def __init__(self, entity, properties, edges=[], inputEdges=[], outputEdges=[]): Unit.__init__(self, entity, properties)
def __init__(self, id, player_name, width, height, x, y, speed_x, speed_y, angle, angular_speed, type): Unit.__init__(self, id, width, height, x, y, speed_x, speed_y, angle, angular_speed) self.player_name = player_name self.type = type
def __init__(self, character_anims, attacksound, deathanim, x, unitType): rows_y = [0 * scale, 24 * scale, 48 * scale, 72 * scale] Unit.__init__(self, character_anims, attacksound, deathanim, rows_y[random.randint(0, 3)], unitType) self.velocity *= -1 self.storedvelocity *= -1 self.sprite.x = x
def __init__(self): Unit.__init__(self,1200,0,'normal','fortified',5,0,0,0,0,'building',[]) self.upgrades_availbality_in_blacksmith = {'melee_attack_l1':[],'melee_attack_l2':['keep'], 'melee_attack_l3': ['castle']} self.last_name = 'blacksmith' self.name = self.last_name + self.name self.iron_forged_swords = False
def __init__(self): Unit.__init__(self, 290, 8.5, 'magic', max_mana=200, mana_regeneration_rate=0.667) self.last_name = 'priest' self.name = self.last_name +self.name self.heal_cooldown = 1 self.heal_cooldown_remaining = 0 self.time_ralated_functions.append(self.heal_tick)
def __init__(self, x, y, base): #if base, set health to 5 if (base): Unit.__init__(self, 0, 5, 0, 1, 0, x, y) #if camp, set health to 3 else: Unit.__init__(self, 1, 3, 0, 1, 0, x, y) self.isBase = base
def __init__( self, name="Bron", title="Dragonslayer", health=100, mana=100, mana_regeneration_rate=2): Unit.__init__(self, health, mana) self.name = name self.title = title self.mana_regeneration_rate = mana_regeneration_rate
def __init__(self): Unit.__init__(self, attack=0, armor_type='fortified')
def __init__(self, entity, properties, duplex, inputNode, outputNode): Unit.__init__(self, entity, properties) self.inputNode = None self.outputNode = None self.duplex = False self.distance = 1
def __init__(self, id, width, height, x, y, type): Unit.__init__(self, id, width, height, x, y, 0.0, 0.0, 0.0, 0.0) self.type = type
def __init__(self): Unit.__init__(self, 570, 40, 'pierce', 'light', 0, 1,2, 0, 0, 'air', ['ground','building','air']) self.air_attack = 40 self.air_attack_cooldown = 2 self.air_attack_type = 'pierce'
def __init__(self): Unit.__init__(self, 420, 12.5, armor_type='heavy', armor=2, hp_regeneration_rate=1, cooldown=1.35) self.last_name = 'footman' self.name = self.last_name + self.name self._defence = False
def __init__(self): Unit.__init__(self, "Imp", 1, 1, 1, (1, 1), 1, list([]), None)
def __init__(self): Unit.__init__(self,700,19.5,'normal','heavy',1,1,1.6,)
def __init__(self): Unit.__init__(self, "Shaman", 40, 12, 10, (7, 12), 10.5, list([]), RestoreHP)
def __init__(self): Unit.__init__(self,1500,0,'normal','fortified',5,0,0,0,0,'building',None) self.unit_availbality_in_barracks = {'footman':[],'knight':['castle']} self.last_name = 'barracks' self.name = self.last_name+ self.name
def __init__(self): Unit.__init__(self, "Gryphon", 30, 7, 5, (5, 10), 15, list([]), None)
def __init__(self): Unit.__init__(self,450,25,'pierce','medium',0,1,2.31,) self.do_berserk = False self.berserk_cooldown = 30 self.berserk_cooldown_remaining = 0
def __init__(self): Unit.__init__(self, 220.0, 5.5, 'normal','medium', 0, 1.0) NormalAttack.__init__(self) self.last_name = 'peasant' self.name = self.last_name + self.name
