def test_initializes_correctly():
    #testing for damage dealing moves
    scratch = Move("scratch")
    assert scratch.name == "Scratch"
    assert scratch.type == "normal"
    assert scratch.power == 40
    assert scratch.accuracy == 100

    ember = Move("ember")
    assert ember.name == "Ember"
    assert ember.type == "fire"
    assert ember.power == 40
    assert ember.accuracy == 100

    #testing for move with spaces and upper case
    jumpKick = Move("Jump Kick")
    assert jumpKick.name == "Jump Kick"
    assert jumpKick.type == "fighting"
    assert jumpKick.power == 100
    assert jumpKick.accuracy == 95

    #testing for non-valid moves
    blank = Move("")
    assert blank.name == ""
    assert blank.type == "normal"
    assert blank.power == 0
    assert blank.accuracy == 0

    fake = Move("fake")
    assert fake.name == "Struggle"
    assert fake.type == "normal"
    assert fake.power == 50
    assert fake.accuracy == None
Exemple #2
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def test_move_effectiveness_function():
    battler = PokemonBattler()

    #half damage test
    ember = Move("ember")
    flambi = Pokemon("Flambi", "Flareon", ["fire", ""])
    assert battler.moveTypeModifier(ember, flambi) == 0.5

    #double damage test with two moves
    iceBeam = Move("ice beam")
    pidgey = Pokemon("Pipi", "Pidgey", ["normal", "flying"])
    assert battler.moveTypeModifier(iceBeam, pidgey) == 2

    #no damage test
    thunderBolt = Move("thunderbolt")
    phanpy = Pokemon("Cheerio", "Phanpy", ["ground", ""])
    assert battler.moveTypeModifier(thunderBolt, phanpy) == 0

    #quadrouble damage test
    rockBlast = Move("rock blast")
    butterfree = Pokemon("Flutter", "Butterfree", ["bug", "flying"])
    assert battler.moveTypeModifier(rockBlast, butterfree) == 4

    #quarter damage test
    #reuses ember move from above
    kingdra = Pokemon("King", "Kingdra", ["water", "dragon"])
    assert battler.moveTypeModifier(ember, kingdra) == 0.25
def test_equals_overload_works():
    scratch1 = Move("scratch")
    scratch2 = Move("scratch")
    ember = Move("ember")

    assert scratch1 == scratch2
    assert not (scratch1 == ember)
Exemple #4
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class Moves_list(Enum):

    ########################
    #   Grass TYPE MOVES   #
    ########################
    petal_dance = Move("petal dance", "grass", 120)
    vine_whip = Move("vine whip", "grass", 45)
    razor_leaf = Move("razor leaf", "grass", 55)
Exemple #5
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    def valid_moves(self):
        moves = [
            Move([self.hole_row, self.hole_col + 1]),
            Move([self.hole_row, self.hole_col - 1]),
            Move([self.hole_row + 1, self.hole_col]),
            Move([self.hole_row - 1, self.hole_col])
        ]

        return [move for move in moves if self.can_move(move)]
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def _generate_plays(board):
  moves = []

  for card in board.current_player().hand:
    if card.is_construct():
      moves.append(Move("play", card.name, None))
    else:
      target_sets = _generate_target_sets_for_card(board, card)
      moves.extend([Move("play", card.name, targets) for targets in target_sets])

  return moves
    def __init__(self):
        self.name = 'Wizard'

        fireball = Move('Fireball', 0.85, lambda: randint(5, 8), 2, '5 - 8')
        lightningSpray = Move('Lightning Spray', 0.25, lambda: randint(11, 14),
                              1, '11 - 14')
        shield = mageShield(1.00, 5, 'N/A')
        ult = ('Meteor (Ult)', 1, lambda: randint(25, 35), 6, '25 - 35')

