示例#1
0
def eat_rations(conn, group, heroes, ranker):
    """
    势力粮草消耗
    :param conn: 
    :param group: 
    :param heroes: 
    :param ranker: 
    :return: group
    """
    g_rations = group.get('g_rations')
    g_ranker = ranker.get(group.get('g_corps'))
    new_group = dict()
    ranker_eat = round(
        group.get('g_ranker') * g_ranker.get('r_force') * 0.3 + 1)
    hero_eat = 0
    for h_id in Conn.get_group_hero(conn, group.get('g_id')):
        hero_eat += round(heroes.get(h_id).get('h_force') / 20 + 1)
    g_eat = hero_eat + ranker_eat
    g_rations -= g_eat
    new_group['g_rations'] = g_rations
    group['g_rations'] = g_rations
    condition = 'g_id = {}'.format(group.get('g_id'))
    Conn.update_data(conn, 'hero_group', new_group, condition)
    if group.get('g_status') == 1:
        print('本月{0}消耗粮草{1}石'.format(group.get('g_name'), g_eat))
    return group
示例#2
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def change_corps(conn, group, ranker, choice):
    """
    变更势力兵种,会依据变更的兵种消耗不同数量的黄金
    :param choice: 
    :param conn: 
    :param group: 
    :param ranker: 
    :return: group
    """
    g_gold = group.get('g_gold')
    g_corps = group.get('g_corps')
    o_gold = round(
        group.get('g_ranker') * (ranker.get(g_corps).get('r_force') +
                                 ranker.get(g_corps).get('r_defense')) / 40)
    u_gold = round(
        group.get('g_ranker') * (ranker.get(choice).get('r_force') +
                                 ranker.get(choice).get('r_defense')) / 20)
    new_gold = g_gold - (u_gold - o_gold)
    new_group = dict()
    if g_gold >= u_gold:
        new_group['g_corps'] = choice
        new_group['g_gold'] = new_gold
        group['g_gold'] = new_gold
        condition = 'g_id = {}'.format(group.get('g_id'))
        if group.get('g_status') == 1:
            print('{0}兵种变更为{1},共花费黄金{2}两!'.format(
                group.get('g_name'),
                ranker.get(choice).get('r_name'), u_gold))
        Conn.update_data(conn, 'hero_group', new_group, condition)
        return group
示例#3
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def get_populace(conn, group):
    """
    势力人口操作
    :param conn: 
    :param group: 
    :return: group
    """
    g_populace = group.get('g_populace')
    g_morale = group.get('g_morale')
    new_group = dict()
    # 人口增加量受势力人口和势力民心影响
    new_populace = random.randint(
        round(g_populace * (1 + g_morale / 1000) / 300),
        round(g_populace * (1 + g_morale / 1000) / 100))
    # 人口增加会降低势力民心,降低量受新增人口和势力民心影响
    new_morale = round(new_populace / (1000 * (1 + g_morale / 1000)))
    new_morale = new_morale if new_morale >= 1 else 1
    g_populace += new_populace
    g_morale -= new_morale
    new_group['g_populace'] = g_populace
    new_group['g_morale'] = g_morale
    group['g_morale'] = g_morale
    group['g_populace'] = g_populace
    condition = 'g_id = {}'.format(group.get('g_id'))
    Conn.update_data(conn, 'hero_group', new_group, condition)
    if group.get('g_status') == 1:
        print('本月{0}新增人口{1}人,民心减少{2}点'.format(group.get('g_name'),
                                              new_populace, new_morale))
    return group
示例#4
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def patrol_group(conn, group, heroes, hero_id):
    """
    巡逻领地
    能提高势力民心
    有几率发现贼寇探子,成功击杀贼寇探子会获得更多民心
    有几率发现贼寇据点,需在征讨界面对据点进行摧毁,摧毁一定获得数量不等的粮草和黄金,有几率获得宝物
    :param conn: 
    :param group: 
    :param heroes: 
    :param hero_id: 
    :return: p_group [group, r_type]
    """
    k = random.random()
    h_force = 0
    name = ''
    new_group = dict()
    g_morale = group.get('g_morale')
    for h_id in hero_id:
        h_force += heroes.get(h_id).get('h_force')
        name += '{},'.format(heroes.get(h_id).get('h_name'))
    if k < 0.4:  # 无隐患
        r_type = 1
        morale = round(h_force / 20)
        g_morale += morale
        print('巡逻完成,未发现隐患,{0}民心上升{1}点!'.format(group.get('g_name'), morale))
        group['g_morale'] = g_morale
        new_group['g_morale'] = g_morale
        con = 'g_id = {}'.format(group.get('g_id'))
        Conn.update_data(conn, 'hero_group', new_group, con)
    elif k < 0.8:  # 讨贼
        r_type = 2
    else:
        r_type = 3  # 据点
    p_group = [group, r_type]
    return p_group
示例#5
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def pay_provisions(conn, group, heroes, ranker):
    """
    势力军饷发放
    :param conn: 
    :param group: 
    :param heroes: 
    :param ranker: 
    :return: group
    """
    g_gold = group.get('g_gold')
    g_ranker = ranker.get(group.get('g_corps'))
    new_group = dict()
    pay_ranker = round(
        group.get('g_ranker') *
        (g_ranker.get('r_force') + g_ranker.get('r_defense')) / 10)
    pay_hero = 0
    for h_id in Conn.get_group_hero(conn, group.get('g_id')):
        pay_hero += round((heroes.get(h_id).get('h_lead') * 1.1 +
                           heroes.get(h_id).get('h_force') * 1.2 +
                           heroes.get(h_id).get('h_brain') * 1.1 +
                           heroes.get(h_id).get('h_politics') * 1.1 +
                           heroes.get(h_id).get('h_charm') * 0.8) / 10)
    g_pay = pay_hero + pay_ranker
    g_gold -= g_pay
    new_group['g_gold'] = g_gold
    group['g_gold'] = g_gold
    condition = 'g_id = {}'.format(group.get('g_id'))
    Conn.update_data(conn, 'hero_group', new_group, condition)
    if group.get('g_status') == 1:
        print('本季度{0}发放军饷黄金{1}两'.format(group.get('g_name'), g_pay))
    return group
示例#6
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def auto_create_group(conn, g_num, avg_num, r_num):
