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First solution in Clear category for The Lancers by Moff
class Warrior:
def __init__(self, health=50, attack=5):
self.health = health
self.attack = attack
@property
def is_alive(self):
return self.health > 0
def hit(self, other):
other.loss(self.attack)
def damage(self, attack):
return attack
def loss(self, attack):
self.health -= self.damage(attack)
class Knight(Warrior):
def __init__(self):
super().__init__(attack=7)
class Defender(Warrior):
def __init__(self):
super().__init__(health=60, attack=3)
self.defense = 2
def damage(self, attack):
return max(0, attack - self.defense)
class Vampire(Warrior):
def __init__(self):
super().__init__(health=40, attack=4)
self.vampirism = 50
def hit(self, other):
super().hit(other)
self.health += other.damage(self.attack) * self.vampirism // 100
class Lancer(Warrior):
def __init__(self):
super().__init__(attack=6)
def fight(unit_1, unit_2):
while 1:
unit_1.hit(unit_2)
if unit_2.health <= 0:
return True
unit_2.hit(unit_1)
if unit_1.health <= 0:
return False
class Army:
def __init__(self):
self.units = []
def add_units(self, unit_class, count):
for _ in range(count):
self.units.append(unit_class())
@property
def first_alive_unit(self):
for unit in self.units:
if unit.is_alive:
return unit
def next_unit(self, unit):
i = self.units.index(unit)
if i + 1 < len(self.units):
return self.units[i + 1]
@property
def is_alive(self):
return self.first_alive_unit is not None
class Battle:
@staticmethod
def hit(unit_1, unit_2, army_2):
unit_3 = army_2.next_unit(unit_2)
unit_1.hit(unit_2)
if isinstance(unit_1, Lancer):
if unit_3:
unit_3.loss(unit_1.attack // 2)
@classmethod
def fight(cls, army_1, army_2):
while army_1.is_alive and army_2.is_alive:
unit_1 = army_1.first_alive_unit
unit_2 = army_2.first_alive_unit
while 1:
cls.hit(unit_1, unit_2, army_2)
if unit_2.health <= 0:
break
cls.hit(unit_2, unit_1, army_1)
if unit_1.health <= 0:
break
return army_1.is_alive
Aug. 8, 2018
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