        self.moves = [punch, fireball, shield, lightningSpray]
        self.ult = ult
        self.HP = 43
Exemple #8
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 def create_entry(self):
     trainer_name = input('What is your name? ')
     trainer_age = input('How old are you? ')
     trainer_city = input('What city are you from? ')
     trainer = Trainer(trainer_name, trainer_age, trainer_city)
     pokemon_name = input('What is the name of your pokemon? ')
     pokemon_type = input('What type is your pokemon? ')
     pokemon = Pokemon(pokemon_name, pokemon_type)
     move_name = input('Enter its signature move: ')
     move_type = input('Enter the move type: ')
     move = Move(move_name, move_type)
     pokemon.add_moves(move_name)
     print('Thank you for your information!')
     print('Here is your entry: ')
     #creates list of trainer attributes
     trainer_list = [
         'Name: ' + trainer_name, 'Age: ' + trainer_age,
         'City: ' + trainer_city
     ]
     for i in trainer_list:
         print(i)
     #creates list for pokemon attributes
     pokemon_list = [
         'Pokemon: ' + pokemon_name, 'Type: ' + pokemon_type,
         'Signature Move: ' + move_name, 'Move Type: ' + move_type
     ]
     for i in pokemon_list:
         print(i)
 def move(self):
     left = self.get_my_left()
     right = self.get_my_right()
     if left == right:
         if left == 0:
             return Move.LEFT_TO_LEFT
         else:
             return Move.RIGHT_TO_LEFT
     return Move.SWITCH(right, left)
    def __init__(self):
        self.name = 'Goose'

        honk = Move('HONK', 0.5, lambda: randint(255, 255), 4, '255')
        ult = Ult('NOOT NOOT (Ult)', 1, lambda: randint(511, 511), 6, '511')

        self.moves = [honk, honk, honk, honk]
        self.ult = ult
        self.HP = 7
Exemple #11
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 def is_check_mate(self, white):
     opposite = 0 if white else 1
     for spot in self.board[opposite]:
         for move in self.board[opposite][spot].get_moves(
                 spot[0], spot[1], self.board[opposite], self.board[white]):
             board = Board(copy.deepcopy(self.board))
             board.move(Move(opposite, spot, move))
             if not board.is_check(white):
                 return False
     return True
    def __init__(self):
        self.name = 'Cleric'

        smite = Move('Smite', 0.70, lambda: randint(8, 10), 2, '8 - 10')
        healMove = heal(0.95, lambda: randint(5, 8), 4, '5 - 8')
        ult = Ult('God Blow (Ult)', 1, lambda: randint(23, 25), 6, '23 - 25')

        self.moves = [punch, smite, healMove, block]
        self.ult = ult
        self.HP = 40
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def _generate_activates(board):
  legal_constructs = [card for card in board.current_player().constructs
    if board.current_player().can_activate_construct(card.name)]
  moves = []

  for card in legal_constructs:
    target_sets = _generate_target_sets_for_card(board, card)
    moves.extend([Move("activate", card.name, targets) for targets in target_sets])

  return moves
    def __init__(self):
        self.name = 'Bard'

        rock = Move('Rock', 0.65, lambda: randint(8, 11), 2, '8 - 11')
        heavyMetal = recoil('Heavy Metal', 0.20, lambda: randint(18, 22), 1,
                            '18 - 22')
        ult = Ult('Wonderwall(Ult)', 1, lambda: randint(28, 32), 6, '28 - 32')

        self.moves = [punch, rock, block, heavyMetal]
        self.ult = ult
        self.HP = 38
    def __init__(self):
        self.name = 'Ranger'

        arrow = Move('Arrow', 0.80, lambda: randint(4, 12), 2, '4 - 12')
        boomArrow = recoil('Explosive Arrow', 0.20, lambda: randint(16, 24), 1,
                           '16 - 24')
        ult = Ult('Headshot (Ult)', 1, lambda: randint(22, 35), 6, '22 - 35')

        self.moves = [punch, arrow, block, boomArrow]
        self.ult = ult
        self.HP = 39
    def __init__(self):
        self.name = 'Bard'

        kick = Move('Kick', 0.70, lambda: randint(7, 9), 2, '7 - 9')
        headbutt = recoil('Headbutt', 0.25, lambda: randint(15, 20), 1,
                          '15, 20')
        ult = Ult('Ki Strike (Ult)', 1, lambda: randint(25, 30), 6, '25 - 30')

        self.moves = [punch, kick, block, headbutt]
        self.ult = ult
        self.HP = 40
    def __init__(self):
        self.name('F*** off, I win.')

