has_companion:
        return False

    if defender.companion.is_dead:
        return False

    if random.random() > defender.companion.defend_in_battle_probability:
        return False

    if random.random(
    ) > defender.companion_damage_probability + defender.companion.damage_from_heal_probability:
        messenger.add_message('companions_block',
                              attacker=attacker,
                              companion_owner=defender,
                              companion=defender.companion)
        return True

    damage = defender.companion.hit()

    messenger.add_message('companions_wound',
                          attacker=attacker,
                          companion_owner=defender,
                          companion=defender.companion,
                          damage=damage)

    if not defender.companion.is_dead:
        return True

    if defender.keep_dead_companion():
        defender.actor.reset_accessors_cache()
        return True

    messenger.add_message('companions_killed',
                          diary=True,
                          attacker=attacker,
                          companion_owner=defender,
                          companion=defender.companion)

    if defender.actor.can_companion_broke_to_spare_parts():
        coins = int(
            f.normal_action_price(defender.level) *
            sum(item.price_fraction
                for item in heroes_relations.ITEMS_OF_EXPENDITURE.records))
        defender.actor.change_money(
            heroes_relations.MONEY_SOURCE.EARNED_FROM_COMPANIONS, coins)
        messenger.add_message('companions_broke_to_spare_parts',
                              diary=True,
                              companion_owner=defender,
                              companion=defender.companion,
                              coins=coins)

    defender.remove_companion()

    return True
Example #3
0
    def job_money(self, place_id, person_id, message_type, job_power):
        coins = max(
            1,
            int(
                math.ceil(
                    f.normal_action_price(self.level) * job_power *
                    c.NORMAL_JOB_LENGTH * c.JOB_HERO_REWARD_FRACTION)))
        self.change_money(relations.MONEY_SOURCE.EARNED_FROM_MASTERS, coins)

        self.add_message(message_type,
                         diary=True,
                         hero=self,
                         coins=coins,
                         **self.get_job_variables(place_id, person_id))
Example #4
0
 def upgrade_equipment_cost(cls, hero_info):
     return int(f.normal_action_price(hero_info.level) * ITEMS_OF_EXPENDITURE.get_quest_upgrade_equipment_fraction())
Example #5
0
 def spend_amount(self):
     return int(f.normal_action_price(self.level) * self.next_spending.price_fraction)
Example #6
0
 def upgrade_equipment_cost(cls, hero_info):
     return int(
         f.normal_action_price(hero_info.level) *
         ITEMS_OF_EXPENDITURE.get_quest_upgrade_equipment_fraction())
Example #7
0
    def job_money(self, place_id, person_id, message_type, job_power):
        coins = max(1, int(math.ceil(f.normal_action_price(self.level) * job_power * c.NORMAL_JOB_LENGTH)))
        self.change_money(relations.MONEY_SOURCE.EARNED_FROM_MASTERS, coins)

        self.add_message(message_type, diary=True, hero=self, coins=coins, **self.get_job_variables(place_id, person_id))