def create_dragon(): attacks = [ Attack("Coup de griffe", 8, 10), Attack("Crache des flammes", 5, 20), Attack("Coup de patte", 9, 5) ] return Monster("Dragon", 100, 50, 200, attacks)
def add_attack(self, name, specifier, attack_type, card): #Major attack card case if card.id >= 48 and card.id <= 61: current_major_attacks = self.get_major_attack_number() if current_major_attacks == 0: #Add major attack attack = Attack(name, specifier, attack_type) self.attacks.append(attack) self.effects.append(card.effect_message) if card.name == "Bone Metastasis": self.bone_metastasis = 1 else: attack = Attack(name, specifier, attack_type) self.attacks.append(attack) self.effects.append(card.effect_message) self.effects.append("About to die!!!") self.about_to_die = 1 #Indirect attack card case elif card.id >= 62 and card.id <= 69: attack = Attack(name, specifier, attack_type) self.attacks.append(attack) new_effect = card.effect_message self.blocked_cards.extend(card.blocked_cards) self.effects.append(new_effect)
def __init__(self, level): hp, attackDamage, exp, gold = OrcLeader.set_stats(level) super().__init__('Orc Leader', level, hp, 0) self.add_attack(Attack('Bash', attackDamage, 90, False, 0)) self.add_attack(Attack('Toss', attackDamage * 2, 45, False, 0)) self.exp = exp self.gold = gold self.behavior = {'attack': 70, 'defend': 25, 'nothing': 5} self.defendModifier = 1.5
def attack(self): if self.action == "S" or self.action == "W" or self.action== "R": self.sword_sound.play() if self.direction=="R": self.attack_list.add(Attack(self.rect.right,self.rect.y)) else: self.attack_list.add(Attack(self.rect.left - 20,self.rect.y)) self.action = "A" self.change_x = 0 self.reset_anim()
def __init__(self, name): startHP = 25 startMana = 0 super().__init__(name, 1, startHP, startMana) self.kind = 'Warrior' self.add_attack(Attack('Hit', 5, 100, False, 0)) self.levelUpStats = {'HP': 5 + int(self.level / 2), 'Mana': 0} self.defendModifier = 3 self.levelUpMoves[3] = Attack('Slash', 8, 90, False, 0) self.levelUpMoves[6] = Attack('Stab', 10, 85, False, 0)
def __init__(self, name): startHP = 20 startMana = 0 super().__init__(name, 1, startHP, startMana) self.kind = 'Berserker' self.add_attack(Attack('Smash', 7, 85, False, 0)) self.levelUpStats = {'HP': 3 + int(self.level / 2), 'Mana': 0} self.defendModifier = 2 self.berserkChance = 20 self.levelUpMoves[4] = Attack('Slam', 12, 70, False, 0) self.levelUpMoves[9] = Attack('Wallop', 20, 85, False, 0)
def __init__(self, rpg_type): self.life = 100 self.inventory = [] self.rpg_type = rpg_type self.attack = [] if rpg_type == RPGType.warrior: self.strength = 10 self.defence = 5 self.attack.append(Attack("Coup de bouclier", 7, 15)) self.attack.append(Attack("Coup d'épée", 6, 20)) elif rpg_type == RPGType.mage: self.strength = 5 self.defence = 3 self.attack.append(Attack("Eclair", 3, 50)) self.attack.append(Attack("Boule de feu", 8, 20))
def __init__(self, name): startHP = 15 startMana = 10 super().__init__(name, 1, startHP, startMana) self.kind = 'Mage' self.add_attack(Attack('Bash', 3, 75, False, 0)) self.add_attack(Attack('Sparks', 7, 100, True, 3)) self.levelUpStats = { 'HP': 3 + int(self.level / 3), 'Mana': 3 + int(self.level / 3) } self.defendModifier = 1.5 self.levelUpMoves[3] = Attack('Flames', 10, 90, True, 5) self.levelUpMoves[6] = Attack('Firebolt', 15, 95, True, 8)
def __init__(self, name): startHP = 15 startMana = 10 super().__init__(name, 1, startHP, startMana) self.kind = 'Sage' self.add_attack(Attack('Bash', 3, 75, False, 0)) self.add_heal(Heal('Heal-1', 5, 95, True, 4)) self.levelUpStats = { 'HP': 2 + int(self.level / 3), 'Mana': 3 + int(self.level / 3) } self.defendModifier = 1 self.levelUpMoves[3] = Heal('Heal-2', 10, 90, True, 6) self.levelUpMoves[6] = Attack('Stab', 10, 85, False, 0)