def __init__(self): Unit.__init__(self, "Angel", 180, 27, 27, (45, 45), 11, list([KingBuff()]), Motivate)
def __init__(self, x, y): Unit.__init__(self, 3, 6, 3, 2, 2, x, y) self.cost = 500
def __init__(self): Unit.__init__(self, 250, 7.5, 'normal', 'light') NormalAttack.__init__(self)
def __init__(self): Unit.__init__(self, "Devil", 166, 27, 25, (36, 66), 11, list([KingBuff()]), None)
def __init__(self): Unit.__init__(self, "Papich", 29, 29, 29, (28, 30), 29, list([KingBuff()]), Motivate)
def __init__(self): Unit.__init__(self, "Cyclops", 85, 20, 15, (18, 26), 10, list([]), None)
def __init__(self, x, y): Unit.__init__(self, 2, 4, 3, 1, 1, x, y) self.cost = 300
def __init__(self, name): Unit.__init__(self, name) # Imprime alguns dados para debug, linha opcional. print ('UnloadingPoint object', '"'+self.get_name()+'"', 'created at', str(self)+'.\n')
def __init__(self): Unit.__init__(self, "Lich", 50, 15, 15, (12, 17), 10, list([DefBuff()]), None)
def __init__(self, x, y): Unit.__init__(self, 4, 5, 3, 2, 1, x, y) self.cost = 900
def __init__(self, id, width, height, x, y): Unit.__init__(self, id, width, height, x, y, 0.0, 0.0, 0.0, 0.0)
def __init__(self): Unit.__init__(self, "Skeleton", 5, 1, 2, (1, 1), 10, list([KingBuff()]), None)
def __init__(self, id, player_name, teammate_index, x, y, speed_x, speed_y, angle, angular_speed, turret_relative_angle, crew_health, hull_durability, reloading_time, remaining_reloading_time, premium_shell_count, teammate, type): Unit.__init__(self, id, get_width(type), get_height(type), x, y, speed_x, speed_y, angle, angular_speed) self.player_name = player_name self.teammate_index = teammate_index self.turret_relative_angle = turret_relative_angle self.crew_health = crew_health self.hull_durability = hull_durability self.reloading_time = reloading_time self.remaining_reloading_time = remaining_reloading_time self.premium_shell_count = premium_shell_count self.teammate = teammate self.type = type self.virtual_gun_length = { TankType.MEDIUM: 67.5, TankType.HEAVY: 82.5, TankType.TANK_DESTROYER: 97.5 }[type] self.mass = { TankType.MEDIUM: 10.0, TankType.HEAVY: 20.0, TankType.TANK_DESTROYER: 15.0 }[type] self.engine_power = { TankType.MEDIUM: 7500.0, TankType.HEAVY: 7500.0, TankType.TANK_DESTROYER: 5000.0 }[type] self.engine_rear_power_factor = { TankType.MEDIUM: 0.75, TankType.HEAVY: 0.5, TankType.TANK_DESTROYER: 0.35 }[type] self.turret_turn_speed = { TankType.MEDIUM: 1.0 * pi / 180.0, TankType.HEAVY: 0.5 * pi / 180.0, TankType.TANK_DESTROYER: 1.5 * pi / 180.0 }[type] self.turret_max_relative_angle = { TankType.MEDIUM: 0.0 * pi / 180.0, TankType.HEAVY: 0.0 * pi / 180.0, TankType.TANK_DESTROYER: 15.0 * pi / 180.0 }[type] self.crew_max_health = { TankType.MEDIUM: 100, TankType.HEAVY: 100, TankType.TANK_DESTROYER: 100 }[type] self.hull_max_durability = { TankType.MEDIUM: 200, TankType.HEAVY: 250, TankType.TANK_DESTROYER: 250 }[type] self.frontal_armor = { TankType.MEDIUM: 175, TankType.HEAVY: 200, TankType.TANK_DESTROYER: 250 }[type] self.side_armor = { TankType.MEDIUM: 150, TankType.HEAVY: 175, TankType.TANK_DESTROYER: 125 }[type] self.rear_armor = { TankType.MEDIUM: 100, TankType.HEAVY: 100, TankType.TANK_DESTROYER: 100 }[type]
def __init__(self): Unit.__init__(self, "Hydra", 80, 15, 12, (7, 14), 7, list([DmgBuff()]), None)
