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Python Power.artifact_power_interval方法代码示例

本文整理汇总了Python中the_tale.game.balance.power.Power.artifact_power_interval方法的典型用法代码示例。如果您正苦于以下问题:Python Power.artifact_power_interval方法的具体用法?Python Power.artifact_power_interval怎么用?Python Power.artifact_power_interval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the_tale.game.balance.power.Power的用法示例。


在下文中一共展示了Power.artifact_power_interval方法的8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: receive_artifacts_slots_choices

# 需要导入模块: from the_tale.game.balance.power import Power [as 别名]
# 或者: from the_tale.game.balance.power.Power import artifact_power_interval [as 别名]
    def receive_artifacts_slots_choices(self, better, prefered_slot, prefered_item):
        from the_tale.game.artifacts.prototypes import ArtifactPrototype

        allowed_slots = list(relations.EQUIPMENT_SLOT.records)
        slot_choices = list(allowed_slots)

        if prefered_slot and self.preferences.equipment_slot and self.can_upgrade_prefered_slot:
            slot_choices = [self.preferences.equipment_slot]

        if prefered_item and self.preferences.favorite_item and self.preferences.favorite_item in slot_choices: #after prefered slot, since prefered item is more important
            slot_choices.remove(self.preferences.favorite_item)

        result_choices = []

        if better:

            for slot in slot_choices:
                artifact = self.equipment.get(slot)

                if artifact is not None:

                    distribution = self.preferences.archetype.power_distribution
                    min_power, max_power = Power.artifact_power_interval(distribution, self.level) # pylint: disable=W0612

                    if artifact.preference_rating(distribution) >= ArtifactPrototype._preference_rating(artifact.rarity, max_power, distribution):
                        continue

                result_choices.append(slot)

        else:
            result_choices = slot_choices

        return result_choices
开发者ID:Alkalit,项目名称:the-tale,代码行数:35,代码来源:equipment_methods.py

示例2: test_receive_artifacts_slots_choices__better_false

# 需要导入模块: from the_tale.game.balance.power import Power [as 别名]
# 或者: from the_tale.game.balance.power.Power import artifact_power_interval [as 别名]
    def test_receive_artifacts_slots_choices__better_false(self):
        distribution = self.hero.preferences.archetype.power_distribution
        min_power, max_power = Power.artifact_power_interval(distribution, self.hero.level) # pylint: disable=W0612

        for artifact in self.hero.equipment.values():
            artifact.power = max_power

        self.assertEqual(set(self.hero.receive_artifacts_slots_choices(better=False, prefered_slot=False, prefered_item=False)),
                         set(relations.EQUIPMENT_SLOT.records))
开发者ID:alexudracul,项目名称:the-tale,代码行数:11,代码来源:test_hero_equipment.py

示例3: use

# 需要导入模块: from the_tale.game.balance.power import Power [as 别名]
# 或者: from the_tale.game.balance.power.Power import artifact_power_interval [as 别名]
    def use(self, task, storage, **kwargs):  # pylint: disable=R0911,W0613

        for artifact in task.hero.equipment.values():
            distribution = task.hero.preferences.archetype.power_distribution
            min_power, max_power = Power.artifact_power_interval(distribution, task.hero.level)

            artifact.sharp(distribution=distribution, max_power=max_power, force=True)

        return task.logic_result(message=u"Вся экипировка героя улучшена")
开发者ID:Jazzis18,项目名称:the-tale,代码行数:11,代码来源:effects.py

示例4: use

# 需要导入模块: from the_tale.game.balance.power import Power [as 别名]
# 或者: from the_tale.game.balance.power.Power import artifact_power_interval [as 别名]
    def use(self, task, storage, **kwargs): # pylint: disable=R0911,W0613
        artifact = random.choice(task.hero.equipment.values())

        distribution=task.hero.preferences.archetype.power_distribution
        min_power, max_power = Power.artifact_power_interval(distribution, task.hero.level)

        artifact.sharp(distribution=distribution,
                       max_power=max_power,
                       force=True)

        return task.logic_result(message=u'Улучшена экипировка героя: %(artifact)s' % {'artifact': artifact.html_label()})
开发者ID:Alkalit,项目名称:the-tale,代码行数:13,代码来源:effects.py