def main(args): # initialize dataset audio_dataset = AudioDataset(args.manifest, batch_size=args.batch_size, root_dir=args.root_dir) audio_dataloader = audio_dataset.dataloader() attack = Attack(args.model_path, batch_size=args.batch_size, lr_stage1=args.lr_stage1, lr_stage2=args.lr_stage2, num_iter_stage1=args.num_iter_stage1, num_iter_stage2=args.num_iter_stage2) # initialize attack class attack.attack_stage1(audio_dataloader) for idx, batch in enumerate(audio_dataloader): #print(idx, batch) for key, value in batch.items(): try: print(key, ':', value.shape) except AttributeError: print(key, ':', value) exit()
def attack(self, x, y): now = pygame.time.get_ticks() if now - self.last_attack > ATTACK_RATE: self.last_attack = now self.attacking = True dir = self.pos + vec(x, y) Attack(dir, self.model)
def __init__(self, level): hp, attackDamage, exp, gold = Orc.set_stats(level) super().__init__('Orc', level, hp, 0) self.add_attack(Attack('Bash', attackDamage, 90, False, 0)) self.exp = exp self.behavior = {'attack': 80, 'defend': 0, 'nothing': 20} self.gold = gold
def __init__(self, level): hp, attackDamage, exp, gold = Goblin.set_stats(level) super().__init__('Goblin', level, hp, 0) self.add_attack(Attack('Scratch', attackDamage, 100, False, 0)) self.exp = exp self.behavior = {'attack': 70, 'defend': 20, 'nothing': 10} self.defendModifier = 1.5
def test_attack(self): correct = 0 self.load_checkpoint(best=self.best) self.model.eval() # prepare adv attack attacker = Attack(self.model, self.loss, self.attack_type, self.attack_eps) adv_data, num_examples = extract_adv_images( attacker, self.test_loader, self.targeted, DATASET_CONFIGS[self.config.dataset]["classes"]) with torch.no_grad(): for i, (x, y) in enumerate(adv_data): x, y = x.to(device), y.to(device) out = self.model(x) # compute accuracy pred = torch.max(out, 1)[1] correct += pred.eq(y.data.view_as(pred)).cpu().sum() if self.targeted: success = correct else: success = num_examples - correct perc = (100. * success.data.item()) / (num_examples) print( '[*] Attack success rate ({}, targeted={}, eps={}): {}/{} ({:.2f}% - {:.2f}%)' .format(self.attack_type, self.targeted, self.attack_eps, success, num_examples, perc, 100. - perc))
def __init__(self, params): self.params = Params(**params) self.times = { 'backward': list(), 'forward': list(), 'step': list(), 'scales': list(), 'total': list(), 'poison': list() } if self.params.random_seed is not None: self.fix_random(self.params.random_seed) self.make_folders() self.make_task() self.make_synthesizer() self.attack = Attack(self.params, self.synthesizer) if 'neural_cleanse' in self.params.loss_tasks: self.nc = True # if 'spectral_evasion' in self.params.loss_tasks: # self.attack.fixed_model = deepcopy(self.task.model) self.best_loss = float('inf')
def read_file(): f = open("attack_payload", "r") data = f.read() f.close() #print(data) payload = json.loads(data) payload_data = payload["data"] attack_attributes = payload_data["attributes"] print("PAYLOAD:{}".format(payload)) #check if ongoing if attack_attributes["ongoing"] == "True": try: print("New/Ongoing Attack ID :{} \n Ongoing waiting".format( payload_data['id'])) except: print(payload_data) else: attack_id = payload_data["id"] attack = Attack(attack_id) start_time = attack_attributes["start_time"] attack.start_time = attack_attributes["start_time"] attack.stop_time = attack_attributes["stop_time"] attack_subobjects = attack_attributes["subobject"] attack.peak_pps = attack_subobjects["impact_pps"] attack.peak_bps = attack_subobjects["impact_bps"] attack.misuse_types = attack_subobjects["misuse_types"] attack.source_ips = get_source_ips(attack_id=attack.id) print("Attack ID:{} \n Finished".format(attack_id)) print("JSON:{}".format(attack.output())) send_event(attack) return 'hello'
