def auto_create_group(conn, g_num, avg_num, r_num): """ 自动生成指定数量的势力,并随机分配一定范围内的英雄数到势力中,并修改相应的英雄状态和属性 :param conn: 数据库操作对象 :param g_num: 指定生成势力数 :param avg_num: 指定分配到势力的英雄数 :param r_num: 指定分配到势力的英雄数波动范围 :return: None """ # 获取英雄信息 heroes = Conn.get_heroes(conn) # 主公备选英雄ID列表 wait_list = list(heroes.keys()) # 主公信息 lord_dict = dict() # 新建势力信息 build_group = dict() # 势力所属英雄信息 g_hero = dict() # 循环创建g_num个势力 for i in range(g_num): # 分配到各个势力的英雄数范围 h_num = avg_num + random.randint(0, r_num) # 从主公候选英雄列表中随机获取一个英雄ID h_id = random.choice(wait_list) # 从候选名单中移除已经选中的英雄ID wait_list.remove(h_id) # 新建势力信息 build_group['g_lord'] = h_id build_group['g_name'] = '{}军'.format(heroes.get(h_id).get('h_name')) # 调用方法创建势力(向数据库写入势力信息) Conn.insert_data(conn, 'hero_group', build_group) # 主公英雄属性变化,五维全部+5,修改h_group为势力ID,修改状态为主公 lord_dict['h_group'] = i + 1 lord_dict['h_lead'] = heroes.get(h_id).get('h_lead') + 5 lord_dict['h_force'] = heroes.get(h_id).get('h_force') + 5 lord_dict['h_brain'] = heroes.get(h_id).get('h_brain') + 5 lord_dict['h_politics'] = heroes.get(h_id).get('h_politics') + 5 lord_dict['h_charm'] = heroes.get(h_id).get('h_charm') + 5 lord_dict['h_status'] = 3 # 数据库更新条件语句 condition = 'h_id={}'.format(h_id) # 调用方法将英雄变更为主公(修改数据库内指定英雄的属性) Conn.update_data(conn, 'heroes', lord_dict, condition) # 循环分配特定个数的势力所属英雄 for j in range(h_num): # 英雄属性变化 g_hero['h_group'] = i + 1 g_hero['h_status'] = 2 # 从英雄列表中随机选择一个英雄加入势力 h_id = random.choice(wait_list) # 从英雄列表中移除已加入势力的英雄ID wait_list.remove(h_id) # 数据库更新条件语句 condition = 'h_id={}'.format(h_id) # 调用方法将英雄变更为势力所属(修改数据库内指定英雄的属性) Conn.update_data(conn, 'heroes', g_hero, condition) print('当前游戏难度将新增敌对势力共{}个!'.format(g_num))
def rewards_hero(conn, group, gems, t_id, heroes, h_id, check): """ 对势力英雄进行宝物赏赐与罚没 :param h_id: :param group: :param check: :param conn: :param gems: :param t_id: :param heroes: :return: heroes """ new_gem = dict() new_hero = dict() gem = gems.get(t_id) hero = heroes.get(h_id) # 赏赐 if check == 1: new_gem['t_hero'] = h_id new_hero['h_lead'] = hero.get('h_lead') + gem.get('t_lead') new_hero['h_force'] = hero.get('h_force') + gem.get('t_force') new_hero['h_brain'] = hero.get('h_brain') + gem.get('t_brain') new_hero['h_politics'] = hero.get('h_politics') + gem.get('t_politics') new_hero['h_charm'] = hero.get('h_charm') + gem.get('t_charm') condition_t = 't_id = {}'.format(t_id) condition_h = 'h_id = {}'.format(h_id) Conn.update_data(conn, 'gems', new_gem, condition_t) Conn.update_data(conn, 'heroes', new_hero, condition_h) if group.get('g_status') == 1: print('{0}获得赏赐宝物{1},属性提升!'.format(hero.get('h_name'), gem.get('t_name'))) print('{}:臣叩谢圣恩,必鞠躬尽瘁,死而后已!'