    """
    自动生成指定数量的势力,并随机分配一定范围内的英雄数到势力中,并修改相应的英雄状态和属性
    :param conn: 数据库操作对象
    :param g_num: 指定生成势力数
    :param avg_num: 指定分配到势力的英雄数
    :param r_num: 指定分配到势力的英雄数波动范围
    :return: None
    """
    # 获取英雄信息
    heroes = Conn.get_heroes(conn)
    # 主公备选英雄ID列表
    wait_list = list(heroes.keys())
    # 主公信息
    lord_dict = dict()
    # 新建势力信息
    build_group = dict()
    # 势力所属英雄信息
    g_hero = dict()
    # 循环创建g_num个势力
    for i in range(g_num):
        # 分配到各个势力的英雄数范围
        h_num = avg_num + random.randint(0, r_num)
        # 从主公候选英雄列表中随机获取一个英雄ID
        h_id = random.choice(wait_list)
        # 从候选名单中移除已经选中的英雄ID
        wait_list.remove(h_id)
        # 新建势力信息
        build_group['g_lord'] = h_id
        build_group['g_name'] = '{}军'.format(heroes.get(h_id).get('h_name'))
        # 调用方法创建势力(向数据库写入势力信息)
        Conn.insert_data(conn, 'hero_group', build_group)
        # 主公英雄属性变化,五维全部+5,修改h_group为势力ID,修改状态为主公
        lord_dict['h_group'] = i + 1
        lord_dict['h_lead'] = heroes.get(h_id).get('h_lead') + 5
        lord_dict['h_force'] = heroes.get(h_id).get('h_force') + 5
        lord_dict['h_brain'] = heroes.get(h_id).get('h_brain') + 5
        lord_dict['h_politics'] = heroes.get(h_id).get('h_politics') + 5
        lord_dict['h_charm'] = heroes.get(h_id).get('h_charm') + 5
        lord_dict['h_status'] = 3
        # 数据库更新条件语句
        condition = 'h_id={}'.format(h_id)
        # 调用方法将英雄变更为主公(修改数据库内指定英雄的属性)
        Conn.update_data(conn, 'heroes', lord_dict, condition)
        # 循环分配特定个数的势力所属英雄
        for j in range(h_num):
            # 英雄属性变化
            g_hero['h_group'] = i + 1
            g_hero['h_status'] = 2
            # 从英雄列表中随机选择一个英雄加入势力
            h_id = random.choice(wait_list)
            # 从英雄列表中移除已加入势力的英雄ID
            wait_list.remove(h_id)
            # 数据库更新条件语句
            condition = 'h_id={}'.format(h_id)
            # 调用方法将英雄变更为势力所属(修改数据库内指定英雄的属性)
            Conn.update_data(conn, 'heroes', g_hero, condition)
    print('当前游戏难度将新增敌对势力共{}个!'.format(g_num))
示例#7
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def fight_enemy(conn, group, heroes, hero_id, spy):
    """
    讨贼
    :param conn: 
    :param group: 
    :param heroes: 
    :param hero_id: 
    :param spy: 
    :return: group
    """
    new_group = dict()
    que = queue.Queue()
    que.put(True)
    print('*' * 20)
    print('{0:<4}\t{1:<10}\t{2:<4}'.format('ID', '姓名', '武力'))
    for h_id in hero_id:
        print('{0:<4}\t{1:<10}\t{2:<4}'.format(
            h_id,
            heroes.get(h_id).get('h_name'),
            heroes.get(h_id).get('h_force')))
    choice = input('请选择出战的英雄ID,可多选:\n').strip().split()
    h_num = len(choice)
    enemies = list(spy.keys())
    result = kumite(que, heroes, choice, spy, enemies)
    g_gold = group.get('g_gold')
    g_morale = group.get('g_morale')
    if result == 1:  # 讨贼胜利,获得民心、金钱、宝物
        morale = round(
            sum([spy.get(i).get('s_force')
                 for i in list(spy.keys())]) / 10 / h_num)
        gold = sum([spy.get(i).get('s_gold') for i in list(spy.keys())])
        print('讨贼胜利,获得民心{0}点,黄金{1}两!'.format(morale, gold))
        g_morale += morale
        g_gold += gold
        group['g_morale'] = g_morale
        new_group['g_morale'] = g_morale
        group['g_gold'] = g_gold
        new_group['g_gold'] = g_gold
    else:  # 讨贼失败,损失民心、金钱、宝物
        morale = round(
            sum([spy.get(i).get('s_force')
                 for i in list(spy.keys())]) / 10 / h_num)
        gold = random.randint(
            sum([spy.get(i).get('s_force') for i in list(spy.keys())]) * 5,
            sum([spy.get(i).get('s_force') for i in list(spy.keys())]) * 10)
        print('讨贼失败,损失民心{0}点,黄金{1}两!'.format(
            morale, gold if g_gold > gold else g_gold))
        g_morale -= morale
        g_gold -= gold if g_gold > gold else g_gold
        group['g_morale'] = g_morale
        new_group['g_morale'] = g_morale
        group['g_gold'] = g_gold
        new_group['g_gold'] = g_gold
    condition = 'g_id = {}'.format(group.get('g_id'))
    Conn.update_data(conn, 'hero_group', new_group, condition)
    return group
示例#8
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def get_economy(conn, group, heroes, hero_id, check):
    """
    势力经济开发操作
    :param conn: 数据库连接对象
    :param group: 势力信息
    :param heroes: 英雄信息
    :param hero_id: 势力英雄ID列表
    :param check: 确认执行
    :return: group
    """
    if check == 1:
        # 定义一个字典接收势力变更信息
        new_group = dict()
        # 获取势力黄金
        g_gold = group.get('g_gold')
        # 计算本次执行任务的经费
        used_gold = 50 * len(hero_id)
        # 判断势力黄金数是否足够执行任务经费如果不足,则直接返还原group
        if g_gold < used_gold:
            if group.get('g_status') == 1:
                print('黄金不足!')
            return group
        # 获取势力经济
        g_economy = group.get('g_economy')
        # 获取势力科技
        g_science = group.get('g_science')
        # 执行英雄名称
        name = ''
        # 接收执行英雄的政治
        h_politics = 0
        # 传入多个执行英雄ID,循环累加英雄政治,拼接英雄名
        for h_id in hero_id:
            h_politics += heroes.get(h_id).get('h_politics')
            name += '{},'.format(heroes.get(h_id).get('h_name'))
        # 势力黄金减少执行英雄数*50两
        g_gold -= used_gold
        # 经济变化量受英雄政治和势力科技影响
        new_economy = random.randint(
            round(h_politics * 0.05 * (1 + g_science / 1000)),
            round(h_politics * 0.08 * (1 + g_science / 1000)))
        g_economy += new_economy
        if g_economy >= 1000:
            g_economy = 1000
            if group.get('g_status') == 1:
                print('势力经济已达最大值!')
