Exemplo n.º 1
0
 def __init__(self, name,):
     self.name = name
     self.power_level = 700000
     self.health = 750
     self.weapon_options = [Weapons('Longsword', 60), Weapons('Laser Beam', 35), Weapons('105mm Howitzer', 85)]
     self.chosen_weapon = None
     self.is_breaking_down = False
     self.is_destroyed = False
Exemplo n.º 2
0
    def load(self, root_dir, fail_fast=True):

        # load the version
        version_dir = join(root_dir, "docs")
        version_fname = join(version_dir, "version.xml")
        self.version = Version.load(version_fname)
        
        # load the abilities
        abilities_dir = join(root_dir, "abilities")
        self.ability_groups = AbilityGroups()
        self.ability_groups.load(abilities_dir, fail_fast=fail_fast)
        
        # load the archetypes
        archetype_dir = join(root_dir, "archetypes")
        self.archetypes = Archetypes()
        self.archetypes.load(ability_groups=self.ability_groups,
                             archetypes_dir=archetype_dir, fail_fast=fail_fast)

        # load the monsters
        monsters_dir = join(root_dir, "monsters")
        self.monster_groups = MonsterGroups()
        self.monster_groups.load(monsters_dir, fail_fast=fail_fast)

        # load the patrons
        patrons_dir = join(root_dir, "patrons")
        self.patrons = Patrons()
        self.patrons.load(patrons_dir=patrons_dir,
                          ability_groups=self.ability_groups,
                          fail_fast=fail_fast)

        # load the npcs
        npcs_dir = join(root_dir, "encounters") # FIXME
        self.npc_gangs = NPCGangs()        
        self.npc_gangs.load(npcs_dir=npcs_dir,
                            monster_groups=self.monster_groups,
                            fail_fast=fail_fast)

        # licenses
        resource_dir = join(root_dir, "resources")
        unused_resource_dir = join(root_dir, "unused_resources")
        self.licenses = Licenses()
        self.licenses.load((resource_dir, unused_resource_dir))

        # melee weapons
        melee_weapons_xml = join(root_dir, "items", "melee_weapons.xml")
        self.melee_weapons = Weapons(fname=melee_weapons_xml)
        self.melee_weapons.load()        
    
        # missile weapons
        missile_weapons_xml = join(root_dir, "items", "missile_weapons.xml")
        self.missile_weapons = Weapons(fname=missile_weapons_xml)
        self.missile_weapons.load()

        assert self.missile_weapons is not None
        return
Exemplo n.º 3
0
    def __init__(self, texture_enemies):
        self.doors = []
        self.current_level = None
        self.rifle = Weapons(ident='rifle', ammo=50, enabled=1)
        self.pistol = Weapons(ident='pistol', ammo=10, enabled=1)
        self.knife = Weapons(ident='knife', ammo=0, enabled=1)
        self.player = Player(gamemap=self.current_level, weapon=self.knife)

        if HEAD_BOB == True:
            self.bob_top = True
        else:
            self.bob_top = 'no bobbing'

        self.entities = []
        #8-14 x, 6-9 y
        for x in range(10, 11):
            for y in range(7, 8):
                test = Entity(x, y, texture_enemies, 0, 0)
                self.entities.append(test)
Exemplo n.º 4
0
    def __init__(self, gs, ship_type, player):
        img = ship_type + "/ship" + player + ".png"
        settings = ship_type + "/settings" + player + ".csv"
        gridfile = ship_type + "/grid" + player + ".dat"
        self.player = player

        pygame.sprite.Sprite.__init__(self)
        with open(settings) as f:
            data = csv.DictReader(f)
            for s in data:
                self.settings = s

        self.gs = gs

        self.image = pygame.image.load(img)
        self.rect = self.image.get_rect()

        # position
        self.rect.x = int(self.settings['x'])
        self.rect.y = int(self.settings['y'])

        grid_pos = (0,0)
        if ship_type == "cruiser":
            grid_pos = (self.rect.x+70, self.rect.y+50)
        else:
            grid_pos = (self.rect.x+100, self.rect.y+50)

        self.grid = Maps(self, grid_pos, gridfile)