        hammer = Move('HAMMER OF GOD', 1.00, lambda: randint(30, 34), 2,
                      '30 - 34')
        forceWin = recoil('Power Abuse', 1.00, lambda: randint(9999, 9999), 6,
                          '9999')
        ult = Ult('ForceWin.exe', 1.00, lambda: randint(99999, 99999), 6,
                  '99999')

        self.moves = [punch, hammer, block, forceWin]
        self.ult = ult
        self.HP = 9999
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def _generate_acquires(board):
  card_names = []
  runes = board.current_player().runes_remaining

  if board.mystics > 0 and runes >= 3:
    card_names.append("Mystic")
  if board.heavy > 0 and runes >= 2:
    card_names.append("Heavy Infantry")

  for card in board.center:
    if not card.is_monster() and board.current_player().can_acquire_card(card):
      card_names.append(card.name)

  return [Move("acquire", card_name, None) for card_name in card_names]
    def changeMove(self, moveNum, newMoveName):
        moveNum = moveNum - 1
        newMove = Move(newMoveName)

        #if this isn't a real move, return false and don't change the move
        if newMove.name == "Struggle" or newMove.name == "":
            return False

        #if it is a real move
        if moveNum >= len(self.moves): #and the slot doesn't have a move in it
            self.moves.append(newMove) #add the mvoe as a new move
        else: #and the slot already has a move in it
            self.moves[moveNum] = newMove #replace the old move with the new one
        return True
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def _generate_defeats(board):
  GAIN_HONOR_EFFECT = 4

  card_name_target_tuples = []
  power = board.current_player().power_remaining

  if power >= 2:
    card_name_target_tuples.append(("Cultist", {GAIN_HONOR_EFFECT: ()}))

  for card in board.center:
    if card.is_monster() and card.cost <= power:
      for targets in _generate_target_sets_for_card(board, card):
        card_name_target_tuples.append((card.name, targets))

  return [Move("defeat", card_name, targets) for card_name, targets in card_name_target_tuples]
Exemple #21
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 def play(self, spot):
     if not self.check_mate:
         if self.move_start:
             if spot in self.move_array:
                 move = Move(self.turn, self.move_start, spot)
                 pawn_promotion = self.board.move(move)
                 self.moves.append(move)
                 if pawn_promotion:
                     self.move_start = spot
                     self.move_array = self.board.get_move_array(
                         spot[0], spot[1], self.turn)
                     return self.board.get_board(self.move_array)
                 self.check = self.board.is_check(self.turn)
                 if self.check:
                     self.check_mate = self.board.is_check_mate(self.turn)
                 self.turn = 0 if self.turn else 1
             self.__prep_move()
         else:
             if self.board.isPiece(spot[0], spot[1], self.turn):
                 self.move_start = spot
                 self.move_array = self.board.get_move_array(
                     spot[0], spot[1], self.turn)
     return self.board.get_board(self.move_array)
                if self.is_alive() == False and opponent.is_alive() == False:
                    print(f"\nDouble KO")
                    return f"Double KO"

    def hobby(self):
        print(f"{self._name} likes to eat Poke-Puffs")


if __name__ == "__main__":
    #####################
    #   LIST OF MOVES   #
    #####################

    # moves for Venusaur
    petal_dance = Move("petal dance", "grass", 120)
    vine_whip = Move("vine whip", "grass", 45)
    razor_leaf = Move("razor leaf", "grass", 55)
    double_edge = Move("double edge", "normal", 120)

