示例#1
0
def game():
    cost = int(input("Стоимость армии: "))
    army_1 = army.Army(cost, "🔴 Красные", possible_units)
    army_2 = army.Army(cost, "🔵 Синие", possible_units)

    print(army_1)
    print(army_2)

    sides = [army_1, army_2]
    for i in range(1, 1 << 31 - 1):
        s = [f"\nХод №{i}"]
        actions = []
        side_1 = random.choice([0, 1])
        side_2 = abs(side_1 - 1)

        friends, enemies = sides[side_1], sides[side_2]
        if len(friends) > 0 and len(enemies) > 0:
            actions.append(friends.attack(enemies))
            special_action_string = friends.trigger_special_actions(enemies)
            if special_action_string != "":
                actions.append(special_action_string)
        if len(friends) > 0 and len(enemies) > 0:
            actions.append(enemies.attack(friends))
        if len(friends) == 0 or len(enemies) == 0:
            break

        actions = filter(lambda x: x != "", actions)
        s.append("🔫 Действия")
        s.extend(actions)
        s.append("📊 Состояние армий")
        s.append(str(army_1))
        s.append(str(army_2))
        game_snapshots.append("\n".join(s))

    i = 0
    print(game_snapshots[i])

    while True:
        inp = input("вперёд/назад/конец/выйти (в/н/к/е): ")
        if inp == "в":
            if i < len(game_snapshots) - 1:
                i += 1
            else:
                print(game_snapshots[i])
                break

        elif inp == "н" and i > 0:
            i -= 1
        elif inp == "к":
            i = len(game_snapshots) - 1
        elif inp == "е":
            break

        print(game_snapshots[i])

    for s in sides:
        if len(s) > 0:
            print(f"\nАрмия {s} выиграла")
示例#2
0
 def setUp(self):
     self.unit1 = army.Warrior()
     self.unit2 = army.Vampire()
     self.unit3 = army.Healer()
     self.unit4 = army.Mechnik()
     self.unit5 = army.Konnica()
     self.A1 = army.Army(army.Vampire, 10)
     self.A2 = army.Army(army.Healer, 20)
     self.B1 = army.Battle(self.A1, self.A2)
示例#3
0
    def train_armies(self):
        player = self.current_player
        tiles_owned_by_player = []
        for tile in self.world.values():
            if tile.owner == player:
                tiles_owned_by_player.append(tile)

        # First apply base growth
        for tile in tiles_owned_by_player:
            if not tile.locality:
                continue
            if tile.locality.category == "City":
                if not tile.army:
                    tile.army = army.Army(army.BASE_GROWTH_CITY,
                                          1 / 2 * army.BASE_GROWTH_CITY,
                                          tile.owner)
                elif tile.army.manpower < army.MAX_STACK_SIZE:
                    tile.army.manpower += army.BASE_GROWTH_CITY
                    tile.army.morale += 1 / 2 * army.BASE_GROWTH_CITY
            elif tile.locality.category == "Capital":
                if not tile.army:
                    tile.army = army.Army(army.BASE_GROWTH_CAPITAL,
                                          1 / 2 * army.BASE_GROWTH_CAPITAL,
                                          tile.owner)
                elif tile.army.manpower < army.MAX_TRAVEL_DISTANCE:
                    tile.army.manpower += army.BASE_GROWTH_CITY
                    tile.army.morale += 1 / 2 * army.BASE_GROWTH_CITY
            if tile.army:
                if tile.army.manpower > army.MAX_STACK_SIZE:
                    tile.army.manpower = army.MAX_STACK_SIZE
                if tile.army.morale > army.MAX_STACK_SIZE:
                    tile.army.morale = army.MAX_STACK_SIZE

        # Then apply bonus growth
        player_bonus_growth = len(
            tiles_owned_by_player) * army.BONUS_GROWTH_PER_TILE
        while player_bonus_growth > 0:
            tiles_with_max_army_stack = 0
            for tile in tiles_owned_by_player:
                if tile.locality and tile.army.manpower < army.MAX_STACK_SIZE:
                    tile.army.manpower += 1
                    tile.army.morale += 0.5
                    player_bonus_growth -= 1
                else:
                    tiles_with_max_army_stack += 1