.format(hero.get('h_name'))) # 收回 else: new_gem['t_hero'] = 0 new_hero['h_lead'] = hero.get('h_lead') - gem.get('t_lead') new_hero['h_force'] = hero.get('h_force') - gem.get('t_force') new_hero['h_brain'] = hero.get('h_brain') - gem.get('t_brain') new_hero['h_politics'] = hero.get('h_politics') - gem.get('t_politics') new_hero['h_charm'] = hero.get('h_charm') - gem.get('t_charm') condition_t = 't_id = {}'.format(t_id) condition_h = 'h_id = {}'.format(h_id) Conn.update_data(conn, 'gems', new_gem, condition_t) Conn.update_data(conn, 'heroes', new_hero, condition_h) if group.get('g_status') == 1: print('{0}失去宝物{1},属性下降!'.format(hero.get('h_name'), gem.get('t_name'))) print('{}:臣有负圣望,甘受惩罚,绝无怨言!'.format(hero.get('h_name'))) heroes = Conn.get_heroes(conn) return heroes
def new_group(conn, hero, c_num): """ 玩家新建势力 :param conn: 数据库连接对象 :param hero: 玩家新建英雄信息 :param c_num: 当前游戏难度下新建势力可招揽的最大英雄数 :return: None """ # 新建势力信息 build_group = dict() # 新主公信息 lord_hero = dict() # 势力所属英雄信息 g_hero = dict() # 势力信息 build_group['g_id'] = 10 build_group['g_lord'] = hero.get('h_id') build_group['g_name'] = '{}军'.format(hero.get('h_name')) # 调用方法创建新势力(向数据库中写入势力数据) Conn.insert_data(conn, 'hero_group', build_group) # 主公信息 lord_hero['h_group'] = 10 lord_hero['h_lead'] = hero.get('h_lead') + 5 lord_hero['h_force'] = hero.get('h_force') + 5 lord_hero['h_brain'] = hero.get('h_brain') + 5 lord_hero['h_politics'] = hero.get('h_politics') + 5 lord_hero['h_charm'] = hero.get('h_charm') + 5 lord_hero['h_status'] = 3 # 数据库更新条件语句 condition = 'h_id={}'.format(hero.get('h_id')) # 调用方法更新主公属性(修改数据库中指定英雄的属性) Conn.update_data(conn, 'heroes', lord_hero, condition) # 获取英雄信息 heroes = Conn.get_heroes(conn) # 候选英雄ID列表 h_candidate = list() # 循环匹配在野英雄,并将英雄ID存放到候选英雄ID列表 for k, v in heroes.items(): if v.get('h_status') == 1: h_candidate.append(k) # 接收玩家选择的英雄ID,且只接收最大限定人数,并分割为列表存储 PM.print_choice_hero(h_candidate, c_num, heroes) choices = input().strip().split(' ')[:c_num] # 循环更新所选英雄属性 for choice in choices: g_hero['h_group'] = 10 g_hero['h_status'] = 2 condition = 'h_id={}'.format(choice) Conn.update_data(conn, 'heroes', g_hero, condition) print('新建势力{}成功!'.format(build_group.get('g_name')))
def new_game(self, h_num, g_num, avg_num, r_num, c_num, game_hard): """ 新游戏执行操作 :param game_hard: 游戏难度 :param h_num: 新游戏生成英雄总数 :param g_num: 新游戏生成势力总数 :param avg_num: 新游戏平均分配到各势力的英雄数 :param r_num: 新游戏势力英雄数波动范围 :param c_num: 新游戏玩家创建新势力最大可选择的最大英雄数 :return: None """ # 初始化数据库表 Conn.create_hero_table(self.conn) Conn.create_group_table(self.conn, game_hard) Conn.create_den_table(self.conn) # 自动生成英雄和势力 HB.auto_create_hero(self.conn, h_num) GB.auto_create_group(self.conn, g_num, avg_num, r_num) choice = int(input('1 新建英雄 2 选择势力\n')) if choice == 1: # 新建英雄 new_hero = HB.new_hero(self.conn) choice_lord = int(input('是否使用新建英雄新建势力,选择是则新建英雄作为势力主公新建势力,否则新建英雄成为在野英雄:\n1 是 2 否\n')) if choice_lord == 1: # 新建势力 GB.new_group(self.conn, new_hero, c_num) # 获取英雄和势力信息 heroes = Conn.get_heroes(self.conn) groups = Conn.get_groups(self.conn) PM.print_choice_group(self.conn, groups, heroes) choice = input().strip() # 玩家扮演势力标记修改 g_play = dict() g_play['g_status'] = 1 condition = 'g_id = {}'.format(choice) Conn.update_data(self.conn, 'hero_group', g_play, condition) # 宝物数据初始化 gems = dict() gems['t_group'] = 0 gems['t_hero'] = 0 Conn.clear_data(self.conn, 'gems', gems) # 纪年初始化 years = dict() years['year'] = 184 years['month'] = 1 Conn.clear_data(self.conn, 'years', years) # 运行游戏主体 Main.run(self.conn)
def run(conn, time): ranker = Conn.get_ranker(conn) groups = Conn.get_groups(conn) heroes = Conn.get_heroes(conn) gems = Conn.get_gems(conn) for k, v in groups.items(): if v.get('g_status') == 0: group = groups.get(k) g_id = group.get('g_id') group_hero = Conn.get_group_hero(conn, g_id) while True: # main_order = [0, 10] 命令选择参数 # [0, 5) 内政 40% # [5, 7) 军政 30% # [7, 9) 英雄 20% # [9] 退朝 10% main_order = random.randint(0, 9) hero_id = list() check = 1 # 内政 if 0 <= main_order < 4: # 0,1,2,3 manage_order = random.randint(1, 5) if manage_order == 1: # 经济 h_id = choice_hero(group_hero, heroes, 4) group_hero.remove(h_id) hero_id.append(h_id) group = MG.get_economy(conn, group, heroes, hero_id, check) elif manage_order == 2: # 农业 h_id = choice_hero(group_hero, heroes, 4) group_hero.remove(h_id) hero_id.append(h_id) group = MG.get_farming(conn, group, heroes, hero_id, check) elif manage_order == 3: # 军事 h_id = choice_hero(group_hero, heroes, 2) group_hero.remove(h_id) hero_id.append(h_id) group = MG.get_military(conn, group, heroes, hero_id, check) elif manage_order == 4: # 科技 h_id = choice_hero(group_hero, heroes, 3) group_hero.remove(h_id) hero_id.append(h_id) group = MG.get_science(conn, group, heroes, hero_id, check) elif manage_order == 5: # 民心 h_id = choice_hero(group_hero, heroes, 5) group_hero.remove(h_id) hero_id.append(h_id) group = MG.get_morale(conn, group, heroes, hero_id, check) if len(group_hero) == 0: break # 军政 elif 4 <= main_order < 7: # 4, 5, 6 manage_order = random.randint(1, 4) if manage_order == 1: # 募兵 h_id = choice_hero(group_hero, heroes, 1) group_hero.remove(h_id) hero_id.append(h_id) max_ranker = round(group.get('g_populace') / 50) new_ranker = random.randint(round(max_ranker / 10), max_ranker) group = MG.get_ranker(conn, group, heroes, hero_id, max_ranker, new_ranker, check) elif manage_order == 2: # 训练 h_id = choice_hero(group_hero, heroes, 1) group_hero.remove(h_id) hero_id.append(h_id) elif manage_order == 3: # 巡逻 h_id = choice_hero(group_hero, heroes, 1) group_hero.remove(h_id) hero_id.append(h_id) elif manage_order == 4: # 征讨 h_id = choice_hero(group_hero, heroes, 1) group_hero.remove(h_id) hero_id.append(h_id) if len(group_hero) == 0: break # 英雄 elif 7 <= main_order < 9: # 7, 8 manage_order = random.randint(1, 1) if manage_order == 1: # 寻访 h_id = choice_hero(group_hero, heroes, 1) group_hero.remove(h_id) hero_id.append(h_id) elif manage_order == 2: # 辞退 h_id = choice_hero(group_hero, heroes, 1) group_hero.remove(h_id) hero_id.append(h_id) elif manage_order == 3: # 官职 h_id = choice_hero(group_hero, heroes, 1) group_hero.remove(h_id) hero_id.append(h_id) elif manage_order == 4: # 赏罚 h_id = choice_hero(group_hero, heroes, 1) group_hero.remove(h_id) hero_id.append(h_id) if len(group_hero) == 0: break # 退朝 elif main_order == 9: break group = MG.get_populace(conn, group) group = MG.eat_rations(conn, group, heroes, ranker) MG.check_group(conn, group, heroes, gems) if time % 3 == 0: group = MG.pay_provisions(conn, group, heroes, ranker) group = MG.get_gold(conn, group) MG.get_rations(conn, group) print('{}完成本月任务部署!'.format(group.get('g_name'))) else: continue
def run(conn): """ 游戏运行主体 :param conn: 数据库连接对象 :return: None """ # 获取游戏纪年 years = Conn.get_years(conn) # 年标记 year = years[0] # 回合标记 time = years[1] # 玩家势力信息字典 group = dict() print('\n{0}恭迎主公!{1}\n'.format('-' * 70, '-' * 70)) while True: print('*' * 150) # 月标记 month = 12 if time % 12 == 0 else time % 12 # 获取所有势力信息 groups = Conn.get_groups(conn) # 获取所有英雄信息 heroes = Conn.get_heroes(conn) # 获取所有宝物信息 gems = Conn.get_gems(conn) # 获取所有兵种信息 ranker = Conn.get_ranker(conn) # 取出标记为玩家的势力信息 for k, v in groups.items(): if v.get('g_status') == 1: group = groups.get(k) PM.print_group_info(group, ranker, year, month) g_id = group.get('g_id') # 获取玩家势力中英雄ID列表 group_hero = Conn.get_group_hero(conn, g_id) # 游戏纪年更新 now_years = dict() now_years['year'] = year now_years['month'] = month Conn.clear_data(conn, 'years', now_years) start = int(input('新的一月,请主公决策:\n1 势力朝会 2 退隐山林\n')) if start != 1: print('\n{0}恭送主公!{1}\n'.format('-' * 70, '-' * 70)) exit() # 循环,直到势力所有英雄都有了任务或选择了退朝,执行任务 while True: # 主命令 # 内政:经济 农业 军事 科技 民心 # 军政:募兵 训练 巡逻 征讨 # 英雄:寻访 # 官职:擢升 罢黜 # 赏罚:赏赐 罚没 # 市场:粮草交易:买进 卖出 # 宝物交易:收购 贩卖 # 情报:势力 英雄 宝物 兵种 # 退朝 main_order = int( input('请下达命令:1 内政 2 军政 3 英雄 4 市场 5 情报 0 退朝\n')) if main_order not in [1, 2, 3, 4, 5]: break # 内政命令 if main_order == 1: # 次命令 # 经济 农业 军事 科技 民心 manage_order = int( input('请选择内政策略:1 经济 2 农业 3 军事 4 科技 5 民心 0 取消\n')) if manage_order not in [1, 2, 3, 4, 5]: continue # 执行听候差遣的英雄列表 c_hero = choice_executor(group_hero, heroes) hero_id = c_hero[0] check = int( input('任务需要经费黄金{}两,是否执行:\n1 是 2 否\n'.format( 50 * len(hero_id)))) # 经济 if manage_order == 1: if check == 1: # 执行经济开发操作 group = MG.get_economy(conn, group, heroes, hero_id, check) # 农业 elif manage_order == 2: if check == 1: # 执行农业开发操作 group = MG.get_farming(conn, group, heroes, hero_id, check) # 军事 elif manage_order == 3: if check == 1: # 执行军事提升操作 group = MG.get_military(conn, group, heroes, hero_id, check) # 科技 elif manage_order == 4: if check == 1: # 执行科技提升操作 group = MG.get_science(conn, group, heroes, hero_id, check) # 民心 else: if check == 1: # 执行民心提升操作 group = MG.get_morale(conn, group, heroes, hero_id, check) group_hero = c_hero[1] # 势力英雄都执行任务后自动结束本回合 if len(group_hero) == 0: print('谨遵圣谕,臣等告退!') break # 军政命令 elif main_order == 2: # 次命令 # 募兵 训练 巡逻 征讨 manage_order = int( input('请选择军政策略:1 募兵 2 训练 3 巡逻 4 征讨 0 取消\n')) if manage_order not in [1, 2, 3, 4]: continue # 执行听候差遣的英雄列表 c_hero = choice_executor(group_hero, heroes) hero_id = c_hero[0] # 募兵 if manage_order == 1: # 计算最大招募兵力数 max_ranker = round(group.get('g_populace') / 50) new_ranker = int( input('当前最大可招募兵力为{},请输入本次招募兵力数:\n'.format(max_ranker))) check = int( input('是否确认招募新兵{}人:\n1 是 2 否\n'.format(new_ranker))) if check == 1: # 执行士兵招募操作 group = MG.get_ranker(conn, group, heroes, hero_id, max_ranker, new_ranker, check) else: continue # 训练 elif manage_order == 2: check = int(input('请指定训练内容:\n1 变更兵种 2 常规训练 3 强化训练\n')) if check not in [1, 2, 3]: check = 2 if check == 1: exp = group.get('g_experience') level = (1 if exp < 50 else 2 if exp < 200 else 3 if exp < 450 else 4 if exp < 950 else 5) level_ranker = Conn.get_level_ranker(conn, level) PM.print_corps_info(level_ranker, ranker) choice = int(input('请指定变更兵种ID:')) if choice not in level_ranker: continue MG.change_corps(conn, group, ranker, choice) elif check == 2: t_type = 1 # 常规训练 group = MG.train_corps(conn, group, heroes, hero_id, t_type) else: t_type = 2 # 强化训练 group = MG.train_corps(conn, group, heroes, hero_id, t_type) # 巡逻 elif manage_order == 3: p_group = MG.patrol_group(conn, group, heroes, hero_id) group = p_group[0] r_type = p_group[1] if r_type == 2: # 讨贼巡逻,发现贼寇探子,完成讨贼 spy = MG.find_spy(group) group = MG.fight_enemy(conn, group, heroes, hero_id, spy) elif r_type == 3: # 据点巡逻,发现贼寇据点 MG.find_den(conn, group, ranker) # 征讨 else: print('征讨胜利') group_hero = c_hero[1] # 势力英雄都执行任务后自动结束本回合 if len(group_hero) == 0: print('谨遵圣谕,臣等告退!') break # 英雄命令 elif main_order == 3: # 次命令 # 寻访 # 官职:擢升 罢黜 # 赏罚:赏赐 罚没 manage_order = int(input('请选择执行内容:1 寻访 2 官职 3 赏罚 0 取消\n')) if manage_order not in [1, 2, 3]: continue # 寻访 if manage_order == 1: # 执行听候差遣的英雄列表 c_hero = choice_executor(group_hero, heroes) hero_id = c_hero[0] group_hero = c_hero[1] group = MG.find_recluse_treasure(conn, group, heroes, hero_id, gems) # 官职 elif manage_order == 2: group_heroes = Conn.get_group_hero(conn, group.get('g_id')) PM.print_group_hero(group_heroes, heroes) h_id = int(input().strip()) key_order = int(input('请选择任免:1 擢升 2 罢黜 0 取消\n')) if key_order == 1: print('擢升了官职') elif key_order == 2: print('罢黜了官职') else: continue # 赏罚 else: key_order = int(input('请选择赏罚:1 赏赐 2 罚没 0 取消\n')) if key_order == 1: # 获取玩家势力中宝物ID列表 group_gem = Conn.get_group_gem(conn, group.get('g_id')) if len(group_gem) > 0: group_heroes = Conn.get_group_hero( conn, group.get('g_id')) PM.print_group_hero(group_heroes, heroes) h_id = int(input().strip()) group_gem = [ t_id for t_id in group_gem if gems.get(t_id).get('t_hero') == 0 ] PM.print_choice_gem(group_gem, gems, heroes) t_id = int(input('请输入赏赐宝物ID:\n')) heroes = MG.rewards_hero(conn, group, gems, t_id, heroes, h_id, 1) elif key_order == 2: # 获取玩家势力中宝物ID列表 group_gem = Conn.get_group_gem(conn, group.get('g_id')) if len(group_gem) > 0: group_gem = [ t_id for t_id in group_gem if gems.get(t_id).get('t_hero') != 0 ] if len(group_gem) == 0: print('无持有宝物的英雄!') continue PM.print_choice_gem(group_gem, gems, heroes) t_id = int(input('请输入收回宝物ID:\n')) heroes = MG.rewards_hero( conn, group, gems, t_id, heroes, gems.get(t_id).get('t_hero'), 2) else: continue # 势力英雄都执行任务后自动结束本回合 if len(group_hero) == 0: print('谨遵圣谕,臣等告退!') break # 市场命令 elif main_order == 4: # 次命令 # 粮草交易:买进 卖出 # 宝物交易:收购 贩卖 manage_order = int(input('请选择交易内容:1 粮草交易 2 宝物交易 0 取消\n')) if manage_order not in [1, 2]: continue # 执行听候差遣的英雄列表 c_hero = choice_executor(group_hero, heroes) hero_id = c_hero[0] # 粮草交易 if manage_order == 1: key_order = int(input('请选择交易类型:1 买进 2 卖出 0 取消\n')) if key_order == 1: print('买进了粮草') elif key_order == 2: print('卖出了粮草') else: continue # 宝物交易 else: key_order = int(input('请选择交易类型:1 收购 2 贩卖 0 取消\n')) if key_order == 1: print('收购了宝物') elif key_order == 2: print('贩卖了宝物') else: continue group_hero = c_hero[1] # 势力英雄都执行任务后自动结束本回合 if len(group_hero) == 0: print('谨遵圣谕,臣等告退!') break # 情报命令 else: # 次命令 # 势力 英雄 宝物 兵种 query_order = int( input('请选择情报内容:1 势力一览 2 英雄一览 3 宝物一览 4 兵种一览\n')) if query_order not in [1, 2, 3, 4]: continue # 势力情报 if query_order == 1: PM.print_groups_info(groups, conn, heroes) # 英雄情报 elif query_order == 2: PM.print_heroes_info(groups, heroes) # 宝物情报 elif query_order == 3: PM.print_gems_info(groups, gems, heroes) # 兵种情报 else: level_ranker = ranker.keys() PM.print_corps_info(level_ranker, ranker) # 势力英雄都执行任务后自动结束本回合 if len(group_hero) == 0: print('谨遵圣谕,臣等告退!') break # 每月势力人口增加 group = MG.get_populace(conn, group) # 每月势力粮草消耗 group = MG.eat_rations(conn, group, heroes, ranker) # 对势力现状评定,有几率触发特殊事件 MG.check_group(conn, group, heroes, gems) # 每三个回合即每个季度执行 if time % 3 == 0: # 发放军饷 group = MG.pay_provisions(conn, group, heroes, ranker) # 势力黄金收入 group = MG.get_gold(conn, group) # 势力粮草收入 group = MG.get_rations(conn, group) # 每12个回合及每年执行 if time % 12 == 0: # 游戏纪年增加 year += 1 hero = dict() # 所有英雄年龄增加 for h_id in heroes.keys(): hero['h_age'] = heroes.get(h_id).get('h_age') + 1 # 如果英雄年龄增加后超过70岁,则英雄状态变更为死亡 if hero.get('h_age') > 70: hero['h_status'] = 0 hero['h_group'] = 0 print('{0}{1}年岁已高,不幸病逝!'.format( groups.get( heroes.get(h_id).get('h_group')).get('g_name'), heroes.get(h_id).get('h_name'))) condition = 'h_id = {}'.format(h_id) Conn.update_data(conn, 'heroes', hero, condition) # 电脑势力执行任务 MainAI.run(conn, time) time += 1