def processAndSend(self, char, pos): position = [] if char == 'white:soldier' or char == 'black:soldier': sold = Soldier(char, pos) position = sold.getPositions() elif char == 'white:eleph' or char == 'black:eleph': elephant = Elephant(char, pos) position = elephant.getPositions() elif char == 'white:camel' or char == 'black:camel': cam = Camel(char, pos) position = cam.getPositions() elif char == 'white:horse' or char == 'black:horse': hors = Horse(char, pos) position = hors.getPositions() elif char == 'white:queen' or char == 'black:queen': qun = Queen(char, pos) position = qun.getPositions() elif char == 'white:king' or char == 'black:king': kin = King(char, pos) position = kin.getPositions() dataString = pickle.dumps(position) self.client.send(dataString)
def __init__(self, master, name='Demon'): Soldier.__init__(self, name) self.weapon = Axe(self) self.current_state.is_undead = True self.current_state.title = 'Undead' self.master = master master.set_slave(self)
def craete_class_from_json(file): armies = [] with open(file, 'r') as f: data = json.load(f) for army in data['armies']: squads = [] for squad in army['squads']: if squad['type'] == 'soldiers': units = [] for unit in squad['units']: unit = Soldier(health=unit['health'], recharge=unit['recharge']) units.append(unit) squads.append(Squad(squad['type'], units)) elif squad['type'] == 'vehicles': units = [] for unit in squad['units']: operators = [] for operator in unit['operators']: operators.append( Soldier(operator['health'], operator['recharge'])) units.append( Vehicle(unit['health'], unit['recharge'], operators)) squads.append(Squad(squad['type'], units)) army = Army(army['name'], army['strategy'], squads) armies.append(army) return armies
class TestEligibility(unittest.TestCase): candidate1 = Soldier(23) candidate2 = Soldier(17) candidate3 = Soldier(24) candidate4 = Soldier(18) def test_one(self): self.assertEqual(self.candidate1.checkagelimit(), True)
def creat_soldier(): data = Soldier() data.x = soldier_data['x'] data.y = soldier_data['y'] data.hit_point = soldier_data['hit_point'] return data
def insert_after(self, x, n): '''a method that can insert soldiers into the linked list at any point in the linked list that takes a soldier to insert after and the number of a new soldier as parameter.''' y = Soldier(n) # makes the new soldier z = x.next # stores the soldier after the soldier that is going to be inserted after. y.prev = x # makes the 4 new connections with the new soldier in order to add it to the linked list. y.next = z x.next = y z.prev = y
class TestEligibility(unittest.TestCase): candidate1=Soldier(23) candidate2=Soldier(17) candidate3=Soldier(25) candidate4=Soldier(18) def test_one(self): self.assertEqual(self.candidate1.checkagelimit(),True) def test_two(self): self.assertEqual(self.candidate2.checkagelimit(),False) def test_three(self): self.assertEqual(self.candidate3.checkagelimit(),True) def test_four(self): self.assertEqual(self.candidate4.checkagelimit(),False)
def enter(): global soldier, space_world, soldier_bullet_team, tower, ship_bullet_team, alien_team space_world = Space_World() soldier = Soldier() tower = Tower() soldier_bullet_team = [Soldier_Bullet() for i in range(10)] ship_bullet_team = [Ship_Bullet() for i in range(30)] alien_team = [Alien() for i in range(30)] soldier.get_space(space_world) tower.get_space(space_world) for alien in alien_team: alien.get_tower(tower)
class Army: def __init__(self, soldiers, medics): self.soldiers = Soldier(soldiers) self.medics = Medic(medics) def health(self): return self.soldiers.health() + self.medics.health()
def enter(): clear_canvas() global soldier, space, tutorial soldier = Soldier() space = Space() tutorial = Tutorial()
def add_unit(self, unit): if unit['unit_type'] == 'Soldier': self.units.append( Soldier(self._clock, unit['name'], unit['health'])) elif unit['unit_type'] == 'Vehicle': self.units.append( Vehicle(self._clock, unit['name'], unit['health'], unit['operators']))