        # 分别更新势力信息
        new_group['g_gold'] = g_gold
        group['g_gold'] = g_gold
        new_group['g_economy'] = g_economy
        group['g_economy'] = g_economy
        # 玩家势力输出信息,否则不输出
        if group.get('g_status') == 1:
            print('本月{0}执行任务共提升经济{1}点'.format(name[:-1], new_economy))
        condition = 'g_id = {}'.format(group.get('g_id'))
        Conn.update_data(conn, 'hero_group', new_group, condition)
        return group
示例#9
0
def new_group(conn, hero, c_num):
    """
    玩家新建势力
    :param conn: 数据库连接对象
    :param hero: 玩家新建英雄信息
    :param c_num: 当前游戏难度下新建势力可招揽的最大英雄数
    :return: None
    """
    # 新建势力信息
    build_group = dict()
    # 新主公信息
    lord_hero = dict()
    # 势力所属英雄信息
    g_hero = dict()
    # 势力信息
    build_group['g_id'] = 10
    build_group['g_lord'] = hero.get('h_id')
    build_group['g_name'] = '{}军'.format(hero.get('h_name'))
    # 调用方法创建新势力(向数据库中写入势力数据)
    Conn.insert_data(conn, 'hero_group', build_group)
    # 主公信息
    lord_hero['h_group'] = 10
    lord_hero['h_lead'] = hero.get('h_lead') + 5
    lord_hero['h_force'] = hero.get('h_force') + 5
    lord_hero['h_brain'] = hero.get('h_brain') + 5
    lord_hero['h_politics'] = hero.get('h_politics') + 5
    lord_hero['h_charm'] = hero.get('h_charm') + 5
    lord_hero['h_status'] = 3
    # 数据库更新条件语句
    condition = 'h_id={}'.format(hero.get('h_id'))
    # 调用方法更新主公属性(修改数据库中指定英雄的属性)
    Conn.update_data(conn, 'heroes', lord_hero, condition)
    # 获取英雄信息
    heroes = Conn.get_heroes(conn)
    # 候选英雄ID列表
    h_candidate = list()
    # 循环匹配在野英雄,并将英雄ID存放到候选英雄ID列表
    for k, v in heroes.items():
        if v.get('h_status') == 1:
            h_candidate.append(k)
    # 接收玩家选择的英雄ID,且只接收最大限定人数,并分割为列表存储
    PM.print_choice_hero(h_candidate, c_num, heroes)
    choices = input().strip().split(' ')[:c_num]
    # 循环更新所选英雄属性
    for choice in choices:
        g_hero['h_group'] = 10
        g_hero['h_status'] = 2
        condition = 'h_id={}'.format(choice)
        Conn.update_data(conn, 'heroes', g_hero, condition)
    print('新建势力{}成功!'.format(build_group.get('g_name')))
示例#10
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 def new_game(self, h_num, g_num, avg_num, r_num, c_num, game_hard):
     """
     新游戏执行操作
     :param game_hard: 游戏难度
     :param h_num: 新游戏生成英雄总数 
     :param g_num: 新游戏生成势力总数
     :param avg_num: 新游戏平均分配到各势力的英雄数
     :param r_num: 新游戏势力英雄数波动范围
     :param c_num: 新游戏玩家创建新势力最大可选择的最大英雄数
     :return: None
     """
     # 初始化数据库表
     Conn.create_hero_table(self.conn)
     Conn.create_group_table(self.conn, game_hard)
     Conn.create_den_table(self.conn)
     # 自动生成英雄和势力
     HB.auto_create_hero(self.conn, h_num)
     GB.auto_create_group(self.conn, g_num, avg_num, r_num)
     choice = int(input('1 新建英雄  2 选择势力\n'))
     if choice == 1:
         # 新建英雄
         new_hero = HB.new_hero(self.conn)
         choice_lord = int(input('是否使用新建英雄新建势力,选择是则新建英雄作为势力主公新建势力,否则新建英雄成为在野英雄:\n1 是  2 否\n'))
         if choice_lord == 1:
             # 新建势力
             GB.new_group(self.conn, new_hero, c_num)
     # 获取英雄和势力信息
     heroes = Conn.get_heroes(self.conn)
     groups = Conn.get_groups(self.conn)
     PM.print_choice_group(self.conn, groups, heroes)
     choice = input().strip()
     # 玩家扮演势力标记修改
     g_play = dict()
     g_play['g_status'] = 1
     condition = 'g_id = {}'.format(choice)
     Conn.update_data(self.conn, 'hero_group', g_play, condition)
     # 宝物数据初始化
     gems = dict()
     gems['t_group'] = 0
     gems['t_hero'] = 0
     Conn.clear_data(self.conn, 'gems', gems)
     # 纪年初始化
     years = dict()
     years['year'] = 184
     years['month'] = 1
     Conn.clear_data(self.conn, 'years', years)
     # 运行游戏主体
     Main.run(self.conn)
示例#11
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def get_military(conn, group, heroes, hero_id, check):
    """
    势力军事操作
    :param conn: 
    :param group: 
    :param heroes: 
    :param hero_id: 
    :param check: 
    :return: group
    """
    if check == 1:
        new_group = dict()
        g_gold = group.get('g_gold')
        # 计算本次执行任务的经费
        used_gold = 50 * len(hero_id)
        # 判断势力黄金数是否足够执行任务经费如果不足,则直接返还原group
        if g_gold < used_gold:
            if group.get('g_status') == 1:
                print('黄金不足!')
            return group
        g_military = group.get('g_military')
        g_science = group.get('g_science')
        name = ''
        h_force = 0
        for h_id in hero_id:
            h_force += heroes.get(h_id).get('h_force')
            name += '{},'.format(heroes.get(h_id).get('h_name'))
        g_gold -= used_gold
        new_group['g_gold'] = g_gold
        group['g_gold'] = g_gold
        # 军事变化量受英雄武力和势力科技影响
        new_military = random.randint(
            round(h_force * 0.05 * (1 + g_science / 1000)),
            round(h_force * 0.08 * (1 + g_science / 1000)))
        g_military += new_military
        if g_military >= 1000:
            g_military = 1000
            if group.get('g_status') == 1:
                print('势力军事已达最大值!')
        new_group['g_military'] = g_military
        group['g_military'] = g_military
        if group.get('g_status') == 1:
            print('本月{0}执行任务共提升军事{1}点'.format(name[:-1], new_military))
        condition = 'g_id = %s' % group.get('g_id')
        Conn.update_data(conn, 'hero_group', new_group, condition)
        return group
示例#12
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def get_farming(conn, group, heroes, hero_id, check):
    """
    势力农业开发操作
    :param conn: 
    :param group: 
    :param heroes: 
    :param hero_id: 
    :param check: 
    :return: group
    """
    if check == 1:
        new_group = dict()
        g_gold = group.get('g_gold')
        # 计算本次执行任务的经费
        used_gold = 50 * len(hero_id)
        # 判断势力黄金数是否足够执行任务经费如果不足,则直接返还原group
        if g_gold < used_gold:
            if group.get('g_status') == 1:
                print('黄金不足!')
            return group
        g_farming = group.get('g_farming')
        g_science = group.get('g_science')
        name = ''
        h_politics = 0
        for h_id in hero_id:
            h_politics += heroes.get(h_id).get('h_politics')
            name += '{},'.format(heroes.get(h_id).get('h_name'))
        g_gold -= used_gold
        new_group['g_gold'] = g_gold
        group['g_gold'] = g_gold
        # 农业变化量受英雄政治和势力科技影响
        new_farming = random.randint(
            round(h_politics * 0.05 * (1 + g_science / 1000)),
            round(h_politics * 0.08 * (1 + g_science / 1000)))
        g_farming += new_farming
        if g_farming >= 1000:
            g_farming = 1000
            if group.get('g_status') == 1:
                print('势力农业已达最大值!')
        new_group['g_farming'] = g_farming
        group['g_farming'] = g_farming
        if group.get('g_status') == 1:
            print('本月{0}执行任务共提升农业{1}点'.format(name[:-1], new_farming))
        condition = 'g_id = {}'.format(group.get('g_id'))
        Conn.update_data(conn, 'hero_group', new_group, condition)
        return group
示例#13
0
def get_science(conn, group, heroes, hero_id, check):
    """
    势力科技操作
    :param conn: 
    :param group: 
    :param heroes: 
    :param hero_id: 
    :param check: 
    :return: group
    """
    if check == 1:
        new_group = dict()
        g_gold = group.get('g_gold')
        # 计算本次执行任务的经费
        used_gold = 50 * len(hero_id)
        # 判断势力黄金数是否足够执行任务经费如果不足,则直接返还原group
        if g_gold < used_gold:
            if group.get('g_status') == 1:
                print('黄金不足!')
            return group
        g_science = group.get('g_science')
        name = ''
        h_brain = 0
        for h_id in hero_id:
            h_brain += heroes.get(h_id).get('h_brain')
            name += '%s,' % heroes.get(h_id).get('h_name')
        g_gold -= used_gold
        new_group['g_gold'] = g_gold
        group['g_gold'] = g_gold
        # 科技变化量受英雄智力和势力科技影响
        new_science = random.randint(
            round(h_brain * 0.05 * (1 + g_science / 1000)),
            round(h_brain * 0.08 * (1 + g_science / 1000)))
        g_science += new_science
        if g_science >= 1000:
            g_science = 1000
            if group.get('g_status') == 1:
                print('势力科技已达最大值!')
