def test_try_companion_block__failed(self): actor_1, actor_2 = self.get_actors() with mock.patch('the_tale.game.actions.battle.strike_without_contact') as strike_without_contact: with mock.patch('the_tale.game.actions.battle.strike_with_contact') as strike_with_contact: battle.make_turn(actor_1, actor_2, self.hero) self.assertEqual(strike_without_contact.call_count+strike_with_contact.call_count, 1)
def check_first_strike(self, actor_1, actor_2, turn, expected_actors): with mock.patch('the_tale.game.actions.battle.strike') as strike: for i in xrange(100): actor_1.context.turn = turn actor_2.context.turn = turn battle.make_turn(actor_1, actor_2, self.hero) self.assertEqual(set(id(call[1]['attacker']) for call in strike.call_args_list), expected_actors)
def test_make_turn__initialize_contexts_on_first_turn(self): actor_1, actor_2 = self.get_actors() with mock.patch('the_tale.game.actions.battle.strike') as strike: with mock.patch('the_tale.game.actions.battle.Actor.update_context') as update_context: battle.make_turn(actor_1, actor_2, self.hero) self.assertEqual(strike.call_count, 1) self.assertEqual(update_context.call_args_list, [mock.call(actor_2), mock.call(actor_1)])
def process_battle(hero_1, hero_2): hero_1_context = contexts.BattleContext() hero_2_context = contexts.BattleContext() while hero_1.health > 0 and hero_2.health > 0: battle.make_turn(battle.Actor(hero_1, hero_1_context), battle.Actor(hero_2, hero_2_context), MESSENGER) return hero_1.health > 0
def process_battle(hero_1, hero_2): hero_1_context = contexts.BattleContext() hero_2_context = contexts.BattleContext() while hero_1.health > 0 and hero_2.health > 0: battle.make_turn(battle.Actor(hero_1, hero_1_context), battle.Actor(hero_2, hero_2_context ), MESSENGER) return hero_1.health > 0
def process_battle_running(self): # apply all changes made by player hero_1_effectivenes = self.hero_1.pvp.effectiveness hero_2_effectivenes = self.hero_2.pvp.effectiveness if self.hero_1.is_bot: self.process_bot(bot=self.hero_1, enemy=self.hero_2) if self.hero_2.is_bot: self.process_bot(bot=self.hero_2, enemy=self.hero_1) # modify advantage max_effectivenes = float(max(hero_1_effectivenes, hero_2_effectivenes)) if max_effectivenes < 0.01: effectiveness_fraction = 0 else: effectiveness_fraction = (hero_1_effectivenes - hero_2_effectivenes) / max_effectivenes advantage_delta = c.PVP_MAX_ADVANTAGE_STEP * effectiveness_fraction self.hero_1.pvp.set_advantage(self.hero_1.pvp.advantage + advantage_delta) self.hero_1_context.use_pvp_advantage(self.hero_1.pvp.advantage) self.hero_2.pvp.set_advantage(self.hero_2.pvp.advantage - advantage_delta) self.hero_2_context.use_pvp_advantage(self.hero_2.pvp.advantage) # battle step if self.hero_1.health > 0 and self.hero_2.health > 0: battle.make_turn(battle.Actor(self.hero_1, self.hero_1_context), battle.Actor(self.hero_2, self.hero_2_context ), self) if self.hero_1_context.pvp_advantage_used or self.hero_2_context.pvp_advantage_used: self.hero_1.pvp.set_advantage(0) self.hero_2.pvp.set_advantage(0) self.percents = 1.0 - min(self.hero_1.health_percents, self.hero_2.health_percents) # update resources, etc self.update_hero_pvp_info(self.hero_1) self.update_hero_pvp_info(self.hero_2) self.hero_1.pvp.store_turn_data() self.hero_2.pvp.store_turn_data() # check if anyone has killed self._check_hero_health(self.hero_1, self.hero_2) self._check_hero_health(self.hero_2, self.hero_1)