class TestEligibility2(unittest.TestCase): candidate11 = Soldier(23) candidate12 = Soldier(17) candidate13 = Soldier(25) candidate14 = Soldier(18) candidate15 = Soldier(26) candidate16 = Soldier(24) candidate17 = Soldier(19) def test_one_abc(self): self.assertEqual(self.candidate11.checkagelimit(), True) def test_two_abc(self): self.assertEqual(self.candidate12.checkagelimit(), False) def test_three_abc(self): self.assertEqual(self.candidate13.checkagelimit(), True) def test_four_abc(self): self.assertEqual(self.candidate14.checkagelimit(), False) def test_five_abc(self): self.assertEqual(self.candidate15.checkagelimit(), False) def test_six_abc(self): self.assertEqual(self.candidate16.checkagelimit(), True) def test_seven_abc(self): self.assertEqual(self.candidate17.checkagelimit(), False)
class TestEligibility1(unittest.TestCase): candidate1 = Soldier(23) candidate2 = Soldier(17) candidate3 = Soldier(25) candidate4 = Soldier(18) candidate5 = Soldier(26) candidate6 = Soldier(24) candidate7 = Soldier(19) def test_one(self): self.assertEqual(self.candidate1.checkagelimit(), True) def test_two(self): self.assertEqual(self.candidate2.checkagelimit(), False) def test_three(self): self.assertEqual(self.candidate3.checkagelimit(), True) def test_four(self): self.assertEqual(self.candidate4.checkagelimit(), False) def test_five(self): self.assertEqual(self.candidate5.checkagelimit(), False) def test_six(self): self.assertEqual(self.candidate6.checkagelimit(), True) def test_seven(self): self.assertEqual(self.candidate7.checkagelimit(), False)
def enter(): clear_canvas() global soldier, space, tutorial, soldier_bullet_team, alien_team soldier = Soldier() space = Space() tutorial = Tutorial() soldier_bullet_team = creat_soldier_bullet_team() alien_team = creat_alien_team()
class SoldierBuilder: def __init__(self, name_weapon_factory): self.__weapon_factory = name_weapon_factory self.__soldier = None def reset(self, military_unit_number: int, name: str): self.__soldier = Soldier(military_unit_number, name) @property def soldier(self): soldier = self.__soldier return soldier def create_new_soldier(self, military_unit_number: int, name: str): self.__soldier = Soldier(military_unit_number, name) return self def add_strategy_kill(self, strategy): self.__soldier.set_strategy_kill(strategy) return self def add_knife(self): knife = self.__weapon_factory.create_knife() self.__soldier.add_weapon(knife) return self def add_sapper(self): sapper = self.__weapon_factory.create_sapper() self.__soldier.add_weapon(sapper) return self def add_pistol(self): pistol = self.__weapon_factory.create_pistol() self.__soldier.add_weapon(pistol) return self def add_automatic(self): automatic = self.__weapon_factory.create_automatic() self.__soldier.add_weapon(automatic) return self
def __init__(self): self.soldier = Soldier(400, 400) self.health = 100 self.screen = self.setup_pygame() self.font = self.setup_font() self.screen_rect = self.screen.get_rect() self.soldier_group = self.create_digimon() self.enemy_group = self.create_bullet() self.cannon_group = self.create_cannon() self.bullet_group = self.create_bullet() self.player_bullet_group = self.create_bullet() self.clock = pygame.time.Clock() self.fps = 60 self.done = False self.current_time = 0.0 self.speed = 5 self.mode = "main_menu" self.play = pygame.Rect(150, 450, 100, 50) self.exit = pygame.Rect(550, 450, 100, 50)
def deathCheck(): # Used for checking if an ant should die from enemy import enemies from soldier import soldiers, Soldier enemylocations = set((enemy.x, enemy.y) for enemy in enemies) overlaps = [ant for ant in ants if (ant.x, ant.y) in enemylocations] for overlap in overlaps: antDeathStack.push(overlap.x) antDeathStack.push(overlap.y) list(map(lambda Soldier: Soldier.target(antDeathStack), soldiers)) overlap.death() if deathmessages: print("Enemy killed ant", overlap.id) #soldierlocations = set((soldier.x,soldier.y) for soldier in soldiers) #print(enemylocations.intersection(soldierlocations)) #list(map(lambda enemy:enemy.death(),enemylocations.intersection(soldierlocations))) for soldier in soldiers: for index, enemy in enumerate(enemies): if soldier.x == enemy.x and soldier.y == enemy.y: if deathmessages: print("soldier", soldier.id, "has killed enemy ", enemy.id, "Good job lilguy!") enemy.death(index) #calls enemy death func
