Exemple #1
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 def can_heal_players(self, treat_radius, mobs=None):
     # FIXME done?
     if not mobs:
         mobs = self.mobs
     return all(
         distance(m, p) > treat_radius for p in self.players
         for m in mobs if mobs[m].kind in bad_mobs) and any(
             p.hp < p.max_hp for p in self.players.values())
Exemple #2
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 def share(self, player_name, item_name):
     try:
         player = next(p for p in self.world.players.values() if p.name == player_name)
         item = next(i for i in self.inventory if i.name == item_name)
         if distance(self.position, player.position) <= self.talking_distance:
             self.inventory.remove(item)
             player.inventory.append(item)
             self.last_happend = '{} передал {} в руки {}'.format(self.name, item_name, player_name)
         else:
             self.last_happend = '{} слишком далеко от {}'.format(self.name, player_name)
     except StopIteration:
         self.last_happend = "{} не может дать {} в руки {}".format(self.name, item_name, player_name)
Exemple #3
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def generate_game_board(shape):
    start_position = (random.randrange(5, shape[0] - 5),
                      random.randrange(5, shape[1] - 5))
    exit_position = (random.randrange(3, shape[0] - 3),
                     random.randrange(3, shape[1] - 3))
    if distance(start_position, exit_position) < shape[0] / 3:
        return generate_game_board(shape)
    g = BoardGenerator(shape)
    g.add_figure(add((-5, -5), start_position),
                 random_orientation(create_figure(starting_area)))
    g.add_figure(add((-1, -1), exit_position),
                 random_orientation(create_figure(exit_area)))
    return g.generate(), start_position, [exit_position]
Exemple #4
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 def use(self):
     self.user.ap -= self.cost
     local_log = " использовал волшебный взрыв"
     target_enemyes = [
         self.user.world.mobs[m] for m in self.user.world.mobs_near(
             circle(self.user.position, self.range))
         if self.user.world.mobs[m].kind in self.user.opponents
     ]
     for m in target_enemyes:
         self.damage = int(self.max_damage - self.decrement *
                           distance(m.position, self.user.position))
         local_log += '\nон' + self.user.hit(m, self)
     return local_log
Exemple #5
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    def plot(self):
        start_line = '\n╔' + '══' * self.window_width + '╗'
        end_line = '\n╚' + '══' * self.window_width + '╝'

        map_plotted = start_line
        for i in range(self.position[0] - self.window_height // 2, self.position[0] + self.window_height // 2 + 1):
            line = ''
            for j in range(self.position[1] - self.window_width // 2, self.position[1] + self.window_width // 2 + 1):
                if abs(distance(self.position, (i, j)) - self.see) <= 1:
                    line += '░░'
                elif distance(self.position, (i, j)) > self.see:
                    line += '▒▒'
                elif self.world.is_occupied((i, j)):
                    line += self.world.mobs[(i, j)].look
                elif self.world.is_drop((i, j)):
                    line += self.world.drop[(i, j)][-1].look
                elif self.world.board.is_inside((i, j)):
                    line += self.world.board.square((i, j)).look
                else:
                    line += '▓▓'
            map_plotted += '\n║' + line + '║'
        map_plotted += end_line
        return map_plotted
Exemple #6
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def update_possible(square, possible, explored, entity):
    possible.remove(square)
    for direction in DIRS.values():
        if (entity.world.can_move(entity, direction.go(square.position))
                and direction.go(square.position) not in explored
                and distance(entity.position, direction.go(
                    square.position)) <= entity.see):
            s = Node(direction.go(square.position),
                     entity.world.board.squares[square.position].points_to_go)
            if square.value + s.cost < s.value:
                s.value = square.value + s.cost
                s.previous = square
            possible.append(s)
    return possible
Exemple #7
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    def plot_for_web(self):
        start_line = '╔' + '══' * self.window_width + '╗'
        end_line = '<br>╚' + '══' * self.window_width + '╝'
