def clone(self): newBoard = [] ants1 = [] ants2 = [] cons1 = [] cons2 = [] cons3 = [] food1 = self.inventories[PLAYER_ONE].foodCount food2 = self.inventories[PLAYER_TWO].foodCount for col in xrange(0,len(self.board)): newBoard.append([]) for row in xrange(0,len(self.board)): newLoc = self.board[col][row].clone() newBoard[col].append(newLoc) #Organize constructions into inventories if newLoc.constr != None and type(newLoc.constr) is Building and newLoc.constr.player == PLAYER_ONE: cons1.append(newLoc.constr) elif newLoc.constr != None and type(newLoc.constr) is Building and newLoc.constr.player == PLAYER_TWO: cons2.append(newLoc.constr) #Organize ants into inventories if newLoc.ant != None and newLoc.ant.player == PLAYER_ONE: ants1.append(newLoc.ant) elif newLoc.ant != None and newLoc.ant.player == PLAYER_TWO: ants2.append(newLoc.ant) for constr in self.inventories[NEUTRAL].constrs: cons3.append(constr.clone()) newInventories = [Inventory(PLAYER_ONE, ants1, cons1, food1), Inventory(PLAYER_TWO, ants2, cons2, food2), Inventory(NEUTRAL, [], cons3, 0) ] return GameState(newBoard, newInventories, self.phase, self.whoseTurn)
def load_entities(self): grid = self.create_grid(self.map_file) entities = [] for row in range(grid.shape[0]): for col in range(grid.shape[1]): entity = None if grid[row][col] == 1: entity = Player(col, row, Inventory(2, 10)) elif grid[row][col] == 2: inventory = Inventory(3, 5) inventory.add_item(DamageItem()) entity = Enemy(col, row, inventory) elif grid[row][col] == 3: entity = Wall(col, row) elif grid[row][col] == 4: entity = Treasure(col, row, [DamageItem()]) elif grid[row][col] == 5: entity = EndLevel(col, row) if entity: entities.append(entity) return entities
def setup_state(self): board = [[Location((col, row)) for row in xrange(0, c.BOARD_LENGTH)] for col in xrange(0, c.BOARD_LENGTH)] p1Inventory = Inventory(c.PLAYER_ONE, [], [], 0) p2Inventory = Inventory(c.PLAYER_TWO, [], [], 0) neutralInventory = Inventory(c.NEUTRAL, [], [], 0) return GameState(board, [p1Inventory, p2Inventory, neutralInventory], c.SETUP_PHASE_1, c.PLAYER_ONE)
def getBlankState(): board = [] for y in range(10): tmp = [] for x in range(10): tmp.append(Location((x, y))) board.append(tmp) invents = [ Inventory(PLAYER_ONE, [], [], 0), Inventory(PLAYER_TWO, [], [], 0), Inventory(NEUTRAL, [], [], 0) ] return GameState(board, invents, SETUP_PHASE_1, PLAYER_ONE)
def run_tests(): """Test Store class.""" # Create Inventory item1 = Item("Blue Wool", "2 Stacks", 1) item2 = Item("Red Wool", "2 Stacks", 1) inv = Inventory() inv.add_item(item1) inv.add_item(item2) # Create Store store = Store("All Australian Wool", 300, 400, "All your wool Needs!", inv) print(store) # Test update_description store.update_description("Lots of wool Colours") print(store) # Test update Location store.update_location(509, 5002) print(store) # Test list Inventory for item in store.inventory.items: print(item)
def __init__(self): super().__init__() self.stage_level = 1 self.ended = False self.animation_update_time = 0.13 self.animation_update_time = 0.13 self.map = Map() self.player = Player("image/player.png", x_pos=0, y_pos=0, stat_hp=25, stat_str=5, stat_arm=1) self.staircase = Structure.Staircase(0, 0) self.player.position, self.staircase.position, character_list, object_list\ = self.map.generate_map(self.stage_level) self.character_list = [self.player] + character_list self.object_list = [self.staircase] + object_list self.draw = Draw() self.inventory = Inventory(self.draw.view) self.setWindowTitle("ADRogue") self.setStyleSheet("background-color: #B7A284") self.setCentralWidget(self.draw) self.map.set_object_map(self.object_list) self.map.set_character_map(self.character_list) self.draw.setFixedSize(QSize(1294, 810)) self.update_animation_thread = threading.Thread( target=self.update_animation) self.update_animation_thread.start()
def toInventory(self, checked): if self.inventory_window is None: self.inventory_window = Inventory() self.inventory_window.show() else: self.inventory_window.close() self.inventory_window = None
def __init__(self): self.name = "Character" self.player_name = "Zorg" self.character_level = 1 self.hp = 100 self.location_x, self.location_y = (0, 0) self.inventory = Inventory() self.inventory.add_to_pouch("Gold", 15) self.inventory.add_to_inventory(Items.Fist(), 1) self.inventory.equip_main_hand("Fist") self.character_class = "No Class" self.strength = 10 self.dexterity = 10 self.constitution = 10 self.intellect = 10 self.attributes = { "Strength: ": self.strength, "Dexterity: ": self.dexterity, "Constitution: ": self.constitution, "Intellect: ": self.intellect } self.weapon = self.inventory.get_main_hand_equipped() self.dmg_mod = 2