        # resize
        scale_fac = float(self.settings['scale_fac'])
        self.size = self.image.get_size()
        self.image = pygame.transform.scale(self.image, (int(self.size[0]*scale_fac), int(self.size[1]*scale_fac)))

        ship_rect = self.image.get_rect()
        self.shield_rect = None
        if int(self.player) == 1:
            self.shield_rect = ship_rect.move(self.rect.x+30, self.rect.y)
        else:
            self.shield_rect = ship_rect.move(self.rect.x-30, self.rect.y)

        # shields
        self.shields = 3
        self.currentShield = 3
        # health
        self.health = 20
        # weapons
        weapon_name = "ion2.png"
        weapon_dir = "weapons/"+weapon_name
        self.weapon = Weapons(self, weapon_dir)
Exemplo n.º 5
0
 def __init__(
         self,
         name="",
         des="",
         lvl=1,
         mhp=0,
         mmp=0,
         atk=0,
         pdef=0,
         spd=0,
         crit=0,
         equipped={
             "weapon": Weapons(),
             "talisman": Item(),
             "bracelet": Item(),
             "ring": Item()
         },
         eqarmors={
             "left": Armor(),
             "right": Armor(),
             "head": Armor(),
             "body": Armor()
         },
         drop={
             "items": [],
             "xp": 0
         }):
     self.info = {
         "name": name,
         "description": des,
         "level": lvl,
         "mhp": mhp,
         "mmp": mmp,
         "hp": mhp,
         "mp": mmp,
         "atk": atk,
         "def": pdef,
         "spd": spd,
         "crit": crit,
         "equipped": equipped,
         "equipped armors": eqarmors,
         "drop": drop
     }
Exemplo n.º 6
0
 def __init__(
     self,
     name="",
     race="",
     gender="",
     pclass="",
     personality={
         "strength": 5,
         "dexterity": 5,
         "constitution": 5,
         "intelligence": 5,
         "wisdom": 5,
         "charisma": 5
     }):
     self.info = {
         "name":
         name,
         "race":
         race,
         "gender":
         gender,
         "class":
         pclass,
         "personality":
         personality,
         "level":
         1,
         "mhp":
         100,
         "mmp":
         100,
         "hp":
         100,
         "mp":
         100,
         "xp":
         0,
         "def":
         3 * int(personality["strength"]),
         "atk":
         5 * int(personality["strength"]),
         "spd":
         5 * int(personality["dexterity"]),
         "crit":
         2 * int(personality["dexterity"]),
         "money":
         0,
         "invlimit":
         3 * int((personality["strength"] + personality["dexterity"]) / 2),
         "wplimit":
         2 * int((personality["strength"] + personality["dexterity"]) / 2),
         "arlimit":
         int((personality["strength"] + personality["dexterity"]) / 2),
         "inventory": {
             "weapons": [],
             "armors": [],
             "items": [],
             "potions": []
         },
         "equipped armors": {
             "left": Armor(),
             "right": Armor(),
             "head": Armor(),
             "body": Armor()
         },
         "equipped": {
             "weapon": Weapons(),
             "talisman": Item(),
             "bracelet": Item(),
             "ring": Item()
         }
     }
Exemplo n.º 7
0
class Ship(pygame.sprite.Sprite):
    def __init__(self, gs, ship_type, player):
        img = ship_type + "/ship" + player + ".png"
        settings = ship_type + "/settings" + player + ".csv"
        gridfile = ship_type + "/grid" + player + ".dat"
        self.player = player

        pygame.sprite.Sprite.__init__(self)
        with open(settings) as f:
            data = csv.DictReader(f)
            for s in data:
                self.settings = s

        self.gs = gs

        self.image = pygame.image.load(img)
        self.rect = self.image.get_rect()

        # position
        self.rect.x = int(self.settings['x'])
        self.rect.y = int(self.settings['y'])

        grid_pos = (0,0)
        if ship_type == "cruiser":
            grid_pos = (self.rect.x+70, self.rect.y+50)
        else:
            grid_pos = (self.rect.x+100, self.rect.y+50)

        self.grid = Maps(self, grid_pos, gridfile)

        # resize
        scale_fac = float(self.settings['scale_fac'])
        self.size = self.image.get_size()
        self.image = pygame.transform.scale(self.image, (int(self.size[0]*scale_fac), int(self.size[1]*scale_fac)))

        ship_rect = self.image.get_rect()
        self.shield_rect = None
        if int(self.player) == 1:
            self.shield_rect = ship_rect.move(self.rect.x+30, self.rect.y)
        else:
            self.shield_rect = ship_rect.move(self.rect.x-30, self.rect.y)