        descriptions = {}

        map_plotted = start_line
        for i in range(self.position[0] - self.window_height // 2, self.position[0] + self.window_height // 2 + 1):
            line = ''
            for j in range(self.position[1] - self.window_width // 2, self.position[1] + self.window_width // 2 + 1):
                if abs(distance(self.position, (i, j)) - self.see) <= 1:
                    line += '░░'
                elif distance(self.position, (i, j)) > self.see:
                    line += '▒▒'
                elif self.world.is_occupied((i, j)):
                    tile_id = f"tile_{i}_{j}"
                    descriptions[tile_id] = self.world.mobs[(i, j)].show()
                    style = ""
                    if self.world.board.is_inside((i, j)):
                        style = self.world.board.square((i, j)).style
                    line += f"<span class='map_tile' id='{tile_id}' style='{style}'>{self.world.mobs[(i, j)].look}</span>"
                elif self.world.is_drop((i, j)):
                    tile_id = f"tile_{i}_{j}"
                    descriptions[tile_id] = str(self.world.drop[(i, j)][-1])
                    style = ""
                    if self.world.board.is_inside((i, j)):
                        style = self.world.board.square((i, j)).style
                    line += f"<span class='map_tile' id='{tile_id}' style='{style}'>{self.world.drop[(i, j)][-1].look}</span>"
                elif self.world.board.is_inside((i, j)):
                    tile_id = f"tile_{i}_{j}"
                    descriptions[tile_id] = self.world.board.square((i, j)).description
                    style = self.world.board.square((i, j)).style
                    line += f"<span class='map_tile' style='{style}' id='{tile_id}'>{self.world.board.square((i, j)).look}</span>"
                else:
                    line += '▓▓'
            map_plotted += '<br>║' + line + '║'
        map_plotted += end_line
        return map_plotted, descriptions
Exemple #8
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def path(entity, positions, max_deph=15):
    start_position = entity.position
    possible = [
        StartNode(start_position,
                  entity.world.board.squares[start_position].points_to_go)
    ]
    explored = []
    for _ in range(max_deph):
        square = best_point(possible, positions)
        if len(possible) == 0: break
        if square == 0: break
        if any(distance(square.position, p) == 0 for p in positions):
            return build_path(entity, square)
        else:
            explored.append(square.position)
            possible = update_possible(square, possible, explored, entity)
    return []
Exemple #9
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 def use(self, direction):
     self.user.ap -= self.cost
     p = direction.go(self.user.position)
     dirs = {d for d in DIRS.values() if d != anti_dir(direction)}
     queue = [p]
     visited = set()
     log_message = ""
     # FIXME Something still wrong, one mob hit twice
     while len(queue) > 0:
         a = queue.pop(0)
         if a in visited:
             continue
         visited.add(a)
         if self.user.world.if_mob_is(a, self.user.opponents):
             log_message += "\n" + self.user.hit(self.user.world.mobs[a],
                                                 self)
         queue.extend([
             d.go(a) for d in dirs
             if distance(d.go(a), self.user.position) <= self.range_
             and d.go(a) not in visited
         ])
     if len(log_message) == 0:
         return " никуда не попал хлыстом"
     return " своим хлыстом:" + log_message
Exemple #10
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def test_distance():
    assert distance((0, 0), (0, 3)) == 3
    assert distance((1, 1), (4, 5)) == 5
Exemple #11
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def best_point(possible, positions):
    return min(possible,
               key=lambda x: min(x.cost + distance(p, x.position)
                                 for p in positions),
               default=0)
Exemple #12
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 def observable(self, entity):
     # TODO may be this is stupid
     return self.see * self.awareness >= distance(entity.position, self.position) * entity.masking()
Exemple #13
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 def can_see(self, position):
     return self.see >= distance(self.position, position)
Exemple #14
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 def nearest_exit_to(self, position):
     return min(self.exits, key=lambda x: distance(x, position))