async def force_update(self, ctx: commands.Context): if not ChannelUtil.hasChannel(ctx.guild.id, ctx.channel.id, Util.ChannelType.RPG_GUILD): return results = StatusUtil.getAllStatus(StatusType.REST) rest_over = [] now = datetime.now() status: RPGStatus for status in results: if status.expire_time < now: rest_over.append(status) msg = f"目前休息中的人為 {len(results)}人\n" msg += f"可以解除休息的人數為 {len(rest_over)}人\n" if len(rest_over) > 0: msg += f"解除休息中..." await ctx.send(msg) for status in rest_over: character = RPGCharacterUtil.getRPGCharacter(status.member_id) user = self.bot.get_user(status.member_id) name = await NicknameUtil.get_user_name(ctx.guild, user) if character == None: msg = f"找不到人物{status.member_id}, 刪除舊狀態..." else: msg = f"刪除'{name}'的休息狀態..." RPGCharacterUtil.changeHp(character, status.buff.buff_value) await ctx.send(msg) status.delete_instance() await ctx.send(f"'{name}'的休息狀態成功")
async def sneak_attack_character(self, ctx: commands.Context, user: User): if not ChannelUtil.hasChannel(ctx.guild.id, ctx.channel.id, Util.ChannelType.RPG_BATTLE_GROUND): return if not RPGCharacterUtil.hasAdventureStared(ctx.author.id): await ctx.send("看起來你還沒開始你的旅程呢. 請先申請成為冒險者吧") return if not RPGCharacterUtil.hasAdventureStared(user.id): await ctx.send("看起來對方不是冒險者呢. 請不要偷襲平民") return author: RPGCharacter = RPGCharacterUtil.getRPGCharacter(ctx.author.id) other: RPGCharacter = RPGCharacterUtil.getRPGCharacter(user.id) author_name = await NicknameUtil.get_user_name(ctx.guild, ctx.author) name = await NicknameUtil.get_user_name(ctx.guild, user) guild = self.bot.get_guild(ctx.guild.id) member = guild.get_member(user.id) if StatusUtil.isResting(ctx.author, ctx.guild.id): await ctx.send("你正在休息. 偷襲無效.") return if StatusUtil.isComa(user, ctx.guild.id): await ctx.send(f"哎不是! '{name}'都已經昏厥了你還偷襲? 偷襲無效啦!") return if StatusUtil.isComa(ctx.author, ctx.guild.id): await ctx.send(f"你都沒有體力了! 要怎麼偷襲! 偷襲無效.") return if author.character.member_id == user.id: dead = RPGCharacterUtil.changeHp(other, -1 * author.hp_max) if dead: StatusUtil.createComaStatus(ctx.guild.id, user, other.hp_max) await ctx.send(f"{name} 查覺到自己的行為, 但是阻止不了自己偷襲自己. 於是流血過多而昏厥過去. 攻擊成功") return if StatusUtil.isAlerted(user, ctx.guild.id): await ctx.send(f"由於已經被偷襲過, '{name}'現在非常警戒並擋下了你的攻擊! 攻擊失敗!") msg = f"注意!{author_name}企圖偷襲你但是被你識破了!" await member.send(msg) return # try to sneak attack success = random.randint(0, 1) == 0 if success: multiplier = [2, 2, 2, 2, 2, 2, 8, 8, 10, 20] random_index = random.randrange(len(multiplier)) atk = RPGCharacterUtil.getAttackPoint( author) * multiplier[random_index] dead = RPGCharacterUtil.changeHp(other, -1 * atk) if dead: StatusUtil.createComaStatus(ctx.guild.id, user, other.hp_max) RPGCharacterUtil.attackSuccess(author) await ctx.send(f"'{name}' 減少了 {atk}點體力. 偷襲成功!") if StatusUtil.isComa(user, ctx.guild.id): await ctx.send(f"由於你的攻擊, '{name}'生命力歸零昏厥了過去") # sent a message let member know is being attack msg = f"注意!你被{author_name}偷襲了!" await member.send(msg) else: await ctx.send(f"由於你的腳步聲太大, '{name}'注意到並擋下了你的攻擊! 攻擊失敗!") # the other person is now alerted StatusUtil.createOrUpdateAlertStatus(member.id, ctx.guild.id, 86400)
def _cleanUpStatus(status: RPGStatus): if not RPGCharacterUtil.hasAdventureStared(status.member_id): return character = RPGCharacterUtil.getRPGCharacter(status.member_id) if status.type == StatusType.REST.value: RPGCharacterUtil.changeHp(character, status.buff.buff_value) if status.type == StatusType.COMA.value: RPGCharacterUtil.changeHp(character, status.buff.buff_value)