        new_group['g_science'] = g_science
        group['g_science'] = g_science
        if group.get('g_status') == 1:
            print('本月{0}执行任务共提升科技{1}点'.format(name[:-1], new_science))
        condition = 'g_id = {}'.format(group.get('g_id'))
        Conn.update_data(conn, 'hero_group', new_group, condition)
        return group
示例#14
0
def get_morale(conn, group, heroes, hero_id, check):
    """
    势力民心操作
    :param conn: 
    :param group: 
    :param heroes: 
    :param hero_id: 
    :param check: 
    :return: group
    """
    if check == 1:
        new_group = dict()
        g_gold = group.get('g_gold')
        # 计算本次执行任务的经费
        used_gold = 50 * len(hero_id)
        # 判断势力黄金数是否足够执行任务经费如果不足,则直接返还原group
        if g_gold < used_gold:
            if group.get('g_status') == 1:
                print('黄金不足!')
            return group
        g_morale = group.get('g_morale')
        name = ''
        h_charm = 0
        for h_id in hero_id:
            h_charm += heroes.get(h_id).get('h_charm')
            name += '{},'.format(heroes.get(h_id).get('h_name'))
        g_gold -= used_gold
        new_group['g_gold'] = g_gold
        group['g_gold'] = g_gold
        # 民心变化量受英雄魅力和势力民心影响
        new_morale = random.randint(
            round(h_charm * 0.08 * (1 + g_morale / 1000)),
            round(h_charm * 0.1 * (1 + g_morale / 1000)))
        g_morale += new_morale
        if g_morale >= 1000:
            g_morale = 1000
            if group.get('g_status') == 1:
                print('势力民心已达最大值!')
        new_group['g_morale'] = g_morale
        group['g_morale'] = g_morale
        if group.get('g_status') == 1:
            print('本月{0}执行任务共提升民心{1}点'.format(name[:-1], new_morale))
        condition = 'g_id = {}'.format(group.get('g_id'))
        Conn.update_data(conn, 'hero_group', new_group, condition)
        return group
示例#15
0
def train_corps(conn, group, heroes, hero_id, t_type):
    """
    训练势力兵种,获得兵种经验。
    :param conn: 
    :param group: 
    :param heroes: 
    :param hero_id: 
    :param t_type: 
    :return: 
    """
    new_group = dict()
    g_experience = group.get('g_experience')
    g_ranker = group.get('g_ranker')
    h_lead = 0
    h_force = 0
    name = ''
    for h_id in hero_id:
        h_lead += heroes.get(h_id).get('h_lead')
        h_force += heroes.get(h_id).get('h_force')
        name += '{},'.format(heroes.get(h_id).get('h_name'))
    if t_type == 1:
        exp = round(h_lead * 10 /
                    g_ranker) if round(h_lead * 10 / g_ranker) > 0 else 1
    else:
        exp = round((h_lead + h_force) * 10 /
                    g_ranker) if round(h_lead * 10 / g_ranker) > 0 else 1
    g_experience += exp
    group['g_experience'] = g_experience
    new_group['g_experience'] = g_experience
    condition = 'g_id={}'.format(group.get('g_id'))
    Conn.update_data(conn, 'hero_group', new_group, condition)
    if group.get('g_status') == 1:
        print('本月{0}完成训练,势力兵种经验提升{1}点'.format(name[:-1], exp))
        if g_experience >= 50 and group.get('g_corps') < 2:
            print('当前兵种可升级!')
        elif g_experience >= 200 and group.get('g_corps') < 3:
            print('当前兵种可升级!')
        elif g_experience >= 450 and group.get('g_corps') < 4:
            print('当前兵种可升级!')
        elif g_experience >= 950 and group.get('g_corps') < 5:
            print('当前兵种可升级!')
    return group
示例#16
0
def rewards_hero(conn, group, gems, t_id, heroes, h_id, check):
    """
    对势力英雄进行宝物赏赐与罚没
    :param h_id: 
    :param group: 
    :param check: 
    :param conn: 
    :param gems: 
    :param t_id: 
    :param heroes: 
    :return: heroes
    """
    new_gem = dict()
    new_hero = dict()
    gem = gems.get(t_id)
    hero = heroes.get(h_id)
    # 赏赐
    if check == 1:
        new_gem['t_hero'] = h_id
        new_hero['h_lead'] = hero.get('h_lead') + gem.get('t_lead')
        new_hero['h_force'] = hero.get('h_force') + gem.get('t_force')
        new_hero['h_brain'] = hero.get('h_brain') + gem.get('t_brain')
        new_hero['h_politics'] = hero.get('h_politics') + gem.get('t_politics')
        new_hero['h_charm'] = hero.get('h_charm') + gem.get('t_charm')
        condition_t = 't_id = {}'.format(t_id)
        condition_h = 'h_id = {}'.format(h_id)
        Conn.update_data(conn, 'gems', new_gem, condition_t)
        Conn.update_data(conn, 'heroes', new_hero, condition_h)
        if group.get('g_status') == 1:
            print('{0}获得赏赐宝物{1},属性提升!'.format(hero.get('h_name'),
                                              gem.get('t_name')))
            print('{}:臣叩谢圣恩,必鞠躬尽瘁,死而后已!'.format(hero.get('h_name')))
    # 收回
    else:
        new_gem['t_hero'] = 0
        new_hero['h_lead'] = hero.get('h_lead') - gem.get('t_lead')
        new_hero['h_force'] = hero.get('h_force') - gem.get('t_force')
        new_hero['h_brain'] = hero.get('h_brain') - gem.get('t_brain')
        new_hero['h_politics'] = hero.get('h_politics') - gem.get('t_politics')
        new_hero['h_charm'] = hero.get('h_charm') - gem.get('t_charm')
        condition_t = 't_id = {}'.format(t_id)
        condition_h = 'h_id = {}'.format(h_id)
        Conn.update_data(conn, 'gems', new_gem, condition_t)
        Conn.update_data(conn, 'heroes', new_hero, condition_h)
        if group.get('g_status') == 1:
            print('{0}失去宝物{1},属性下降!'.format(hero.get('h_name'),
                                            gem.get('t_name')))
            print('{}:臣有负圣望,甘受惩罚,绝无怨言!'.format(hero.get('h_name')))
    heroes = Conn.get_heroes(conn)
    return heroes
示例#17
0
def get_rations(conn, group):
    """
    势力粮草收入
    :param conn: 
    :param group: 
    :return: group
    """
    g_rations = group.get('g_rations')
    g_farming = group.get('g_farming')
    g_populace = group.get('g_populace')
    g_science = group.get('g_science')
    new_group = dict()
    # 粮草收入量受势力农业和势力人口以及势力科技影响
    new_rations = random.randint(
        round(g_farming * g_populace * (1 + g_science / 1000) / 500),
        round(g_farming * g_populace * (1 + g_science / 1000) / 300))
    g_rations += new_rations
    new_group['g_rations'] = g_rations
    group['g_rations'] = g_rations
    condition = 'g_id = {}'.format(group.get('g_id'))
    Conn.update_data(conn, 'hero_group', new_group, condition)
    if group.get('g_status') == 1:
        print('本季度{0}收获粮草{1}石'.format(group.get('g_name'), new_rations))
    return group
示例#18
0
def get_gold(conn, group):
    """
    势力黄金收入
    :param conn: 
    :param group: 
    :return: group
    """
    g_gold = group.get('g_gold')
    g_economy = group.get('g_economy')
    g_populace = group.get('g_populace')
    g_science = group.get('g_science')
    new_group = dict()
    # 黄金收入量受势力经济和势力人口以及势力科技影响
    new_gold = random.randint(
        round(g_economy * g_populace * (1 + g_science / 1000) / 1000),
        round(g_economy * g_populace * (1 + g_science / 1000) / 800))
    g_gold += new_gold
    new_group['g_gold'] = g_gold
    group['g_gold'] = g_gold
    condition = 'g_id = {}'.format(group.get('g_id'))
    Conn.update_data(conn, 'hero_group', new_group, condition)