    # mvoes for charizard
    flame_thrower = Move("flame thrower", "fire", 90)
    dragon_breath = Move("dragon breath", "dragon", 60)
    ember = Move("ember", "fire", 40)
    fire_spin = Move("fire spin", "fire", 35)

    # moves for balstoise
    flash_cannon = Move("flash cannon", "steel", 80)
    rapid_spin = Move("rapid spin", "normal", 50)
    aqua_tail = Move("aqua tail", "water", 90)
    hydro_pump = Move("hydro pump", "water", 110)
 def _createMovesList(self, namesList):
     movesList = []
     for name in namesList:
         movesList.append(Move(name))
     return movesList
        super().__init__(name, types, weakness)
        self.advantage = "grass"

    def get_weaknesses(self):
        print(
            f"{self._name} is strong against {self.advantage} and weak against {self._weakness}"
        )

    def hobby(self):
        print(f"{self._name} likes to fly high above the clouds.")


if __name__ == "__main__":

    # List of moves
    flame_thrower = Move("flame thrower", "fire", 90)
    dragon_breath = Move("dragon breath", "dragon", 60)
    ember = Move("ember", "fire", 40)
    fire_spin = Move("fire spin", "fire", 35)

    # creating pokemon
    charizard = Charizard("Charizard")
    charizard.setEVs(100, 40, 20)
    charizard.addMove(flame_thrower)
    charizard.addMove(ember)
    # charizard.use( fire_spin )

    lilChar = Charizard("lil Char")
    lilChar.setEVs(100, 50, 180)
    lilChar.addMove(flame_thrower)
    lilChar.addMove(dragon_breath)
import unittest
from unittest import mock
from pokemon import Pokemon
from moves import Move

pound = Move("Pound", "Deals damage with no additional effect.", "Normal",
             "Physical", 40, 100, 35)
leer = Move("Leer", "Lowers the target's Defense by 1 stage.", "Normal",
            "Status", 0, 100, 30)
sing = Move("Sing", "Puts the target to sleep.", "Normal", "Status", 0, 55, 15)
supersonic = Move("Supersonic", "Confuses the target.", "Normal", "Status", 0,
                  55, 20)
example_moves = [pound, leer, sing, supersonic]


class TestDetermineStats(unittest.TestCase):
    def test_each_stat_correctly_divided(self):
        # Example Pokémon (from bulbapedia.bulbagarden.net/wiki/Statistic)
        garchomp = Pokemon("Garchomp", "Male", 78, example_moves, "Adamant",
                           [24, 12, 30, 16, 23, 5], [74, 190, 91, 48, 84, 23])
        self.assertEqual(garchomp.hp, 289)
        self.assertEqual(garchomp.attack, 278)
        self.assertEqual(garchomp.defense, 193)
        self.assertEqual(garchomp.spatk, 135)
        self.assertEqual(garchomp.spdef, 171)
        self.assertEqual(garchomp.speed, 171)


class TestCalculateEffectiveness(unittest.TestCase):
    def test_correct_eff_dict_creation(self):
        # Example Pokémon Litleo (Fire/Normal) and Misdreavus (Ghost)
Exemple #26
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    def do_move(self, acting_player: PlayerType, move: Move) -> None:
        if acting_player != self.next_player:
            raise InvalidMoveError(f"It's {self.next_player}'s turn")

        # switch to opponent stones if still in the initial move sequence
        player = acting_player if not self.initial_moves else get_opponent(
            acting_player)

        if isinstance(move, PlaceStone):
            self.place_stone(player, *move.get_xy(), move.stoneType)
        if isinstance(move, MoveStack):
            x, y = move.get_xy()
            start_stack = self.get_stack(x, y)
            top_stone = start_stack[-1] if len(start_stack) > 0 else None

            if not top_stone:
                raise InvalidMoveError(f"There is no stack on {x}/{y} to move")
            if top_stone.player != player:
                raise InvalidMoveError(
                    f"Stack on {x}/{y} belongs to {top_stone.player} and not to {player}"
                )