def __init__(self, name="Player", health=20, shield=10, dodge=0, parry=0, criticalHit=1, mana=10, damageMin=1, damageMax=2, armor=0, xp=0, inventory=Inventory()): Character.__init__(self, name, health, shield, dodge, parry, criticalHit, mana, damageMin, damageMax, armor, xp, inventory) self.statistics = Statistics() self.success = { "monster_hunter": Success(name="Monster hunter"), "commercial": Success(name="Commercial"), "lucky": Success(name="Lucky"), "compulsive_buyer": Success(name="Compulsive buyer"), "vendor": Success(name="Vendor on the run"), "consumer": Success(name="Consumer"), "the_end": Success(name="The End") }
def __init__(self): """ creates a new program """ self.input = Input() self.output = Output() self.inventory = Inventory() self.choice = None
def __init__(self, env): random.seed(5) self.clock = env # Create Instances of main components self.floor = Floor(env) self.inventory = Inventory(env, self.floor) self.robot_scheduler = RobotScheduler(env, self.floor) self.order_control = OrderControl(env, self.inventory)
def __init__(self, x, y): self.x = x self.y = y self.ammo = 10 self.healthPacks = 3 self.inventory = Inventory() self._current_weapon = None self._health = 20 self._maxHealth = self._health
def __init__(self): self.db = DB() self.__employees = Employees(self) self.__vendors = Vendors(self) self.__time_clock = TimeClock(self) self.__orders = Orders(self) self.__inventory = Inventory(self) self.__register = Register(self) self.account = Account()
def __init__(self): super().__init__() self._Health = 100 self._Armor = 0 self._MaxHealth = 100 self._MaxArmor = 100 self._Dead = False self._Inventory = Inventory() self._MoveAble = True
def __create_pending(self, num_sublots, arrival, today): # return pending_lst or None pending_q = self.product.get_sublot_quantity() pending_inv = [] for i in range(num_sublots): sell = today + timedelta(days=self.product.get_sell_by()) inv = Inventory(self.product.grp_id, 0, 0, pending_q, arrival, sell) pending_inv.append(inv) return pending_inv
def create_app(inventory_file_path="inventory.txt"): app = web.Application() app["inventory"] = Inventory(load_inventory_from_file(inventory_file_path)) app.add_routes([ web.get('/get-categories-for-store/{store_id}', get_categories_for_store), web.get('/get-item-inventory/{item_name}', get_item_inventory), web.get('/get-median-for-category/{category}', get_median_for_category), ]) return app
def testUse(self): dummy = Character('dummy', 20, 0, 0, Inventory([HealingPotion('normal')])) dummy.hp = 5 charController = CharacterController() charController.makeUse(dummy, dummy.inventory.items[0], dummy) self.assertEqual(dummy.hp, 15) self.assertFalse(dummy.inventory.items) dummy.pickup(self.potion) charController.makeUse(dummy, dummy.inventory.items[0], dummy) self.assertEqual(dummy.hp, 20)
def fastclone(self): newBoard = None #For speed, preallocate the lists at their eventual size ants1 = [None] * len(self.inventories[PLAYER_ONE].ants) ants2 = [None] * len(self.inventories[PLAYER_TWO].ants) cons1 = [None] * len(self.inventories[PLAYER_ONE].constrs) cons2 = [None] * len(self.inventories[PLAYER_TWO].constrs) cons3 = [None] * len(self.inventories[NEUTRAL].constrs) antIndex1 = 0 antIndex2 = 0 conIndex1 = 0 conIndex2 = 0 conIndex3 = 0 #clone all the entries in the inventories for ant in self.inventories[PLAYER_ONE].ants: ants1[antIndex1] = ant.clone() antIndex1 += 1 for ant in self.inventories[PLAYER_TWO].ants: ants2[antIndex2] = ant.clone() antIndex2 += 1 for constr in self.inventories[PLAYER_ONE].constrs: cons1[conIndex1] = constr.clone() conIndex1 += 1 for constr in self.inventories[PLAYER_TWO].constrs: cons2[conIndex2] = constr.clone() conIndex2 += 1 for constr in self.inventories[NEUTRAL].constrs: cons3[conIndex3] = constr.clone() conIndex3 += 1 #clone the list of inventory objects food1 = self.inventories[PLAYER_ONE].foodCount food2 = self.inventories[PLAYER_TWO].foodCount newInventories = [ Inventory(PLAYER_ONE, ants1, cons1, food1), Inventory(PLAYER_TWO, ants2, cons2, food2), Inventory(NEUTRAL, [], cons3, 0) ] return GameState(newBoard, newInventories, self.phase, self.whoseTurn)
def __init__(self, env): # Seed in which the randomness of the simulation pans out # Change the number to see different Order schedules random.seed(5) # env is the SimPy simulation environment. It works as our world clock for this simulation # env is created and can be adjusted at the bottom of Warehouse.py self.clock = env # Create Instances of main components self.floor = Floor(env) self.inventory = Inventory(env, self.floor) self.robot_scheduler = RobotScheduler(env, self.floor) self.order_control = OrderControl(env, self.inventory)