def __init__(self, id, player_name, width, height, x, y, speed_x, speed_y, angle, angular_speed, type): Unit.__init__(self, id, width, height, x, y, speed_x, speed_y, angle, angular_speed) self.player_name = player_name self.type = type
def __init__(self, id, width, height, x, y): Unit.__init__(self, id, width, height, x, y, 0.0, 0.0, 0.0, 0.0)
def __init__(self): Unit.__init__(self, "BoneDragon", 150, 27, 28, (15, 30), 11, list([DefBuff()]), StrongDefence)
def __init__(self): Unit.__init__(self, "Crossbowman", 10, 4, 4, (2, 8), 8, list([AttackBuff()]), None)
def __init__(self): Unit.__init__(self,1500,0,'normal','fortified',5,0,0,0,0,'building',None) self.unit_availbality_in_townhall = {'peasant':[]} self.last_name = 'HumansTownhall' self.name = self.last_name + self.name
def __init__(self, id, x, y, type): Unit.__init__(self, id, x, y) self.type = type
def __init__(self, id, player_name, teammate_index, x, y, speed_x, speed_y, angle, angular_speed, turret_relative_angle, crew_health, hull_durability, reloading_time, remaining_reloading_time, premium_shell_count, teammate, type): Unit.__init__(self, id, get_width(type), get_height(type), x, y, speed_x, speed_y, angle, angular_speed) self.player_name = player_name self.teammate_index = teammate_index self.turret_relative_angle = turret_relative_angle self.crew_health = crew_health self.hull_durability = hull_durability self.reloading_time = reloading_time self.remaining_reloading_time = remaining_reloading_time self.premium_shell_count = premium_shell_count self.teammate = teammate self.type = type self.virtual_gun_length = { TankType.MEDIUM: 67.5, TankType.HEAVY: 82.5, TankType.TANK_DESTROYER: 97.5 }[type] self.mass = { TankType.MEDIUM: 10.0, TankType.HEAVY: 30.0, TankType.TANK_DESTROYER: 20.0 }[type] self.engine_power = { TankType.MEDIUM: 7500.0, TankType.HEAVY: 13500.0, TankType.TANK_DESTROYER: 7500.0 }[type] self.engine_rear_power_factor = { TankType.MEDIUM: 0.75, TankType.HEAVY: 0.65, TankType.TANK_DESTROYER: 0.5 }[type] self.turret_turn_speed = { TankType.MEDIUM: 1.0 * pi / 180.0, TankType.HEAVY: 0.75 * pi / 180.0, TankType.TANK_DESTROYER: 1.5 * pi / 180.0 }[type] self.turret_max_relative_angle = { TankType.MEDIUM: 0.0 * pi / 180.0, TankType.HEAVY: 0.0 * pi / 180.0, TankType.TANK_DESTROYER: 20.0 * pi / 180.0 }[type] self.crew_max_health = { TankType.MEDIUM: 100, TankType.HEAVY: 100, TankType.TANK_DESTROYER: 100 }[type] self.hull_max_durability = { TankType.MEDIUM: 200, TankType.HEAVY: 250, TankType.TANK_DESTROYER: 250 }[type] self.frontal_armor = { TankType.MEDIUM: 175, TankType.HEAVY: 200, TankType.TANK_DESTROYER: 250 }[type] self.side_armor = { TankType.MEDIUM: 150, TankType.HEAVY: 175, TankType.TANK_DESTROYER: 125 }[type] self.rear_armor = { TankType.MEDIUM: 100, TankType.HEAVY: 100, TankType.TANK_DESTROYER: 100 }[type] self.shell_speed_bonus = { TankType.MEDIUM: 0.0 / 60.0, TankType.HEAVY: 25.0 / 60.0, TankType.TANK_DESTROYER: 50.0 / 60.0 }[type]
def __init__(self): Unit.__init__(self, "Fury", 16, 5, 3, (5, 7), 16, list([InitBuff()]), None)
def __init__(self, health=100, mana=100, damage=20): Unit.__init__(self, health, mana) self.attack_points = damage
def __init__(self, id, width, height, x, y, type): Unit.__init__(self, id, width, height, x, y, 0.0, 0.0, 0.0, 0.0) self.type = type