def take_turn(self, offensive_units): #[Unit] => void all_enemies = self.gc.sense_nearby_units_by_team( bc.MapLocation(self.gc.planet(), 0, 0), 1000000, Helper.get_opposing_team(self.gc.team())) if len(all_enemies) > 0: self.rally_point = all_enemies[0].location.map_location() self.on_alert = True else: self.rally_point = self.get_default_rally_point() self.on_alert = False for unit in offensive_units: soldier = self.unit_info.get(unit.id) if soldier is None: if unit.unit_type == bc.UnitType.Knight: soldier = Knight(self.gc, self.intel_map, self.mov, self.astro, Role.Attack, unit) elif unit.unit_type == bc.UnitType.Ranger: soldier = Ranger(self.gc, self.intel_map, self.mov, self.astro, Role.Attack, unit) elif unit.unit_type == bc.UnitType.Mage: soldier = Mage(self.gc, self.intel_map, self.mov, self.astro, Role.Attack, unit) elif unit.unit_type == bc.UnitType.Healer: soldier = Healer(self.gc, self.intel_map, self.mov, self.astro, Role.Attack, unit, self) else: soldier = Soldier(self.gc, self.intel_map, self.mov, self.astro, Role.Scout, unit) soldier.set_rally_point(self.rally_point) self.unit_info[unit.id] = soldier if self.gc.planet() == bc.Planet.Mars: soldier.set_role(Role.Scout) soldier.set_rally_point(self.rally_point) soldier.take_turn(unit, self.on_alert) #Carry out soldier move soldier.move_and_attack()
def __init__(self, game, pos): Soldier.__init__(self, game, pos) self.shield = 2 self.shield_component = None
def create_new_soldier(self, military_unit_number: int, name: str): self.__soldier = Soldier(military_unit_number, name) return self
def army_pass_time(self): for i in self.units: if self.data[i]: Soldier.update_time(self.data[i], self.top_age)
self.operators[n].damage_received(damage * 0.3) else: self.operators[n].damage_received(damage * 0.1) elif self.count_operator == 1: self.operators[n].damage_received(damage * 0.4) self.time_recharge = clock.set_time(self.recharge) print("health of vehicle: {}".format(self.health)) for n, operator in enumerate(self.operators): print("health of operator {}: {}".format(n, operator.health)) self.check_operators() operators = [] oper1 = Soldier() oper2 = Soldier() oper3 = Soldier() operators.append(oper1) operators.append(oper2) operators.append(oper3) vehicle = Vehicle(100, 2, 100, operators) vehicle.damage_received(100) for n in range(vehicle.count_operator): print(vehicle.operators[n].health) vehicle.damage_received(100) for n in range(vehicle.count_operator):
def __init__(self, name, team, fireteam, posx, posy, orientation, aggression): # subclass specific arguments go here Soldier.__init__(self, name, team, fireteam, posx, posy, orientation, aggression)
class TestEligibility(unittest.TestCase): candidate3=Soldier(24) def test_three(self): self.assertEqual(self.candidate1.checkagelimit(),True)
def act(self): Soldier.act(self)
def displaySoldier(self): Soldier.displaySoldier(self)
class TestEligibility(unittest.TestCase): candidate4 = Soldier(18) def test_four(self): self.assertEqual(self.candidate4.checkagelimit(), True)
def decide(self): Soldier.decide(self)
def __init__(self): self.first_soldier = Soldier( 1) # sets the first soldier as a soldier numbered 1. self.first_soldier.next = self.first_soldier # sets the next and previous soldier as the first soldier if none have been added. self.first_soldier.prev = self.first_soldier
def add_operator(self, operator): if operator['unit type'] == Soldier: self.operators.append( Soldier(self.clock, operator['name'], operator['health']))
def test_basic(self): self.assertEqual(Soldier(10).health(), 100)
def __init__(self): self.soldier = Soldier(1, 1, 1, 1, 1, "1")
def __init__(self, soldiers, medics): self.soldiers = Soldier(soldiers) self.medics = Medic(medics)
def reset(self, military_unit_number: int, name: str): self.__soldier = Soldier(military_unit_number, name)
def __init__(self): """ This constructor instantiates a game board, instantiates and adds the game piece objects to the board, initializes the game state to "unfinished", initializes the current turn as the red players, and initializes the in-check status of the players. """ self._board = self._board = { "a1": None, "b1": None, "c1": None, "d1": None, "e1": None, "f1": None, "g1": None, "h1": None, "i1": None, # row 2 "a2": None, "b2": None, "c2": None, "d2": None, "e2": None, "f2": None, "g2": None, "h2": None, "i2": None, # row 3 "a3": None, "b3": None, "c3": None, "d3": None, "e3": None, "f3": None, "g3": None, "h3": None, "i3": None, # row 4 "a4": None, "b4": None, "c4": None, "d4": None, "e4": None, "f4": None, "g4": None, "h4": None, "i4": None, # row 5 "a5": None, "b5": None, "c5": None, "d5": None, "e5": None, "f5": None, "g5": None, "h5": None, "i5": None, # row 6 "a6": None, "b6": None, "c6": None, "d6": None, "e6": None, "f6": None, "g6": None, "h6": None, "i6": None, # row 