def __init__(self, x=0, y=0): self.x = x self.y = y self.status = -1 self.area = None self.name = "BigPigMoon" self.hp = 100 self.damage = 1 self.level = 1 self.damage_resistance = 0.5 self.inventory = Inventory()
def test_get_median_for_category_simple(self): items = [ { "store": 1, "category": 1, "item_name": "The Item", "items": 4, "price": 200 }, ] inventory = Inventory(items) assert inventory.get_median_for_category(1) == 200
def new(self): """Game class method to start a new game. """ # start a new game # initialise sprite groups self.all_sprites = pygame.sprite.LayeredUpdates() self.walls = pygame.sprite.LayeredUpdates() self.gui = pygame.sprite.LayeredUpdates() self.enemies = pygame.sprite.LayeredUpdates() self.item_drops = pygame.sprite.LayeredUpdates() # instantiate dungeon self.dungeon = Dungeon(self, cfg.DUNGEON_SIZE) if self.loaded: self.dungeon.tileset = self.saveGame.data['tileset'] else: self.dungeon.create() self.WSign = self.imageLoader.WarnSign self.WSign2 = self.imageLoader.WarnSign2 self.inventory = Inventory(self) # spawn the player in the middle of the room self.player = Player(self, (cfg.WIDTH // 2, cfg.TILESIZE * 12)) self.currentpistol = Pistol(self, self.player) self.currentmachine = MachineGun(self, self.player) if self.pistolpick == True: self.player.itemA = self.currentpistol elif self.machinegunpick == True: self.player.itemA = self.currentmachine # load settings if self.loaded: self.loadSavefile() # spawn the new objects (invisible) self.prev_room = self.dungeon.current_room_index self.transitRoom(self, self.dungeon) # create a background image from the tileset for the current room self.background = self.tileRoom(self, self.imageLoader.tileset, self.dungeon.current_room_index) self.run()
def __init__(self, name, hp=10, strength=5, toughness=1, inventory=None, equipment=None): self.name = name self.maxHp = hp self.hp = hp self.strength = strength self.toughness = toughness self.equipment = Equipment() if equipment is None else equipment self.inventory = Inventory([HealingPotion() ]) if inventory is None else inventory
def __init__(self): self.name = 'Richard' self.max_hp = 50 self.hp = self.max_hp self.lvl = 1 self.exp = 0 self._expForLvlUp = 30 self.damage = 10 self.defence = 0 self.atk = '' self.defend = '' self.inventory = Inventory() self.equipment = Equipment() self.gold = 0 self.rewards = Rewards()
def __init__(self, name="Zombie", health=20, shield=2, dodge=0, parry=0, criticalHit=1, mana=0, damageMin=2, damageMax=4, armor=0, xp=0, inventory=Inventory()): Character.__init__(self, name, health, shield, dodge, parry, criticalHit, mana, damageMin, damageMax, armor, xp, inventory)
def main(): # Set up Rick's guitar inventory inventory = Inventory() initialize_inventory(inventory) what_erin_likes = Guitar("", 0, "fender", "Stratocastor", "electric", "Alder", "Alder") guitar = inventory.search(what_erin_likes) if guitar != None: print("Erin you might like this", guitar.builder, guitar.model, guitar.type, "guitar:\n", guitar.back_wood, "back and sides,\n", guitar.top_wood, "top.\n You can have it for only $", guitar.price, "!") else: print("Sorry, Erin, we have nothing for you.")
def run_tests(): """Test Inventory class.""" # Test empty Inventory (defaults) print("Test empty Inventory:") inv = Inventory() assert not inv.items # an empty list is considered False # Test adding an Item with values print("\nTest adding Item:") inv.add_item(Item("Red Wool", "2 Stacks", 2)) inv.add_item(Item("Green Wool", "2 Stacks", 2)) # Test list_inventory for item in inv.list_items(): print(item)
def runWarehouse(): env = simpy.Environment() # Test Instances of Areas floor = Floor(env) inventory = Inventory(env) robotScheduler = RobotScheduler(env, floor) orderControl = OrderControl(env) # Place items into shelves within ShelfAreas shelveStock() orders_to_complete = orderControl.allOrders order_one = orders_to_complete[0] processOrder(floor, inventory, order) floor.printMap()
def __init__(self, name, north, east, south, west, description=""): if name.endswith("*"): self.name = name[:-1] self.visited = True else: self.name = name self.visited = False self.description = description self.surrounding = { "north": north, "east": east, "south": south, "west": west } self.inventory = Inventory(self) self.test_tile_validity()
def __init__(self): self.heroRace = Race() self.heroClass = "" #Получаем Данные от пользователя self.getName() self.getClass() self.getRace() super().__init__(self.name, self.heroRace.stats, Elements(), 0) ## Инвентарь героя self.inventory = Inventory() ## Обмундирование героя self.equipment = Equipment() ## Карман с Лечебками героя self.potionsPocket = PotionsPocket()