                # break if we can't apply the bonus anywhere
                if len(tiles_owned_by_player) == tiles_with_max_army_stack:
                    player_bonus_growth = 0
                    break

        # Round morale values
        for tile in self.world.values():
            if tile.army:
                tile.army.morale = min(army.MAX_STACK_SIZE, tile.army.morale)
                tile.army.morale = round(tile.army.morale)
示例#4
0
文件: tests.py 项目: QueVege/Task-3
    def test_init_army(self):
        """Checking initialization of Army object"""

        self.army = army.Army(0, "random_squad")
        self.assertEqual(len(self.army.squads), 4)
        for sq in self.army.squads:
            self.assertIsInstance(sq, Squad)
示例#5
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文件: simfile.py 项目: imps/mmhk
    def parse(self):
        our_army = []
        their_army = []

        for line in self.simfile:
            splitted = line.split('->', 1)
            if len(splitted[0].strip()) > 0:
                our_army.append(self.monstify(splitted[0]))
            if len(splitted) > 1:
                their_army.append(self.monstify(splitted[1]))

        remover = lambda x: x is not None
        our_army = filter(remover, our_army)
        their_army = filter(remover, their_army)

        return (army.Army(our_army), army.Army(their_army))
示例#6
0
文件: tests.py 项目: QueVege/Task-3
    def setUp(self):
        """Initialization of Army object

        contains 2 squads with different strength values

        """
        self.army = army.Army(0, "random_squad")
        self.army.squads[0].get_damage(0.6)
        self.army.squads[1].get_damage(0.9)
示例#7
0
文件: optimizer.py 项目: imps/mmhk
    def get_attack_power(self, variation):
        attacker = army.Army(variation)
        power = attacker.power

        result, report = attacker.attack(self.defender,
                                         report=False,
                                         dry_run=True)

        if not result:
            return 0
        return power
示例#8
0
def test():
    grunt0 = troop.Grunt("Ranger1", 25, 25, 1, 20, 10, 5, 20)
    grunt1 = troop.Grunt("Ranger2", 25, 25, 1, 20, 10, 5, 20)
    grunt2 = troop.Grunt("Ranger3", 25, 25, 1, 20, 10, 5, 20)
    grunt3 = troop.Grunt("Soldier1", 50, 50, 1, 1, 20, 20, 10)
    grunt4 = troop.Grunt("Soldier2", 50, 50, 1, 1, 20, 20, 10)
    grunt5 = troop.Grunt("Soldier3", 50, 50, 1, 1, 20, 20, 10)
    champion = troop.Grunt("Champion", 1000, 1000, 1, 1, 20, 20, 50)

    test0 = battalion.Battalion("bat1", grunt0, 30)
    test1 = battalion.Battalion("bat2", grunt1, 30)
    test2 = battalion.Battalion("bat3", grunt2, 30)
    test3 = battalion.Battalion("bat4", grunt3, 30)
    test4 = battalion.Battalion("bat5", grunt4, 30)
    test5 = battalion.Battalion("bat6", grunt5, 30)

    army0 = army.Army()
    army0.add_troop(test0)
    army0.add_troop(test1)
    army0.add_troop(test2)
    army0.add_troop(test3)
    army0.add_troop(test4)
    army0.add_troop(test5)
    army0.insert_troop(champion, 2)

    army1 = army.Army()
    army1.add_troop(test0)
    army1.add_troop(test1)
    army1.add_troop(test2)
    army1.add_troop(test3)
    army1.add_troop(test4)
    army1.add_troop(test5)

