Пример #1
0
    def meleeAttack(self):
        targetGroup = self.getTarget()
        infinityGenerator = itertools.cycle(targetGroup.getUnits())

        for unit in self.getUnits():
            if not unit.steps >= 10:
                log.unit('`%s` skip step, he is weak')
                continue

            blows = int(unit.steps / 10)
            unit.steps %= 10

            log.unit('`%s` has blows %i' % (unit.it, blows))
            for blow in range(blows):
                target = None
                for i in range(targetGroup.getCount()):
                    tmp = next(infinityGenerator)
                    if targetGroup.hasUnit(tmp):
                        target = tmp
                        break

                if target is None:
                    log.group('`%s` killed enemy group `%s`' %
                              (self.it, targetGroup.it))
                    self.removeTarget()
                    return

                log.unit('`%s` blow enemy `%s`' % (unit.it, target.it))
                if Actions.meleeFire(unit, target) and target.health <= 0:
                    targetGroup.removeUnit(target)
                    log.unit('`%s` infantry killed enemy `%s`' %
                             (unit.it, target.it))
Пример #2
0
    def meleeFire(self):
        self.disableRandomChoice(True)
        shooter = self.createUnit(weaponType=self.TYPE_WEAPON_BOW,
                                  damage=100,
                                  agility=60)
        target = self.createUnit(armorType=self.TYPE_ARMOR_LEATHER,
                                 agility=30,
                                 health=500)

        self.assertTrue(Actions.meleeFire(shooter, target))
        self.assertEqual(target.health, 395)