Пример #1
0
        def action(self):
            factory = self.__outer.unit()
            garrison = factory.structure_garrison()
            if garrison:
                direction = random.choice(list(bc.Direction))
                if self.__outer._gc.can_unload(factory.id, direction):
                    self.__outer._gc.unload(factory.id, direction)

                    location = factory.location.map_location().add(direction)
                    unit = self.__outer._gc.sense_unit_at_location(location)

                    if unit:  # TODO: Add other unit types' tree containers
                        strategy.Strategy.getInstance().removeInProduction(
                            unit.unit_type)
                        strategy.Strategy.getInstance().addUnit(unit.unit_type)
                        if unit.unit_type == bc.UnitType.Worker:
                            self.__outer._my_units.append(
                                Worker(unit.id, self.__outer._gc,
                                       self.__outer._maps,
                                       self.__outer._my_units))
                        elif unit.unit_type == bc.UnitType.Knight:
                            self.__outer._my_units.append(
                                Knight(unit.id, self.__outer._gc))
                        elif unit.unit_type == bc.UnitType.Healer:
                            self.__outer._my_units.append(
                                Healer(unit.id, self.__outer._gc,
                                       self.__outer._maps))
                        elif unit.unit_type == bc.UnitType.Ranger:
                            self.__outer._my_units.append(
                                Ranger(unit.id, self.__outer._gc))
                        elif unit.unit_type == bc.UnitType.Mage:
                            self.__outer._my_units.append(
                                Mage(unit.id, self.__outer._gc,
                                     self.__outer._maps))
            self._status = bt.Status.SUCCESS
Пример #2
0
def main():
    seed(datetime.now())

    orcs = [
        Character("Orc-" + str(i + 1),
                  Equipment(uniform(1.1, 1.5), uniform(1.1, 1.3)), 2,
                  randrange(4)) for i in range(5)
    ]
    orcs += [
        Tank("Orc Tank" + str(i + 1),
             Equipment(uniform(1.1, 1.5), uniform(1.1, 1.3)), 2, randrange(4))
        for i in range(5)
    ]
    night_elves = [
        Character("Night Elf" + str(i + 1),
                  Equipment(uniform(1.1, 1.5), uniform(1.1, 1.3)), 3,
                  randrange(3)) for i in range(3)
    ]
    night_elves += [
        Mage("Night Elf Mage" + str(i + 1),
             Equipment(uniform(1.1, 1.5), uniform(1.1, 1.3)), 2, randrange(4))
        for i in range(5)
    ]

    a = Arena(orcs, night_elves)
    a.play()
Пример #3
0
    def stage_three(self) -> None:
        """
        Sets up stage two
        :return: none
        """
        # transition
        self.transition = arcade.load_texture("images/level_3_screen.png")
        # setting up player
        self.player = Player(50, 50)
        # setting up enemies
        self.enemies_engine = []
        self.towers_engine = []
        self.enemies = Sprites()
        self.towers = Sprites()
        self.obstacles = arcade.SpriteList()
        self.enemies.append(Slime(750, 700))
        self.enemies.append(Executioner(750, 700, 10))

        self.enemies.append(Slime(750, 100))
        self.enemies.append(Executioner(750, 100, 10))

        self.enemies.append(Slime(80, 700))
        self.enemies.append(Executioner(80, 700, 10))

        self.enemies.append(Executioner(400, 400, 20))