示例5: test_sharp_preferences_with_max_power

# 需要导入模块: from the_tale.game.balance.power import Power [as 别名]
# 或者: from the_tale.game.balance.power.Power import artifact_power_interval [as 别名]
    def test_sharp_preferences_with_max_power(self):
        distribution = self.hero.preferences.archetype.power_distribution
        min_power, max_power = Power.artifact_power_interval(distribution, self.hero.level)

        self.hero.preferences.set_equipment_slot(relations.EQUIPMENT_SLOT.HAND_PRIMARY)

        artifact = self.hero.equipment.get(relations.EQUIPMENT_SLOT.HAND_PRIMARY)
        artifact.power = max_power

        artifact = self.hero.sharp_artifact()
        self.assertFalse(artifact.type.is_MAIN_HAND)
开发者ID:alexudracul,项目名称:the-tale,代码行数:13,代码来源:test_hero_equipment.py

示例6: test_sharp_artifact_when_all_artifacts_has_max_power

# 需要导入模块: from the_tale.game.balance.power import Power [as 别名]
# 或者: from the_tale.game.balance.power.Power import artifact_power_interval [as 别名]
    def test_sharp_artifact_when_all_artifacts_has_max_power(self):
        distribution = self.hero.preferences.archetype.power_distribution
        min_power, max_power = Power.artifact_power_interval(distribution, self.hero.level)

        for artifact in self.hero.equipment.equipment.values():
            artifact.power = max_power.clone()

        old_power = self.hero.power
        artifact = self.hero.sharp_artifact()

        self.assertTrue(self.hero.power.physic > old_power.physic or
                        self.hero.power.magic > old_power.magic)

        self.assertTrue(artifact.power == max_power + Power(1, 0) or
                        artifact.power == max_power + Power(0, 1))
        self.assertTrue(self.hero.equipment.updated)
开发者ID:alexudracul,项目名称:the-tale,代码行数:18,代码来源:test_hero_equipment.py

示例7: test_only_better_for_prefered_slot

# 需要导入模块: from the_tale.game.balance.power import Power [as 别名]
# 或者: from the_tale.game.balance.power.Power import artifact_power_interval [as 别名]
    def test_only_better_for_prefered_slot(self):
        self.hero._model.level = 9999
        self.hero.preferences.set_equipment_slot(relations.EQUIPMENT_SLOT.PLATE)

        # just set any artifact
        self.hero.receive_artifact(equip=True, better=False, prefered_slot=True, prefered_item=True, archetype=True)

        distribution = self.hero.preferences.archetype.power_distribution
        min_power, max_power = Power.artifact_power_interval(distribution, self.hero.level)

        for i in xrange(100):
            old_artifact = self.hero.equipment.get(relations.EQUIPMENT_SLOT.PLATE)
            old_artifact.power = max_power - Power(1, 1)

            self.hero.receive_artifact(equip=True, better=True, prefered_slot=True, prefered_item=True, archetype=True)
            self.assertTrue(self.hero.equipment.get(relations.EQUIPMENT_SLOT.PLATE).preference_rating(distribution) > old_artifact.preference_rating(distribution))
开发者ID:alexudracul,项目名称:the-tale,代码行数:18,代码来源:test_hero_equipment.py

示例8: sharp_artifact

# 需要导入模块: from the_tale.game.balance.power import Power [as 别名]
# 或者: from the_tale.game.balance.power.Power import artifact_power_interval [as 别名]
    def sharp_artifact(self):
        choices = list(relations.EQUIPMENT_SLOT.records)
        random.shuffle(choices)

        if self.preferences.equipment_slot is not None and self.can_upgrade_prefered_slot:
            choices.insert(0, self.preferences.equipment_slot)

        distribution = self.preferences.archetype.power_distribution

        min_power, max_power = Power.artifact_power_interval(distribution, self.level) # pylint: disable=W0612

        for slot in choices:
            artifact = self.equipment.get(slot)
            if artifact is not None and artifact.sharp(distribution, max_power):
                self.equipment.updated = True
                return artifact

        # if all artifacts are on maximum level
        random.shuffle(choices)
        for slot in choices:
            artifact = self.equipment.get(slot)
            if artifact is not None and artifact.sharp(distribution, max_power, force=True):
                self.equipment.updated = True
                return artifact
开发者ID:Alkalit,项目名称:the-tale,代码行数:26,代码来源:equipment_methods.py


注:本文中的the_tale.game.balance.power.Power.artifact_power_interval方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。