def get_action(self, edit=False): action = Ai.get_action(self, edit=edit) self.unit.acted = True if action.name == 'ability': if action.ability.name == 'wing_clap': return if action.ability.name == 'take_air': self.unit.breathing = self.fight.turn if self.unit.energy > 2 and self.unit.hp < self.unit.max_hp/2: Ai.get_action(self, edit=edit) if action.name == 'ability': if action.ability.name == 'take_air': self.unit.breathing = self.fight.turn
def get_action(self, edit=False): action = Ai.get_action(self, edit=edit) if action.name == 'ability': if action.ability.name is 'ogre_charge': self.unit.target = random.choice([ trgt for trgt in self.unit.targets() if trgt not in self.unit.melee_targets ]) # self.unit.announce(self.unit.to_string('skill_2', format_dict={'target': self.unit.target.name})) return elif action.ability.name is 'ogre_grab': # self.unit.announce(self.unit.to_string('skill_2', format_dict={'target': self.unit.target.name})) return elif engine.roll_chance(50) and action.name == 'melee_reload': self.unit.announce(self.unit.to_string('skill_1'))