    if group.get('g_status') == 1:
        print('本季度{0}获得黄金{1}两'.format(group.get('g_name'), new_gold))
    return group
示例#19
0
文件: Main.py 项目: KariolWang/Hero
def run(conn):
    """
    游戏运行主体
    :param conn: 数据库连接对象
    :return: None
    """
    # 获取游戏纪年
    years = Conn.get_years(conn)
    # 年标记
    year = years[0]
    # 回合标记
    time = years[1]
    # 玩家势力信息字典
    group = dict()
    print('\n{0}恭迎主公!{1}\n'.format('-' * 70, '-' * 70))
    while True:
        print('*' * 150)
        # 月标记
        month = 12 if time % 12 == 0 else time % 12
        # 获取所有势力信息
        groups = Conn.get_groups(conn)
        # 获取所有英雄信息
        heroes = Conn.get_heroes(conn)
        # 获取所有宝物信息
        gems = Conn.get_gems(conn)
        # 获取所有兵种信息
        ranker = Conn.get_ranker(conn)
        # 取出标记为玩家的势力信息
        for k, v in groups.items():
            if v.get('g_status') == 1:
                group = groups.get(k)
        PM.print_group_info(group, ranker, year, month)
        g_id = group.get('g_id')
        # 获取玩家势力中英雄ID列表
        group_hero = Conn.get_group_hero(conn, g_id)
        # 游戏纪年更新
        now_years = dict()
        now_years['year'] = year
        now_years['month'] = month
        Conn.clear_data(conn, 'years', now_years)
        start = int(input('新的一月,请主公决策:\n1 势力朝会  2 退隐山林\n'))
        if start != 1:
            print('\n{0}恭送主公!{1}\n'.format('-' * 70, '-' * 70))
            exit()
        # 循环,直到势力所有英雄都有了任务或选择了退朝,执行任务
        while True:
            # 主命令
            # 内政:经济 农业 军事 科技 民心
            # 军政:募兵 训练 巡逻 征讨
            # 英雄:寻访
            #      官职:擢升 罢黜
            #      赏罚:赏赐 罚没
            # 市场:粮草交易:买进 卖出
            #      宝物交易:收购 贩卖
            # 情报:势力 英雄 宝物 兵种
            # 退朝
            main_order = int(
                input('请下达命令:1 内政  2 军政  3 英雄  4 市场  5 情报  0 退朝\n'))
            if main_order not in [1, 2, 3, 4, 5]:
                break
            # 内政命令
            if main_order == 1:
                # 次命令
                # 经济 农业 军事 科技 民心
                manage_order = int(
                    input('请选择内政策略:1 经济  2 农业  3 军事  4 科技  5 民心  0 取消\n'))
                if manage_order not in [1, 2, 3, 4, 5]:
                    continue
                # 执行听候差遣的英雄列表
                c_hero = choice_executor(group_hero, heroes)
                hero_id = c_hero[0]
                check = int(
                    input('任务需要经费黄金{}两,是否执行:\n1 是  2 否\n'.format(
                        50 * len(hero_id))))
                # 经济
                if manage_order == 1:
                    if check == 1:
                        # 执行经济开发操作
                        group = MG.get_economy(conn, group, heroes, hero_id,
                                               check)
                # 农业
                elif manage_order == 2:
                    if check == 1:
                        # 执行农业开发操作
                        group = MG.get_farming(conn, group, heroes, hero_id,
                                               check)
                # 军事
                elif manage_order == 3:
                    if check == 1:
                        # 执行军事提升操作
                        group = MG.get_military(conn, group, heroes, hero_id,
                                                check)
                # 科技
                elif manage_order == 4:
                    if check == 1:
                        # 执行科技提升操作
                        group = MG.get_science(conn, group, heroes, hero_id,
                                               check)
                # 民心
                else:
                    if check == 1:
                        # 执行民心提升操作
                        group = MG.get_morale(conn, group, heroes, hero_id,
                                              check)
                group_hero = c_hero[1]
                # 势力英雄都执行任务后自动结束本回合
                if len(group_hero) == 0:
                    print('谨遵圣谕,臣等告退!')
                    break
            # 军政命令
            elif main_order == 2:
                # 次命令
                # 募兵 训练 巡逻 征讨
                manage_order = int(
                    input('请选择军政策略:1 募兵  2 训练  3 巡逻  4 征讨  0 取消\n'))
                if manage_order not in [1, 2, 3, 4]:
                    continue
                # 执行听候差遣的英雄列表
                c_hero = choice_executor(group_hero, heroes)
                hero_id = c_hero[0]
                # 募兵
                if manage_order == 1:
                    # 计算最大招募兵力数
                    max_ranker = round(group.get('g_populace') / 50)
                    new_ranker = int(
                        input('当前最大可招募兵力为{},请输入本次招募兵力数:\n'.format(max_ranker)))
                    check = int(
                        input('是否确认招募新兵{}人:\n1 是  2 否\n'.format(new_ranker)))
                    if check == 1:
                        # 执行士兵招募操作
                        group = MG.get_ranker(conn, group, heroes, hero_id,
                                              max_ranker, new_ranker, check)
                    else:
                        continue
                # 训练
                elif manage_order == 2:
                    check = int(input('请指定训练内容:\n1 变更兵种  2 常规训练  3 强化训练\n'))
                    if check not in [1, 2, 3]:
                        check = 2
                    if check == 1:
                        exp = group.get('g_experience')
                        level = (1 if exp < 50 else 2 if exp < 200 else
                                 3 if exp < 450 else 4 if exp < 950 else 5)
                        level_ranker = Conn.get_level_ranker(conn, level)
                        PM.print_corps_info(level_ranker, ranker)
                        choice = int(input('请指定变更兵种ID:'))
                        if choice not in level_ranker:
                            continue
                        MG.change_corps(conn, group, ranker, choice)
                    elif check == 2:
                        t_type = 1  # 常规训练
                        group = MG.train_corps(conn, group, heroes, hero_id,
                                               t_type)
                    else:
                        t_type = 2  # 强化训练
                        group = MG.train_corps(conn, group, heroes, hero_id,
                                               t_type)

                # 巡逻
                elif manage_order == 3:
                    p_group = MG.patrol_group(conn, group, heroes, hero_id)
                    group = p_group[0]
                    r_type = p_group[1]
                    if r_type == 2:  # 讨贼巡逻,发现贼寇探子,完成讨贼
                        spy = MG.find_spy(group)
                        group = MG.fight_enemy(conn, group, heroes, hero_id,
                                               spy)
                    elif r_type == 3:  # 据点巡逻,发现贼寇据点
                        MG.find_den(conn, group, ranker)
                # 征讨
                else:
                    print('征讨胜利')
                group_hero = c_hero[1]
                # 势力英雄都执行任务后自动结束本回合
                if len(group_hero) == 0:
                    print('谨遵圣谕,臣等告退!')