        for enemy in self.enemies:
            self.enemies_engine.append(
                CollisionDetection(enemy, self.obstacles))
        # self.towers.append(WizardTower(400, 300, 48, 52))
        # self.towers.append(WizardTower(400, 500, 48, 52))
        self.towers.append(Mage(300, 400, 48, 52))
        self.towers.append(Mage(500, 400, 48, 52))
        for tower in self.towers:
            self.towers_engine.append(
                CollisionDetection(tower.fireball, self.rooms[self.world].wall_list))
            self.enemies.append(tower.fireball)
        for item in self.rooms[self.world].wall_list:
            self.obstacles.append(item)
        for item in self.rooms[self.world].traps_list:
            self.obstacles.append(item)
        # create engines
        self.player_engine = CollisionDetection(self.player, self.rooms[self.world].wall_list,
                                                self.rooms[self.world].traps_list)
Пример #4
0
 def robotPlayer(self):
     robotClass = str((randint(1, 2)))
     if robotClass == str(1):
         roboClass = Mage()
         print("Computer:")
         roboClass.robotAttack()
     elif robotClass == str(2):
         roboClass = Monster()
         print("Computer:")
         roboClass.robotAttack()
Пример #5
0
def getCharacter():
    print("Warrior     Mage     Ranger")
    character = None
    answer = raw_input("Answer:")
    if answer.lower() in ['w','warrior']:
        character = Warrior()
    if answer.lower() in ['m','mage']:
        character = Mage() #Character("mage")
    if answer.lower() in ['r','ranger']:
        character = Ranger() #Character("ranger")
    if answer.lower() in ['quit','q']:
        sys.exit()
    return character
Пример #6
0
    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()
Пример #7
0
 def take_extra_turn(self, unit):  # Unit => void
     if (self.gc.can_sense_unit(unit.id)):
         unit = self.gc.unit(unit.id)
     else:
         print("Commander: Can't sense soldier !!")
     #print("Commander: Overcharged unit attack heat is: " + str(unit.attack_heat()));
     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)
     if not (soldier is None):
         soldier.take_turn(unit, self.on_alert)
         soldier.move_and_attack()
Пример #8
0
 def room_tutorial(self) -> None:
     """
     loads room tutorial
     :return: none
     """
     # setting up player
     self.player = Player(50, 50)
     # setting up enemies
     self.enemies_engine = []
     self.towers_engine = []
     self.enemies = Sprites()
     self.towers = Sprites()
     self.obstacles = arcade.SpriteList()
     self.enemies.append(Slime(750, 750))
     self.enemies.append(Slime(750, 50))
     self.enemies.append(Slime(50, 750))
     self.enemies.append(Executioner(750, 750, 3))
     self.enemies.append(Executioner(750, 50, 3))
     self.enemies.append(Executioner(50, 750, 3))
     self.enemies.append(Slime(400, 400))
     self.enemies.append(Executioner(400, 400, 3))
     for enemy in self.enemies:
         self.enemies_engine.append(
             CollisionDetection(enemy, self.obstacles))
     self.towers.append(Mage(400, 400, 48, 52))
     for tower in self.towers:
         self.towers_engine.append(
             CollisionDetection(tower.fireball, self.rooms[self.world].wall_list))
         self.enemies.append(tower.fireball)
     for item in self.rooms[self.world].wall_list:
         self.obstacles.append(item)
     for item in self.rooms[self.world].traps_list:
         self.obstacles.append(item)
     # create engines
     self.player_engine = CollisionDetection(self.player, self.rooms[self.world].wall_list,
                                             self.rooms[self.world].traps_list)
Пример #9
0
 def onePlayer(self):
     playerOne = (input(
         "Which class would you like to play? Press 1 for a Mage, 2 for a Monster or 3 to hear about both classes!"
     ))
     if playerOne == str(1):
         playClass = Mage()
         self.robotPlayer()
         print("Player 1:")
         playClass.humanAttack()
     elif playerOne == str(2):
         playClass = Monster()
         self.robotPlayer()
         print("Player 1:")
         playClass.humanAttack()
     elif playerOne == str(3):
         print(
             "The Mage is has higher health but his attacks are more random in damage."
         )
         print(
             "The Monster has lower health, but his attacks are consistant."
         )
         self.onePlayer()
     else:
         self.onePlayer()
Пример #10
0
                return


def drawText(text, font, surface, x, y):
    textobj = font.render(text, 1, WHITE)
    textrect = textobj.get_rect()
    textrect.topleft = (x, y)
    surface.blit(textobj, textrect)


#This will be a list that will contain all the sprites we intend to use in our game.
all_sprites_list = pygame.sprite.Group()
baddie_sprites_list = pygame.sprite.Group()
spell_sprites_list = pygame.sprite.Group()

playerMage = Mage(BLACK, 20, 30)
playerMage.rect.x = 200
playerMage.rect.y = 300
all_sprites_list.add(playerMage)
# The loop will carry on until the user exit the game (e.g. clicks the close button).
carryOn = True