        # shields
        self.shields = 3
        self.currentShield = 3
        # health
        self.health = 20
        # weapons
        weapon_name = "ion2.png"
        weapon_dir = "weapons/"+weapon_name
        self.weapon = Weapons(self, weapon_dir)
        # crew?

    def tick(self):
        self.gs.screen.blit(self.image, self.rect)
        # Health Icons
        for i in range(0, self.health):
            healthRect = pygame.Rect(self.rect.x + i*20, self.rect.y - 40, 15, 15)
            pygame.draw.rect(self.gs.screen, (0, 255, 0), healthRect, 0)

        # Shield Icons
        for i in range(0, self.shields):
            width = 0
            if i >= self.currentShield:
                width = 2
            shieldCircle = pygame.draw.circle(self.gs.screen, (0, 0, 255), (self.rect.x + i*30 + 10, self.rect.y - 10), 10, width)

        # Shield
        if self.currentShield != 0:
            angle1 = angle2 = 0
            if int(self.player) == 1:
                angle1 = math.pi*1.5
                angle2 = math.pi*2.5
            else:
                angle1 = math.pi*0.5
                angle2 = math.pi*1.5
            pygame.draw.arc(self.gs.screen, (0,0,255), self.shield_rect, angle1, angle2, self.currentShield)

        self.grid.tick()
        self.weapon.tick()
    def loadConfig(self):
        config = ConfigParser.SafeConfigParser(allow_no_value=True)
        config.read('main.ini')

        self.mods["base"] = self.loadMod("base")

        self.Weapons = Weapons()

        self.announcer = announcer.Announcer(self.actionHandler)
        self.announcer.start()

        requiredImports = []
        moduleImports = {}

        for mod in config.options("mods"):
            mod = str(mod).strip()
            if not mod in self.mods and mod != "base" and mod[0] != "#":
                logging.debug("Attempting to load module %s" % mod)
                curmod = self.loadMod(mod)
                if curmod:
                    self.mods[mod] = curmod
                    if hasattr(curmod, "requiredImports"):
                        requiredImports.extend(curmod.requiredImports)
                        moduleImports[
                            mod] = curmod.requiredImports  #this is used to check whether all dependencies are met before initializing the module
                    else:
                        moduleImports[mod] = []

        failedImports = []
        while len(requiredImports) > 0:
            impModule = requiredImports.pop()
            if not impModule in dir() or not impModule in self.mods:
                logging.info(
                    "Trying to import additional required module %s :" %
                    impModule)

                try:
                    file, pathname, descr = imp.find_module(impModule)
                except ImportError:
                    iM = self.loadMod(impModule)
                    if iM:
                        if hasattr(iM, "requiredImports"):
                            requiredImports.extend(iM.requiredImports)
                        self.mods[impModule] = iM
                        logging.info("Successfully imported module %s!" %
                                     impModule)
                    else:
                        logging.info(
                            "Could not import %s! (does the module exist?)" %
                            impModule)
                        failedImports.append(str(os.path.basename(impModule)))
                else:
                    imp.load_module(impModule, file, pathname, descr)
                    logging.info("Successfully imported module %s !" %
                                 impModule)

        for n, m in self.mods.items():  #name, module instance
            logging.info("Trying to initalize mod %s" % n)
            unmet = set(moduleImports.setdefault(n, [])) & set(failedImports)
            if len(unmet) > 0:
                logging.info("Unmet dependencies for module %s :" % n)
                logging.info(unmet)
                logging.info("Unloading module!")
                del (self.mods[n])
            else:
                logging.info("Loaded %s ( %s ) by %s" % (m.name, n, m.author))
                modConfig = ConfigParser.SafeConfigParser(allow_no_value=True)
                modConfig.read('configs/%s.cfg' % os.path.basename(n))
                self.mods[n] = m.Bf3Mod(self, self.actionHandler, modConfig)

        for n, m in self.mods.items():
            self.mods[n].modInit()
Exemplo n.º 9
0
from robots import Robot
from dinosaurs import Dinosaur
from fleet import Fleet
from herd import Herd
from battlefield import Battlefield
from weapons import Weapons
import ctypes
import random

if __name__ == '__main__':