                    break
            # 英雄命令
            elif main_order == 3:
                # 次命令
                # 寻访
                # 官职:擢升 罢黜
                # 赏罚:赏赐 罚没
                manage_order = int(input('请选择执行内容:1 寻访  2 官职  3 赏罚  0 取消\n'))
                if manage_order not in [1, 2, 3]:
                    continue
                # 寻访
                if manage_order == 1:
                    # 执行听候差遣的英雄列表
                    c_hero = choice_executor(group_hero, heroes)
                    hero_id = c_hero[0]
                    group_hero = c_hero[1]
                    group = MG.find_recluse_treasure(conn, group, heroes,
                                                     hero_id, gems)
                # 官职
                elif manage_order == 2:
                    group_heroes = Conn.get_group_hero(conn, group.get('g_id'))
                    PM.print_group_hero(group_heroes, heroes)
                    h_id = int(input().strip())
                    key_order = int(input('请选择任免:1 擢升  2 罢黜  0 取消\n'))
                    if key_order == 1:
                        print('擢升了官职')
                    elif key_order == 2:
                        print('罢黜了官职')
                    else:
                        continue
                # 赏罚
                else:
                    key_order = int(input('请选择赏罚:1 赏赐  2 罚没  0 取消\n'))
                    if key_order == 1:
                        # 获取玩家势力中宝物ID列表
                        group_gem = Conn.get_group_gem(conn, group.get('g_id'))
                        if len(group_gem) > 0:
                            group_heroes = Conn.get_group_hero(
                                conn, group.get('g_id'))
                            PM.print_group_hero(group_heroes, heroes)
                            h_id = int(input().strip())
                            group_gem = [
                                t_id for t_id in group_gem
                                if gems.get(t_id).get('t_hero') == 0
                            ]
                            PM.print_choice_gem(group_gem, gems, heroes)
                            t_id = int(input('请输入赏赐宝物ID:\n'))
                            heroes = MG.rewards_hero(conn, group, gems, t_id,
                                                     heroes, h_id, 1)
                    elif key_order == 2:
                        # 获取玩家势力中宝物ID列表
                        group_gem = Conn.get_group_gem(conn, group.get('g_id'))
                        if len(group_gem) > 0:
                            group_gem = [
                                t_id for t_id in group_gem
                                if gems.get(t_id).get('t_hero') != 0
                            ]
                            if len(group_gem) == 0:
                                print('无持有宝物的英雄!')
                                continue
                            PM.print_choice_gem(group_gem, gems, heroes)
                            t_id = int(input('请输入收回宝物ID:\n'))
                            heroes = MG.rewards_hero(
                                conn, group, gems, t_id, heroes,
                                gems.get(t_id).get('t_hero'), 2)
                    else:
                        continue
                # 势力英雄都执行任务后自动结束本回合
                if len(group_hero) == 0:
                    print('谨遵圣谕,臣等告退!')
                    break
            # 市场命令
            elif main_order == 4:
                # 次命令
                # 粮草交易:买进 卖出
                # 宝物交易:收购 贩卖
                manage_order = int(input('请选择交易内容:1 粮草交易  2 宝物交易  0 取消\n'))
                if manage_order not in [1, 2]:
                    continue
                # 执行听候差遣的英雄列表
                c_hero = choice_executor(group_hero, heroes)
                hero_id = c_hero[0]
                # 粮草交易
                if manage_order == 1:
                    key_order = int(input('请选择交易类型:1 买进  2 卖出  0 取消\n'))
                    if key_order == 1:
                        print('买进了粮草')
                    elif key_order == 2:
                        print('卖出了粮草')
                    else:
                        continue
                # 宝物交易
                else:
                    key_order = int(input('请选择交易类型:1 收购  2 贩卖  0 取消\n'))
                    if key_order == 1:
                        print('收购了宝物')
                    elif key_order == 2:
                        print('贩卖了宝物')
                    else:
                        continue
                group_hero = c_hero[1]
                # 势力英雄都执行任务后自动结束本回合
                if len(group_hero) == 0:
                    print('谨遵圣谕,臣等告退!')
                    break
            # 情报命令
            else:
                # 次命令
                # 势力 英雄 宝物 兵种
                query_order = int(
                    input('请选择情报内容:1 势力一览  2 英雄一览  3 宝物一览  4 兵种一览\n'))
                if query_order not in [1, 2, 3, 4]:
                    continue
                # 势力情报
                if query_order == 1:
                    PM.print_groups_info(groups, conn, heroes)
                # 英雄情报
                elif query_order == 2:
                    PM.print_heroes_info(groups, heroes)
                # 宝物情报
                elif query_order == 3:
                    PM.print_gems_info(groups, gems, heroes)
                # 兵种情报
                else:
                    level_ranker = ranker.keys()
                    PM.print_corps_info(level_ranker, ranker)
                # 势力英雄都执行任务后自动结束本回合
                if len(group_hero) == 0:
                    print('谨遵圣谕,臣等告退!')
                    break
        # 每月势力人口增加
        group = MG.get_populace(conn, group)
        # 每月势力粮草消耗
        group = MG.eat_rations(conn, group, heroes, ranker)
        # 对势力现状评定,有几率触发特殊事件
        MG.check_group(conn, group, heroes, gems)
        # 每三个回合即每个季度执行
        if time % 3 == 0:
            # 发放军饷
            group = MG.pay_provisions(conn, group, heroes, ranker)
            # 势力黄金收入
            group = MG.get_gold(conn, group)
            # 势力粮草收入
            group = MG.get_rations(conn, group)
        # 每12个回合及每年执行
        if time % 12 == 0:
            # 游戏纪年增加
            year += 1
            hero = dict()
            # 所有英雄年龄增加
            for h_id in heroes.keys():
                hero['h_age'] = heroes.get(h_id).get('h_age') + 1
                # 如果英雄年龄增加后超过70岁,则英雄状态变更为死亡
                if hero.get('h_age') > 70:
                    hero['h_status'] = 0
                    hero['h_group'] = 0
                    print('{0}{1}年岁已高,不幸病逝!'.format(
                        groups.get(
                            heroes.get(h_id).get('h_group')).get('g_name'),
                        heroes.get(h_id).get('h_name')))
                condition = 'h_id = {}'.format(h_id)
                Conn.update_data(conn, 'heroes', hero, condition)
        # 电脑势力执行任务
        MainAI.run(conn, time)
        time += 1
示例#20
0
def find_recluse_treasure(conn, group, heroes, hero_id, gems):
    """
    寻访,概率寻访到在野英雄、在野宝物、黄金、粮草
    :param hero_id: 
    :param conn: 
    :param group: 
    :param heroes: 
    :param gems: 
    :return: group
    """
    # 在野英雄ID列表
    recluse = Conn.find_recluse(conn)
    # 在野宝物ID列表
    treasure = Conn.find_treasure(conn)
    # 势力变更信息及开关
    new_group = dict()
    check_g = False
    # 英雄变更信息
    new_hero = dict()
    # 宝物变更信息
    new_gem = dict()
    # 获取势力钱粮信息
    g_rations = group.get('g_rations')
    g_gold = group.get('g_gold')
    for h_id in hero_id:
        # 概率参数
        # [0, 0.3) 30%概率寻访没有收获
        # [0.3, 0.5) 20%概率寻访发现粮草
        # [0.5, 0.7) 20%概率寻访发现黄金
        # [0.7, 0.9) 20%概率寻访发现英雄
        # [0.9, 1] 10%概率寻访发现宝物
        k = random.random() * (1 - random.random())
        if len(treasure) < 1 and len(recluse) > 0:
            k -= 0.11