def __init__(self, klass, name, colour, level, attack, range_, alphatocolour=None, **_): # largeicon = PICS['weapons']['large_icon'][klass][repr(level)][ # colour] # smallicon = PICS['weapons']['small_icon'][klass][repr(level)][ # colour] if isinstance(attack, dict): # we got an instance from loading a json file. convert the # attack here. attack = Attack(**attack) self.klass = klass self.name = name self.colour = colour self.level = level self.attack = attack self.range_ = range_ licon = '/'.join(('weapons', 'large_icon', klass, str(level), colour)) sicon = '/'.join(('weapons', 'small_icon', klass, str(level), colour)) largeicon = '/'.join((klass, str(level))) smallicon = largeicon if alphatocolour is not None: change_alpha_to_colour(largeicon, alphatocolour) change_alpha_to_colour(smallicon, alphatocolour) self.largeicon_surf = PICS['weapons']['large_icon'][klass][str( level)][colour] rect = self.largeicon_surf.get_rect() pos = rect.bottomright[0] - 4, rect.bottomright[1] - 9 font = pygame.font.Font('freesansbold.ttf', 8) surf = font.render(repr(level), True, COLOURS['black']) self.largeicon_surf.blit(surf, pos) self.smallicon_surf = PICS['weapons']['small_icon'][klass][str( level)][colour] super().__init__( ItemFlag.WEAPON, name=name, klass=klass, colour=colour, level=level, attack=attack, range_=range_, alphatocolour=alphatocolour, licon=licon, sicon=sicon, )
def apply_command_tick2(self, cmd): self.apply_command_tick(cmd) self.arena.attacks.clear() coords = cmd[2] for a in coords.split("|"): pos = parse_coord(a) self.arena.attacks.append(Attack(pos[0], pos[1], pos[2]))
def __init__(self, level): hp, attackDamage, exp, gold = OrcBerserker.set_stats(level) super().__init__('Orc Berserker', level, hp, 0) self.add_attack(Attack('Smash', attackDamage, 85, False, 0)) self.exp = exp self.behavior = {'attack': 90, 'defend': 0, 'nothing': 10} self.gold = gold self.berserkChance = 25 + int(level / 2)
def main(argv): foe = Monster('scyter', 123, 0, 100, 100) ally = Monster('bulbasaur', 1, 0, 100, 100) battle = Battle(foe, ally) att = Attack('splash', 0, 100, False, True) for effect in att.effects(): sys.stdout.write(effect(battle)) sys.stdout.write('\n')
def main(): attack = Attack(URL) res = attack.run(PAYLOAD) if res: msg = "The app is vulnerable" else: msg = "You are in good hands" return (res, msg)
def insert_attack(host, port): Base.metadata.create_all(engine) session = Session() attack = Attack(host, port) session.add(attack) session.commit() session.close()
def __init__(self, level): hp, mana, attackDamage, healPower, exp, gold = OrcShaman.set_stats( level) super().__init__('Orc Shaman', level, hp, mana) self.add_attack(Attack('Bash', attackDamage, 70, False, 0)) self.add_heal(Heal('Heal', healPower, 90, True, 4)) self.exp = exp self.behavior = {'attack': 30, 'defend': 20, 'heal': 40, 'nothing': 10} self.defendModifier = 1
class Mario: # Here we have a list of attacks! attacks = [Attack("Jump", 10), Attack("Fireball", 30)] def __init__(self, hp, coins): self.hp = hp self.coins = coins self.damage = 20 def attack(self, name): return self.get_attack_by_name(name).attacks() def get_attack_by_name(self, name): # We can clean this up when we learn about maps! For now, we can do this with if statements if name == "Fireball": return self.attacks[1] else: return self.attacks[0]
