本文整理汇总了Python中inventory.Inventory.check_durability方法的典型用法代码示例。如果您正苦于以下问题:Python Inventory.check_durability方法的具体用法?Python Inventory.check_durability怎么用?Python Inventory.check_durability使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类inventory.Inventory
的用法示例。
在下文中一共展示了Inventory.check_durability方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: Game
# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import check_durability [as 别名]
#.........这里部分代码省略.........
self.printScreen()
return True
else:
self.messages.append("You don't have any Potions!")
return False
# SHIELDING
elif decisions[0] == 'c':
# is there a shield equipped?
shields = self.inventory.get_equipped_defense()
if shields:
self.playerStance = "DEFENSIVE"
self.messages.append("You raised your shield!")
return True
else:
self.messages.append(
"You try to raise your shield, only to discover you're not holding one. The {0} looks confused.".format(
self.current_enemy.name))
return True
# BAD COMMAND
else:
assert(False and "Invalid command specified")
def enemyTurn(self):
# enemy will of course hit back
damage = int((float(self.current_enemy.item.strength) * ENEMY_DAMAGE_CONSTANT) * self.current_enemy.next_attack)
# player is shielding
shield_level = 0
if self.playerStance == "DEFENSIVE":
# find the shields the player has
#shield_level = self.inventory.get_equipped_defense().strength
shield_level = self.inventory.get_defense()
self.inventory.check_durability()
if self.playerStance == "DEFENSIVE" and self.seerdata.current_block:
self.messages.append("You successfully blocked the enemy attack!")
else:
self.player.damage(damage)
damageType = "hit" if not isinstance(
self.current_enemy.item,
RangedWeapon) else "shoot"
self.messages.append(
"The {0} {2}s you for {1} damage!".format(
self.current_enemy.name,
damage,
damageType))
return True
# escape results
def _isMssgTooLong(self, currentMessage, messageToAppend):
return len(currentMessage + messageToAppend) > 159
def runEvent(self):
from ai import USE_AI
self.seerdata.generate_encounter(self.inventory.get_defense(), self.escape_chance, self.items_dropped, is_dorf=("DORF" in self.current_enemy.image))
# Combat loop
isPlayerTurn = True
self.messages = []
if self.player.hiding: self.messages.append("A {0} found your hiding place!".format(self.current_enemy.name))
else: self.messages.append("A {0} appeared!".format(self.current_enemy.name))
self.playerStance = "NEUTRAL"