def test_applyExpiredStatus_success(self): c: RPGCharacter = RPGCharacterUtil.createNewRPGCharacter(1) RPGCharacterUtil.changeHp(c, -1000) StatusUtil.createRestStatus(1, 1, 20, -500) # expired status StatusUtil.applyExpiredStatus() assert None == StatusUtil.getStatus(1, 1, StatusType.REST) c = RPGCharacterUtil.getRPGCharacter(1) assert c.hp_current > 0
def test_changeHp_success(self): member = self.database.add_member(100) rpg: RPGCharacterUtil = RPGCharacterUtil.createNewRPGCharacter(member) expected_hp = rpg.hp_current dead = RPGCharacterUtil.changeHp(rpg, -10000) assert (rpg.hp_current == 0) and (dead is True) dead = RPGCharacterUtil.changeHp(rpg, +100) assert (rpg.hp_current == expected_hp) and (dead is not True)
async def attack_character(self, ctx: commands.Context, user: User): if not ChannelUtil.hasChannel(ctx.guild.id, ctx.channel.id, Util.ChannelType.RPG_BATTLE_GROUND): return if not RPGCharacterUtil.hasAdventureStared(ctx.author.id): await ctx.send("看起來你還沒開始你的旅程呢. 請先申請成為冒險者吧") return if not RPGCharacterUtil.hasAdventureStared(user.id): await ctx.send("看起來對方不是冒險者呢. 請不要攻擊平民") return author: RPGCharacter = RPGCharacterUtil.getRPGCharacter(ctx.author.id) other: RPGCharacter = RPGCharacterUtil.getRPGCharacter(user.id) author_name = await NicknameUtil.get_user_name(ctx.guild, ctx.author) name = await NicknameUtil.get_user_name(ctx.guild, user) guild = self.bot.get_guild(ctx.guild.id) member = guild.get_member(user.id) if StatusUtil.isResting(ctx.author, ctx.guild.id): await ctx.send("你正在休息. 攻擊無效.") return if StatusUtil.isComa(user, ctx.guild.id) or StatusUtil.isResting( user, ctx.guild.id): await ctx.send(f"哎不是! '{name}'都已經昏厥了你還攻擊? 攻擊無效啦!") return if StatusUtil.isResting(user, ctx.guild.id): await ctx.send(f"卑鄙源之助! '{name}'正在休息你還攻擊? 攻擊無效啦!") return if StatusUtil.isComa(ctx.author, ctx.guild.id): await ctx.send(f"你都沒有體力了! 先去休息啦! 攻擊無效.") return if author.character.member_id == user.id: dead = RPGCharacterUtil.changeHp(other, -1 * author.hp_max) if dead: StatusUtil.createComaStatus(guild_id=ctx.guild.id, user=user, hp_max=other.hp_max) await ctx.send(f"{name} 決定朝自己的腹部捅一刀, 因為流血過多而昏厥過去了. 攻擊成功") return if RPGCharacterUtil.tryToAttack(author, other): atk = RPGCharacterUtil.getAttackPoint(author) dead = RPGCharacterUtil.changeHp(other, -1 * atk) if dead: StatusUtil.createComaStatus(ctx.guild.id, user, other.hp_max) RPGCharacterUtil.attackSuccess(author) await ctx.send(f"'{name}' 減少了 {atk}點體力. 攻擊成功!") if StatusUtil.isComa(user, ctx.guild.id): await ctx.send(f"由於你的攻擊, '{name}'生命力歸零昏厥了過去") # sent a message let member know is being attack msg = f"注意!你被{author_name}攻擊了!" await member.send(msg) else: await ctx.send(f"'{name}'成功的擋下了你的攻擊! 攻擊失敗!")
async def revive_rpg_character(self, ctx: commands.Command, user: User): if not ChannelUtil.hasChannel(ctx.guild.id, ctx.channel.id, Util.ChannelType.BANK): return if not RPGCharacterUtil.hasAdventureStared(user.id): await ctx.send("看起來對方不是冒險者呢. 無法回血") return other: RPGCharacter = RPGCharacterUtil.getRPGCharacter(user.id) author: RPGCharacter = RPGCharacterUtil.getRPGCharacter(ctx.author.id) name = await NicknameUtil.get_user_name(ctx.guild, user) if author.character.member_id == user.id: await ctx.send(f"此功能不是拿來幫你自己加血的, 請不要濫用職權.") return RPGCharacterUtil.changeHp(other, other.hp_max) await ctx.send(f"{name}生命值回復成功.")