fight near (with going)

This commit is contained in:
Arnas Udovicius 2014-03-09 18:56:05 +02:00
parent 9f1dd0638e
commit 74cc330573
2 changed files with 139 additions and 33 deletions

147
gui.py
View file

@ -1142,44 +1142,123 @@ def fight(screen, gs):
action = gs.fight['user_log'][0]
unit = gs.fight['units'][action['unit']]
if action['action'] == 'F':
unit['fortify'] = True
unit['in_action'] = False
if not unit['health'] > 0:
del gs.fight['user_log'][0]
elif action['action'] == 'S':
pygame.draw.circle(screen, (0, 0, 0), (unit['pos'][0]+10, 300), 10)
pygame.draw.line(screen, (0, 0, 0), (50, 300), (1130, 300), 3)
gs.fight['action'] = 'shooting'
elif action['action'] == 'G':
if unit['pos'] == action['target']:
i = (unit['pos'][0] - 52) / 20
j = (unit['pos'][1] - 502) / 20
unit['field'] = (i, j)
else:
if action['action'] == 'F':
unit['fortify'] = True
unit['in_action'] = False
gs.fight['fields'][i][j] = unit['id']
del gs.fight['user_log'][0]
elif action['action'] == 'S':
pygame.draw.circle(screen, (0, 0, 0), (unit['pos'][0]+10, 300), 10)
pygame.draw.line(screen, (0, 0, 0), (50, 300), (1130, 300), 3)
gs.fight['action'] = 'shooting'
elif action['action'] == 'G':
else:
gs.fight['fields'][unit['field'][0]][unit['field'][1]] = ''
pygame.draw.rect(screen, (0, 0, 0), (unit['pos'][0] - 1, unit['pos'][1] - 1, 19, 19), 5)
pygame.draw.rect(screen, unit['color'], (unit['pos'][0], unit['pos'][1], 17, 17), 0)
a = fonts18.render(unit['type'], True, (255, 255, 255))
screen.blit(a, (unit['pos'][0] + 3, unit['pos'][1] + 3))
if unit['pos'] == action['target']:
i = (unit['pos'][0] - 52) / 20
j = (unit['pos'][1] - 502) / 20
unit['field'] = (i, j)
unit['in_action'] = False
gs.fight['fields'][i][j] = unit['id']
x = unit['pos'][0]
y = unit['pos'][1]
if x < action['target'][0]:
x += 1
elif x > action['target'][0]:
x -= 1
del gs.fight['user_log'][0]
if y < action['target'][1]:
y += 1
elif y > action['target'][1]:
y -= 1
else:
#check is field empty or enemy and empty field is near
moving_target = list(action['target'])
calculating_road = True
while calculating_road:
target_unit = gs.get_fight_unit_from_pos(moving_target)
if not target_unit:
calculating_road = False
break
unit['pos'] = (x, y)
if abs(moving_target[0] - unit['pos'][0]) > abs(moving_target[1] - unit['pos'][1]):
if moving_target[0] > unit['pos'][0]:
moving_target[0] -= 20
elif moving_target[0] < unit['pos'][0]:
moving_target[0] += 20
else:
if moving_target[1] > unit['pos'][1]:
moving_target[1] -= 20
elif moving_target[1] < unit['pos'][1]:
moving_target[1] += 20
recheck_unit = gs.get_fight_unit_from_pos(moving_target)
if not recheck_unit:
calculating_road = False
if target_unit['country'] != unit['country']:
#calculating damage
if target_unit['fortify']:
fortify = 1
else:
fortify = 2
if unit['type'] == 'P':
if target_unit['type'] == 'P':
target_unit['health'] -= unit['health'] / 4 * fortify
unit['health'] -= target_unit['health'] / 4
elif target_unit['type'] == 'A':
target_unit['health'] -= unit['health'] / 8 * fortify
unit['health'] -= target_unit['health'] / 4
else:
target_unit['health'] -= unit['health'] / 2 * fortify
unit['health'] -= target_unit['health'] / 12
elif unit['type'] == 'A':
if target_unit['type'] == 'P':
target_unit['health'] -= unit['health'] / 4 * fortify
unit['health'] -= target_unit['health'] / 8
elif target_unit['type'] == 'A':
target_unit['health'] -= unit['health'] / 4 * fortify
unit['health'] -= target_unit['health'] / 4
else:
target_unit['health'] -= unit['health'] / 2 * fortify
unit['health'] -= target_unit['health'] / 12
else:
if target_unit['type'] == 'P':
target_unit['health'] -= unit['health'] / 12 * fortify
unit['health'] -= target_unit['health'] / 2
elif target_unit['type'] == 'A':
target_unit['health'] -= unit['health'] / 12 * fortify
unit['health'] -= target_unit['health'] / 2
else:
target_unit['health'] -= unit['health'] / 4 * fortify
unit['health'] -= target_unit['health'] / 4
if unit['pos'] == tuple(moving_target):
calculating_road = False
if unit['pos'] == tuple(moving_target):
i = (unit['pos'][0] - 52) / 20
j = (unit['pos'][1] - 502) / 20
unit['field'] = (i, j)
unit['in_action'] = False
gs.fight['fields'][i][j] = unit['id']
del gs.fight['user_log'][0]
else:
gs.fight['fields'][unit['field'][0]][unit['field'][1]] = ''
pygame.draw.rect(screen, (0, 0, 0), (unit['pos'][0] - 1, unit['pos'][1] - 1, 19, 19), 5)
pygame.draw.rect(screen, unit['color'], (unit['pos'][0], unit['pos'][1], 17, 17), 0)
a = fonts18.render(unit['type'], True, (255, 255, 255))
screen.blit(a, (unit['pos'][0] + 3, unit['pos'][1] + 3))
x = unit['pos'][0]
y = unit['pos'][1]
if x < moving_target[0]:
x += 1
elif x > moving_target[0]:
x -= 1
if y < moving_target[1]:
y += 1
elif y > moving_target[1]:
y -= 1
unit['pos'] = (x, y)
if gs.fight['action'] == 'selected_shoot':
@ -1200,7 +1279,11 @@ def fight(screen, gs):
for unit in gs.fight['units']:
distance = int(math.sqrt((unit['pos'][0] - x)**2 + (unit['pos'][1] - y - 10)**2))
if longness / distance:
unit['health'] -= (longness - distance)
fortify = 1
if unit['fortify']:
fortify = 2
unit['health'] -= (longness - distance) / fortify
gs.fight['param_int'] = 0
gs.fight['selected_unit'] = None

View file

@ -388,11 +388,34 @@ class GameSettings:
for p in border_extended:
if p[0] == capital[0] and p[1] == y:
count += 1
print(count)
if count > 0 and count % 2 == 1:
return border
def get_fight_unit_from_pos(self, pos):
"""Get unit from position in fight mode"""
field_pos = self.get_field_from_pos(pos)
for unit in self.fight['units']:
if unit['health'] > 0 and field_pos == unit['field']:
return unit
return None
def get_field_from_pos(self, pos):
"""Get field from position in fight mode"""
start_x = 50
start_y = 500
for i in range(54):
for j in range(9):
if start_x < pos[0] < start_x + 20 and start_y < pos[1] < start_y + 20:
return (i, j)
start_y += 20
start_x += 20
start_y = 500
class Country:
"""Main class for country."""