    battle0 = battle.Battle(army0.army, army1.army)
    print(len(battle0.big_army))
    print(battle0)
示例#9
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def grave_touching(player1, all_graves, all_armies, grave_counter):
    # if the player sprite collides with the graveyard sprite, instantiate an army, add it the army group then kill
    grave_touch = pygame.sprite.spritecollideany(player1, all_graves)
    if grave_touch:
        if grave_counter != 0:
            grave_counter -= 1
        elif grave_counter == 0:
            new_army_guy = army.Army((grave_touch.rect.x) + 39,
                                     (grave_touch.rect.y) + 30, 40,
                                     grave_touch.speed)
            all_armies.add(new_army_guy)
            all_graves.remove(grave_touch)
            grave_counter = 60
    else:
        grave_counter = 60
    return grave_counter
示例#10
0
def reset(player1, all_enemies, PLAYER_HEALTH, WIDTH, HEIGHT, screen,
          all_graves, all_armies, all_powerups):
    for i in all_enemies:
        all_enemies.remove(i)
    for i in all_graves:
        all_graves.remove(i)
    for i in all_armies:
        all_armies.remove(i)
    for i in all_powerups:
        all_powerups.remove(i)
    all_armies.add(
        army.Army(random.randint(100, WIDTH - 100),
                  random.randint(100, HEIGHT - 100), 40, 5))
    screen.fill(colors.red)
    text.draw_final_score(screen, player1.score, WIDTH, HEIGHT)
    text.draw_final_message(screen, WIDTH, HEIGHT)
    pygame.display.flip()
    player1.rect.x = WIDTH / 2
    player1.rect.y = HEIGHT / 2
示例#11
0
文件: optimizer.py 项目: imps/mmhk
    def brute(self):
        stack_variations = []
        for variation in itertools.permutations(self.attacker):
            if self.try_attack(variation):
                stack_variations.append(variation)

        unit_variations = []
        for n, variation in enumerate(stack_variations):
            result = self.brute_units(variation, n + 1, len(stack_variations))
            unit_variations.append((result, variation))

        if len(unit_variations) == 0:
            return None

        best = min(unit_variations, key=lambda x: x[0])
        best_var = best[0][1]
        best_basevar = best[1]
        for n, var in enumerate(best_var):
            best_basevar[n].stack = var

        return army.Army(best_basevar)
示例#12
0
def main():
    # Global variables
    WIDTH = 800
    HEIGHT = 600
    ktime = 0

    PLAYER_SIZE = 40
    PLAYER_SPEED = 2
    PLAYER_HEALTH = 5
    FPS = 60

    powerup_counter = 240
    grave_counter = 60
    enemy_spawn_counter = 1
    enemy_spawn_multipler = 1

    pygame.init()
    screen = pygame.display.set_mode((WIDTH, HEIGHT))
    pygame.display.set_caption("Necromancer")
    background = pygame.image.load("Background.png")
    clock = pygame.time.Clock()

    all_players = pygame.sprite.Group()
    player1 = player.Player(WIDTH / 2, HEIGHT / 2, PLAYER_SIZE, PLAYER_SPEED,
                            PLAYER_HEALTH)

    # Set the doc icon the the main player
    pygame.display.set_icon(player1.image)
    all_armies = pygame.sprite.Group()
    all_bullets = pygame.sprite.Group()
    armies = army.Army(random.randint(100, WIDTH - 100),
                       random.randint(100, HEIGHT - 100), 40, 5)
    camera1 = camera.Camera(WIDTH / 2, HEIGHT / 2)

    all_players.add(player1)
    all_armies.add(armies)

    all_enemies = pygame.sprite.Group()

    all_graves = pygame.sprite.Group()
    all_powerups = pygame.sprite.Group()

    music()

    frequency = 100

    running = True
    while running:
        # keep loop running at the right speed
        clock.tick(FPS)
        ktime += 1

        if ktime % frequency == 0:
            frequency -= 5
            if frequency <= 50:
                frequency = 50

        # Detect Collisions,
        collisions(all_enemies, all_armies, player1, all_graves, all_bullets)
        # Detect grave touching
        grave_counter = grave_touching(player1, all_graves, all_armies,
                                       grave_counter)
        powerup_counter = powerup_touching(player1, all_powerups,
                                           powerup_counter)

        # Detect wizard touching enemy
        wizard_touching(player1, all_enemies, WIDTH, HEIGHT, all_graves)

        # Process exit event
        for event in pygame.event.get():
            # check for closing window
            if event.type == pygame.QUIT:
                running = False
        if player1.health != 0:

            # Draw / render
            screen.fill(colors.black)
            updates(screen, all_enemies, all_players, all_armies, WIDTH,
                    HEIGHT, background, player1, camera1, all_bullets,
                    all_graves, all_powerups)