    #Battlefield
    battlefield = Battlefield()

    #Weapons
    weapons = Weapons()

    # Robots
    robot_wally = Robot("Wall-E")
    robot_wally.power_level = 100
    robot_wally.attack_power = 60
    # weapons.choose_weapon(robot_wally)

    robot_megaman = Robot("Megaman")
    robot_megaman.power_level = 110
    robot_megaman.attack_power = 100
    # weapons.choose_weapon(robot_megaman)

    robot_marvin = Robot("Marvin")
    robot_marvin.power_level = 120
    robot_marvin.attack_power = 70
Exemplo n.º 10
0
 def newWeapons(self):
     weapons = Weapons()
     weapons.newMissile.connect(self.newMissile)
     weapons.newSprite.connect(self.newSprite)
     weapons.init()
     return weapons
Exemplo n.º 11
0
from typing import List

import discord
from discord.ext import commands
from discord.ext.commands import Context
from pubg_python import PUBG, Shard

from config import Config
from stat_options import StatOptions
from weapons import Weapons

conf = Config()
pubg_api = PUBG(conf.pubg_api, Shard.PC_NA)
# client = discord.Client()
bot = commands.Bot(command_prefix='$')
_weapons = Weapons()
stat_options = StatOptions()


@bot.command()
async def weapon(ctx: Context, weapon_name: str = '', player_name: str = ''):
    """Look up a specific weapon and print its stats to Discord."""
    print('You are in the weapon function')
    p_name = _player_name(ctx.author, player_name)
    author = ctx.author.name

    pubg_player_id = player_id(p_name)
    if pubg_player_id == -1:
        await ctx.send('Player Unknown')

    if weapon_name != '':
Exemplo n.º 12
0
class Shop():
    def __init__(self):
        global all_weapons
        self.all_weapons = all_weapons

    bronze_shortsword = Weapons("shortsword", "bronze")
    iron_shortsword = Weapons("shortsword", "bron")
    silver_shortsword = Weapons("shortsword", "silver")
    gold_shortsword = Weapons("shortsword", "gold")
    bronze_axe = Weapons("axe", "bronze")
    iron_axe = Weapons("axe", "iron")
    silver_axe = Weapons("axe", "silver")
    gold_axe = Weapons("axe", "gold")
    bronze_lance = Weapons("lance", "bronze")
    iron_lance = Weapons("lance", "iron")
    silver_lance = Weapons("lance", "silver")
    gold_lance = Weapons("lance", "gold")
    bronze_bow = Weapons("bow", "bronze")
    iron_bow = Weapons("bow", "iron")
    silver_bow = Weapons("bow", "silver")
    gold_bow = Weapons("bow", "gold")

    all_weapons = [
        bronze_shortsword, iron_shortsword, silver_shortsword, gold_shortsword,
        bronze_axe, iron_axe, silver_axe, gold_axe, bronze_lance, iron_lance,
        silver_lance, gold_lance, bronze_bow, iron_bow, silver_bow, gold_bow
    ]

    def weapons_shop(character, currency):
        global all_weapons
        global unlocked_weapons
        unlocked_weapons = []
        counter = 1
        ui.restartPage()
        print(Style.RESET_ALL +
              "Welcome to the shop, {}\n".format(character.name) + "|" +
              "─" * 50)
        print(" _͟ _")
        print("╱___╲")
        print("│=|=│\n" + "-" * 50)
        time.sleep(2)
        for i in all_weapons:
            if character.level >= i.required_level:
                print("|({1})  {0.material} {0.category} ".format(i, counter) +
                      Fore.YELLOW + "({0.price} coins)".format(i) +
                      Style.RESET_ALL + "\n" + "|" + "─" * 50)
                counter += 1
                unlocked_weapons.append(i)
            elif character.level < i.required_level:
                print("|" + Fore.RED + "You have not unlocked this yet!\n" +
                      Style.RESET_ALL + "|" + "─" * 50)
        select = input(
            "Select the number of the weapon you would like to purchase: ")
        while select.isdigit() == False:
            print("\nINVALID INPUT\n")
            select = input(
                "Select the number of the weapon you would like to purchase: ")
        select = int(select) - 1
        while select < 0 or select > len(unlocked_weapons):
            print("\nINVALID INPUT")
            select = input(
                "Select the number of the weapon you would like to purchase: ")
            while select.isdigit() == False:
                print("\nINVALID INPUT\n")
                select = input(
                    "Select the number of the weapon you would like to purchase: "
                )
            select = int(select) - 1
        selected_weapon = unlocked_weapons[select]
        cont = input(
            "So would you like to purchase the {0.material} {0.category}? It costs "
            .format(selected_weapon) + Fore.YELLOW +
            "{0.price} coins.".format(selected_weapon) + Style.RESET_ALL +
            " Y/N: ")
        cont = cont.lower()
        while cont not in ["y", "n"]:
            print("\nINVALID INPUT")
            cont = input(
                "So would you like to purchase the {0.material} {0.category}? It costs "
                .format(selected_weapon) + Fore.YELLOW +
                "{0.price} coins.".format(selected_weapon) + Style.RESET_ALL +
                " Y/N: ")
            cont = cont.lower()
        if cont == "n":
            # ui.restartPage()
            # Shop.shop(character, currency)
            pass
        else:
            return selected_weapon