# The clock will be used to control how fast the screen updates
clock = pygame.time.Clock()
spell = []
direction = []
kills = 0
baddies = []
max_Baddies = 10
baddie_Counter = 0
previous_time = pygame.time.get_ticks()
Пример #11
0
#num_secs = 0 # Keeping track of the number of steps
#time_step_resolution = 0.1 # How many seconds each step is
#seconds_to_run = 20 # Time simulator runs in seconds
#GCD = 1.5 # in seconds

if __name__ == "__main__":
    print("Starting WoW Classic DPS Simulator Version 0.01...")

    g_vars = Global_Vars()
    g_vars.init()
    
    if "-spec" in sys.argv:
        spec = sys.argv[sys.argv.index("-spec") + 1]
    else:
        spec = "Frost"
    if "-spell_priority" in sys.argv:
        spell_priority = sys.argv[sys.argv.index("-spell_priority") + 1].split(',')
    else:
        spell_priority = ['Fire Blast r7','Frostbolt r11','Arcane Explosion r1','Fireball r1']
        
    print("Running sim for " + str(spec) + " mage...")
    print("Running for " + str(g_vars.seconds_to_run) + " seconds...")
    player = Mage(spec,spell_priority,g_vars)
    while int(g_vars.num_secs) != g_vars.seconds_to_run:
        player.run_step()
        g_vars.num_secs = g_vars.num_secs + g_vars.time_step_resolution
    print("Mana left: " + str(player.mana))
    print("Your DPS is: " + str(player.damage / g_vars.seconds_to_run))
    print("Your mana efficiency: " + str((player.damage/player.mana_spent)))
Пример #12
0
            self.Champ_1()
            self.Champ_2()
            self.attack(self.h_2.display_battle_stats)

            if self.h_1.health <= 0 or self.h_2.health <= 0:
                if self.h_1.health > 0:
                    self.text_screen("Player 1 WINS!!", None, 250, 150)
                elif h_2.health > 0:
                    self.text_screen("Player 1 WINS!!", None, 300, 180)

            if self.h_1.health > 0:
                self.print_screen("Player 1 Attacking", 260, 200)
                sleep(2)
            if self.h_2.health > 0:
                self.print_screen("Player 2 Attacking", 280, 230)
                sleep(2)

            pygame.display.update()


p1 = Mage("Sasuke", 1, 1)
print(p1)
p2 = Fighter("Pekka", 1, 1)
print(p2)

h = Game(p1, p2)
h.game_intro()
game_loop()
pygame.quit()
quit()
Пример #13
0
                for x in directions:
                    if gc.can_harvest(unit.id, x):
                        gc.harvest(unit.id, x)
                        continue
                    if gc.round() < 10 and gc.can_replicate(unit.id, x):
                        gc.replicate(unit.id, x)
                        continue
                if(random.random() < 0.5):
                    hs = HarvestStrategy(bc,gc,gd,unit)
                    hs.move()

            if unit.unit_type == bc.UnitType.Mage:
                # for x in directions: #random movement for now
                #     if gc.is_move_ready(unit.id) and gc.can_move(unit.id, x) and move == 0:
                #         gc.move_robot(unit.id, x)
                m = Mage(gc, unit)
                if unit.location.is_in_garrison() == False:
                    m.target()


            # first, let's look for nearby blueprints to work on
            location = unit.location
            if location.is_on_map():
                nearby = gc.sense_nearby_units(location.map_location(), 1000)
                #m = MapLocation
                for other in nearby:
                    if unit.unit_type == bc.UnitType.Worker and gc.can_build(unit.id, other.id):
                        gc.build(unit.id, other.id)
                        move = 1;
                        # print('built a factory!')
                        print(other.unit_type)
Пример #14
0
from fighter import Fighter
from mage import Mage
from rogue import Rogue
from champ import Champ
from base import Base
from time import sleep
battle = __import__('battle').battle
create_champ = __import__('create_champ').create_champ

if __name__ == '__main__':
    """obj = tuple()
  obj = create_champ()
  print(obj)"""