            # Spawn enemies based on frequency
            (spawn_bool, enemy_spawn_counter,
             enemy_spawn_multipler) = spawnEnemies(enemy_spawn_counter,
                                                   enemy_spawn_multipler)

            if spawn_bool:
                # world size is window size * 2
                e = enemy.Enemy(random.randint(-WIDTH * 2, WIDTH * 2),
                                random.randint(-HEIGHT * 2, HEIGHT * 2), 0,
                                random.randint(2, 5), 40)
                all_enemies.add(e)

            # Spawn powerups
            if spawnItem(ktime, 500):
                p = powerup.PowerUp(random.randint(0, WIDTH * 2),
                                    random.randint(0, HEIGHT * 2), 40)
                all_powerups.add(p)

            text.draw_score(screen, player1.score, WIDTH)
            text.draw_health(screen, player1.health, WIDTH)

            # Draw bullets
            if player1.check_shoot(FPS) == True:
                new_bullet = bullet.Bullet(player1, 10)
                all_bullets.add(new_bullet)

        # If the player has died, show the score and lose message
        if player1.health == 0:
            enemy_spawn_multipler = 1
            reset(player1, all_enemies, PLAYER_HEALTH, WIDTH, HEIGHT, screen,
                  all_graves, all_armies, all_powerups)
            keystate = pygame.key.get_pressed()
            if keystate[pygame.K_RETURN]:
                player1.health = PLAYER_HEALTH
                player1.score = 0

        # *after* drawing everything, flip the display
        pygame.display.flip()

    pygame.quit()
import numpy as np

characters_list = []

with open('characters.csv', newline='') as fichier:
    a = csv.reader(fichier, delimiter=',', quotechar=',')
    compteur = 0
    for row in a:
        if (compteur != 0):
            characters_list.append(character.Character(*row))
        else:
            compteur = compteur + 1

valTotal = 0
for charac in characters_list:
    armee = army.Army(charac, uniform(20.0, 100.0))
    valTotal = valTotal + armee.get_total_moral()
"""
print("Valeur totale des armées : "+str(valTotal))

valeurMoraleTroupes=np.array([uniform(20.0,100.0),uniform(20.0,100.0),uniform(20.0,100.0),uniform(20.0,100.0),uniform(20.0,100.0)])
boostMoralTroupe=np.array([uniform(0.1,10.0),uniform(0.1,10.0),uniform(0.1,10.0),uniform(0.1,10.0),uniform(0.1,10.0)])


print(valeurMoraleTroupes)
print(boostMoralTroupe)


et = EtLogique.EtLogique()
et.calcul()
et.afficherListe()
示例#14
0
    def __init__(self, name, stability, literacy, economy, population, public, save, armies=None):

        self.save=save

        '''print(economy)
        print(literacy)
        print(population)
        print(public)
        print(name)'''

        self.name = name.lower()

        self.army = army.Army(armies)
        armies = {"sol": 100, "cav": 50, "arch": 40, "con": 10, "art": 0}
        self.army.add_template("Deafult1", armies)
        armies = {"ligh": 30, "heav": 5, "bord": 50}
        self.army.add_template("Deafult2", armies)

        self.public = public
        self.spendings = {
            "total": 0,
            "education_spending": 0,
            "economy_spending": 0,
            "benefits_spending": 0
        }
        self.spendings["army"] = self.army.return_cost(100)

        self.population = Population("pop", population[0], population[1], population[2], [
                                     "population", "population_tier"])
        self.literacy = Literacy("literacy", literacy[0], literacy[1], literacy[2], [
                                 "literacy", "literacy_tier"])
        self.stability = Stability("stability", stability[0], stability[1], stability[2], [
                                   "stability", "stability_tier"])
        self.economy = Economy("economy", economy[0], economy[1], economy[2], economy[3], economy[4], [
                               "budget", "economy_tier"])


        self.population.update_ratio(
            self.literacy.return_value(),
            self.army.return_man()
        )
        # Getting the basic population proportions

        self.mod = [
            "tax",
            "form",
            "capital",
            "education_spending",
            "economy_spending",
            "benefits_spending",
            "name"
        ]  # All the values user can modify
        self.ad_mod = [
            "population",
            "population_tier",
            "literacy",
            "literacy_tier",
            "stability",
            "stability_tier",
            "budget",
            "economy_tier",
            "trade",
            "culture",
            "area"
        ]  # All the additional values admin can modify