        elif len(recluse) < 1 and len(treasure) > 0:
            k = 0.99
        elif len(recluse) + len(treasure) < 1:
            k -= 0.31
        hero = heroes.get(h_id)
        if 0.2 <= k < 0.45:
            rations = random.randint(
                hero.get('h_brain') + hero.get('h_charm'),
                (hero.get('h_brain') + hero.get('h_charm')) * 2)
            g_rations += rations
            group['g_rations'] = g_rations
            new_group['g_rations'] = g_rations
            if group.get('g_status') == 1:
                print('{0}发现粮草,{1}粮草增加{2}'.format(hero.get('h_name'),
                                                  group.get('g_name'),
                                                  rations))
            check_g = True
        elif 0.45 <= k < 0.7:
            gold = random.randint(
                hero.get('h_brain') + hero.get('h_charm'),
                (hero.get('h_brain') + hero.get('h_charm')) * 3)
            g_gold += gold
            group['g_gold'] = g_gold
            new_group['g_gold'] = g_gold
            if group.get('g_status') == 1:
                print('{0}发现黄金,{1}黄金增加{2}'.format(hero.get('h_name'),
                                                  group.get('g_name'), gold))
            check_g = True
        elif 0.7 <= k < 0.9:
            # 发现英雄ID
            try:
                re_id = random.choice(recluse)
            except Exception as e:
                print(e)
                print('{}本次寻访未发现任何事物'.format(hero.get('h_name')))
                continue
            # 英雄投奔概率
            # 受寻访英雄的智力和魅力值影响
            hero_1 = (hero.get('h_brain') + hero.get('h_charm')) / 2
            hero_2 = (heroes.get(re_id).get('h_brain') +
                      heroes.get(re_id).get('h_charm')) / 2
            if group.get('g_status') == 1:
                print('{0}发现在野英雄{1}!是否选择招揽!'.format(
                    hero.get('h_name'),
                    heroes.get(re_id).get('h_name')))
                print(
                    '姓名:{0}\n性别:{1}\n年龄:{2}\n身份:{3}\n统率:{4}\n武力:{5}\n智力:{6}\n政治:{7}\n魅力:{8}'
                    .format(
                        heroes.get(re_id).get('h_name'),
                        heroes.get(re_id).get('h_gender'),
                        heroes.get(re_id).get('h_age'),
                        heroes.get(re_id).get('h_identity'),
                        heroes.get(re_id).get('h_lead'),
                        heroes.get(re_id).get('h_force'),
                        heroes.get(re_id).get('h_brain'),
                        heroes.get(re_id).get('h_politics'),
                        heroes.get(re_id).get('h_charm')))
                is_get = int(input('1 招揽  2 放弃\n'))
                if is_get == 1:
                    choice = hero_1 / hero_2 - random.random()
                    print(
                        '{}:阁下慢走,方才见阁下举止不凡,一表人才,想来阁下绝非常人,何不投效我军,谋一个出路?'.format(
                            hero.get('h_name')))
                    if choice > 0.6:
                        print('{0}:久闻{1}大名,承蒙不弃,{0}愿效死力!'.format(
                            heroes.get(re_id).get('h_name'),
                            group.get('g_name')))
                        print('{0}:哈哈,我军得{1}相助,何愁天下不平?'.format(
                            hero.get('h_name'),
                            heroes.get(re_id).get('h_name')))
                    else:
                        print('{0}:多谢大人好意,然{0}并无意出仕,还望大人恕罪。'.format(
                            heroes.get(re_id).get('h_name')))
                        print('{0}:唉,既如此,{0}也不好再为难阁下,告辞。'.format(
                            hero.get('h_name')))
                    if choice > 0.6:
                        new_hero['h_group'] = group.get('g_id')
                        new_hero['h_status'] = 2
                        recluse.remove(re_id)
                        print('{0}成功招揽到英雄{1}!'.format(
                            group.get('g_name'),
                            heroes.get(re_id).get('h_name')))
                        condition_h = 'h_id = {}'.format(re_id)
                        Conn.update_data(conn, 'heroes', new_hero, condition_h)
        elif 0.9 <= k <= 1:
            # 发现宝物ID
            # 受势力民心影响
            treasure = [
                t_id for t_id in treasure if gems.get(t_id).get('t_level') < (
                    2 if group.get('g_morale') < 100 else
                    3 if group.get('g_morale') < 500 else 4)
            ]
            tr_id = random.choice(treasure)
            new_gem['t_group'] = group.get('g_id')
            condition_t = 't_id = {}'.format(tr_id)
            if group.get('g_status') == 1:
                print('{0}成功寻获到宝物{1}!'.format(hero.get('h_name'),
                                              gems.get(tr_id).get('t_name')))
            Conn.update_data(conn, 'gems', new_gem, condition_t)
        else:
            if group.get('g_status') == 1:
                print('{}本次寻访未发现任何事物'.format(hero.get('h_name')))
    if check_g:
        condition_g = 'g_id = {}'.format(group.get('g_id'))
        Conn.update_data(conn, 'hero_group', new_group, condition_g)
    return group
示例#21
0
def check_group(conn, group, heroes, gems):
    """
    势力现状评定,有几率触发特殊事件
    :param gems: 
    :param conn: 
    :param group: 
    :param heroes: 
    :return: group
    """
    g_morale = group.get('g_morale')
    g_gold = group.get('g_gold')
    g_rations = group.get('g_rations')
    g_ranker = group.get('g_ranker')
    g_populace = group.get('g_populace')
    group_hero = Conn.get_group_hero(conn, group.get('g_id'))
    # 下野英雄信息字典
    retire = dict()
    # 势力变更信息字典
    new_group = dict()
    # 势力变更开关
    check_g = False
    # 英雄变更开关
    check_h = False
    # 黄金小于0
    if g_gold < 0:
        k = random.random()
        if 0.2 < k < 0.7:
            # 兵力哗变叛逃
            deserter = random.randint(round(g_ranker * 0.05),
                                      round(g_ranker * 0.1))
            g_ranker -= deserter
            group['g_ranker'] = g_ranker
            new_group['g_ranker'] = g_ranker
            print('因{0}军饷不足,{1}名士兵哗变叛逃了!'.format(group.get('g_name'),
                                                 deserter))
            check_g = True
        if 0.5 < k < 0.55:
            # 英雄辞官下野
            h_id = random.choice(group_hero)
            group_hero.remove(h_id)
            retire[h_id] = {'h_group': 0, 'h_status': 1}
            print('因{0}军饷不足,{1}辞官下野了!'.format(group.get('g_name'),
                                              heroes.get(h_id).get('h_name')))
            check_h = True
    # 粮草小于0
    if g_rations < 0:
        k = random.random()
        if 0.2 < k < 0.8:
            # 兵力哗变叛逃
            deserter = random.randint(round(g_ranker * 0.08),
                                      round(g_ranker * 0.15))
            g_ranker -= deserter
            group['g_ranker'] = g_ranker
            new_group['g_ranker'] = g_ranker
            print('因{0}粮草不足,{1}名士兵哗变叛逃了!'.format(group.get('g_name'),
                                                 deserter))
        if 0.53 < k < 0.55:
            # 英雄辞官下野
            h_id = random.choice(group_hero)
            group_hero.remove(h_id)
            retire[h_id] = {'h_group': 0, 'h_status': 1}
            print('因{0}粮草不足,{1}辞官下野了!'.format(group.get('g_name'),
                                              heroes.get(h_id).get('h_name')))
            check_h = True
        g_ranker = round(g_ranker * 0.6)
        g_populace += round(g_ranker * 0.4)
        g_gold += round(g_ranker * 0.4 / 100)
        new_group['g_ranker'] = g_ranker
        new_group['g_gold'] = g_gold
        new_group['g_populace'] = g_populace
        group['g_ranker'] = g_ranker
        group['g_gold'] = g_gold
        group['g_populace'] = g_populace
        check_g = True
    # 民心大于600
    if g_morale > 600:
        k = random.random()
