Esempio n. 1
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 def can_use(self, target=None, **kwargs):
     if not super(RepairAbility, self).can_use(target, **kwargs):
         return False
     
     if vectors.distance(self.actor.pos, target.pos) > self.max_range:
         return False
     
     if self.min_range > 0:
         if vectors.distance(self.actor.pos, target.pos) < self.min_range:
             return False
     
     if self.actor.team != target.team:
         return False
     
     # Is the ally still under construction?
     if target.completion < 100:
         return False
     
     # Is the ally hurt?
     if target.hp >= target.max_hp:
         return False
     
     # Finally, can we afford it?
     cost = teams.multiply_cost(target._part_repair_cost, self.repair_rate)
     if not self.actor.team_obj.can_afford(cost):
         return False
     
     return True
Esempio n. 2
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 def use(self, target):
     target.hp += (self.repair_rate * target.repair_rate)
     self.generate_effect(target)
     cost = teams.multiply_cost(target._part_repair_cost, self.repair_rate)
     
     if target.hp > target.max_hp:
         # TODO Give back any leftover cost to the parent team
         target.hp = target.max_hp
     
     self.actor.team_obj.spend(cost)
     
     self.charge = 0
Esempio n. 3
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 def use(self, target):
     # Just incase there are multiple sources building it
     # we don't want to run "next_order" several times
     if target.completion >= 100: return
     
     target.completion += (self.construction_rate * target.construction_rate)
     target.hp += (self.construction_rate * target.construction_heal_rate)
     
     self.generate_effect(target)
     
     cost = teams.multiply_cost(target._part_construction_cost, self.construction_rate)
     
     if target.completion >= 100:
         if target.current_order == ["stop", -1, -1]:
             target.next_order()
         
         # TODO Give back any leftover cost to the parent team
             
     
     self.actor.team_obj.spend(cost)
     
     self.charge = 0