        self.changes = {}  # Constains all the names of vars that can be changed
        for feature in [self.population, self.literacy, self.stability, self.economy]:
            self.changer_dic(feature)
        for feature in list(self.public.keys())+list(self.spendings.keys()):
            self.changes[feature] = self
        self.changes["name"] = self
示例#15
0
armee_list = []
total_erreur = np.zeros((11, 11))

with open('characters.csv') as f:
    f_csv = csv.reader(f)
    en_tetes = next(f_csv)
    for ligne in f_csv:
        name = ligne[0]
        first_name = ligne[1]
        age = ligne[2]
        profession = ligne[3]
        moralBoost = ligne[4]
        personnage = ch.Character(name, first_name, age, profession,
                                  moralBoost)
        characters_list.append(personnage)
        armee = ar.Army(personnage, randint(20, 100))
        armee_list.append(armee)
"""for i in characters_list:
    print(i)
for e in armee_list:
    print(e.get_total_moral())
"""
print("Valeur totale de toutes les armée : ")
val_army = (np.random.random_sample(5)) * (100 - 20)

val_persos = [0.97, 2, 1.3, 1.5, 0.1]
result = np.dot(val_army, val_persos)

print(result)

list_and = [[0, 0], [0, 1], [1, 0], [1, 1]]
示例#16
0
    def executeOrders(self, playerNo, Commands):
        try:
            if playerNo == 1:
                p1Cities = []
                for aCity in self.cities:
                    if aCity.getOwner() == 1:
                        p1Cities.append(aCity)
                for aCommand in Commands:
                    if aCommand.startswith("cclub power:"):
                        self.p1ChosenCity = int(aCommand[len("cclub power:"):])
                    else:
                        [fCity, tCity, rock, paper,
                         scissors] = aCommand.split()
                        [fCity, tCity, rock, paper, scissors] = list(
                            map(int, [fCity, tCity, rock, paper, scissors]))
                        if rock < 0 or paper < 0 or scissors < 0:
                            raise CommandError()
                        worked = False
                        for aCity in p1Cities:
                            if aCity.getCityID() == fCity:
                                worked = True
                                break
                        if not worked:
                            raise CommandError()
                        if not tCity in self.cityIDs:
                            raise CommandError()
                        for aCity in p1Cities:
                            if aCity.getCityID() == fCity:
                                theCity = aCity
                                break
                        theCity.decreaseSoldiers([rock, paper, scissors])
                        self.armies.append(
                            army.Army(
                                self.lastArmyID + 1, fCity, tCity, 1,
                                self.distanceBetweenCitiesID(fCity, tCity),
                                [rock, paper, scissors],
                                self.cityDictionary[fCity].getCoordinates(),
                                self.cityDictionary[tCity].getCoordinates()))
                        self.lastArmyID += 1

            elif playerNo == 2:
                p2Cities = []
                for aCity in self.cities:
                    if aCity.getOwner() == 2:
                        p2Cities.append(aCity)
                for aCommand in Commands:
                    if aCommand.startswith("cclub power:"):
                        self.p2ChosenCity = int(aCommand[len("cclub power:"):])
                    else:
                        [fCity, tCity, rock, paper,
                         scissors] = aCommand.split()
                        [fCity, tCity, rock, paper, scissors] = list(
                            map(int, [fCity, tCity, rock, paper, scissors]))
                        if rock < 0 or paper < 0 or scissors < 0:
                            raise CommandError()
                        worked = False
                        for aCity in p2Cities:
                            if aCity.getCityID() == fCity:
                                worked = True
                                break
                        if not worked:
                            raise CommandError()
                        if not tCity in self.cityIDs:
                            raise CommandError()
                        for aCity in p2Cities:
                            if aCity.getCityID() == fCity:
                                theCity = aCity
                                break
                        theCity.decreaseSoldiers([rock, paper, scissors])
                        self.armies.append(
                            army.Army(
                                self.lastArmyID + 1, fCity, tCity, 2,
                                self.distanceBetweenCitiesID(fCity, tCity),
                                [rock, paper, scissors],
                                self.cityDictionary[fCity].getCoordinates(),
                                self.cityDictionary[tCity].getCoordinates()))
                        self.lastArmyID += 1
        except:
            return "error"