def move(request, coordinate_x, coordinate_y): hero = request.hero herom = HeroM(hero) island = herom.get_island() hero_position = herom.get_position_on_island() islandm = IslandM(island) if not islandm.is_can_make_step(coordinate_x, coordinate_y, hero_position): return HttpResponseRedirect(reverse(settings.URL_REVERSE_404)) if not herom.get_combat(): if not islandm.get_time_left_to_move(hero_position): try: island.islandpart_set.get(coordinate_x=coordinate_x, coordinate_y=coordinate_y, is_move=False) except IslandPart.DoesNotExist: herom.update_position_on_island(coordinate_x, coordinate_y) islandm.update_bots_position(coordinate_x, coordinate_y) CombatM(None, hero).update_bots_in_combats(coordinate_x, coordinate_y) else: # messages.add_message(request, messages.ERROR, 'Take away your demand.') return HttpResponseRedirect(reverse('island'))
def move(request, coordinate_x, coordinate_y): hero = request.hero herom = HeroM(hero) island = herom.get_island() hero_position = herom.get_position_on_island() islandm = IslandM(island) if not islandm.is_can_make_step(coordinate_x, coordinate_y, hero_position): return HttpResponseRedirect(reverse(settings.URL_REVERSE_404)) if not herom.get_combat(): if not islandm.get_time_left_to_move(hero_position): try: island.islandpart_set.get(coordinate_x=coordinate_x, coordinate_y=coordinate_y, is_move=False) except IslandPart.DoesNotExist: herom.update_position_on_island(coordinate_x, coordinate_y) islandm.update_bots_position(coordinate_x, coordinate_y) CombatM(None, hero).update_bots_in_combats(coordinate_x, coordinate_y) else: # messages.add_message(request, messages.ERROR, 'Take away your demand.') return HttpResponseRedirect(reverse('island'))
def island(request, template_name='island/island.html'): hero = request.hero herom = HeroM(hero) island = herom.get_island() islandm = IslandM(island) if not islandm.is_near_island(hero.location): return HttpResponseRedirect(reverse(settings.URL_REVERSE_404)) BuildingM(None, hero).remove_from_location() hero_position = herom.get_position_on_island() hero_time_left = islandm.get_time_left_to_move(hero_position) x, y = hero_position[0], hero_position[1] buildings = Building.objects.filter(island=island, coordinate_x1__lte=x, coordinate_y1__lte=y, coordinate_x2__gte=x, coordinate_y2__gte=y) bots = Bot.objects.filter(island=island, current_coordinate_x=x, current_coordinate_y=y, in_combat=False) variables = RequestContext(request, {'island': island, 'buildings': buildings, 'bots': bots, 'hero_position_x': hero_position[0], 'hero_position_y': hero_position[1], 'hero_time_left': hero_time_left}) return render_to_response(template_name, variables)
def bot_attack(request, bot_id): hero = request.hero herom = HeroM(hero) hero_position = herom.get_position_on_island() try: bot = Bot.objects.get(id=bot_id) except Bot.DoesNotExist: return HttpResponseRedirect(reverse(settings.URL_REVERSE_404)) if bot.current_coordinate_x != hero_position[0] or \ bot.current_coordinate_y != hero_position[1]: # messages.add_message(request, messages.ERROR, 'Bot go away.') return HttpResponseRedirect(reverse('island')) if herom.get_combat(): # messages.add_message(request, messages.ERROR, 'Take away your demand.') return HttpResponseRedirect(reverse('island')) if not bot.in_combat: combat = Combat(type=Combat.TYPE_TERRITORIAL, is_active=Combat.IS_ACTIVE_FIGHT, location=herom.get_location()) combat.save() combat.combatwarrior_set.create(hero=hero, team=Combat.TEAM_FIRST) combat.combatwarrior_set.create(bot=bot, team=Combat.TEAM_SECOND) bot.in_combat = True bot.save() CombatM(combat, hero).write_log_message(combat, True) return HttpResponseRedirect(reverse('combat')) else: # messages.add_message(request, messages.ERROR, 'Bot in combat.') return HttpResponseRedirect(reverse('island'))