    name = "Andrew"
    race = "Human"
    gender = "Male"
    element = "Void"
    """dic = Fighter.load_from_file("Andrew")
  p1 = Fighter("Dummy", 1, 1)
  p1.update(**dic)
  p1.level_up()
  p1.increase_stats(health=1, defence=1, armor=1)"""

    p1 = Mage(name, race, gender, element)
    p2 = Fighter("Sasuke", "Elf", "Male", "Arc")
    """print(p1, end="\n")
  print(p2, end="\n")"""

    battle(p1, p2)
Пример #15
0
    def __init__(self, _engine):
        super(Scene, self).__init__(_engine)
        self.side = utils.loadImage('data/gfx/side.png')
        self._background = pygame.Surface((self._resx, self._resy))
        self._background.blit(self.side, (self._resx - 232, self._resy - 1500))
        self.surface = self._background.copy()
        self._actual = []
        self._level = utils.loadLevel('data/level.dat')
        self._map = Map(_engine, self, self._level)
        self._minimap = Minimap(_engine, self._map)
        self._cursor = Cursor(_engine, self._map)
        self._creatureLayer = CreatureLayer(self._map,
                                            self._cursor)  # Warstwa potworów
        self._map.addLayer('Creatures', 2, self._creatureLayer)
        self._map.addLayer('Missiles', 3, MissilesLayer(
            self._map))  # Warstwa pocisków(strzał, kuli ognia itp.)
        self._shadow = ShadowLayer(self._map)
        self._map.addLayer('Shadow', 5, self._shadow)  # Mgła wojny
        self._monsters = []
        self._freeobjects = pygame.sprite.Group()  # Wolne obiekty na scenie
        _counter = 0
        _start = 0
        # szukanie bohatera w lochu
        for l, storey in enumerate(self._level):
            for row in storey:
                for cell in row:
                    if cell.getModifier() & field.MODIFIER_HERO:
                        self._hero = hero.Hero(self._map,
                                               cell.getGrid() + (l, ))
                        self._hero.move((0, 0, 0))
                        self._map.switchStorey(l)
                        _start = l
                        self._creatureLayer.add(
                            'hero',
                            self._hero.getSprite(self._creatureLayer, 'hero'))
                        break

        # szukanie potworów
        for l, storey in enumerate(self._level):
            for row in storey:
                for cell in row:
                    if cell.getModifier() & field.MODIFIER_SPIDER:
                        _monster = Spider(self._map, cell.getGrid() + (l, ))
                        self._monsters.append(('spider', _monster))
                        if l == _start:
                            self._creatureLayer.add(
                                'spider_' + str(_counter),
                                _monster.getSprite(self._creatureLayer,
                                                   'spider_' + str(_counter)))
                            self._actual.append(
                                ('spider_' + str(_counter), _monster))
                            _monster.move((0, 0, 0))
                            _counter += 1

                    elif cell.getModifier() & field.MODIFIER_SKELETON:
                        _monster = Skeleton(self._map, cell.getGrid() + (l, ))
                        self._monsters.append(('skeleton', _monster))
                        if l == _start:
                            self._creatureLayer.add(
                                'skeleton_' + str(_counter),
                                _monster.getSprite(self._creatureLayer,
                                                   'skeleton_' +
                                                   str(_counter)))
                            self._actual.append(
                                ('skeleton_' + str(_counter), _monster))
                            _monster.move((0, 0, 0))
                            _counter += 1

                    elif cell.getModifier() & field.MODIFIER_MAGE:
                        _monster = Mage(self._map, cell.getGrid() + (l, ))
                        self._monsters.append(('mage', _monster))
                        if l == _start:
                            self._creatureLayer.add(
                                'mage_' + str(_counter),
                                _monster.getSprite(self._creatureLayer,
                                                   'mage_' + str(_counter)))
                            self._actual.append(
                                ('mage_' + str(_counter), _monster))
                            _monster.move((0, 0, 0))
                            _counter += 1

                    elif cell.getModifier() & field.MODIFIER_TROLL:
                        _monster = Troll(self._map, cell.getGrid() + (l, ))
                        self._monsters.append(('troll', _monster))
                        if l == _start:
                            self._creatureLayer.add(
                                'troll_' + str(_counter),
                                _monster.getSprite(self._creatureLayer,
                                                   'troll_' + str(_counter)))
                            self._actual.append(
                                ('troll_' + str(_counter), _monster))
                            _monster.move((0, 0, 0))
                            _counter += 1

        if not self._hero:
            raise Exception('Brak bohatera w lochu!?')

