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outpost.py
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outpost.py
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import math
import random
from map import get_map_at_coords
def process_outpost_attacks(mapdb, usersdb, league):
coords_to_process = list(mapdb[league].keys())
for coord in coords_to_process:
if coord in mapdb[league]: # Check if the coord still exists
tile_data = mapdb[league][coord]
if tile_data.get("type") == "outpost":
attack_enemy_siege(mapdb, usersdb, league, coord)
def attack_enemy_siege(mapdb, usersdb, league, outpost_coord):
x, y = map(int, outpost_coord.split(','))
outpost_owner = mapdb[league][outpost_coord]["control"]
targetable_sieges = []
for i in range(x - 10, x + 11):
for j in range(y - 10, y + 11):
if math.sqrt((i - x)**2 + (j - y)**2) <= 10:
siege_coord = f"{i},{j}"
siege_tile = get_map_at_coords(i, j, mapdb[league])
if siege_tile:
siege_tile = siege_tile[siege_coord] # Unwrap the tile data
if siege_tile.get("type") == "siege" and siege_tile["control"] != outpost_owner:
targetable_sieges.append(siege_coord)
if targetable_sieges:
target_coord = random.choice(targetable_sieges)
damage_siege(mapdb, usersdb, league, target_coord)
def damage_siege(mapdb, usersdb, league, siege_coord):
if siege_coord in mapdb[league]: # Check if the siege still exists
siege = mapdb[league][siege_coord]
# If HP is not set, initialize it to 250 (as per the Siege class in the original code)
if "hp" not in siege:
siege["hp"] = 250
siege["hp"] -= 1
if siege["hp"] <= 0:
del mapdb[league][siege_coord]
owner = siege["control"]
if owner in usersdb[league]:
user_data = usersdb[league][owner]
if "construction" in user_data and siege_coord in user_data["construction"]:
del user_data["construction"][siege_coord]
else:
mapdb[league][siege_coord] = siege