修复用str作key导致keyerror的问题
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@ -93,7 +93,7 @@ class Card():
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image.blit(frozen_image, (0,0), (0, 0, self.rect.w, frozen_height))
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image.blit(self.orig_image, (0,frozen_height),
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(0, frozen_height, self.rect.w, self.rect.h - frozen_height))
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elif self.sun_cost > sun_value: #disable status
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if self.sun_cost > sun_value: #disable status
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image = self.orig_image.copy()
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image.set_alpha(192)
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elif self.clicked:
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@ -102,7 +102,7 @@ class Level(tool.State):
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# 可以考虑将波刷新和一波中的僵尸生成分开
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# useableZombie是指可用的僵尸种类的元组
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# inevitableZombie指在本轮必然出现的僵尸,输入形式为字典: {波数1:(僵尸1, 僵尸2……), 波数2:(僵尸1, 僵尸2……)……}
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def createWaves(self, useableZombies, numFlags, survivalRounds=0, inevitableZombieDict=None):
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def createWaves(self, useableZombies, numFlags, survivalRounds=0, inevitable_zombie_dict=None):
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waves = []
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@ -130,10 +130,10 @@ class Level(tool.State):
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if (self.bar_type != c.CHOOSEBAR_STATIC):
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volume += 2
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if inevitableZombieDict and (wave in inevitableZombieDict):
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for newZombie in inevitableZombieDict[str(wave)]:
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zombieList.append(newZombie)
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volume -= c.CREATE_ZOMBIE_DICT[newZombie][0]
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if inevitable_zombie_dict and (wave in inevitable_zombie_dict):
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for new_zombie in inevitable_zombie_dict[wave]:
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zombieList.append(new_zombie)
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volume -= c.CREATE_ZOMBIE_DICT[new_zombie][0]
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if volume < 0:
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logger.warning(f"第{wave}波中手动设置的僵尸级别总数超过上限!")
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@ -141,23 +141,23 @@ class Level(tool.State):
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minCost = c.CREATE_ZOMBIE_DICT[min(useableZombies, key=lambda x:c.CREATE_ZOMBIE_DICT[x][0])][0]
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while (volume >= minCost) and (len(zombieList) < 50):
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newZombie = random.choices(useableZombies, weights)[0]
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new_zombie = random.choices(useableZombies, weights)[0]
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# 普通僵尸、路障僵尸、铁桶僵尸有概率生成水中变种
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if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
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# 有泳池第一轮的第四波设定上生成水生僵尸
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if survivalRounds == 0 and wave == 4:
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if newZombie in c.CONVERT_ZOMBIE_IN_POOL:
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newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
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if new_zombie in c.CONVERT_ZOMBIE_IN_POOL:
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new_zombie = c.CONVERT_ZOMBIE_IN_POOL[new_zombie]
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elif survivalRounds > 0 or wave > 4:
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if random.randint(1, 3) == 1: # 1/3概率水上,暂时人为设定
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if newZombie in c.CONVERT_ZOMBIE_IN_POOL:
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newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
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if new_zombie in c.CONVERT_ZOMBIE_IN_POOL:
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new_zombie = c.CONVERT_ZOMBIE_IN_POOL[new_zombie]
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# 首先几轮不出水生僵尸
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elif newZombie in c.WATER_ZOMBIE:
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elif new_zombie in c.WATER_ZOMBIE:
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continue
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if c.CREATE_ZOMBIE_DICT[newZombie][0] <= volume:
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zombieList.append(newZombie)
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volume -= c.CREATE_ZOMBIE_DICT[newZombie][0]
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if c.CREATE_ZOMBIE_DICT[new_zombie][0] <= volume:
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zombieList.append(new_zombie)
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volume -= c.CREATE_ZOMBIE_DICT[new_zombie][0]
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waves.append(zombieList)
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# print(wave, zombieList, len(zombieList))
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@ -424,7 +424,7 @@ class Level(tool.State):
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self.createWaves( useableZombies=self.map_data[c.INCLUDED_ZOMBIES],
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numFlags=self.map_data[c.NUM_FLAGS],
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survivalRounds=0,
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inevitableZombieDict=self.map_data[c.INEVITABLE_ZOMBIE_DICT])
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inevitable_zombie_dict=self.map_data[c.INEVITABLE_ZOMBIE_DICT])
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else:
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self.createWaves( useableZombies=self.map_data[c.INCLUDED_ZOMBIES],
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numFlags=self.map_data[c.NUM_FLAGS],
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