Por Terra - Batalla
def display(self): os.system('cls' if os.name == 'nt' else 'clear') print("\n" + "="*60) print("⚔️ BATALLA POR TIERRA ⚔️".center(60)) print(f"Turno: self.current_turn.upper()".center(60)) print("="*60) print(" " + " ".join(f"j:2" for j in range(self.size))) for i in range(self.size): row_display = f"i:2 " for j in range(self.size): unit = self.grid[i][j] terrain_char = "Plain":"🌾","Forest":"🌲","Hill":"⛰️"[self.terrain[i][j]["name"]] if unit: row_display += f"unit.iconunit.hp:2 " else: row_display += f" terrain_char " print(row_display) print("-"*60)
class Unit: def (self, unit_type, side): self.type = unit_type self.side = side if unit_type == "Infantry": self.atk, self.defense, self.range, self.max_hp = 8, 5, 1, 20 self.icon = "⚔️" elif unit_type == "Archer": self.atk, self.defense, self.range, self.max_hp = 6, 3, 3, 15 self.icon = "🏹" else: # Cavalry self.atk, self.defense, self.range, self.max_hp = 10, 4, 1, 18 self.icon = "🐎" self.hp = self.max_hp
// Event listeners document.getElementById("reset-btn").addEventListener("click", resetGame); document.getElementById("end-turn-btn").addEventListener("click", () => if (!checkVictory()) endTurn(); else addLog("La batalla terminó, reinicia para jugar."); updateUI(); ); batalla por terra
// Verificar fin de batalla function checkVictory() const attackerCount = countUnits("attacker"); const defenderCount = countUnits("defender"); document.getElementById("attacker-stats").innerText = attackerCount; document.getElementById("defender-stats").innerText = defenderCount; if (attackerCount === 0) addLog("🏆 ¡VICTORIA DEL DEFENSOR! La tierra permanece firme."); return "defender"; if (defenderCount === 0) addLog("🏆 ¡VICTORIA DEL ATACANTE! La tierra es conquistada."); return "attacker"; return null;
def attack(self, ax, ay, dx, dy): attacker = self.grid[ax][ay] defender = self.grid[dx][dy] if not attacker or not defender: return False, "No hay unidad" if attacker.side == defender.side: return False, "No puedes atacar aliados" if attacker.side != self.current_turn: return False, "No es tu turno" if not self.in_range(ax, ay, dx, dy, attacker.range): return False, "Fuera de rango" damage = self.calculate_damage(attacker, defender, self.terrain[ax][ay], self.terrain[dx][dy]) defender.hp -= damage msg = f"attacker.icon ataca a defender.icon y causa damage de daño!" if defender.hp <= 0: msg += f" defender.icon ha muerto!" self.grid[dx][dy] = None return True, msg def display(self): os
// Calcular daño con terreno function calculateDamage(attacker, defender, attackerTerrain, defenderTerrain) let baseDmg = attacker.baseAtk - defender.baseDef; if (baseDmg < 2) baseDmg = 2; let terrainAtkMod = attackerTerrain.dmgModAttacker; let terrainDefMod = defenderTerrain.dmgModDefender; let finalDamage = Math.floor(baseDmg * terrainAtkMod * terrainDefMod); finalDamage += Math.floor(Math.random() * 4); // azar pequeño if (finalDamage < 1) finalDamage = 1; return finalDamage;
def count_units(self, side): return sum(1 for i in range(self.size) for j in range(self.size) if self.grid[i][j] and self.grid[i][j].side == side) El script de Python se ejecuta en terminal
// Tipos de unidad const UNITS = INFANTRY: name: "⚔️", baseAtk: 8, baseDef: 5, range: 1, hp: 20, icon: "⚔️" , ARCHER: name: "🏹", baseAtk: 6, baseDef: 3, range: 3, hp: 15, icon: "🏹" , CAVALRY: name: "🐎", baseAtk: 10, baseDef: 4, range: 1, hp: 18, icon: "🐎" ;
def change_turn(self): self.current_turn = "defender" if self.current_turn == "attacker" else "attacker" print(f"\n🔄 Turno cambiado a self.current_turn.upper()")
<script> // ---------- CONFIGURACIÓN ---------- const GRID_SIZE = 10; let grid = []; let currentTurn = "attacker"; // attacker or defender let selectedUnit = null; // x, y
Puedes copiar el código HTML en un archivo .html y abrirlo en cualquier navegador para jugar. El script de Python se ejecuta en terminal.