    pillow = Items(
        40, 'none', 'none', 5, "Pillow",
        "The pillow restores your energy so you can take on the enemies...\n  and it's also very soft.",
        "You had a relaxing nap")
    Items = [pillow]
Exemplo n.º 13
0
            print('---------------')


def drop_item(dropped):
    if dropped in inventory:
        print({dropped}, 'dropped!')
        roomItems.append(dropped)
        rooms[currentRoom]['items'] = roomItems
        print(roomItems)
        inventory.remove(dropped)


# # weapons should do different damage to different enemy types

weapons = [
    Weapons('sword', 0, 5, 50, 100, 1),
    Weapons('mace', 'n', 6, 60, 100, 2),
    Weapons('axe', 'n', 7, 70, 100, 3)
]

allItems = {

    #0 = weapons, 1 = helms, 2 = armor, 3 = items
    0: {
        0: {
            'name': 'noweap',
            'defense': 0,
            'attack': 0
        },
        1: {
            'name': 'sword',
Exemplo n.º 14
0
def intro(character, melee_weapon, items, currency):
    print("PROLOGUE: THE FIRST FIGHT")
    wait(3)
    cont = input("Press enter to continue: ")
    ui.restartPage()
    print_text_file('StoryTexts/IntroTexts/intro1.txt')
    wait(10)
    option = input(
        Style.RESET_ALL +
        "\nWhat do you do?\n[A]pproach the lights, [R]un the other way, [W]ait for the lights to come to you: "
    )
    option = option.lower()
    while option not in ["a", "r", "w"]:
        print("\nINVALID INPUT")
        option = input(
            "What do you do?\n[A]pproach the lights, [R]un the other way, [W]ait for the lights to come to you: "
        )
        option = option.lower()
    if option == "w":
        print(Style.RESET_ALL + Fore.LIGHTBLACK_EX +
              "\nYou see a faint glimpse of something coming closer")
        wait(3)
        print(
            Style.BRIGHT + Fore.RED +
            "Then it hits you with surprising power!", Style.RESET_ALL)
    elif option == "a":
        print(Style.RESET_ALL + Fore.LIGHTBLACK_EX +
              "\nAs you approach the lights you get blinded and faint")
        wait(3)
        print(
            Style.BRIGHT + Fore.RED +
            "Then you suddenly stir and realize that you're in another room.",
            Style.RESET_ALL)
    elif option == "r":
        print(
            Style.RESET_ALL + Fore.LIGHTBLACK_EX +
            "\nYou run around a corner where you can no longer see the light")
        wait(3)
        print(
            Style.BRIGHT + Fore.RED +
            "You turn to look if there is anywhere else to go, but as you do you get ambushed!",
            Style.RESET_ALL)
    wait(3)
    ui.restartPage()
    print_text_file('StoryTexts/IntroTexts/intro2.txt')
    wait(20)
    cont = input("Press enter to continue: ")
    del cont
    goblin1 = Enemies("goblin", "Dark", Weapons("shortsword", "bronze"), 20,
                      15, 11, 9, 1)
    goblin2 = Enemies("goblin", "Dark", Weapons("shortsword", "bronze"), 18,
                      16, 13, 9, 1)
    ui.restartPage()
    print("Let's set up your spells!\n")
    my_spells = character.spell_by_level()
    Combat.main_fight(character, melee_weapon, my_spells, (goblin1, goblin2),
                      items)
    wait(5)
    ui.restartPage()
    goblin1 = Enemies("goblin", "Dark", Weapons("shortsword", "bronze"), 20,
                      15, 11, 9, 1)
    goblin2 = Enemies("goblin", "Dark", Weapons("shortsword", "bronze"), 18,
                      16, 13, 9, 1)
    character.level_up((goblin1, goblin2), money)
    del (goblin1, goblin2)
    wait(3)
    cont = input("Press enter to continue: ")
    del cont
    ui.restartPage()
    print_text_file('StoryTexts/IntroTexts/intro3.txt')
    wait(15)
    cont = input("Press enter to continue: ")
    del cont
    return
Exemplo n.º 15
0
 def __init__(self, user=None):
     self.setup(user)
     self.weapons = Weapons().get_weapons()
Exemplo n.º 16
0
    def initialize_battle():
        #Weapons List
        weapons = Weapons()
        #Fighters
        marvin = Robot('Marvin')
        megaman = Robot('Megaman')
        wall_E = Robot('Wall-e')
        stegosaurus = Dinosaur('Stegosaurus')
        velociraptor = Dinosaur('Velociraptor')
        tyrannosaurus = Dinosaur('Tyrannosaurus')
        #Select Weapon/Attack
        weapons.choose_weapon(marvin)
        weapons.choose_weapon(megaman)
        weapons.choose_weapon(wall_E)

