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Python Rules.attack方法代碼示例

本文整理匯總了Python中rules.Rules.attack方法的典型用法代碼示例。如果您正苦於以下問題:Python Rules.attack方法的具體用法?Python Rules.attack怎麽用?Python Rules.attack使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在rules.Rules的用法示例。


在下文中一共展示了Rules.attack方法的1個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: __init__

# 需要導入模塊: from rules import Rules [as 別名]
# 或者: from rules.Rules import attack [as 別名]
class Game:
    """Represents the current state of a risk game

    Includes full specification of the map, rules, players and current game state.
    Includes the NAME ONLY of the graphical map file, along with coordinates of territories on this map."""
    def __init__(self,nodeNetwork=None, players={}, bonuses=[], mapString=None, coordinates=None, mapFile=None, settingsMap={}):
        self.mapFile = mapFile
        self.coordinates = coordinates
        self.rules = Rules(map=nodeNetwork, players=players)
        self.whosTurn = self.rules.players[0]
        self.turnStage = 'reinforce'
        self.reinforcementsToPlace = {}
        self.lastAttack = None
        self.fortifies = 1
        if 'fortifies' in settingsMap:
            self.fortifies = int(settingsMap['fortifies'])
        self.fortifiesLeft = self.fortifies
        self.bonuses=bonuses
        for player in self.rules.players:
            self.reinforcementsToPlace[player]=0
        self.reinforced = False
        if not mapString and not (coordinates and mapFile):
            print "this game has no pretty visualization available"
        self.mapString = mapString
        self.settingsMap = settingsMap
        self.fog = False
        if 'fog' in self.settingsMap:
            self.fog = self.settingsMap['fog']
        self.selectionList = []
        self.showAttackResult = False
        self.justMadeFreeMove = False

    def _giveReinforcements(self):
        if self.reinforced == True:
            return False
        else:
            self.reinforced = True
            self.reinforcementsToPlace[self.whosTurn]=self.getDeservedReinforcements(self.whosTurn)

    def player_getFortifiesLeft(self,player):
        """Returns 0 if not the current players turn, otherwise the number of fortifying moves left in the turn"""
        if self.whosTurn != player:
            return 0
        else:
            return self.fortifiesLeft

    def updateTurn(self):
        if self.whosTurn not in self.playersAlive and self.turnStage != 'fortify': # lose condition
            self.turnStage = 'fortify'
            self.fortifiesLeft = 0
            self.updateTurn()
        if len(self.playersAlive) == 1 and self.playersAlive[0] == self.whosTurn:
            self.turnStage = 'reinforce'  # win condition
            self.reinforcementsToPlace[self.whosTurn] = 1
        elif self.turnStage == 'reinforce' and self.reinforcementsToPlace[self.whosTurn]==0:
                self.turnStage = 'attacks'
        elif (self.turnStage == 'fortify' and self.fortifiesLeft == 0) or self.whosTurn not in self.playersAlive:
            players = self.players  # begin new turn
            for i in range(len(players)):
                if self.whosTurn == players[i]:
                    self.whosTurn = players[(i+1)%len(players)]
                    self.reinforcementsToPlace[self.whosTurn] = self.getDeservedReinforcements(self.whosTurn)
                    self.fortifiesLeft = self.fortifies
                    self.turnStage = 'reinforce'
                    self.selectionList = []
                    self.lastAttack = None
                    self.justMadeFreeMove = False
                    self.updateTurn()
                    break

    def getDeservedReinforcements(self,player):
        count = 0
        countriesPerTroop = 3
        if 'countriesPerTroop' in self.settingsMap:
            countriesPerTroop = int(self.settingsMap['countriesPerTroop'])
        countries = self.countries
        for country in countries:
            if self.isOwned(country, player):
                count +=1
        for bonus in self.bonuses:
            deserveBonus = True
            for country in bonus[0:-1]:
                if not self.isOwned(country,player):
                    deserveBonus = False
            if deserveBonus:
                count+=(countriesPerTroop*int(bonus[-1]))
        return max(int(count/countriesPerTroop),3)


    def player_reinforce(self,country,howMany,player):
        pass
        # check for correct turn, right time, have reinforcements, etc.
        if type(player) != type('string') and type(player) != type(u'string'):
            return False
        if self.whosTurn != player:
            return False
        if self.turnStage != 'reinforce':
            return False
        if self.reinforcementsToPlace[player]<=0:
            return False
#.........這裏部分代碼省略.........
開發者ID:thomasballinger,項目名稱:Utok,代碼行數:103,代碼來源:game.py


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