def update(self): if chance(10): direct = self.hunt(True) Movable.move(self,direct) else: if not self.vector: Walker.update(self)
def update(self): if chance(10): direct = self.hunt(True) Movable.move(self, direct) else: if not self.vector: Walker.update(self)
def update(self): if chance(70): direct = self.hunt() if direct: self.move(direct) else: Walker.update(self) else: Walker.update(self) Breakable.update(self)
def choice_position(cls, world, location, i, j): if len(world.tiles[Point(i, j)]): return False for ij in world.get_near_cords(i, j): for player in world.tiles[Point(*ij)]: if isinstance(player, AloneTree): return True if chance(98): return False else: return True
def choice_position(cls, world, location, i ,j): if len(world.tiles[Point(i,j)]): return False for ij in world.get_near_cords(i,j): for player in world.tiles[Point(*ij)]: if isinstance(player, AloneTree): return True if chance(98): return False else: return True
def update(self): if self.alive: if chance(50): direct = self.hunt(False) if direct: delta = random()*TILESIZE direct += Point(delta, -delta) self.strike_ball(direct) else: Walker.update(self) else: Walker.update(self) Breakable.update(self)
def update(self): if self.alive: if chance(50): direct = self.hunt(False) if direct: delta = random() * TILESIZE direct += Point(delta, -delta) self.strike_ball(direct) else: Walker.update(self) else: Walker.update(self) Breakable.update(self)
def run(self): d = 1 t = time() while not self.running.is_set(): if not self.accepted: self.accept() else: sleep(ROUND_TIMER) self.update() self.in_messages = [] if time()-t>1: d*=-1 x = randrange(-500, 500) y = randrange(-500, 500) if d>0: self.send_move(Point(x,y)) else: self.send_ball(Point(x,y)) if chance(10): self.send_skill() if chance(10): self.send_apply_item(randrange(8)) t = time()
def die(self): if chance(self.cost): item = choice(self.loot)(self.position) self.world.new_object(item) Breakable.die(self)