        weapons.choose_attack(stegosaurus)
        weapons.choose_attack(velociraptor)
        weapons.choose_attack(tyrannosaurus)

        #Robots
        marvin.power_level = 120
        marvin.attack_power = 70

        megaman.power_level = 110
        megaman.attack_power = 100

        wall_E.power_level = 100
        wall_E.attack_power = 60

        #Dinos
        stegosaurus.attack_power = 60

        velociraptor.attack_power = 80

        tyrannosaurus.attack_power = 100

        #Fleet
        robot_fleet = Fleet()
        robot_fleet.add_to_fleet([marvin, megaman, wall_E])
        # print(robot_fleet.fleet)

        #Herd
        dino_herd = Herd()
        dino_herd.add_to_herd([stegosaurus, velociraptor, tyrannosaurus])
        # print(dino_herd.herd)

        #Display fighters and battlefield
        display(battlefield)

        # --- Fighters will attack each other randomly, last fighter standing wins!---
        def battle(fleet, herd):
            counter = 0
            for element in fleet:
                fleet_health = 0
                for i in range(0, len(element)):
                    fleet_health += element[i].health
                for obj in herd:
                    herd_health = 0
                    for a in range(0, len(obj)):
                        herd_health += obj[a].health
                    while counter <= 100 or fleet_health <= 0 or herd_health <= 0:
                        n = random.randint(0, 2)
                        i = random.randint(0, 2)
                        obj[n].attack_robo(element[n])
                        element[n].attack_dino(obj[i])
                        counter += 1

        battle(robot_fleet.fleet, dino_herd.herd)

        #Stats
        print(wall_E)
        print(megaman)
        print(marvin)
        print(stegosaurus)
        print(velociraptor)
        print(tyrannosaurus)

        def conclude_battle(robot_fleet, dino_herd):
            for element in robot_fleet.fleet:
                count = 0
                while count <= len(element):
                    for robot in element:
                        if robot.status == 'Defeated' or robot.status == 'Resting':
                            element.remove(robot)
                    count += 1

                if len(element) == 0:
                    return ctypes.windll.user32.MessageBoxW(
                        0, 'Battle concluded: Dinos have won!',
                        'Robots vs Dinosaurs', 64)

            for element in dino_herd.herd:
                count = 0
                while count <= len(element):
                    for dino in element:
                        if dino.health <= 0 or dino.status == 'Resting':
                            element.remove(dino)
                    count += 1

                if len(element) == 0:
                    return ctypes.windll.user32.MessageBoxW(
                        0, 'Battle concluded: Robos have won!',
                        'Robots vs Dinosaurs', 64)

            return ctypes.windll.user32.MessageBoxW(0, 'Battle is Ongoing!',
                                                    'Robots vs Dinosaurs', 64)

        conclude_battle(robot_fleet, dino_herd)