        if 0.3 < k < 0.7:
            # 人口迁入
            follower = random.randint(round(g_populace * 0.05),
                                      round(g_populace * 0.08))
            g_populace += follower
            group['g_populace'] = g_populace
            new_group['g_populace'] = g_populace
            print('因{0}民心所向,人口迁入了{1}人!'.format(group.get('g_name'), follower))
            check_g = True
        if 0.4 < k < 0.6:
            # 钱粮捐献
            gold = random.randint(round(g_populace / 500),
                                  round(g_populace / 200))
            rations = random.randint(round(g_populace / 80),
                                     round(g_populace / 30))
            g_gold += gold
            g_rations += rations
            group['g_gold'] = g_gold
            group['g_rations'] = g_rations
            new_group['g_gold'] = g_gold
            new_group['g_rations'] = g_rations
            print('因{0}民心所向,民众发起粮草捐赠,粮草增加{1}石,黄金增加{2}两!'.format(
                group.get('g_name'), rations, gold))
            check_g = True
        if 0.5 < k < 0.55:
            # 志愿参军
            volunteer = random.randint(round(g_populace * 0.003),
                                       round(g_populace * 0.08))
            g_ranker += volunteer
            g_populace -= volunteer
            group['g_ranker'] = g_ranker
            group['g_populace'] = g_populace
            new_group['g_ranker'] = g_ranker
            new_group['g_populace'] = g_populace
            print('因{0}民心所向,民众发起志愿参军,兵力增加{1}名!'.format(group.get('g_name'),
                                                       volunteer))
            check_g = True
        if 0.52 < k < 0.53:
            # 进贡宝物
            new_gems = dict()
            treasure = Conn.find_treasure(conn)
            t_id = random.choice(treasure)
            new_gems['t_group'] = group.get('g_id')
            condition_t = 't_id = {}'.format(t_id)
            print('因{0}民心所向,民众进贡传家宝物,{0}获得宝物{1}!'.format(
                group.get('g_name'),
                gems.get(t_id).get('t_name')))
            Conn.update_data(conn, 'gems', new_gems, condition_t)
    # 民心大于300
    elif g_morale > 300:
        k = random.random()
        if 0.5 < k < 0.6:
            # 人口迁入
            follower = random.randint(round(g_populace * 0.03),
                                      round(g_populace * 0.06))
            g_populace += follower
            group['g_populace'] = g_populace
            new_group['g_populace'] = g_populace
            print('因{0}民心所向,人口迁入了{1}人!'.format(group.get('g_name'), follower))
            check_g = True
        if 0.55 < k < 0.6:
            # 钱粮捐献
            gold = random.randint(round(g_populace / 500),
                                  round(g_populace / 200))
            rations = random.randint(round(g_populace / 80),
                                     round(g_populace / 30))
            g_gold += gold
            g_rations += rations
            group['g_gold'] = g_gold
            group['g_rations'] = g_rations
            new_group['g_gold'] = g_gold
            new_group['g_rations'] = g_rations
            print('因{0}民心所向,民众发起粮草捐赠,粮草增加{1}石,黄金增加{2}两!'.format(
                group.get('g_name'), rations, gold))
            check_g = True
    # 民心大于100
    elif g_morale > 100:
        k = random.random()
        if 0.5 < k < 0.6:
            # 人口迁入
            follower = random.randint(round(g_populace * 0.01),
                                      round(g_populace * 0.03))
            g_populace += follower
            group['g_populace'] = g_populace
            new_group['g_populace'] = g_populace
            print('因{0}民心所向,人口迁入了{1}人!'.format(group.get('g_name'), follower))
            check_g = True
    # 民心小于30
    if 10 < g_morale < 30:
        k = random.random()
        if 0.5 < k < 0.7:
            # 人口流失
            refugee = random.randint(round(g_populace * 0.03),
                                     round(g_populace * 0.05))
            g_populace -= refugee
            group['g_populace'] = g_populace
            new_group['g_populace'] = g_populace
            print('因{0}民心不足,人口流失了{1}人!'.format(group.get('g_name'), refugee))
            check_g = True
    # 民心小于10
    elif g_morale < 10:
        # 人口流失
        refugee = random.randint(round(g_populace * 0.05),
                                 round(g_populace * 0.08))
        g_populace -= refugee
        # 士兵哗变叛逃
        deserter = random.randint(round(g_ranker * 0.05),
                                  round(g_ranker * 0.08))
        g_ranker -= deserter
        group['g_ranker'] = g_ranker
        new_group['g_ranker'] = g_ranker
        group['g_populace'] = g_populace
        new_group['g_populace'] = g_populace
        print('因{0}民心不足,人口流失了{1}人,{2}名士兵哗变叛逃了!'.format(group.get('g_name'),
                                                       refugee, deserter))
        check_g = True
    if check_g:
        condition_g = 'g_id = {}'.format(group.get('g_id'))
        Conn.update_data(conn, 'hero_group', new_group, condition_g)
    if check_h:
        for hid in retire.keys():
            condition_h = 'h_id = {}'.format(hid)
            Conn.update_data(conn, 'heroes', retire.get(hid), condition_h)
    return group
示例#22
0
def get_ranker(conn, group, heroes, hero_id, max_ranker, new_ranker, check):
    """
    势力募兵操作
    :param conn: 
    :param group: 
    :param heroes: 
    :param hero_id: 
    :param max_ranker: 
    :param new_ranker: 
    :param check: 
    :return: group
    """
    if check == 1:
        g_populace = group.get('g_populace')
        g_ranker = group.get('g_ranker')
        g_rations = group.get('g_rations')
        g_gold = group.get('g_gold')
        g_morale = group.get('g_morale')
        new_group = dict()
        name = ''
        h_lead = 0
        if g_rations < 0:
            return group
        for h_id in hero_id:
            h_lead += heroes.get(h_id).get('h_lead')
            name += '{},'.format(heroes.get(h_id).get('h_name'))
        if new_ranker > max_ranker:
            new_ranker = max_ranker
        g_ranker += new_ranker
        if g_ranker > g_populace / 10:
            new_ranker = round(g_populace / 10) - (g_ranker - new_ranker)
            if group.get('g_status') == 1:
                print('因势力兵力不得超过总人口的十分之一,所以本次招募最大兵力为{}'.format(new_ranker))
            g_ranker = round(g_populace / 10)
        h_buff = round(h_lead * (1 + g_morale / 1000) / 20)
        # 募兵消耗粮草和黄金,并影响势力民心,消耗量受执行英雄统率影响
        new_rations = round(new_ranker / 50 -
                            h_buff) if new_ranker / 50 - h_buff > 0 else 0
        new_gold = round(new_ranker / 200 -
                         h_buff) if new_ranker / 200 - h_buff > 0 else 0
        new_morale = round(new_ranker / 1000) if new_ranker / 1000 > 0 else 0
        new_morale = 20 if new_morale > g_morale * 0.3 else new_morale
        g_populace -= new_ranker
        g_rations -= new_rations
        g_gold -= new_gold
        g_morale -= new_morale
        new_group['g_populace'] = g_populace
        new_group['g_rations'] = g_rations
        new_group['g_gold'] = g_gold
        new_group['g_morale'] = g_morale
        new_group['g_ranker'] = g_ranker
        group['g_populace'] = g_populace
        group['g_rations'] = g_rations
        group['g_gold'] = g_gold
        group['g_morale'] = g_morale
        group['g_ranker'] = g_ranker
        if group.get('g_status') == 1:
            print(
                '本次{0}成功招募士兵共{1}人,消耗粮草{2}石,消耗黄金{3}两,降低民心{4}点,减少人口{5}人'.format(
                    name[:-1], new_ranker, new_rations, new_gold, new_morale,
                    new_ranker))
        condition = 'g_id = {}'.format(group.get('g_id'))
        Conn.update_data(conn, 'hero_group', new_group, condition)
        return group