        self._statusbar = StatusBar(
            _engine, self._hero)  # pasek życia/many itp. / statusu
        self.inventory = Inventory(_engine, self._hero, self._hero.inventory,
                                   self._freeobjects)
        self.chestitems = ChestItems(_engine, self._hero, self._freeobjects)
        self._submodules = (self._map, self._minimap, self._statusbar,
                            self.inventory, self.chestitems, self._cursor)
        self._play = True
        self._refresh = True
Пример #16
0
from combat import Combat
from warrior import Warrior
from mage import Mage
from ranger import Ranger

if __name__ == "__main__":
    testPlayer = Warrior()
    testMonster = Warrior()
    print "You attack a testMonster"
    Combat(Warrior(), testMonster)
    print "You attack a mage"
    Combat(Mage(), Mage())
    print "You attack a Ranger"
    Combat(Mage(), Ranger())
Пример #17
0
def load_champion():
    # print("Enter Champions Type")
    # ch_type = input(">> ")
    # print("Enter Champions name")
    # ch_name = input(">> ")
    jsonfiles = []
    for f in glob.glob("*.json"):
        jsonfiles.append(f)
    if jsonfiles == []:
        print("\nNo champions saved\n")
        input("Press enter to continue")
        return None
    print("===== Load Champion =====")
    for i, n in enumerate(jsonfiles):
        print("{}-{}".format(i + 1, n[:-5]))
    try:
        print("*Any other option to go back")
        l_op = int(input(">> "))
        l_op -= 1
        if l_op < 0 or l_op >= len(jsonfiles):
            raise Exception
    except:
        # os.system("clear")
        # print("\nWrong option\n")
        # input("Press enter to continue")
        return None
    champ_f = jsonfiles[l_op][:-5].split("_")
    ch_type = champ_f[0]
    ch_name = champ_f[1]
    ch_dict = BaseChampion.load_character(ch_type, ch_name)
    if ch_dict == {}:
        print("no champion found")
        return None
    if ch_type == "Cleric":
        my_champ = Cleric(ch_dict["name"], ch_dict["raze"], ch_dict["gender"],
                          ch_dict["level"], ch_dict["nv_exp"],
                          ch_dict["current_exp"], ch_dict["total_exp"],
                          ch_dict["stat_points"])
    if ch_type == "Paladin":
        my_champ = Paladin(ch_dict["name"], ch_dict["raze"], ch_dict["gender"],
                           ch_dict["level"], ch_dict["nv_exp"],
                           ch_dict["current_exp"], ch_dict["total_exp"],
                           ch_dict["stat_points"])
    if ch_type == "Figther":
        my_champ = Figther(ch_dict["name"], ch_dict["raze"], ch_dict["gender"],
                           ch_dict["level"], ch_dict["nv_exp"],
                           ch_dict["current_exp"], ch_dict["total_exp"],
                           ch_dict["stat_points"])
    if ch_type == "Mage":
        my_champ = Mage(ch_dict["name"], ch_dict["raze"], ch_dict["gender"],
                        ch_dict["level"], ch_dict["nv_exp"],
                        ch_dict["current_exp"], ch_dict["total_exp"],
                        ch_dict["stat_points"])
    if ch_type == "Rogue":
        my_champ = Rogue(ch_dict["name"], ch_dict["raze"], ch_dict["gender"],
                         ch_dict["level"], ch_dict["nv_exp"],
                         ch_dict["current_exp"], ch_dict["total_exp"],
                         ch_dict["stat_points"])
    if ch_type == "Ranger":
        my_champ = Ranger(ch_dict["name"], ch_dict["raze"], ch_dict["gender"],
                          ch_dict["level"], ch_dict["nv_exp"],
                          ch_dict["current_exp"], ch_dict["total_exp"],
                          ch_dict["stat_points"])
    my_champ.stats = ch_dict["stats"]
    os.system("clear")
    print(my_champ)
    input("Press enter to continue")
    return my_champ