def bot_attack(request, bot_id): hero = request.hero herom = HeroM(hero) hero_position = herom.get_position_on_island() try: bot = Bot.objects.get(id=bot_id) except Bot.DoesNotExist: return HttpResponseRedirect(reverse(settings.URL_REVERSE_404)) if bot.current_coordinate_x != hero_position[0] or \ bot.current_coordinate_y != hero_position[1]: # messages.add_message(request, messages.ERROR, 'Bot go away.') return HttpResponseRedirect(reverse('island')) if herom.get_combat(): # messages.add_message(request, messages.ERROR, 'Take away your demand.') return HttpResponseRedirect(reverse('island')) if not bot.in_combat: combat = Combat(type=Combat.TYPE_TERRITORIAL, is_active=Combat.IS_ACTIVE_FIGHT, location=herom.get_location()) combat.save() combat.combatwarrior_set.create(hero=hero, team=Combat.TEAM_FIRST) combat.combatwarrior_set.create(bot=bot, team=Combat.TEAM_SECOND) bot.in_combat = True bot.save() CombatM(combat, hero).write_log_message(combat, True) return HttpResponseRedirect(reverse('combat')) else: # messages.add_message(request, messages.ERROR, 'Bot in combat.') return HttpResponseRedirect(reverse('island'))
def island(request, template_name='island/island.html'): hero = request.hero herom = HeroM(hero) island = herom.get_island() islandm = IslandM(island) if not islandm.is_near_island(hero.location): return HttpResponseRedirect(reverse(settings.URL_REVERSE_404)) BuildingM(None, hero).remove_from_location() hero_position = herom.get_position_on_island() hero_time_left = islandm.get_time_left_to_move(hero_position) x, y = hero_position[0], hero_position[1] buildings = Building.objects.filter(island=island, coordinate_x1__lte=x, coordinate_y1__lte=y, coordinate_x2__gte=x, coordinate_y2__gte=y) bots = Bot.objects.filter(island=island, current_coordinate_x=x, current_coordinate_y=y, in_combat=False) variables = RequestContext( request, { 'island': island, 'buildings': buildings, 'bots': bots, 'hero_position_x': hero_position[0], 'hero_position_y': hero_position[1], 'hero_time_left': hero_time_left }) return render_to_response(template_name, variables)
def is_near_building(self, slug): slugs = [i.split(':')[1] for i in self.hero.location.split('&')[1:]] herom = HeroM(self.hero) x, y, time = herom.get_position_on_island() island = herom.get_island() if not len(slugs): if self.building.coordinate_x1 <= x and \ self.building.coordinate_x2 >= x and \ self.building.coordinate_y1 <= y and \ self.building.coordinate_y2 >= y and \ island == self.building.island: return True else: if (len(slugs) >= 2 and slug == slugs[-2]) or \ (self.building.parent and \ self.building.parent.slug == slugs[-1]) or \ slug == slugs[-1] or \ (self.building.parent and \ self.building.parent.default_child == True): return True return False
def is_near_building(self, slug): slugs = [ i.split(':')[1] for i in self.hero.location.split('&')[1:] ] herom = HeroM(self.hero) x, y, time = herom.get_position_on_island() island = herom.get_island() if not len(slugs): if self.building.coordinate_x1 <= x and \ self.building.coordinate_x2 >= x and \ self.building.coordinate_y1 <= y and \ self.building.coordinate_y2 >= y and \ island == self.building.island: return True else: if (len(slugs) >= 2 and slug == slugs[-2]) or \ (self.building.parent and \ self.building.parent.slug == slugs[-1]) or \ slug == slugs[-1] or \ (self.building.parent and \ self.building.parent.default_child == True): return True return False