def process_battle(hero_1, hero_2): hero_1_context = contexts.BattleContext() hero_2_context = contexts.BattleContext() while hero_1.health > 0 and hero_2.health > 0: battle.make_turn(battle.Actor(hero_1, hero_1_context), battle.Actor(hero_2, hero_2_context), MESSENGER) return hero_1.health > 0
def process_battle_running(self): # apply all changes made by player hero_1_effectivenes = self.hero_1.pvp.effectiveness hero_2_effectivenes = self.hero_2.pvp.effectiveness if self.hero_1.is_bot: self.process_bot(bot=self.hero_1, enemy=self.hero_2) if self.hero_2.is_bot: self.process_bot(bot=self.hero_2, enemy=self.hero_1) # modify advantage max_effectivenes = float(max(hero_1_effectivenes, hero_2_effectivenes)) if max_effectivenes < 0.01: effectiveness_fraction = 0 else: effectiveness_fraction = (hero_1_effectivenes - hero_2_effectivenes) / max_effectivenes advantage_delta = c.PVP_MAX_ADVANTAGE_STEP * effectiveness_fraction self.hero_1.pvp.set_advantage(self.hero_1.pvp.advantage + advantage_delta) self.hero_1_context.use_pvp_advantage(self.hero_1.pvp.advantage) self.hero_2.pvp.set_advantage(self.hero_2.pvp.advantage - advantage_delta) self.hero_2_context.use_pvp_advantage(self.hero_2.pvp.advantage) # battle step if self.hero_1.health > 0 and self.hero_2.health > 0: battle.make_turn(battle.Actor(self.hero_1, self.hero_1_context), battle.Actor(self.hero_2, self.hero_2_context ), self) if self.hero_1_context.pvp_advantage_used or self.hero_2_context.pvp_advantage_used: self.hero_1.pvp.set_advantage(0) self.hero_2.pvp.set_advantage(0) self.percents = 1.0 - min(self.hero_1.health_percents, self.hero_2.health_percents) # update resources, etc self.update_hero_pvp_info(self.hero_1) self.update_hero_pvp_info(self.hero_2) self.hero_1.pvp.store_turn_data() self.hero_2.pvp.store_turn_data() # check if anyone has killed self._check_hero_health(self.hero_1, self.hero_2) self._check_hero_health(self.hero_2, self.hero_1)
def test_choose_ability__additional_companion_abilities(self): from the_tale.game.heroes.habilities import ABILITIES from the_tale.game.companions.abilities import effects as companions_effects from the_tale.game.companions.abilities import container as abilities_container from the_tale.game.companions import logic as companions_logic from the_tale.game.companions import relations as companions_relations abilities = [ ability for ability in companions_effects.ABILITIES.records if (isinstance(ability.effect, companions_effects.BaseBattleAbility ) and ability.effect.ABILITY.get_id() != 'hit') ] companion_ability = random.choice(abilities) all_abilities = [ ability(level=ability.MAX_LEVEL) for ability in list(ABILITIES.values()) if ability.get_id() != companion_ability.effect.ABILITY.get_id() ] active_abilities = set(ability.get_id() for ability in list(ABILITIES.values()) if ability.ACTIVATION_TYPE.is_ACTIVE) companion_record = companions_logic.create_random_companion_record( 'battle', abilities=abilities_container.Container( start=(companion_ability, )), state=companions_relations.STATE.ENABLED) self.hero.set_companion( companions_logic.create_companion(companion_record)) self.hero.health = 1 # allow regeneration actor = battle.Actor(self.hero, BattleContext()) chosen_abilities = set() # mock abilities modify_attribute instead of hereos, since we test correct work of it def modify_attribute(self, modifier, value): if modifier.is_ADDITIONAL_ABILITIES: return all_abilities return value with mock.patch( 'the_tale.game.heroes.habilities.AbilitiesPrototype.modify_attribute', modify_attribute): for i in range(1000): chosen_abilities.add(actor.choose_ability().get_id()) self.assertEqual(len(active_abilities), len(chosen_abilities) + 1) self.assertEqual( active_abilities - set([companion_ability.effect.ABILITY.get_id()]), chosen_abilities)
def test_process_effects(self): actor = battle.Actor(self.hero, BattleContext()) actor.context.use_damage_queue_fire([p.Damage(50, 50), p.Damage(50, 50)]) actor.context.use_damage_queue_poison([p.Damage(50, 50), p.Damage(50, 50)]) actor.context.on_own_turn() actor.context.use_incoming_damage_modifier(physic=1.0, magic=0.8) actor.process_effects(self.hero) self.assertEqual(self.hero.health, self.hero.max_health - 180) actor.context.on_own_turn() actor.context.use_incoming_damage_modifier(physic=1.2, magic=1.0) actor.process_effects(self.hero) self.assertEqual(self.hero.health, self.hero.max_health - 180 - 220)
def test_choose_ability__additional_abilities(self): from the_tale.game.heroes.habilities import ABILITIES all_abilities = [ability(level=ability.MAX_LEVEL) for ability in ABILITIES.values()] active_abilities = set(ability.get_id() for ability in all_abilities if ability.activation_type.is_ACTIVE) self.hero.health = 1 # allow regeneration actor = battle.Actor(self.hero, BattleContext()) chosen_abilities = set() with mock.patch('the_tale.game.heroes.objects.Hero.additional_abilities', all_abilities): for i in xrange(1000): chosen_abilities.add(actor.choose_ability().get_id()) self.assertEqual(active_abilities, chosen_abilities)
def test_mob_actor(self): mob = mobs_storage.get_random_mob(self.hero) mob.health = 10 mob.abilities.add(RUN_UP_PUSH.get_id()) actor = battle.Actor(mob, BattleContext()) self.assertEqual(mob.initiative, actor.initiative) self.assertEqual(mob.name, actor.name) self.assertEqual(mob.utg_name, actor.utg_name) self.assertEqual(mob.basic_damage, actor.basic_damage) self.assertEqual(mob.health, actor.health) self.assertEqual(mob.max_health, actor.max_health) self.assertEqual(actor.change_health(-5), -5) self.assertEqual(actor.health, 5) self.assertEqual(actor.change_health(-50), -5) self.assertEqual(actor.health, 0) self.assertEqual(actor.change_health(actor.max_health + 50), actor.max_health) self.assertEqual(actor.health, actor.max_health) hit_selected = False run_up_push_selected = False vampire_strike_selected = False for i in range(100): ability = actor.choose_ability() if ability.get_id() == HIT.get_id(): hit_selected = True elif ability.get_id() == RUN_UP_PUSH.get_id(): run_up_push_selected = True elif ability.get_id() == VAMPIRE_STRIKE.get_id(): vampire_strike_selected = True self.assertTrue(hit_selected) self.assertTrue(run_up_push_selected) self.assertTrue(vampire_strike_selected) self.storage._test_save()
def get_actors(self): mob = mobs_storage.get_random_mob(self.hero) actor_1 = battle.Actor(self.hero, BattleContext()) actor_2 = battle.Actor(mob, BattleContext()) return actor_1, actor_2
def test_initiative_change(self): actor = battle.Actor(self.hero, BattleContext()) actor.context.use_initiative([2]) self.assertEqual(actor.initiative, self.hero.initiative*2)