7 "a7": None, "b7": None, "c7": None, "d7": None, "e7": None, "f7": None, "g7": None, "h7": None, "i7": None, # row 8 "a8": None, "b8": None, "c8": None, "d8": None, "e8": None, "f8": None, "g8": None, "h8": None, "i8": None, # row 9 "a9": None, "b9": None, "c9": None, "d9": None, "e9": None, "f9": None, "g9": None, "h9": None, "i9": None, # row 10 "a10": None, "b10": None, "c10": None, "d10": None, "e10": None, "f10": None, "g10": None, "h10": None, "i10": None, } self._red_pieces = [] self._black_pieces = [] red_char_1 = Chariot("red", "a1") self.update_board("a1", red_char_1) self._red_pieces.append(red_char_1) black_char_1 = Chariot("Black", "a10") self.update_board("a10", black_char_1) self._black_pieces.append(black_char_1) red_horse_1 = Horse("red", "b1") self.update_board("b1", red_horse_1) self._red_pieces.append(red_horse_1) black_horse_1 = Horse("black", "b10") self.update_board("b10", black_horse_1) self._black_pieces.append(black_horse_1) red_ele_1 = Elephant("red", "c1") self.update_board("c1", red_ele_1) self._red_pieces.append(red_ele_1) black_ele_1 = Elephant("black", "c10") self.update_board("c10", black_ele_1) self._black_pieces.append(black_ele_1) red_adv_1 = Advisor("red", "d1") self.update_board("d1", red_adv_1) self._red_pieces.append(red_adv_1) black_adv_1 = Advisor("black", "d10") self.update_board("d10", black_adv_1) self._black_pieces.append(black_adv_1) red_gen = General("red", "e1") self.update_board("e1", red_gen) self._red_pieces.append(red_gen) black_gen = General("Black", "e10") self.update_board("e10", black_gen) self._black_pieces.append(black_gen) red_adv_2 = Advisor("Red", "f1") self.update_board("f1", red_adv_2) self._red_pieces.append(red_adv_2) black_adv_2 = Advisor("black", "f10") self.update_board("f10", black_adv_2) self._black_pieces.append(black_adv_2) red_ele_2 = Elephant("red", "g1") self.update_board("g1", red_ele_2) self._red_pieces.append(red_ele_2) black_ele_2 = Elephant("black", "g10") self.update_board("g10", black_ele_2) self._black_pieces.append(black_ele_2) red_horse_2 = Horse("red", "h1") self.update_board("h1", red_horse_2) self._red_pieces.append(red_horse_2) black_horse_2 = Horse("black", "h10") self.update_board("h10", black_horse_2) self._black_pieces.append(black_horse_2) red_char_2 = Chariot("red", "i1") self.update_board("i1", red_char_2) self._red_pieces.append(red_char_2) black_char_2 = Chariot("black", "i10") self.update_board("i10", black_char_2) self._black_pieces.append(black_char_2) red_can_1 = Cannon("red", "b3") self.update_board("b3", red_can_1) self._red_pieces.append(red_can_1) black_can_1 = Cannon("black", "b8") self.update_board("b8", black_can_1) self._black_pieces.append(black_can_1) red_can_2 = Cannon("red", "h3") self.update_board("h3", red_can_2) self._red_pieces.append(red_can_2) black_can_2 = Cannon("black", "h8") self.update_board("h8", black_can_2) self._black_pieces.append(black_can_2) red_sol_1 = Soldier("red", "a4") self.update_board("a4", red_sol_1) self._red_pieces.append(red_sol_1) red_sol_2 = Soldier("red", "c4") self.update_board("c4", red_sol_2) self._red_pieces.append(red_sol_2) red_sol_3 = Soldier("red", "e4") self.update_board("e4", red_sol_3) self._red_pieces.append(red_sol_3) red_sol_4 = Soldier("red", "g4") self.update_board("g4", red_sol_4) self._red_pieces.append(red_sol_4) red_sol_5 = Soldier("red", "i4") self.update_board("i4", red_sol_5) self._red_pieces.append(red_sol_5) black_sol_1 = Soldier("black", "a7") self.update_board("a7", black_sol_1) self._black_pieces.append(black_sol_1) black_sol_2 = Soldier("black", "c7") self.update_board("c7", black_sol_2) self._black_pieces.append(black_sol_2) black_sol_3 = Soldier("black", "e7") self.update_board("e7", black_sol_3) self._black_pieces.append(black_sol_3) black_sol_4 = Soldier("black", "g7") self.update_board("g7", black_sol_4) self._black_pieces.append(black_sol_4) black_sol_5 = Soldier("black", "i7") self.update_board("i7", black_sol_5) self._black_pieces.append(black_sol_5) self._game_state = "UNFINISHED" self._turn = True self.generate_moves() self._red_in_check = {"red": False} self._black_in_check = {"black": False}
class TestSoldier(object): def __init__(self): self.soldier = Soldier(1, 1, 1, 1, 1, "1") def test_age(self): assert self.soldier.will_retire(1)
def observe(self): Soldier.observe(self)