            # If no stack was defined, pick up as much as the carry limit allows
            pickup = move.pickup if move.pickup else min(
                len(start_stack), self.board_size)
            if pickup > self.board_size:
                raise InvalidMoveError(
                    f"The carry limit is {self.board_size} (tried to pick up {move.pickup})"
                )
            if pickup > len(start_stack):
                raise InvalidMoveError(
                    f"Stack on {x}/{y} has only {len(start_stack)} pieces (tried to pick up {move.pickup})"
                )

            carried_stones = start_stack[-pickup:]
            for _ in range(pickup):  # remove stones from stack
                start_stack.pop()

            # If no droppings were defined, drop all at once
            droppings = move.droppings if move.droppings else [pickup]

            if pickup != sum(droppings):
                raise InvalidMoveError(
                    f"Cannot pickup {pickup} stones and drop a total of {droppings}"
                )

            dropped_stones = split_by_counts(carried_stones, droppings)

            drop_reach = len(
                droppings)  # number of fields stones will be dropped on
            drop_stacks = self.get_stacks(x, y, move.direction, drop_reach)
            for stack, stones in zip(drop_stacks, dropped_stones):
                top_stone = stack[-1] if len(stack) > 0 else None
                dropping_capstone_only = stones[0].type == StoneType.CAPSTONE
                if top_stone and top_stone.type == StoneType.CAPSTONE:
                    raise InvalidMoveError(
                        "Can't drop stones on a {top_stone.stoneType}")
                if top_stone and top_stone.type == StoneType.STANDING:
                    if dropping_capstone_only:
                        stack[-1] = top_stone.flatten()
                    else:
                        raise InvalidMoveError(
                            "Standing stones can only be flattened with a capstone alone"
                        )
                stack.extend(stones)

        if self.initial_moves and acting_player == PlayerType.BLACK:
            self.initial_moves = False
        self.next_player = get_opponent(self.next_player)
Exemple #27
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        super().__init__(name, types, weakness)
        self.advantage = "fire"

    def get_weaknesses(self):
        print(
            f"{self._name} is strong against {self.advantage} and weak against {self._weakness}"
        )

    def hobby(self):
        print(f"{self._name} likes to nap inside of his shell.")


if __name__ == "__main__":

    # List of moves
    flash_cannon = Move("flash cannon", "steel", 80)
    rapid_spin = Move("rapid spin", "normal", 50)
    aqua_tail = Move("aqua tail", "water", 90)
    hydro_pump = Move("hydro pump", "water", 110)

    # creating pokemon
    blastoise = Blastoise("Blastoise")
    blastoise.setEVs(100, 25, 200)
    blastoise.addMove(flash_cannon)
    blastoise.addMove(hydro_pump)

    shell_shucker = Blastoise("Shell Shucker")
    shell_shucker.setEVs(100, 25, 200)
    shell_shucker.addMove(flash_cannon)
    shell_shucker.addMove(hydro_pump)
    shell_shucker.addMove(aqua_tail)
from random import randint
from moves import Move, Block, recoil, Ult, heal, mageShield

global punch
global block
global baseUlt

punch = Move('Punch', 1.00, lambda: randint(3, 6), 3, '3 - 6')
block = Block(1.00, 5, 'N/A')
baseUlt = Ult('Ultimate', 1, lambda: randint(18, 26), 6, '18 - 26')


class Character:
    def __init__(self, moveList, name, ult):
        self.moves = moveList
        self.name = name
        self.ult = ult


class Monk(Character):
    def __init__(self):
        self.name = 'Bard'

        kick = Move('Kick', 0.70, lambda: randint(7, 9), 2, '7 - 9')
        headbutt = recoil('Headbutt', 0.25, lambda: randint(15, 20), 1,
                          '15, 20')
        ult = Ult('Ki Strike (Ult)', 1, lambda: randint(25, 30), 6, '25 - 30')

        self.moves = [punch, kick, block, headbutt]
        self.ult = ult
        self.HP = 40