def create_minion(self, player): # These are basically placeholders to give the agent something to # choose class Health(Card): def __init__(self): super().__init__("+5 Health and Taunt", 0, CHARACTER_CLASS.DRUID, CARD_RARITY.SPECIAL) class Attack(Card): def __init__(self): super().__init__("+5 Attack", 0, CHARACTER_CLASS.DRUID, CARD_RARITY.SPECIAL) health = Health() attack = Attack() option = player.agent.choose_option(health, attack) minion = Minion(5, 5) if option is health: minion.increase_health(5) minion.taunt = True else: minion.change_attack(5) return minion
def create_minion(self, player): minion = Minion(4, 4, MINION_TYPE.BEAST) minion.taunt = True return minion
def create_minion(self, p): minion = Minion(2, 3) minion.taunt = True return minion
def create_minion(self, p): minion = Minion(2, 2, MINION_TYPE.NONE) minion.taunt = True return minion
def create_minion(self, p): minion = Minion(0, 2) minion.taunt = True return minion
def create_minion(self, p): minion = Minion(0, 1, MINION_TYPE.BEAST) minion.taunt = True return minion