Esempio n. 1
0
 def fight(self, enemy) -> int:
     damage = 0
     if enemy.location == self.location:
         if enemy.strength > self.strength or enemy.health_points > self.health_points:
             damage = (self.strength + self.human_pride)
         else:
             damage = Actor.fight(self, enemy)
     return damage
Esempio n. 2
0
def test_fight():
    actor = Actor(0)
    actor.strength = 25
    enemy = Actor(1)
    enemy.health_points = enemy.unit_max()
    actor.location[0] = 50
    actor.location[1] = 50
    enemy.location[0] = 50
    enemy.location[1] = 50
    assert actor.fight(enemy) == 25
 def move_actor(self, enemy):
     if self.runs >= self.max_runs(
     ):  # Limit how often a hobbit can run away
         self.runs = 0
         Actor.move_actor(self, enemy)
     elif self.fear > enemy.strength and self.strength < enemy.health_points and self.dependence > 50:
         # X Movement
         if enemy.location[0] > self.location[0]:
             self.location[0] = self.location[0] - self.speed
         elif enemy.location[0] < self.location[0]:
             self.location[0] = self.location[0] + self.speed
         # Y Movement
         if enemy.location[1] > self.location[1]:
             self.location[1] = self.location[1] - self.speed
         elif enemy.location[1] < self.location[1]:
             self.location[1] = self.location[1] + self.speed
         self.runs += 1
     else:
         Actor.move_actor(self, enemy)
     # Actor.keep_in(self)
     # If a hobbit runs out off the battlefield they are considered dead to us
     self.seppuku()
     enemy.take_damage(Actor.fight(self, enemy))