class Goomba: # Technically we don't need a list here, since we just have one item in our list # But this allows us to add more attacks later if we want to attacks = [Attack("Touch", 10)] def __init__(self): self.damage = 10 def attack(self): return self.attacks[0].attack()
class Bowser: # Technically we don't need a list here, since we just have one item in our list # But this allows us to add more attacks later if we want to attacks = [Attack("Flamethrower", 50)] def __init__(self): self.damage = 100 def attack(self): return self.attacks[0].attack()
def completions(self, caf, arguments_to_add=None, relations_to_add=None): """ Return all possible completions of a given caf. Also has the possibility to add extra arguments or attack relations to all completions this function returns. This can be useful when calculating the completions of a caf under a certain control configuration. """ if arguments_to_add is None: arguments_to_add = set() if relations_to_add is None: relations_to_add = set() all_comp = set() # For every combination of uncertain arguments, for u_comb in self.powerset(caf.arg_u): u_comb = set(u_comb) this_args = caf.arg_f | u_comb | set(arguments_to_add) # Find all combination of uncertain attacks for this # combination of arguments u_attack_combs = self.powerset([ u_attack for u_attack in caf.att_u if u_attack.arg_start in this_args and u_attack.arg_end in this_args ]) for u_attack_comb in u_attack_combs: u_attack_comb = set(u_attack_comb) this_attacks = caf.att_f | u_attack_comb | relations_to_add bidir_combs = self.powerset([ bidir for bidir in caf.att_b if bidir.arg_start in this_args and bidir.arg_end in this_args ]) # Find all combination of bidirectional attacks for this # combination of arguments and uncertain attacks for bidir_comb in bidir_combs: # For every bidirectional, add one of the two # directions. Note inversion of start and end! all_comp.add( AF(args=this_args, attacks=this_attacks | { bidir if bidir in bidir_comb else Attack( arg_start=bidir.arg_end, arg_end=bidir.arg_start) for bidir in caf.att_b })) return all_comp
def get_phox_attacks(phox, attackDB, familyDB): for string in phox.attack_strings: attack = Attack() db_info = attackDB.find({"name": string}) for doc in db_info: attack.name = doc["name"] attack.family = doc["family"] attack.style = doc["style"] attack.damage = doc["damage"] attack.cost = doc["cost"] attack.effect = doc["effect"] attack.plain_text_effect = doc["plain text effect"] get_advantages(attack, familyDB) phox.attacks.append(attack) phox.attack_strings = []
def __init__(self, params): self.params = Params(**params) self.times = {'backward': list(), 'forward': list(), 'step': list(), 'scales': list(), 'total': list(), 'poison': list()} if self.params.random_seed is not None: self.fix_random(self.params.random_seed) self.make_folders() self.make_task() self.make_synthesizer() self.attack = Attack(self.params, self.synthesizer) self.nc = True if 'neural_cleanse' in self.params.loss_tasks else False self.best_loss = float('inf')
def create(self): new_action = Attack() new_action.attacker = self.attacker ability_dice = [] ability_modifier = - self.attacker.wounds fighting_skill = self.attacker.get_skill('lutar') if fighting_skill is None: ability_dice.append(4) modificador = - 2 else: dados.append(atacante.get_skill('lutar')) modificador = 0 ataque.attack_roll = SWRoll(dados, modificador) ataque.damage_roll = SWRoll([atacante.get_attribute('forca')], 0) return ataque