def __init__(self, fight): Ai.__init__(self, fight) self.action_pattern_dict = {'default': self.default_weapon_actions, 'fist': self.snatch_weapon_action, 'bow': self.bow_weapon_actions, 'crossbow': self.crossbow_weapon_actions, 'harpoon': self.harpoon_weapon_actions}
def __init__(self, fight): Ai.__init__(self, fight) self.item_action_dict = { 'throwknife': self.use_throwing_knife, 'bomb': self.use_bomb, 'mine': self.use_mine }
def __init__(self, fight): Ai.__init__(self, fight) self.fire_storm = (emote_dict['earth_em'], emote_dict['random_em'], emote_dict['ignite_em']) self.flash = (emote_dict['palm_em'], emote_dict['ignite_em']) self.ignite = (emote_dict['ignite_em'], ) self.strong_ignite = (emote_dict['strength_em'], emote_dict['ignite_em'])
def get_action(self, edit=False): action = Ai.get_action(self, edit=edit) self.unit.acted = True if action.name == 'ability': if action.ability.name == 'wing_clap': return if action.ability.name == 'take_air': self.unit.breathing = self.fight.turn if self.unit.energy > 2 and self.unit.hp < self.unit.max_hp/2: Ai.get_action(self, edit=edit) if action.name == 'ability': if action.ability.name == 'take_air': self.unit.breathing = self.fight.turn
def __init__(self, fight): Ai.__init__(self, fight) self.action_pattern_dict = { 'default': self.default_weapon_action, 'sledgehammer': self.sledgehammer_weapon_action, 'dodge': lambda: self.action_ability( 'dodge', self.unit.max_energy - self.unit.energy if self.state == 'victim' else 0) } self.state = None
def get_action(self, edit=False): action = Ai.get_action(self, edit=edit) if action.name == 'ability': if action.ability.name is 'ogre_charge': self.unit.target = random.choice([ trgt for trgt in self.unit.targets() if trgt not in self.unit.melee_targets ]) # self.unit.announce(self.unit.to_string('skill_2', format_dict={'target': self.unit.target.name})) return elif action.ability.name is 'ogre_grab': # self.unit.announce(self.unit.to_string('skill_2', format_dict={'target': self.unit.target.name})) return elif engine.roll_chance(50) and action.name == 'melee_reload': self.unit.announce(self.unit.to_string('skill_1'))
def __init__(self, fight): Ai.__init__(self, fight) self.skeleton_summoned = 0 self.unit.chain_turn = 0
def __init__(self, fight): Ai.__init__(self, fight)
def __init__(self, fight): Ai.__init__(self, fight) self.weapon_ai_dict = { 'default': self.default_weapon_actions, 'bow': self.bow_weapon_actions }