// Atacar function attack(attackerX, attackerY, defenderX, defenderY)
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
// 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; batalla por terra
// 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: "🐎" ;
// Inicializar grid function initGrid() grid = Array(GRID_SIZE).fill().map(() => Array(GRID_SIZE).fill().map(() => ( terrain: randomTerrain(), unit: null, side: null // "attacker", "defender" ))); // Atacar function attack(attackerX
def in_range(self, ax, ay, dx, dy, rng): return abs(ax-dx) + abs(ay-dy) <= rng
// Verificar si está en rango (distancia Manhattan) function isInRange(ax, ay, dx, dy, range) return (Math.abs(ax - dx) + Math.abs(ay - dy)) <= range; defenderY) def attack(self
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)